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		<title>The Wreck - Chronological order of Events</title>
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		<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;
&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.&lt;br /&gt;
&lt;br /&gt;
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.&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;
&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;
=== 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 Super Tuesday will be in two days time. Since they are new to the city he wanted to make sure they understand that it will be more than pandemonium, the guild bylaws are insane and it will be the craziest day of the year.&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 hired by the Guild of Stevedores and will be the ones to escort one of the ballot boxes. 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;
[[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=4121</id>
		<title>Avale - Neighborhoods</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Avale_-_Neighborhoods&amp;diff=4121"/>
		<updated>2026-04-10T10:31:56Z</updated>

		<summary type="html">&lt;p&gt;DB: /* Longsee */&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;
* Messengers Coalition, on Ropemaker Way&lt;br /&gt;
* Inn - The Steaming Pot&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;
* 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;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Inn - The Plucked Pheasant&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;
&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;
=== 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, on 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, on 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;
* Theater - People’s Playhouse&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;
=== 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;
&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;
* Jeweler - Rings and Things&lt;br /&gt;
* Smith - Wesson&#039;s Smithy, on 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;
Surplus - POWMD: Pre-Owned Weapons of Murderous Destruction, &amp;quot;If it&#039;s in stock, we got it!&amp;quot;&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;
&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, on 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;
&#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;, on 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 - This Is The Yeast We Can Do, owner: &#039;&#039;&#039;Bretmera Gremdain&#039;&#039;&#039;&lt;br /&gt;
* Entertainment - Catifras Theater&lt;br /&gt;
* HQ - Brewers Guild, on Falanae Avenue&lt;br /&gt;
* Restaurant - Feywild Shroomhouse, on Korb Street&lt;br /&gt;
&lt;br /&gt;
=== Old Yards ===&lt;br /&gt;
&#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;
=== 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;
=== 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;
=== 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;, on 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;
* HQ - Guild of Bookkeepers, Notaries &amp;amp; Scribes&lt;br /&gt;
* HQ - Guild of Cartographers &amp;amp; Surveyors&lt;br /&gt;
* NPC - House, on 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;
[[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=4120</id>
		<title>Avale - Neighborhoods</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Avale_-_Neighborhoods&amp;diff=4120"/>
		<updated>2026-04-10T09:57:37Z</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;
* Messengers Coalition, on Ropemaker Way&lt;br /&gt;
* Inn - The Steaming Pot&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;
* 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;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Inn - The Plucked Pheasant&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;
&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;
=== 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, on 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, on 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;
* Theater - People’s Playhouse&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;
=== 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;
&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;
* Jeweler - Rings and Things&lt;br /&gt;
* Smith - Wesson&#039;s Smithy, on 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;
Surplus - POWMD: Pre-Owned Weapons of Murderous Destruction, &amp;quot;If it&#039;s in stock, we got it!&amp;quot;&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;
&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;
* Fishmonger - For Cod’s Sake, on Shore Way&lt;br /&gt;
* Inn - The Boer Inn&lt;br /&gt;
* Inn - The Other Inn&lt;br /&gt;
&lt;br /&gt;
=== Lost Bay ===&lt;br /&gt;
&#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;, on 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 - This Is The Yeast We Can Do, owner: &#039;&#039;&#039;Bretmera Gremdain&#039;&#039;&#039;&lt;br /&gt;
* Entertainment - Catifras Theater&lt;br /&gt;
* HQ - Brewers Guild, on Falanae Avenue&lt;br /&gt;
* Restaurant - Feywild Shroomhouse, on Korb Street&lt;br /&gt;
&lt;br /&gt;
=== Old Yards ===&lt;br /&gt;
&#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;
=== 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;
=== 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;
=== 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;, on 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;
* HQ - Guild of Bookkeepers, Notaries &amp;amp; Scribes&lt;br /&gt;
* HQ - Guild of Cartographers &amp;amp; Surveyors&lt;br /&gt;
* NPC - House, on 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;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Avale&amp;diff=4119</id>
		<title>Avale</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Avale&amp;diff=4119"/>
		<updated>2026-04-10T09:55:55Z</updated>

		<summary type="html">&lt;p&gt;DB: Added None Turned Away Clinic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityBox&lt;br /&gt;
|image=Avale.png &lt;br /&gt;
|Government= Plutocracy&lt;br /&gt;
|Temples= [[Istus]], [[Lirr]], [[Osprem]], [[Pholtus]], [[Ulaa]]&lt;br /&gt;
|Merchant Houses=[[Abraxis Combine]], [[Bowman-Outersea Cereals &amp;amp; Commodities]], [[House Ditta]], [[Hythe Maritime Services]], [[Thal Lithel]], [[Thal Sivale]]&lt;br /&gt;
|Other Organisations=[[Bruised But Not Broken]], [[Sulla Arena]], [[Rhes Haghed]], [[Companions of Elric]], [[Kasarian Embassy]], [[Abjura Dolana]], [[Buel Vitta Society]], [[Resa&#039;s Rest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Miforan Empire#Empire|Formerly known as Hegio]], the capital of [[Dolac]]&#039;&#039;&#039; lays at the estuary of the Tal river, where it empties into the [[Sarodin Sea]]. &#039;&#039;&#039;See &amp;lt;bdi&amp;gt;[[Avale - Guilds]]&amp;lt;/bdi&amp;gt; for detailed notes on the guilds&#039;&#039;&#039; in the city. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;shipyards that Dolac is known for, are almost all to be found down the Tal river&#039;&#039;&#039;, one or more days south from the city. The &#039;&#039;&#039;popular beach town [[Duneford]]&#039;&#039;&#039; can be found to the east.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
The city has changed much over time and now consists of &#039;&#039;&#039;many quite [[Avale - Neighborhoods|distinct neighborhoods]] built on low hills, the valleys in between and on land reclaimed from the river&#039;&#039;&#039;, many old warehouses have been converted to living spaces as the city grew.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;new port, the largest in the world&#039;&#039;&#039;, was constructed less than a century ago &#039;&#039;&#039;north of the city&#039;&#039;&#039;. &#039;&#039;&#039;Center of town&#039;&#039;&#039; and the &#039;&#039;&#039;seat of power&#039;&#039;&#039; are the &#039;&#039;&#039;Uppark&#039;&#039;&#039; and &#039;&#039;&#039;Downpark&#039;&#039;&#039; neighborhoods, named for the fact they are on either side of &#039;&#039;&#039;Narrow Park&#039;&#039;&#039;, a small enclave of green in an otherwise built up area.&lt;br /&gt;
&lt;br /&gt;
==== Admiralty House ====&lt;br /&gt;
This imposing building on &#039;&#039;&#039;Anchor Avenue&#039;&#039;&#039; in the &#039;&#039;&#039;Prester neighborhood&#039;&#039;&#039; couldn&#039;t be more mid-Miforan architecture. As the name would suggest, it houses the Admiralty, who have been fighting for relevancy more and more over the years. Budget cuts have meant they haven&#039;t just lost ships but even had to cede a wing of the building to the Docami Budget Office. The navy are frantically looking for threats, real or imagined, to prove their worth in a time of peace.&lt;br /&gt;
==== Avale School of Business (ASB) ====&lt;br /&gt;
While many of the larger guilds prefer to train their people in-house and keep their trade secrets to themselves, &#039;&#039;&#039;business in all its forms is the lifeblood of the country&#039;&#039;&#039;. It should come as no surprise that this university was founded here and &#039;&#039;&#039;attracts the best teachers and eager students&#039;&#039;&#039;. It is located on &#039;&#039;&#039;Nusreds Way&#039;&#039;&#039; in the &#039;&#039;&#039;Fractures neighborhood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Bajakian Ferry ====&lt;br /&gt;
This ferry is powered by horses who run in a treadmill on the ship which powers two paddle wheels, one at each side. The ferry departs from the &#039;&#039;&#039;Pell Point neighborhood&#039;&#039;&#039;, travels to &#039;&#039;&#039;Sevso Island&#039;&#039;&#039;, from there to &#039;&#039;&#039;Klara Island&#039;&#039;&#039;, then doing the same trip in reverse.&lt;br /&gt;
==== Beehold Palace ====&lt;br /&gt;
[[File:Avale Map 2025-12-14.jpg|right|599x599px]]A &#039;&#039;&#039;small castle&#039;&#039;&#039; that used to be outside of the city and was used mainly for hunting. With the city at its current size it is now considered to be &#039;&#039;&#039;on the outskirts of town&#039;&#039;&#039;. It is the &#039;&#039;&#039;royal residence&#039;&#039;&#039; ever since Sevso Palace was destroyed in a short uprising during the split of the [[Miforan Empire]].&lt;br /&gt;
&lt;br /&gt;
==== Domicile of Diligence ====&lt;br /&gt;
Found on &#039;&#039;&#039;Torch Way&#039;&#039;&#039; in the &#039;&#039;&#039;Uppark neighborhood&#039;&#039;&#039;, this &#039;&#039;&#039;colossal building of stone and glass&#039;&#039;&#039; is a new addition to the city and is the &#039;&#039;&#039;seat of the national government&#039;&#039;&#039;. The &#039;&#039;&#039;Council of Torchbearers meets here weekly&#039;&#039;&#039; and most of the building is &#039;&#039;&#039;home to the hard-working civil servants, the Docami&#039;&#039;&#039;, who are tasked with executing the wishes of the council.&lt;br /&gt;
&lt;br /&gt;
==== Ducts ====&lt;br /&gt;
The city has been raised numerous times and this has left enough room for &#039;&#039;&#039;canals under the city&#039;&#039;&#039;. There are three in total, each in the shape of a semi-circle, entering and exiting the city, referred to as the outer, middle, and inner ducts. &#039;&#039;&#039;Flat-bottomed boats are used to supply warehouses and business&#039;&#039;&#039; deeper into the city. The canals &#039;&#039;&#039;don&#039;t surface anywhere inside the city&#039;&#039;&#039;; buildings situated above them have trapdoors that open on to them and any goods are then hoisted up or down. In rare cases of a spring tide the water will rise to the very top of these ducts.&lt;br /&gt;
&lt;br /&gt;
==== Halls ====&lt;br /&gt;
&#039;&#039;&#039;Pronounced &#039;Hawls&#039;&#039;&#039;&#039;, this is the center of &#039;&#039;&#039;city government&#039;&#039;&#039;. Found on &#039;&#039;&#039;the Skirtin&#039;&#039;&#039; in the &#039;&#039;&#039;Downpark neighborhood&#039;&#039;&#039;, this &#039;&#039;&#039;former marketplace is now a warren of buildings&#039;&#039;&#039; where the city Elders and a corps of civil servants run the city. There are &#039;&#039;&#039;nine Elders who are elected every four years by all official guild-members&#039;&#039;&#039; in the city from a list put forward by the guilds.&lt;br /&gt;
&lt;br /&gt;
==== Happy Soles ====&lt;br /&gt;
&#039;&#039;&#039;Dolac is well-known for its shoemakers&#039;&#039;&#039; and this is the &#039;&#039;&#039;most popular shoe shop in the city&#039;&#039;&#039;. They promise to provide you with better footwear than you have ever worn, and they usually deliver. It can be found in the &#039;&#039;&#039;Abrinol neighborhood&#039;&#039;&#039; on &#039;&#039;&#039;Provender Way&#039;&#039;&#039;.&lt;br /&gt;
==== Inner Court Arcade ====&lt;br /&gt;
[[File:Inner Court Arcade.png|145x145px|right]]Found in the &#039;&#039;&#039;Uppark neighborhood&#039;&#039;&#039; on &#039;&#039;&#039;Lock Street&#039;&#039;&#039;, this is one of the most &#039;&#039;&#039;exclusive malls&#039;&#039;&#039; in the entire country. Built in the days of Empire, the marbled floors reflect the glass ceiling in this two-story shopping paradise. Marble statuary flank the &#039;&#039;&#039;expensive stores&#039;&#039;&#039; that can be found here.&lt;br /&gt;
&lt;br /&gt;
==== None Turned Away Clinic ====&lt;br /&gt;
Found on &#039;&#039;&#039;Foggy Close&#039;&#039;&#039; in the &#039;&#039;&#039;Lost Bay&#039;&#039;&#039; &#039;&#039;&#039;neighborhood&#039;&#039;&#039;, this infirmary is run by the &#039;&#039;&#039;Boundless Healers&#039;&#039;&#039; who are allied with the [[Companions of Elric|&#039;&#039;&#039;Companions of Elric&#039;&#039;&#039;]]. Here medics of many stripes care for those who have nowhere else to turn. They are led by &#039;&#039;&#039;Harol Delmer&#039;&#039;&#039;, a halfling paladin of [[Lirr]].&lt;br /&gt;
&lt;br /&gt;
==== Pheld Ceramics ====&lt;br /&gt;
Started by the Pheld family many centuries ago, these artisans are still &#039;&#039;&#039;at the top of their field&#039;&#039;&#039;. Quality comes first in every aspect and the prices reflect this. Still, demand for [[Emperor Caeus Teapot|original Pheld]] far outstrips production. They are based in the &#039;&#039;&#039;Longsee neighborhood&#039;&#039;&#039;, next to &#039;&#039;&#039;Prosper Park&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Scarlet Bonnet ====&lt;br /&gt;
This former set of warehouses on &#039;&#039;&#039;Culvert Street&#039;&#039;&#039; in the &#039;&#039;&#039;Proviso Place neighborhood&#039;&#039;&#039; has been &#039;&#039;&#039;converted into many halls and rooms that are rented out&#039;&#039;&#039; and are in great demand for guild meetings and other commercial endeavors. It also contains a &#039;&#039;&#039;tavern&#039;&#039;&#039;, A Friend in Mead, and a &#039;&#039;&#039;restaurant&#039;&#039;&#039;, Try a Little Tenderloin. &lt;br /&gt;
&lt;br /&gt;
==== State Museum ====&lt;br /&gt;
Even though the name suggests otherwise this museum is &#039;&#039;&#039;almost completely funded by the guilds&#039;&#039;&#039;. Entry is free and there are many different exhibits ranging from art to science. There are also impressive botanical gardens. Find this expansive building in the &#039;&#039;&#039;Center City neighborhood&#039;&#039;&#039;.&lt;br /&gt;
==== Venture Hall ====&lt;br /&gt;
[[File:Venture Hall 2.png|right|144x144px]]These somewhat ramshackle premises on &#039;&#039;&#039;Freddis Avenue&#039;&#039;&#039; in the &#039;&#039;&#039;Kesslia neighborhood&#039;&#039;&#039; is where the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039; is run from. The association managed to create a near total monopoly on adventuring contracts in the capital but in doing so have created a fair playing field for both clients and contractors.&lt;br /&gt;
&lt;br /&gt;
==== Vulpine Count ====&lt;br /&gt;
[[File:Vulpine Count.png|left|115x115px]]&lt;br /&gt;
Even though this &#039;&#039;&#039;newspaper&#039;&#039;&#039; proudly proclaims in its masthead to be many centuries old, in reality it was &#039;&#039;&#039;resurrected&#039;&#039;&#039; from centuries of inactivity only &#039;&#039;&#039;twelve years ago&#039;&#039;&#039;. The rights to it were bought by &#039;&#039;&#039;businessman Bert Ursa&#039;&#039;&#039; whose parents immigrated here from [[Haza]]. The paper focuses mostly on national news and is &#039;&#039;&#039;well known for its shouty headlines and cheap price&#039;&#039;&#039;. The latter is due to the fact that &#039;&#039;&#039;the Guilds sponsor it to make sure it publishes only the news they want to see&#039;&#039;&#039;. The offices are found above their printing presses on &#039;&#039;&#039;New Rampart Street&#039;&#039;&#039; in the &#039;&#039;&#039;Bow Valley neighborhood&#039;&#039;&#039;.&lt;br /&gt;
==== White Bridge ====&lt;br /&gt;
[[File:White Bridge.png|right|218x218px]]This large, grey stone bridge in the southern &#039;&#039;&#039;Kalehaven neighborhood connects the rest of the city with Sevso Island&#039;&#039;&#039;. The large span is full of shops and eateries built on either side of the roadway. The middle of the bridge has &#039;&#039;&#039;a semi-permanent wooden covering that can be removed when a sea-going ship needs to pass&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
====[[Bruised But Not Broken]]====&lt;br /&gt;
{{#lsth:Bruised But Not Broken|[[Avale]]}}&lt;br /&gt;
====[[Sulla Arena]]====&lt;br /&gt;
{{#lsth:Sulla Arena|[[Avale]]}}&lt;br /&gt;
====[[Rhes Haghed]]====&lt;br /&gt;
{{#lsth:Rhes Haghed|[[Avale]]}}&lt;br /&gt;
====[[Companions of Elric]]====&lt;br /&gt;
{{#lsth:Companions of Elric|[[Avale]]}}&lt;br /&gt;
====[[Kasarian Embassy]]====&lt;br /&gt;
{{#lsth:Kasarian Embassy|[[Avale]]}}&lt;br /&gt;
====[[Abjura Dolana]]====&lt;br /&gt;
{{#lsth:Abjura Dolana|[[Avale]]}}&lt;br /&gt;
====[[Buel Vitta Society]]====&lt;br /&gt;
{{#lsth:Buel Vitta Society|[[Avale]]}}&lt;br /&gt;
====[[Resa&#039;s Rest]]====&lt;br /&gt;
{{#lsth:Resa&#039;s Rest|[[Avale]]}}&lt;br /&gt;
==Temples==&lt;br /&gt;
====[[Istus]]====&lt;br /&gt;
{{#lsth:Istus|[[Avale]]}}&lt;br /&gt;
====[[Lirr]]====&lt;br /&gt;
{{#lsth:Lirr|[[Avale]]}}&lt;br /&gt;
====[[Osprem]]====&lt;br /&gt;
{{#lsth:Osprem|[[Avale]]}}&lt;br /&gt;
====[[Pholtus]]====&lt;br /&gt;
{{#lsth:Pholtus|[[Avale]]}}&lt;br /&gt;
====[[Ulaa]]====&lt;br /&gt;
{{#lsth:Ulaa|[[Avale]]}}&lt;br /&gt;
==Merchant Houses==&lt;br /&gt;
====[[Abraxis Combine]]====&lt;br /&gt;
{{#lsth:Abraxis Combine|[[Avale]]}}&lt;br /&gt;
====[[Bowman-Outersea Cereals &amp;amp; Commodities]]====&lt;br /&gt;
{{#lsth:Bowman-Outersea Cereals &amp;amp; Commodities|[[Avale]]}}&lt;br /&gt;
====[[House Ditta]]====&lt;br /&gt;
{{#lsth:House Ditta|[[Avale]]}}&lt;br /&gt;
====[[Hythe Maritime Services]]====&lt;br /&gt;
{{#lsth:Hythe Maritime Services|[[Avale]]}}&lt;br /&gt;
====[[Thal Lithel]]====&lt;br /&gt;
{{#lsth:Thal Lithel|[[Avale]]}}&lt;br /&gt;
====[[Thal Sivale]]====&lt;br /&gt;
{{#lsth:Thal Sivale|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
== Notable People ==&lt;br /&gt;
* Edward Mint (provost [mayor])&lt;br /&gt;
* Jan Fluaris (human female, chief commissioner of the Humtache)&lt;br /&gt;
* Xalryn Heliot (male gnome, wizard)&lt;br /&gt;
* Alexander Joan (sage, [[Miforan Empire]])&lt;br /&gt;
* Bert Ursa (businessman, publisher)&lt;br /&gt;
* Sani Kasgret (dwarven female, renowned ship captain)&lt;br /&gt;
* Antus Sharrer (half-elf, &#039;night life connoisseur&#039;)&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=4118</id>
		<title>Avale - Neighborhoods</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Avale_-_Neighborhoods&amp;diff=4118"/>
		<updated>2026-04-10T09:50:02Z</updated>

		<summary type="html">&lt;p&gt;DB: /* Kipfield */&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;
* Messengers Coalition, on Ropemaker Way&lt;br /&gt;
* Inn - The Steaming Pot&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;
* 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;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Inn - The Plucked Pheasant&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;
&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;
=== 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, on 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, on 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;
* Theater - People’s Playhouse&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;
=== 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;
&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;
* Jeweler - Rings and Things&lt;br /&gt;
* Smith - Wesson&#039;s Smithy, on 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;
Surplus - POWMD: Pre-Owned Weapons of Murderous Destruction, &amp;quot;If it&#039;s in stock, we got it!&amp;quot;&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;
&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;
* Fishmonger - For Cod’s Sake, on Shore Way&lt;br /&gt;
* Inn - The Boer Inn&lt;br /&gt;
* Inn - The Other Inn&lt;br /&gt;
&lt;br /&gt;
=== Lost Bay ===&lt;br /&gt;
&#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;
=== 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;, on 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 - This Is The Yeast We Can Do, owner: &#039;&#039;&#039;Bretmera Gremdain&#039;&#039;&#039;&lt;br /&gt;
* Entertainment - Catifras Theater&lt;br /&gt;
* HQ - Brewers Guild, on Falanae Avenue&lt;br /&gt;
* Restaurant - Feywild Shroomhouse, on Korb Street&lt;br /&gt;
&lt;br /&gt;
=== Old Yards ===&lt;br /&gt;
&#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;
=== 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;
=== 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;
=== 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;, on 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;
* HQ - Guild of Bookkeepers, Notaries &amp;amp; Scribes&lt;br /&gt;
* HQ - Guild of Cartographers &amp;amp; Surveyors&lt;br /&gt;
* NPC - House, on 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;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Robe_of_Advantages&amp;diff=4117</id>
		<title>Robe of Advantages</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Robe_of_Advantages&amp;diff=4117"/>
		<updated>2026-04-09T20:56:47Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Found by [[Quinton Gemweaver|Quinton]] at Second Hand News in [[Avale - Neighborhoods#Little Perches|Little Perches]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This ancient robe covered in&#039;&#039; {{TextAnimations|Text=sigils|Jolt=1|Italic=1}} &#039;&#039;and patches of various shapes and&#039;&#039; {{TextAnimations|Text=colors|Rainbow=1|Italic=1}}&#039;&#039;, looked to be made for someone significantly shorter but it fits Quinton like a glove.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As long as you wear the Robe of Advantages and are attuned to it, it has the following properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zero Day&#039;&#039;&#039; When your Hit Points reach 0, add an X below, then roll d100, if you roll above the number of X’s you now have 1 Hit Point. If you did not roll above, you remain at 0 hp, have two failed death saves, and a new patch appears on the robe. Once used, this property can’t be used again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
X = &amp;lt;s&amp;gt;7&amp;lt;/s&amp;gt;, 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Core&#039;&#039;&#039; While wearing the robe, you can use your Reaction to dissolve one of the sigils to gain Advantage for one of the specific features below. Once the last sigil is removed, inform the DM.&lt;br /&gt;
&lt;br /&gt;
The robe has he following sigils:&lt;br /&gt;
&lt;br /&gt;
* Attack Roll&lt;br /&gt;
* &amp;lt;s&amp;gt;Charisma ability check&amp;lt;/s&amp;gt;&lt;br /&gt;
* Charisma saving throw&lt;br /&gt;
* Constitution ability check&lt;br /&gt;
* Constitution saving throw&lt;br /&gt;
* Dexterity ability check&lt;br /&gt;
* Dexterity saving throw&lt;br /&gt;
* Initiative&lt;br /&gt;
* Intelligence ability check&lt;br /&gt;
* Intelligence saving throw&lt;br /&gt;
* Strength ability check&lt;br /&gt;
* Strength saving throw&lt;br /&gt;
* Wisdom ability check&lt;br /&gt;
* Wisdom saving throw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patched&#039;&#039;&#039; While wearing the robe, you can use an Action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, inform the DM.&lt;br /&gt;
&lt;br /&gt;
The robe has he following item patches:&lt;br /&gt;
&lt;br /&gt;
* Alcohol (bottle, Balturan Pale Ale)&lt;br /&gt;
* [https://2014.5e.tools/items.html#antitoxin%20(vial)_phb Antitoxin (vial)]&lt;br /&gt;
* Apple, fresh&lt;br /&gt;
* Bean (single, when buried in dirt and watered, something will happen after 1 minute)&lt;br /&gt;
* Box of malachite animal figurines (100 gp)&lt;br /&gt;
* Cheese (chunk, [[Cheeses of the world#Binkhâga khâga|Binkhâga khâga]])&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fine Clothes&lt;br /&gt;
* [https://5e.tools/spells.html#goodberry_phb Goodberries], ten&lt;br /&gt;
* Healing potion, Greater (2d10+Level)&lt;br /&gt;
* [https://5e.tools/items.html#herbalism%20kit_phb Herbalism Kit]&lt;br /&gt;
* Holy Symbol, Thard Harr&lt;br /&gt;
* Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself&lt;br /&gt;
* [https://5e.tools/bestiary.html#mastiff_mm Mastiff]&lt;br /&gt;
* Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you&lt;br /&gt;
* Rope (hempen, 50 feet, coiled)&lt;br /&gt;
* Rowboat (12 feet long)&lt;br /&gt;
* Sack&lt;br /&gt;
* Sickle&lt;br /&gt;
* Spell Scroll, [https://5e.tools/spells.html#clue_valdaplayerpack Clue]&lt;br /&gt;
* Spell Scroll, [https://5e.tools/spells.html#detect%20magic_phb Detect Magic]&lt;br /&gt;
* Spell Scroll, [https://5e.tools/spells.html#find%20traps_phb Find Traps]&lt;br /&gt;
* Spell Scroll, [https://5e.tools/spells.html#identify_phb Identify]&lt;br /&gt;
* [https://5e.tools/items.html#sprig%20of%20mistletoe_phb Sprig of mistletoe]&lt;br /&gt;
* Wooden ladder (24 feet long)&lt;br /&gt;
&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=Cyphers_%26_Potions&amp;diff=4116</id>
		<title>Cyphers &amp; Potions</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Cyphers_%26_Potions&amp;diff=4116"/>
		<updated>2026-04-09T19:38:13Z</updated>

		<summary type="html">&lt;p&gt;DB: /* Damager */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page holds all cyphers and custom potions found.&lt;br /&gt;
&lt;br /&gt;
== Cyphers ==&lt;br /&gt;
&#039;&#039;&#039;Cyphers are useful magical items that work only once&#039;&#039;&#039;, they dissolve into nothingness after use. Most resemble miniature mundane items a few centimeters across. They require a creature to form a bond with them before their property can be used. This bond is called harmonization. &#039;&#039;&#039;Harmonizing to a cypher requires a creature to spend 5 minutes&#039;&#039;&#039; focused on only that cypher while being in physical contact with it.&lt;br /&gt;
&lt;br /&gt;
A cypher can be harmonized to only one creature at a time, and a creature can be &#039;&#039;&#039;harmonized to no more than two cyphers&#039;&#039;&#039; at a time. Any attempt to harmonize to a third cypher fails; the creature must end its harmonization to a cypher first. Additionally, a creature can&#039;t harmonize to more than one copy of the same cypher.&lt;br /&gt;
&lt;br /&gt;
A creature&#039;s harmonization to a cypher ends if the creature no longer satisfies the prerequisites for harmonization, if the cypher has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature harmonizes to the cypher. A creature can also voluntarily end harmonization by spending another 5 minutes focused on the cypher.&lt;br /&gt;
&lt;br /&gt;
Most cyphers require just a mental command to activate that is usually a Bonus Action or Reaction. If more is needed for activation it will be included in the description.&lt;br /&gt;
&lt;br /&gt;
=== List of Cyphers ===&lt;br /&gt;
&lt;br /&gt;
==== Averager ====&lt;br /&gt;
A reward from [[The Dig - Chronological order of Events#EVERYTHING IS FINE|Lars Gerhardt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An ivory die showing 4 on all of its six faces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After rolling a die you can use your Reaction and take the average result for the die, rounded up, instead of the result showing. If you roll multiple dice, you can only affect one die using this item.&lt;br /&gt;
&lt;br /&gt;
==== Betterer ====&lt;br /&gt;
Found in a crate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half of a stone die.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After rolling a d20 you can use your Reaction and roll a 1d3, adding the result to the d20 result.&lt;br /&gt;
&lt;br /&gt;
==== Cacher ====&lt;br /&gt;
A thank you from [[Tymos Moltar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A miniature backpack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You use your Action to focus your mind on a single mundane object with a value of up to 50 gp and a weight of up to 25 lb. The object then appears in your hands or on the ground in front of you.&lt;br /&gt;
&lt;br /&gt;
==== Controller ====&lt;br /&gt;
A present from [[The Caravan - Chronological order of Events#In a Stitch|Hank of Yarn]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A tiny rectangular box with a red button and a metal rod sticking out one end. A second, similar box without a button.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After harmonizing with the buttoned box you can at any time use an Action to attach the other box to a non-intelligent mechanical device the size of a house or smaller. For the next 1d6 minutes, but you don’t know the result of the die roll, if you are within 300 feet of the device, you can use a Bonus Action to press the button on the box to make the device do something it was intended for; a door or lock could open or close, a crossbow could shoot a loaded bolt, etc.&lt;br /&gt;
&lt;br /&gt;
==== Damager ====&lt;br /&gt;
A gift from [[Chrysanthemum]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A small stuffed toy of a furry marsupial with big ears and a big mouth.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you empower your attacks; each does 1d4 extra damage till start of your next round.&lt;br /&gt;
==== Disguiser ====&lt;br /&gt;
&#039;&#039;A small wooden carving of comedy and tragedy masks painted gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Action you can cast the Disguise Self spell on yourself. The spell’s duration is 6d10 minutes but you don’t know the result of the die roll.&lt;br /&gt;
&lt;br /&gt;
==== Eldritcher ====&lt;br /&gt;
A gift from [[Connorsville Swine Festival|Simar d&#039;Lorah]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A tiny, intricately crafted cage made of a dark, unknown metal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you empower yourself, when using the Eldritch Blast cantrip before the end of your turn it will allow you to fire one more beam than normal and have Advantage on the last attack.&lt;br /&gt;
&lt;br /&gt;
==== Eye-er ====&lt;br /&gt;
A thank you from [[Tymos Moltar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An owl’s eye set in gelatin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When harmonized with this cypher you cannot be surprised. The first time it prevents you from being surprised where you otherwise would have been, it dissolves.&lt;br /&gt;
&lt;br /&gt;
==== Inspirationer ====&lt;br /&gt;
A gift from [[Connorsville Swine Festival|Simar d&#039;Lorah]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A tiny tapering wand made of some unknown material, topped by a ball made of tiny metal mesh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you empower yourself, for the next minute when someone uses your Bardic Inspiration die, they may roll two dice and use either result.&lt;br /&gt;
&lt;br /&gt;
==== Keeper ====&lt;br /&gt;
A present from [[The Caravan - Chronological order of Events#In a Stitch|Hank of Yarn]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two tiny padded leather gloves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Action you can touch this cypher to an unsecured object. That object cannot be moved in any way until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Levitater ====&lt;br /&gt;
Taken from [[Imperial Wayhouse#Beam Camp|Yakkar, the goblin witch doctor]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A miniature leather boot with straps.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Action you can cast the Levitate spell on yourself. The spell’s duration is 2d4 minutes but you don’t know the result of the die roll.&lt;br /&gt;
&lt;br /&gt;
==== Passer ====&lt;br /&gt;
Taken from [[Imperial Wayhouse#Beam Camp|Yakkar, the goblin witch doctor&#039;s hut]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A miniature bronze compass.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This cypher comes as a pair. When they are held together and harmonized by two different people, the two cyphers become linked. The owner of a Passer can then use a Bonus Action to pass a touched item of size medium or smaller to the hands of a creature who is harmonized with the other linked Passer and within 60 feet. That creature can then use their Reaction to receive the item in either hand. Should they not have a Reaction left or if both their hands are full and they don’t wish to drop what they are holding, the item drops down in front of them.&lt;br /&gt;
&lt;br /&gt;
==== Puller ====&lt;br /&gt;
A thank you from [[Tymos Moltar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A miniature hand, made from leather, with its fingers outstretched.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you can pull an unsecured object within 30&#039;, weighing 2d4 lb. or less, towards your hand. If you have a free hand you can take the object in hand. If not, it falls to the ground in front of you.&lt;br /&gt;
&lt;br /&gt;
==== Rager ====&lt;br /&gt;
A gift from [[Connorsville Swine Festival|Simar d&#039;Lorah]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A miniature ceramic cup containing a beanbag made to look like a bull’s head.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you empower yourself, until the end of your turn you do double the normal amount of Rage damage.&lt;br /&gt;
&lt;br /&gt;
==== Ribbiter ====&lt;br /&gt;
A reward from [[The Dig - Chronological order of Events#EVERYTHING IS FINE|Lars Gerhardt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A frog made of green, folded paper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you cast a Polymorph spell onto yourself which changes you into frog until the end of your next round.&lt;br /&gt;
&lt;br /&gt;
==== Skiller ====&lt;br /&gt;
A reward from [[The Dig - Chronological order of Events#EVERYTHING IS FINE|Lars Gerhardt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half of a wooden die.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After rolling a d20 to use a skill you can use your Reaction and roll a 1d3, adding the result to the d20 result.&lt;br /&gt;
&lt;br /&gt;
==== Stoner ====&lt;br /&gt;
Found in a [[The Caravan - Chronological order of Events#Desert|desert]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A large, brown pit of an exotic fruit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use an action to grant yourself a +2 to your armor class, however, healing magic used on you heals only half the normal amount of hit points. Both effects lasts 24 hours.&lt;br /&gt;
&lt;br /&gt;
==== Swapper ====&lt;br /&gt;
Found in the [[Pyramid]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A small, elliptical disc of unknown metal, blue on one side and orange on the other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This cypher comes as a pair. When they are held together and harmonized by two different people, the two cyphers become linked. The owner of a Swapper can then use a Bonus Action to switch location with a creature who is harmonized to the other linked Swapper and within 60 feet. This effect is not blocked by walls of any kind except those made of force. If one of the two linked cyphers travels to a different plane of existence they lose their link.&lt;br /&gt;
&lt;br /&gt;
==== Swimmer ====&lt;br /&gt;
A thank you from Herr Galaktik for winning the [[15th Annual Stjordvik Regatta]]&#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A small fish tail made from blue wool.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you gain a swim speed equal to your walking speed. This lasts for a duration of 1d3 minutes but you don’t know the result of the die roll.&lt;br /&gt;
&lt;br /&gt;
==== Temper ====&lt;br /&gt;
A reward from [[The Dig - Chronological order of Events#EVERYTHING IS FINE|Lars Gerhardt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A small ox head made of felt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use your Reaction to gain 1d8 temporary hit points. These last until the end of your next round.&lt;br /&gt;
&lt;br /&gt;
==== Whacker ====&lt;br /&gt;
A thank you from [[Tymos Moltar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A miniature wooden, tapered club.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After taking hit point damage you can use your Reaction to teleport in a random direction on a horizontal plane (using a 1d8 to determine which line of squares to follow) a distance of 2d4 squares (10-40 feet). If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.&lt;br /&gt;
&lt;br /&gt;
==== Zagger ====&lt;br /&gt;
&#039;&#039;A small reverse letter Z made from elm wood.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you need to make a saving throw against the ability this cypher was made for, you can use your Reaction to gain advantage on the die roll.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
Also see [[House Rules#Potions|House Rules]] for some (healing) potion rules.&lt;br /&gt;
&lt;br /&gt;
==== Arakaen Mana Parasite Potion ====&lt;br /&gt;
Found by [[Darius Naffles|Darius]] in the cave under the [[The Wreck - Chronological order of Events#Tiny Island|Tiny Island]].&lt;br /&gt;
&lt;br /&gt;
The penultimate stage of the Arakaen parasite suspended in a potion. A day after drinking the potion you permanently gain the following.&lt;br /&gt;
&lt;br /&gt;
Immediately after hitting a target with a weapon you can take a Bonus Action and spend any spell slot you have to have the target take an extra 1d8 Necrotic damage. The damage increases by 1d8 for each spell slot level above 1.&lt;br /&gt;
&lt;br /&gt;
Any time you roll for damage when casting a spell, the damage is reduced by the number of dice rolled; so if you roll 3d6 then you subtract 3 from the damage total.&lt;br /&gt;
&lt;br /&gt;
Requires Attunement by a spellcaster.&lt;br /&gt;
&lt;br /&gt;
==== Endurance Potion ====&lt;br /&gt;
When you drink this potion, any time you receive damage you take 2 points less for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Luck Potion ====&lt;br /&gt;
When you drink this potion, for the next minute you can use your Reaction to gain advantage on one die roll. You can do so a maximum of three times.&lt;br /&gt;
&lt;br /&gt;
==== Magic Power Potion ====&lt;br /&gt;
When you drink this potion, you add one extra die, of the same type, to any spell that does direct damage to one or more creatures, for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Neakara Mana Parasite Potion ====&lt;br /&gt;
Found under [[Vresto Mansion]].&lt;br /&gt;
&lt;br /&gt;
The penultimate stage of the Neakara parasite suspended in a potion. A day after drinking the potion you gain permanent disadvantage on spell attack rolls and one extra level 1 spell slot.&lt;br /&gt;
&lt;br /&gt;
Requires Attunement by a spellcaster.&lt;br /&gt;
&lt;br /&gt;
==== Rage Potion ====&lt;br /&gt;
When you drink this potion, the critical range of any weapon you use for melee attacks is set to 19 for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Recall Potion ====&lt;br /&gt;
When you drink this potion, you, and up to four people touching you, will be teleported to the location where you had your last long rest. The potion fails to work if that location was on a different plane.&lt;br /&gt;
&lt;br /&gt;
==== Shine Potion ====&lt;br /&gt;
When you drink this potion, your entire body emits light as bright as a hooded lantern (bright light in a 30-foot radius and dim light for an additional 30 feet) for 8 hours. You can dismiss this effect as an action.&lt;br /&gt;
&lt;br /&gt;
==== Wrath Potion ====&lt;br /&gt;
When you drink this potion, you add +2 to the damage you do with any weapon attacks for 1 minute.&lt;br /&gt;
&lt;br /&gt;
== Potion Prices (in larger cities) ==&lt;br /&gt;
* Potion of Heroism - 180 gp&lt;br /&gt;
* Elixir of Health - 120 gp&lt;br /&gt;
* Potion of Healing (1d10+level) - 50 gp&lt;br /&gt;
* Potion of Greater Healing (2d10+level) - 150 gp&lt;br /&gt;
* Potion of Superior Healing (3d10+level) - Not for sale.&lt;br /&gt;
* Oil of Slipperiness - Not for sale.&lt;br /&gt;
* Oil of Sharpness - Not for sale.&lt;br /&gt;
* Potion of Growth - Not for sale.&lt;br /&gt;
* Potion of Speed - Not for sale.&lt;br /&gt;
&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=Avale&amp;diff=4115</id>
		<title>Avale</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Avale&amp;diff=4115"/>
		<updated>2026-04-09T12:39:40Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityBox&lt;br /&gt;
|image=Avale.png &lt;br /&gt;
|Government= Plutocracy&lt;br /&gt;
|Temples= [[Istus]], [[Lirr]], [[Osprem]], [[Pholtus]], [[Ulaa]]&lt;br /&gt;
|Merchant Houses=[[Abraxis Combine]], [[Bowman-Outersea Cereals &amp;amp; Commodities]], [[House Ditta]], [[Hythe Maritime Services]], [[Thal Lithel]], [[Thal Sivale]]&lt;br /&gt;
|Other Organisations=[[Bruised But Not Broken]], [[Sulla Arena]], [[Rhes Haghed]], [[Companions of Elric]], [[Kasarian Embassy]], [[Abjura Dolana]], [[Buel Vitta Society]], [[Resa&#039;s Rest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Miforan Empire#Empire|Formerly known as Hegio]], the capital of [[Dolac]]&#039;&#039;&#039; lays at the estuary of the Tal river, where it empties into the [[Sarodin Sea]]. &#039;&#039;&#039;See &amp;lt;bdi&amp;gt;[[Avale - Guilds]]&amp;lt;/bdi&amp;gt; for detailed notes on the guilds&#039;&#039;&#039; in the city. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;shipyards that Dolac is known for, are almost all to be found down the Tal river&#039;&#039;&#039;, one or more days south from the city. The &#039;&#039;&#039;popular beach town [[Duneford]]&#039;&#039;&#039; can be found to the east.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
The city has changed much over time and now consists of &#039;&#039;&#039;many quite [[Avale - Neighborhoods|distinct neighborhoods]] built on low hills, the valleys in between and on land reclaimed from the river&#039;&#039;&#039;, many old warehouses have been converted to living spaces as the city grew.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;new port, the largest in the world&#039;&#039;&#039;, was constructed less than a century ago &#039;&#039;&#039;north of the city&#039;&#039;&#039;. &#039;&#039;&#039;Center of town&#039;&#039;&#039; and the &#039;&#039;&#039;seat of power&#039;&#039;&#039; are the &#039;&#039;&#039;Uppark&#039;&#039;&#039; and &#039;&#039;&#039;Downpark&#039;&#039;&#039; neighborhoods, named for the fact they are on either side of &#039;&#039;&#039;Narrow Park&#039;&#039;&#039;, a small enclave of green in an otherwise built up area.&lt;br /&gt;
&lt;br /&gt;
==== Admiralty House ====&lt;br /&gt;
This imposing building on &#039;&#039;&#039;Anchor Avenue&#039;&#039;&#039; in the &#039;&#039;&#039;Prester neighborhood&#039;&#039;&#039; couldn&#039;t be more mid-Miforan architecture. As the name would suggest, it houses the Admiralty, who have been fighting for relevancy more and more over the years. Budget cuts have meant they haven&#039;t just lost ships but even had to cede a wing of the building to the Docami Budget Office. The navy are frantically looking for threats, real or imagined, to prove their worth in a time of peace.&lt;br /&gt;
==== Avale School of Business (ASB) ====&lt;br /&gt;
While many of the larger guilds prefer to train their people in-house and keep their trade secrets to themselves, &#039;&#039;&#039;business in all its forms is the lifeblood of the country&#039;&#039;&#039;. It should come as no surprise that this university was founded here and &#039;&#039;&#039;attracts the best teachers and eager students&#039;&#039;&#039;. It is located on &#039;&#039;&#039;Nusreds Way&#039;&#039;&#039; in the &#039;&#039;&#039;Fractures neighborhood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Bajakian Ferry ====&lt;br /&gt;
This ferry is powered by horses who run in a treadmill on the ship which powers two paddle wheels, one at each side. The ferry departs from the &#039;&#039;&#039;Pell Point neighborhood&#039;&#039;&#039;, travels to &#039;&#039;&#039;Sevso Island&#039;&#039;&#039;, from there to &#039;&#039;&#039;Klara Island&#039;&#039;&#039;, then doing the same trip in reverse.&lt;br /&gt;
==== Beehold Palace ====&lt;br /&gt;
[[File:Avale Map 2025-12-14.jpg|right|599x599px]]A &#039;&#039;&#039;small castle&#039;&#039;&#039; that used to be outside of the city and was used mainly for hunting. With the city at its current size it is now considered to be &#039;&#039;&#039;on the outskirts of town&#039;&#039;&#039;. It is the &#039;&#039;&#039;royal residence&#039;&#039;&#039; ever since Sevso Palace was destroyed in a short uprising during the split of the [[Miforan Empire]].&lt;br /&gt;
&lt;br /&gt;
==== Domicile of Diligence ====&lt;br /&gt;
Found on &#039;&#039;&#039;Torch Way&#039;&#039;&#039; in the &#039;&#039;&#039;Uppark neighborhood&#039;&#039;&#039;, this &#039;&#039;&#039;colossal building of stone and glass&#039;&#039;&#039; is a new addition to the city and is the &#039;&#039;&#039;seat of the national government&#039;&#039;&#039;. The &#039;&#039;&#039;Council of Torchbearers meets here weekly&#039;&#039;&#039; and most of the building is &#039;&#039;&#039;home to the hard-working civil servants, the Docami&#039;&#039;&#039;, who are tasked with executing the wishes of the council.&lt;br /&gt;
&lt;br /&gt;
==== Ducts ====&lt;br /&gt;
The city has been raised numerous times and this has left enough room for &#039;&#039;&#039;canals under the city&#039;&#039;&#039;. There are three in total, each in the shape of a semi-circle, entering and exiting the city, referred to as the outer, middle, and inner ducts. &#039;&#039;&#039;Flat-bottomed boats are used to supply warehouses and business&#039;&#039;&#039; deeper into the city. The canals &#039;&#039;&#039;don&#039;t surface anywhere inside the city&#039;&#039;&#039;; buildings situated above them have trapdoors that open on to them and any goods are then hoisted up or down. In rare cases of a spring tide the water will rise to the very top of these ducts.&lt;br /&gt;
&lt;br /&gt;
==== Halls ====&lt;br /&gt;
&#039;&#039;&#039;Pronounced &#039;Hawls&#039;&#039;&#039;&#039;, this is the center of &#039;&#039;&#039;city government&#039;&#039;&#039;. Found on &#039;&#039;&#039;the Skirtin&#039;&#039;&#039; in the &#039;&#039;&#039;Downpark neighborhood&#039;&#039;&#039;, this &#039;&#039;&#039;former marketplace is now a warren of buildings&#039;&#039;&#039; where the city Elders and a corps of civil servants run the city. There are &#039;&#039;&#039;nine Elders who are elected every four years by all official guild-members&#039;&#039;&#039; in the city from a list put forward by the guilds.&lt;br /&gt;
&lt;br /&gt;
==== Happy Soles ====&lt;br /&gt;
&#039;&#039;&#039;Dolac is well-known for its shoemakers&#039;&#039;&#039; and this is the &#039;&#039;&#039;most popular shoe shop in the city&#039;&#039;&#039;. They promise to provide you with better footwear than you have ever worn, and they usually deliver. It can be found in the &#039;&#039;&#039;Abrinol neighborhood&#039;&#039;&#039; on &#039;&#039;&#039;Provender Way&#039;&#039;&#039;.&lt;br /&gt;
==== Inner Court Arcade ====&lt;br /&gt;
[[File:Inner Court Arcade.png|145x145px|right]]Found in the &#039;&#039;&#039;Uppark neighborhood&#039;&#039;&#039; on &#039;&#039;&#039;Lock Street&#039;&#039;&#039;, this is one of the most &#039;&#039;&#039;exclusive malls&#039;&#039;&#039; in the entire country. Built in the days of Empire, the marbled floors reflect the glass ceiling in this two-story shopping paradise. Marble statuary flank the &#039;&#039;&#039;expensive stores&#039;&#039;&#039; that can be found here.&lt;br /&gt;
&lt;br /&gt;
==== Pheld Ceramics ====&lt;br /&gt;
Started by the Pheld family many centuries ago, these artisans are still &#039;&#039;&#039;at the top of their field&#039;&#039;&#039;. Quality comes first in every aspect and the prices reflect this. Still, demand for [[Emperor Caeus Teapot|original Pheld]] far outstrips production. They are based in the &#039;&#039;&#039;Longsee neighborhood&#039;&#039;&#039;, next to &#039;&#039;&#039;Prosper Park&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Scarlet Bonnet ====&lt;br /&gt;
This former set of warehouses on &#039;&#039;&#039;Culvert Street&#039;&#039;&#039; in the &#039;&#039;&#039;Proviso Place neighborhood&#039;&#039;&#039; has been &#039;&#039;&#039;converted into many halls and rooms that are rented out&#039;&#039;&#039; and are in great demand for guild meetings and other commercial endeavors. It also contains a &#039;&#039;&#039;tavern&#039;&#039;&#039;, A Friend in Mead, and a &#039;&#039;&#039;restaurant&#039;&#039;&#039;, Try a Little Tenderloin. &lt;br /&gt;
&lt;br /&gt;
==== State Museum ====&lt;br /&gt;
Even though the name suggests otherwise this museum is &#039;&#039;&#039;almost completely funded by the guilds&#039;&#039;&#039;. Entry is free and there are many different exhibits ranging from art to science. There are also impressive botanical gardens. Find this expansive building in the &#039;&#039;&#039;Center City neighborhood&#039;&#039;&#039;.&lt;br /&gt;
==== Venture Hall ====&lt;br /&gt;
[[File:Venture Hall 2.png|right|144x144px]]These somewhat ramshackle premises on &#039;&#039;&#039;Freddis Avenue&#039;&#039;&#039; in the &#039;&#039;&#039;Kesslia neighborhood&#039;&#039;&#039; is where the &#039;&#039;&#039;Adventurers Association&#039;&#039;&#039; is run from. The association managed to create a near total monopoly on adventuring contracts in the capital but in doing so have created a fair playing field for both clients and contractors.&lt;br /&gt;
&lt;br /&gt;
==== Vulpine Count ====&lt;br /&gt;
[[File:Vulpine Count.png|left|115x115px]]&lt;br /&gt;
Even though this &#039;&#039;&#039;newspaper&#039;&#039;&#039; proudly proclaims in its masthead to be many centuries old, in reality it was &#039;&#039;&#039;resurrected&#039;&#039;&#039; from centuries of inactivity only &#039;&#039;&#039;twelve years ago&#039;&#039;&#039;. The rights to it were bought by &#039;&#039;&#039;businessman Bert Ursa&#039;&#039;&#039; whose parents immigrated here from [[Haza]]. The paper focuses mostly on national news and is &#039;&#039;&#039;well known for its shouty headlines and cheap price&#039;&#039;&#039;. The latter is due to the fact that &#039;&#039;&#039;the Guilds sponsor it to make sure it publishes only the news they want to see&#039;&#039;&#039;. The offices are found above their printing presses on &#039;&#039;&#039;New Rampart Street&#039;&#039;&#039; in the &#039;&#039;&#039;Bow Valley neighborhood&#039;&#039;&#039;.&lt;br /&gt;
==== White Bridge ====&lt;br /&gt;
[[File:White Bridge.png|right|218x218px]]This large, grey stone bridge in the southern &#039;&#039;&#039;Kalehaven neighborhood connects the rest of the city with Sevso Island&#039;&#039;&#039;. The large span is full of shops and eateries built on either side of the roadway. The middle of the bridge has &#039;&#039;&#039;a semi-permanent wooden covering that can be removed when a sea-going ship needs to pass&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
====[[Bruised But Not Broken]]====&lt;br /&gt;
{{#lsth:Bruised But Not Broken|[[Avale]]}}&lt;br /&gt;
====[[Sulla Arena]]====&lt;br /&gt;
{{#lsth:Sulla Arena|[[Avale]]}}&lt;br /&gt;
====[[Rhes Haghed]]====&lt;br /&gt;
{{#lsth:Rhes Haghed|[[Avale]]}}&lt;br /&gt;
====[[Companions of Elric]]====&lt;br /&gt;
{{#lsth:Companions of Elric|[[Avale]]}}&lt;br /&gt;
====[[Kasarian Embassy]]====&lt;br /&gt;
{{#lsth:Kasarian Embassy|[[Avale]]}}&lt;br /&gt;
====[[Abjura Dolana]]====&lt;br /&gt;
{{#lsth:Abjura Dolana|[[Avale]]}}&lt;br /&gt;
====[[Buel Vitta Society]]====&lt;br /&gt;
{{#lsth:Buel Vitta Society|[[Avale]]}}&lt;br /&gt;
====[[Resa&#039;s Rest]]====&lt;br /&gt;
{{#lsth:Resa&#039;s Rest|[[Avale]]}}&lt;br /&gt;
==Temples==&lt;br /&gt;
====[[Istus]]====&lt;br /&gt;
{{#lsth:Istus|[[Avale]]}}&lt;br /&gt;
====[[Lirr]]====&lt;br /&gt;
{{#lsth:Lirr|[[Avale]]}}&lt;br /&gt;
====[[Osprem]]====&lt;br /&gt;
{{#lsth:Osprem|[[Avale]]}}&lt;br /&gt;
====[[Pholtus]]====&lt;br /&gt;
{{#lsth:Pholtus|[[Avale]]}}&lt;br /&gt;
====[[Ulaa]]====&lt;br /&gt;
{{#lsth:Ulaa|[[Avale]]}}&lt;br /&gt;
==Merchant Houses==&lt;br /&gt;
====[[Abraxis Combine]]====&lt;br /&gt;
{{#lsth:Abraxis Combine|[[Avale]]}}&lt;br /&gt;
====[[Bowman-Outersea Cereals &amp;amp; Commodities]]====&lt;br /&gt;
{{#lsth:Bowman-Outersea Cereals &amp;amp; Commodities|[[Avale]]}}&lt;br /&gt;
====[[House Ditta]]====&lt;br /&gt;
{{#lsth:House Ditta|[[Avale]]}}&lt;br /&gt;
====[[Hythe Maritime Services]]====&lt;br /&gt;
{{#lsth:Hythe Maritime Services|[[Avale]]}}&lt;br /&gt;
====[[Thal Lithel]]====&lt;br /&gt;
{{#lsth:Thal Lithel|[[Avale]]}}&lt;br /&gt;
====[[Thal Sivale]]====&lt;br /&gt;
{{#lsth:Thal Sivale|[[Avale]]}}&lt;br /&gt;
&lt;br /&gt;
== Notable People ==&lt;br /&gt;
* Edward Mint (provost [mayor])&lt;br /&gt;
* Jan Fluaris (human female, chief commissioner of the Humtache)&lt;br /&gt;
* Xalryn Heliot (male gnome, wizard)&lt;br /&gt;
* Alexander Joan (sage, [[Miforan Empire]])&lt;br /&gt;
* Bert Ursa (businessman, publisher)&lt;br /&gt;
* Sani Kasgret (dwarven female, renowned ship captain)&lt;br /&gt;
* Antus Sharrer (half-elf, &#039;night life connoisseur&#039;)&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=Cyphers_%26_Potions&amp;diff=4114</id>
		<title>Cyphers &amp; Potions</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Cyphers_%26_Potions&amp;diff=4114"/>
		<updated>2026-04-09T12:23:33Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page holds all cyphers and custom potions found.&lt;br /&gt;
&lt;br /&gt;
== Cyphers ==&lt;br /&gt;
&#039;&#039;&#039;Cyphers are useful magical items that work only once&#039;&#039;&#039;, they dissolve into nothingness after use. Most resemble miniature mundane items a few centimeters across. They require a creature to form a bond with them before their property can be used. This bond is called harmonization. &#039;&#039;&#039;Harmonizing to a cypher requires a creature to spend 5 minutes&#039;&#039;&#039; focused on only that cypher while being in physical contact with it.&lt;br /&gt;
&lt;br /&gt;
A cypher can be harmonized to only one creature at a time, and a creature can be &#039;&#039;&#039;harmonized to no more than two cyphers&#039;&#039;&#039; at a time. Any attempt to harmonize to a third cypher fails; the creature must end its harmonization to a cypher first. Additionally, a creature can&#039;t harmonize to more than one copy of the same cypher.&lt;br /&gt;
&lt;br /&gt;
A creature&#039;s harmonization to a cypher ends if the creature no longer satisfies the prerequisites for harmonization, if the cypher has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature harmonizes to the cypher. A creature can also voluntarily end harmonization by spending another 5 minutes focused on the cypher.&lt;br /&gt;
&lt;br /&gt;
Most cyphers require just a mental command to activate that is usually a Bonus Action or Reaction. If more is needed for activation it will be included in the description.&lt;br /&gt;
&lt;br /&gt;
=== List of Cyphers ===&lt;br /&gt;
&lt;br /&gt;
==== Averager ====&lt;br /&gt;
A reward from [[The Dig - Chronological order of Events#EVERYTHING IS FINE|Lars Gerhardt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An ivory die showing 4 on all of its six faces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After rolling a die you can use your Reaction and take the average result for the die, rounded up, instead of the result showing. If you roll multiple dice, you can only affect one die using this item.&lt;br /&gt;
&lt;br /&gt;
==== Betterer ====&lt;br /&gt;
Found in a crate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half of a stone die.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After rolling a d20 you can use your Reaction and roll a 1d3, adding the result to the d20 result.&lt;br /&gt;
&lt;br /&gt;
==== Cacher ====&lt;br /&gt;
A thank you from [[Tymos Moltar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A miniature backpack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You use your Action to focus your mind on a single mundane object with a value of up to 50 gp and a weight of up to 25 lb. The object then appears in your hands or on the ground in front of you.&lt;br /&gt;
&lt;br /&gt;
==== Controller ====&lt;br /&gt;
A present from [[The Caravan - Chronological order of Events#In a Stitch|Hank of Yarn]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A tiny rectangular box with a red button and a metal rod sticking out one end. A second, similar box without a button.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After harmonizing with the buttoned box you can at any time use an Action to attach the other box to a non-intelligent mechanical device the size of a house or smaller. For the next 1d6 minutes, but you don’t know the result of the die roll, if you are within 300 feet of the device, you can use a Bonus Action to press the button on the box to make the device do something it was intended for; a door or lock could open or close, a crossbow could shoot a loaded bolt, etc.&lt;br /&gt;
&lt;br /&gt;
==== Damager ====&lt;br /&gt;
A gift from [[Chrysanthemum]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A small stuffed toy of a furry marsupial with big ears and a big mouth.&#039;&#039;&lt;br /&gt;
Using a Bonus Action you empower your attacks; each does 1d4 extra damage till start of your next round.&lt;br /&gt;
==== Disguiser ====&lt;br /&gt;
&#039;&#039;A small wooden carving of comedy and tragedy masks painted gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Action you can cast the Disguise Self spell on yourself. The spell’s duration is 6d10 minutes but you don’t know the result of the die roll.&lt;br /&gt;
&lt;br /&gt;
==== Eldritcher ====&lt;br /&gt;
A gift from [[Connorsville Swine Festival|Simar d&#039;Lorah]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A tiny, intricately crafted cage made of a dark, unknown metal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you empower yourself, when using the Eldritch Blast cantrip before the end of your turn it will allow you to fire one more beam than normal and have Advantage on the last attack.&lt;br /&gt;
&lt;br /&gt;
==== Eye-er ====&lt;br /&gt;
A thank you from [[Tymos Moltar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An owl’s eye set in gelatin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When harmonized with this cypher you cannot be surprised. The first time it prevents you from being surprised where you otherwise would have been, it dissolves.&lt;br /&gt;
&lt;br /&gt;
==== Inspirationer ====&lt;br /&gt;
A gift from [[Connorsville Swine Festival|Simar d&#039;Lorah]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A tiny tapering wand made of some unknown material, topped by a ball made of tiny metal mesh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you empower yourself, for the next minute when someone uses your Bardic Inspiration die, they may roll two dice and use either result.&lt;br /&gt;
&lt;br /&gt;
==== Keeper ====&lt;br /&gt;
A present from [[The Caravan - Chronological order of Events#In a Stitch|Hank of Yarn]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two tiny padded leather gloves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Action you can touch this cypher to an unsecured object. That object cannot be moved in any way until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Levitater ====&lt;br /&gt;
Taken from [[Imperial Wayhouse#Beam Camp|Yakkar, the goblin witch doctor]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A miniature leather boot with straps.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Action you can cast the Levitate spell on yourself. The spell’s duration is 2d4 minutes but you don’t know the result of the die roll.&lt;br /&gt;
&lt;br /&gt;
==== Passer ====&lt;br /&gt;
Taken from [[Imperial Wayhouse#Beam Camp|Yakkar, the goblin witch doctor&#039;s hut]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A miniature bronze compass.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This cypher comes as a pair. When they are held together and harmonized by two different people, the two cyphers become linked. The owner of a Passer can then use a Bonus Action to pass a touched item of size medium or smaller to the hands of a creature who is harmonized with the other linked Passer and within 60 feet. That creature can then use their Reaction to receive the item in either hand. Should they not have a Reaction left or if both their hands are full and they don’t wish to drop what they are holding, the item drops down in front of them.&lt;br /&gt;
&lt;br /&gt;
==== Puller ====&lt;br /&gt;
A thank you from [[Tymos Moltar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A miniature hand, made from leather, with its fingers outstretched.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you can pull an unsecured object within 30&#039;, weighing 2d4 lb. or less, towards your hand. If you have a free hand you can take the object in hand. If not, it falls to the ground in front of you.&lt;br /&gt;
&lt;br /&gt;
==== Rager ====&lt;br /&gt;
A gift from [[Connorsville Swine Festival|Simar d&#039;Lorah]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A miniature ceramic cup containing a beanbag made to look like a bull’s head.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you empower yourself, until the end of your turn you do double the normal amount of Rage damage.&lt;br /&gt;
&lt;br /&gt;
==== Ribbiter ====&lt;br /&gt;
A reward from [[The Dig - Chronological order of Events#EVERYTHING IS FINE|Lars Gerhardt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A frog made of green, folded paper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you cast a Polymorph spell onto yourself which changes you into frog until the end of your next round.&lt;br /&gt;
&lt;br /&gt;
==== Skiller ====&lt;br /&gt;
A reward from [[The Dig - Chronological order of Events#EVERYTHING IS FINE|Lars Gerhardt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half of a wooden die.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After rolling a d20 to use a skill you can use your Reaction and roll a 1d3, adding the result to the d20 result.&lt;br /&gt;
&lt;br /&gt;
==== Stoner ====&lt;br /&gt;
Found in a [[The Caravan - Chronological order of Events#Desert|desert]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A large, brown pit of an exotic fruit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use an action to grant yourself a +2 to your armor class, however, healing magic used on you heals only half the normal amount of hit points. Both effects lasts 24 hours.&lt;br /&gt;
&lt;br /&gt;
==== Swapper ====&lt;br /&gt;
Found in the [[Pyramid]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A small, elliptical disc of unknown metal, blue on one side and orange on the other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This cypher comes as a pair. When they are held together and harmonized by two different people, the two cyphers become linked. The owner of a Swapper can then use a Bonus Action to switch location with a creature who is harmonized to the other linked Swapper and within 60 feet. This effect is not blocked by walls of any kind except those made of force. If one of the two linked cyphers travels to a different plane of existence they lose their link.&lt;br /&gt;
&lt;br /&gt;
==== Swimmer ====&lt;br /&gt;
A thank you from Herr Galaktik for winning the [[15th Annual Stjordvik Regatta]]&#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A small fish tail made from blue wool.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Bonus Action you gain a swim speed equal to your walking speed. This lasts for a duration of 1d3 minutes but you don’t know the result of the die roll.&lt;br /&gt;
&lt;br /&gt;
==== Temper ====&lt;br /&gt;
A reward from [[The Dig - Chronological order of Events#EVERYTHING IS FINE|Lars Gerhardt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A small ox head made of felt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use your Reaction to gain 1d8 temporary hit points. These last until the end of your next round.&lt;br /&gt;
&lt;br /&gt;
==== Whacker ====&lt;br /&gt;
A thank you from [[Tymos Moltar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A miniature wooden, tapered club.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After taking hit point damage you can use your Reaction to teleport in a random direction on a horizontal plane (using a 1d8 to determine which line of squares to follow) a distance of 2d4 squares (10-40 feet). If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.&lt;br /&gt;
&lt;br /&gt;
==== Zagger ====&lt;br /&gt;
&#039;&#039;A small reverse letter Z made from elm wood.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you need to make a saving throw against the ability this cypher was made for, you can use your Reaction to gain advantage on the die roll.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
Also see [[House Rules#Potions|House Rules]] for some (healing) potion rules.&lt;br /&gt;
&lt;br /&gt;
==== Arakaen Mana Parasite Potion ====&lt;br /&gt;
Found by [[Darius Naffles|Darius]] in the cave under the [[The Wreck - Chronological order of Events#Tiny Island|Tiny Island]].&lt;br /&gt;
&lt;br /&gt;
The penultimate stage of the Arakaen parasite suspended in a potion. A day after drinking the potion you permanently gain the following.&lt;br /&gt;
&lt;br /&gt;
Immediately after hitting a target with a weapon you can take a Bonus Action and spend any spell slot you have to have the target take an extra 1d8 Necrotic damage. The damage increases by 1d8 for each spell slot level above 1.&lt;br /&gt;
&lt;br /&gt;
Any time you roll for damage when casting a spell, the damage is reduced by the number of dice rolled; so if you roll 3d6 then you subtract 3 from the damage total.&lt;br /&gt;
&lt;br /&gt;
Requires Attunement by a spellcaster.&lt;br /&gt;
&lt;br /&gt;
==== Endurance Potion ====&lt;br /&gt;
When you drink this potion, any time you receive damage you take 2 points less for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Luck Potion ====&lt;br /&gt;
When you drink this potion, for the next minute you can use your Reaction to gain advantage on one die roll. You can do so a maximum of three times.&lt;br /&gt;
&lt;br /&gt;
==== Magic Power Potion ====&lt;br /&gt;
When you drink this potion, you add one extra die, of the same type, to any spell that does direct damage to one or more creatures, for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Neakara Mana Parasite Potion ====&lt;br /&gt;
Found under [[Vresto Mansion]].&lt;br /&gt;
&lt;br /&gt;
The penultimate stage of the Neakara parasite suspended in a potion. A day after drinking the potion you gain permanent disadvantage on spell attack rolls and one extra level 1 spell slot.&lt;br /&gt;
&lt;br /&gt;
Requires Attunement by a spellcaster.&lt;br /&gt;
&lt;br /&gt;
==== Rage Potion ====&lt;br /&gt;
When you drink this potion, the critical range of any weapon you use for melee attacks is set to 19 for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Recall Potion ====&lt;br /&gt;
When you drink this potion, you, and up to four people touching you, will be teleported to the location where you had your last long rest. The potion fails to work if that location was on a different plane.&lt;br /&gt;
&lt;br /&gt;
==== Shine Potion ====&lt;br /&gt;
When you drink this potion, your entire body emits light as bright as a hooded lantern (bright light in a 30-foot radius and dim light for an additional 30 feet) for 8 hours. You can dismiss this effect as an action.&lt;br /&gt;
&lt;br /&gt;
==== Wrath Potion ====&lt;br /&gt;
When you drink this potion, you add +2 to the damage you do with any weapon attacks for 1 minute.&lt;br /&gt;
&lt;br /&gt;
== Potion Prices (in larger cities) ==&lt;br /&gt;
* Potion of Heroism - 180 gp&lt;br /&gt;
* Elixir of Health - 120 gp&lt;br /&gt;
* Potion of Healing (1d10+level) - 50 gp&lt;br /&gt;
* Potion of Greater Healing (2d10+level) - 150 gp&lt;br /&gt;
* Potion of Superior Healing (3d10+level) - Not for sale.&lt;br /&gt;
* Oil of Slipperiness - Not for sale.&lt;br /&gt;
* Oil of Sharpness - Not for sale.&lt;br /&gt;
* Potion of Growth - Not for sale.&lt;br /&gt;
* Potion of Speed - Not for sale.&lt;br /&gt;
&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=House_Rules&amp;diff=4113</id>
		<title>House Rules</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=House_Rules&amp;diff=4113"/>
		<updated>2026-04-09T12:16:47Z</updated>

		<summary type="html">&lt;p&gt;DB: Fixed Superior Healing potion name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;non-exhaustive&#039;&#039;&#039; list of house rules used in the campaign. &#039;&#039;&#039;We use the 5E rules from the 2014 book&#039;&#039;&#039; unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
In a &#039;&#039;&#039;few select cases we&#039;ve updated things to the 2024&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
==== Character Creation ====&lt;br /&gt;
See [[House Rules - Character Creation|&#039;&#039;&#039;House Rules - Character Creation&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==== Classes ====&lt;br /&gt;
There are a few tweaks to some classes, mostly the deserved nerfs from the 2024 rules, see [[House Rules - Classes|&#039;&#039;&#039;House Rules - Classes&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Players get to choose &#039;&#039;&#039;one extra skill&#039;&#039;&#039; proficiency more than normal and there are a number of &#039;&#039;&#039;new skills&#039;&#039;&#039;, see &#039;&#039;&#039;[[House Rules - Skills]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Feats ====&lt;br /&gt;
Some feats have been changed and a number of feats from other books are allowed, see &#039;&#039;&#039;[[House Rules - Feats]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Spells &amp;amp; Spellcasting ====&lt;br /&gt;
A few small changes and some spells have been tweaked, see [[House Rules - Spellcasting|&#039;&#039;&#039;House Rules - Spellcasting&#039;&#039;&#039;]] &#039;&#039;&#039;&amp;amp; [[House Rules - Spells]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
Next to the ones in the PHB, there&#039;s also &#039;&#039;&#039;Dark Speech&#039;&#039;&#039; (used by followers of evil gods, etc.) and &#039;&#039;&#039;Ancient&#039;&#039;&#039; (precursor to Common).&lt;br /&gt;
==== Fate Points ====&lt;br /&gt;
Added for a little more survivability and roleplay fun. These can be spent to &#039;&#039;&#039;re-roll a player rolled die&#039;&#039;&#039; or to &#039;&#039;&#039;change something in a scene&#039;&#039;&#039;; &amp;quot;the bouncer is an old friend of mine&amp;quot;, &amp;quot;there&#039;s a chandelier on this ceiling and it comes off easily&amp;quot;. Players start with 3 Fate Points and gain one every time they level.&lt;br /&gt;
&lt;br /&gt;
==== Obsession ====&lt;br /&gt;
Every adventurer has an obsession of one kind or another. This can&#039;t be something too broad (&amp;quot;I want to get super rich&amp;quot;, &amp;quot;I want to be the best spell caster I can be&amp;quot;) but it should also not be super narrow. Decide what would fit your character well; this might take a few sessions. Also make sure to read [[House Rules - Character Creation#Interesting and Flawed Characters|Interesting and Flawed Characters]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you do something that is clearly not to the benefit of your character or the party but feeds your Obsession, you gain an Advantage Die.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;a d20 that works just like the regular rule of Advantage but you can roll this die after rolling your regular d20 and seeing the result&#039;&#039;&#039;. You &#039;&#039;&#039;can never have more than one Advantage Die&#039;&#039;&#039;. The &#039;&#039;&#039;DM can use your Obsession to make your character take a certain action that might not be in its best interest but fits the Obsession&#039;&#039;&#039;. When the DM does so, &#039;&#039;&#039;you gain an Advantage Die&#039;&#039;&#039; if you don&#039;t already have one.&lt;br /&gt;
&lt;br /&gt;
==== Leveling Up ====&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039;; on level up you get the fixed value shown in your class entry, which is the average result of the die roll (rounded up).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training&#039;&#039;&#039; is required for gaining feats, and ability increases. You will need to find a trainer/teacher or something similar.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
==== Initiative ====&lt;br /&gt;
Both sides roll just one d20 for initiative, adding the best modifier from among their group. The winning side then selects one of their characters to act first, then the other side selects one of their characters to act. This continues until one side has used all it&#039;s characters and then the remaining side uses its remaining characters. For the next round of combat Initiative is rolled again. This allows for more flexibility and tactics and prevents alpha striking.&lt;br /&gt;
&lt;br /&gt;
==== Resistances ====&lt;br /&gt;
This particular resistance will be removed from all monsters: Bludgeoning, Piercing, and Slashing from nonmagical attacks.&lt;br /&gt;
&lt;br /&gt;
==== Flanking ====&lt;br /&gt;
The [https://5e.tools/book.html#dmg,8,optional%20rule%3a%20flanking,0 Flanking rule (DMG 251)] is only used when using miniatures, with one change; you &#039;&#039;&#039;only get advantage when not flanked&#039;&#039;&#039; yourself.&lt;br /&gt;
&lt;br /&gt;
==== Diagonal Movement ====&lt;br /&gt;
For some reason I thought that this rule was removed from 5E but it turns out it was in the [https://5e.tools/book.html#dmg,8,optional%20rule%3a%20diagonals,0 2014 DMG] all the time:&lt;br /&gt;
&lt;br /&gt;
When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you&#039;re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.&lt;br /&gt;
&lt;br /&gt;
==== No pets/companions/summons ====&lt;br /&gt;
Because 5E combat is terribly slow as it is, we won&#039;t use any extra combatants. If your character would be shortchanged (because you get a pet via a class feature, a summon spell via extra spells, etc.) you will be compensated.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Changed the following weapon properties to the 2024 versions as they are just plain better and/or clearer.&lt;br /&gt;
&lt;br /&gt;
==== Heavy ====&lt;br /&gt;
You have Disadvantage on attack rolls with a Heavy weapon if it&#039;s a Melee weapon and your Strength score isn&#039;t at least 13 or if it&#039;s a Ranged weapon and your Dexterity score isn&#039;t at least 13.&lt;br /&gt;
&lt;br /&gt;
==== Thrown ====&lt;br /&gt;
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.&lt;br /&gt;
=== Mundane Items ===&lt;br /&gt;
&lt;br /&gt;
==== Healer’s Kit ====&lt;br /&gt;
This [https://5e.tools/items.html#healer&#039;s%20kit_phb item] now also heals hp equal to Medicine check / 10 (rounded down). &#039;&#039;&#039;We&#039;ll assume every player character always carries one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Restraints ====&lt;br /&gt;
The 2024 book has more precise rules about fitting and escaping restraints so we&#039;ll use these: [https://5e.tools/items.html#chain_xphb Chain], [https://5e.tools/items.html#manacles_xphb Manacles], And [https://5e.tools/items.html#rope_xphb Rope].&lt;br /&gt;
&lt;br /&gt;
==== Throwing Items ====&lt;br /&gt;
[https://5e.tools/items.html#acid_xphb Acid], [https://5e.tools/items.html#alchemist&#039;s%20fire_xphb Alchemist&#039;s Fire], [https://5e.tools/items.html#holy%20water_xphb Holy Water] (does 2d8 damage now), [https://5e.tools/items.html#net_xphb Net] (no longer considered a weapon), and [https://5e.tools/items.html#oil_xphb Oil] use the 2024 rules. This means &#039;&#039;&#039;replacing one of your normal attacks to throw&#039;&#039;&#039; and imposing a save on the target; &#039;&#039;&#039;Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Magic Items ===&lt;br /&gt;
&lt;br /&gt;
==== Custom Magic Item ====&lt;br /&gt;
Every character will start with or gain a magic item suited to them that increases in power as they level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyphers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are [[Cyphers &amp;amp; Potions|magical one-shot items]] which need harmonization before use, this takes 5 minutes. You can have harmonization with two items at most.&lt;br /&gt;
&lt;br /&gt;
==== Potions ====&lt;br /&gt;
All potions use the &#039;&#039;&#039;same identify rules as regular items.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Potions&#039;&#039;&#039; from the DMG have been replaced by Healing (&#039;&#039;&#039;1d10+level&#039;&#039;&#039;), Greater Healing (&#039;&#039;&#039;2d10+level&#039;&#039;&#039;), Superior Healing (&#039;&#039;&#039;3d10+level&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==== Scrolls ====&lt;br /&gt;
&#039;&#039;&#039;Spells in spellbooks can be used as scrolls&#039;&#039;&#039;, following all regular rules. The spell will disappear from the spellbook after use.&lt;br /&gt;
&lt;br /&gt;
== Rules Glossary ==&lt;br /&gt;
&lt;br /&gt;
==== D20 Test ====&lt;br /&gt;
The term D20 Test will come up in a few places (in this Glossary and under Feats and Magic Items). This is the 2024 term for the three different d20 rolls:&lt;br /&gt;
&lt;br /&gt;
D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of these rolls.&lt;br /&gt;
&lt;br /&gt;
==== Emanation [Area of Effect] ====&lt;br /&gt;
An Emanation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends.&lt;br /&gt;
&lt;br /&gt;
An Emanation moves with the creature or object that is its origin unless it is an instantaneous or a stationary effect.&lt;br /&gt;
&lt;br /&gt;
An Emanation&#039;s origin (creature or object) isn&#039;t included in the area of effect unless its creator decides otherwise.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
Changed to the [https://5e.tools/conditionsdiseases.html#exhaustion_xphb 2024 version] but with an addition of a penalty on spell DC&#039;s. So this is what it ends up as:&lt;br /&gt;
&lt;br /&gt;
* When you make a D20 Test the roll is reduced by 2 times your Exhaustion level.&lt;br /&gt;
* The Save DC of your spells is reduced by 2 times your Exhaustion level.&lt;br /&gt;
* Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
The 2024 version is a lot better but would require looking up every time. My strong preference is to just avoid grapple as much as possible; players not taking grapple feats/abilities/spells, and the DM doing the same, and using monsters with grapple sparingly.&lt;br /&gt;
&lt;br /&gt;
==== Incapacitated ====&lt;br /&gt;
Adding two things from [https://5e.tools/conditionsdiseases.html#incapacitated_xphb 2024]:&lt;br /&gt;
&lt;br /&gt;
* Your Concentration is broken. [This is already true in the 2014 rules but was not referenced there.]&lt;br /&gt;
* You can&#039;t speak.&lt;br /&gt;
&lt;br /&gt;
==== Long Rest ====&lt;br /&gt;
These rules, most from the 2024 version, are added to the &#039;&#039;&#039;[https://5e.tools/quickreference.html#bookref-quick,2,resting Long Rest]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* If you rested at least 1 hour before the interruption you gain the benefits of a &#039;&#039;&#039;Short Rest&#039;&#039;&#039;.&lt;br /&gt;
* During sleep, you have the &#039;&#039;&#039;Unconscious&#039;&#039;&#039; condition.&lt;br /&gt;
* You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish.&lt;br /&gt;
* &#039;&#039;&#039;Sleeping in Armor&#039;&#039;&#039;; sleeping in medium armor or heavy armor gives a &#039;&#039;&#039;level of Exhaustion&#039;&#039;&#039; (pressure ulcers are no fun!).&lt;br /&gt;
&lt;br /&gt;
==== Magic Action ====&lt;br /&gt;
Another term from the 2024 rules that appears in a few places:&lt;br /&gt;
&lt;br /&gt;
When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.&lt;br /&gt;
&lt;br /&gt;
== Players Exploiting the Rules ==&lt;br /&gt;
This from [https://5e.tools/book.html#xdmg,0,players%20exploiting%20the%20rules,0 page 19 of the 2024 DMG] is certainly a good reminder:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rules Aren&#039;t Physics&#039;&#039;&#039; The rules of the game are meant to provide a fun game experience, not to describe the laws of physics in the worlds of D&amp;amp;D, let alone the real world. Don&#039;t let players argue that a bucket brigade of ordinary people can accelerate a spear to light speed by all using the Ready action to pass the spear to the next person in line. The Ready action facilitates heroic action; it doesn&#039;t define the physical limitations of what can happen in a 6-second combat round.&lt;br /&gt;
* &#039;&#039;&#039;The Game Is Not an Economy&#039;&#039;&#039; The rules of the game aren&#039;t intended to model a realistic economy, and players who look for loopholes that let them generate infinite wealth using combinations of spells are exploiting the rules.&lt;br /&gt;
* &#039;&#039;&#039;Combat Is for Enemies&#039;&#039;&#039; Some rules apply only during combat or while a character is acting in Initiative order. Don&#039;t let players attack each other or helpless creatures to activate those rules.&lt;br /&gt;
* &#039;&#039;&#039;Rules Rely on Good-Faith Interpretation&#039;&#039;&#039; The rules assume that everyone reading and interpreting the rules has the interests of the group&#039;s fun at heart and is reading the rules in that light.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=House_Rules_-_Spells&amp;diff=4112</id>
		<title>House Rules - Spells</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=House_Rules_-_Spells&amp;diff=4112"/>
		<updated>2026-04-08T18:34:42Z</updated>

		<summary type="html">&lt;p&gt;DB: Changed Spare the Dying to the 2024 version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows any spells that have been changed, see [[House Rules - Spellcasting]] for changes to spellcasting in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that I have definitely not compared all spells, so more changes might be coming to this at a later date.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Barkskin ===&lt;br /&gt;
&#039;&#039;&#039;No longer a Concentration spell&#039;&#039;&#039;, making it finally useful.&lt;br /&gt;
&lt;br /&gt;
=== Counterspell ===&lt;br /&gt;
Changed to the 2024 version; now Warlocks won&#039;t suddenly lose half of their spell slots when they get counterspelled:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;3rd-level abjuration&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 reaction, which you take when you see a creature within 60 feet&lt;br /&gt;
of yourself casting a spell with Verbal, Somatic, or Material components&lt;br /&gt;
|&#039;&#039;&#039;Range:&#039;&#039;&#039; 60 feet&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Components:&#039;&#039;&#039; S&lt;br /&gt;
|&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn&#039;t expended.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cure Wounds ===&lt;br /&gt;
Changed to 2024 version, which &#039;&#039;&#039;increased healing from 1d8 to 2d8&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;Level 1 Abjuration&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; Action&lt;br /&gt;
|&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&lt;br /&gt;
|&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.&lt;br /&gt;
&#039;&#039;&#039;Using a Higher-Level Spell Slot&#039;&#039;&#039;. The healing increases by 2d8 for each spell slot level above 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Smite ===&lt;br /&gt;
Changed to 2024 version, also see [[House Rules - Classes#Level 2: Divine Smite|Paladin on the House Rules - Classes page]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Divine Smite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;1st-level evocation&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 Bonus Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Range:&#039;&#039;&#039; Self&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Components:&#039;&#039;&#039; V&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.&lt;br /&gt;
&#039;&#039;&#039;Using a Higher-Level Spell Slot.&#039;&#039;&#039; The damage increases by 1d8 for each spell slot level above 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dominate Person ===&lt;br /&gt;
The target has Advantage on the save if you or your allies are fighting it.&lt;br /&gt;
&lt;br /&gt;
=== Gaseous Form ===&lt;br /&gt;
Changed to the 2024 version. The important changes:&lt;br /&gt;
&lt;br /&gt;
* You can &#039;&#039;&#039;target one additional creature for each spell slot level above 3&#039;&#039;&#039;. [So you can now cast it on multiple people!]&lt;br /&gt;
* The &#039;&#039;&#039;spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself&#039;&#039;&#039;. [So the other people you cast it on can end it on themselves.]&lt;br /&gt;
&lt;br /&gt;
=== Guidance ===&lt;br /&gt;
No changes to the text of the spell; though it is interesting that in the [https://5e.tools/spells.html#guidance_xphb 2024 version] you need to pick a particular skill and then get the d4 every round for 1 minute. But some comments on use:&lt;br /&gt;
&lt;br /&gt;
I have two issues with this spell (and it&#039;s definitely not the average +2.5 bonus on a d20 roll); it takes some speed out of the game when every time a skill needs to be rolled people either ask for or suggest Guidance (though this can be fixed by deciding up front that one character will always cast Guidance when it&#039;s applicable), and it can be very immersion breaking.&lt;br /&gt;
&lt;br /&gt;
There&#039;s how the spell actually works; technically it should only work on skill checks that take a single round to accomplish; the moment you roll the d4 (for the 2024 version you could argue it works for skills that take up to a minute). This means you can&#039;t take four hours to create an item with a Tool skill and then at the very end cast Guidance and gain a d4 on the roll. You might argue that you could recast over and over for skills that take more than a round but at some point that gets silly.&lt;br /&gt;
&lt;br /&gt;
So, for me, the spell works just fine when you want to open a lock (Tool skill), jump across something (Athletics/Acrobatics), and things like that. Edge case would be Investigation; checking a room for traps/secret doors/clues is going to take quite a while but if someone really wanted to, I would allow Guidance here. However, you&#039;d be better off using the [https://5e.tools/actions.html#help_phb Help] action and gaining Advantage on the roll vs getting a d4 bonus (and let&#039;s not get greedy and try to gain both).&lt;br /&gt;
&lt;br /&gt;
Where it definitely couldn&#039;t work is recalling information with Arcana, History, etc. Because that is not a conscious act; you can&#039;t say, &amp;quot;hey, I&#039;m going to try and remember something about this monster/spell/etc, cast Guidance on me so I&#039;ll remember better&amp;quot;. I have the same issue with Insight, certain uses of Survival, etc. It also doesn&#039;t work on Perception as that is always in reaction to something happening in the world and casting the spell is an Action.&lt;br /&gt;
&lt;br /&gt;
Then we get to Charisma skills; most of the time you are taking longer than a minute to cast a spell so it&#039;s irrelevant. In cases where it would be less than a minute and with skills like Sleight of Hand and Stealth you get this; immersion-wise you can&#039;t cast Guidance on your party member or yourself in front of your target. Casting a spell in public, and this one has Verbal and Somatic components no less, is normally seen as a rude and/or aggressive act. If someone sees a spell being cast on you and then you come over to discuss something that will be seen as suspicious, counter-acting the bonus from Guidance, and more! Best case here is casting a spell around the corner, leaving the recipient with less than a minute to charm or pick pocket someone.&lt;br /&gt;
&lt;br /&gt;
In short: Guidance is just fine but only for certain skills and not for any skills that take a good deal of time.&lt;br /&gt;
&lt;br /&gt;
=== Healing Word ===&lt;br /&gt;
Changed to the 2024 version, which &#039;&#039;&#039;increased healing from 1d4 to 2d4&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;Level 1 Abjuration&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; Bonus action&lt;br /&gt;
|&#039;&#039;&#039;Range:&#039;&#039;&#039; 60 feet&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Components:&#039;&#039;&#039; V&lt;br /&gt;
|&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.&lt;br /&gt;
&#039;&#039;&#039;Using a Higher-Level Spell Slot&#039;&#039;&#039;. The healing increases by 2d4 for each spell slot level above 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hunter&#039;s Mark ===&lt;br /&gt;
Changed to 2024 version, also see [[House Rules - Classes#Ranger|Ranger on the House Rules - Classes page]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;Level 1 Divination&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; Bonus action&lt;br /&gt;
|&#039;&#039;&#039;Range:&#039;&#039;&#039; 90 feet&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Components:&#039;&#039;&#039; V&lt;br /&gt;
|&#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration, up to 1 hour&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Perception or Survival checks you make to find it.&lt;br /&gt;
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.&lt;br /&gt;
&lt;br /&gt;
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypnotic Pattern ===&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039; from the game&#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
Using this 2024 wording: The &#039;&#039;&#039;spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell&#039;&#039;&#039;. The same goes for other items/abilities/etc. that bestow invisibility.&lt;br /&gt;
&lt;br /&gt;
=== Mass Cure Wounds ===&lt;br /&gt;
Changed to 2024 version, which &#039;&#039;&#039;increased healing from 3d8 to 5d8&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;Level 5 Abjuration&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; Action&lt;br /&gt;
|&#039;&#039;&#039;Range:&#039;&#039;&#039; 60 feet&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&lt;br /&gt;
|&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.&lt;br /&gt;
&#039;&#039;&#039;Using a Higher-Level Spell Slot&#039;&#039;&#039;. The healing increases by 1d8 for each spell slot level above 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mass Healing Word ===&lt;br /&gt;
Changed to the 2024 version, which &#039;&#039;&#039;increased healing from 1d4 to 2d4&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;Level 3 Abjuration&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; Bonus action&lt;br /&gt;
|&#039;&#039;&#039;Range:&#039;&#039;&#039; 60 feet&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Components:&#039;&#039;&#039; V&lt;br /&gt;
|&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.&lt;br /&gt;
&#039;&#039;&#039;Using a Higher-Level Spell Slot&#039;&#039;&#039;. The healing increases by 1d4 for each spell slot level above 3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Message ===&lt;br /&gt;
&#039;&#039;&#039;Removed the V component.&#039;&#039;&#039; Now it makes sense and you can actually whisper the message.&lt;br /&gt;
&lt;br /&gt;
=== Phantasmal Killer ===&lt;br /&gt;
Changed to 2024 version:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;Level 4 Illusion&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; Action&lt;br /&gt;
|&#039;&#039;&#039;Range:&#039;&#039;&#039; 120 feet&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&lt;br /&gt;
|&#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration, up to 1 minute&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.&lt;br /&gt;
For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using a Higher-Level Spell Slot&#039;&#039;&#039;. The damage increases by 1d10 for each spell slot level above 4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sending ===&lt;br /&gt;
&#039;&#039;&#039;Can&#039;t contact other planes unless cast using a slot of 5th level or higher&#039;&#039;&#039;, there is no fail chance. Also see familiarity on the [[House Rules - Spellcasting]] page.&lt;br /&gt;
&lt;br /&gt;
=== Spare the Dying ===&lt;br /&gt;
Changed to 2024 version:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;Necromancy Cantrip&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; Action&lt;br /&gt;
|&#039;&#039;&#039;Range:&#039;&#039;&#039; 15 feet&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Components:&#039;&#039;&#039; V, S&lt;br /&gt;
|&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Choose a creature within range that has 0 Hit Points and isn&#039;t dead. The creature becomes Stable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrip Upgrade&#039;&#039;&#039;. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spiritual Weapon ===&lt;br /&gt;
&#039;&#039;&#039;Now is a Concentration spell&#039;&#039;&#039; like the 2024 version and the damage increases by 1d8 for every slot level above 2.&lt;br /&gt;
&lt;br /&gt;
=== Vicious Mockery ===&lt;br /&gt;
&#039;&#039;&#039;Damage upped from 1d4 to 1d6.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Zone of Truth ===&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;. For details read the entirety of [https://www.hipstersanddragons.com/zone-of-truth-dnd/ this article]. The remix suggested doesn&#039;t work either.&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=One_Shot_-_Era_of_Renewal&amp;diff=4111</id>
		<title>One Shot - Era of Renewal</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=One_Shot_-_Era_of_Renewal&amp;diff=4111"/>
		<updated>2026-04-08T16:23:37Z</updated>

		<summary type="html">&lt;p&gt;DB: Link back&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;
No one knows how long the sun was little more than a star in the sky. During that time of darkness, magic went away and almost nothing grew. Most people and animals died of starvation. Those who lived underground were also affected and suffered heavy losses. Anything that could burn was used to stave off the cold; even books and works of art were not spared.&lt;br /&gt;
&lt;br /&gt;
When the sun slowly returned, no one alive had ever seen it before, not even the elves or the gnomes. Much of what had been learned in the previous era was forgotten and had to be rediscovered. Magic filled the world again, bringing with it the Feywild and the Shadowfell, and new gods revealed themselves. In this new world, safety came first, so warlords gathered fighters to protect against wildlife and roving gangs. Before long, countries were established, and the warlords became the first kings and queens.&lt;br /&gt;
&lt;br /&gt;
Once the world had food, shelter, and security, many advances were made in all sciences, and humanoidkind flourished. Populations and life expectancies grew. Cities and farmholds were founded everywhere, and real, burgeoning societies filled the world. In the country of Baltur, the dwarven Magus made magic a universal power used for nearly everything.&lt;br /&gt;
&lt;br /&gt;
Since the Endless Night, stories have spoken of stars floating high above the world, containing all of its knowledge and housing its best and brightest people. However, they were never seen until, a millennium later, the Magus confirmed their existence. At great expense, one was pulled from orbit, but it crashed hard, shattering anything inside. Nothing of much import was found.&lt;br /&gt;
&lt;br /&gt;
=== Current Day ===&lt;br /&gt;
Many countries now dot the continent, and life is good. Although there is still warfare and some rulers cannot resist expanding their territory, by and large, most people now live in peace and have enough to eat. The largest cities have a population close to one million and are made up of buildings made of stone and wood. One language is spoken worldwide, and most people know how to read and write.&lt;br /&gt;
&lt;br /&gt;
The Magus of Baltur created Shathûr Magic, which is more powerful than any magic the world has ever seen. It is capable of destroying mountains and teleporting entire armies. Their country is a marvel of magic and engineering with portals linking all cities and towns. In the rest of the world, many mages and priests use their spells to improve life for everyone.&lt;br /&gt;
&lt;br /&gt;
=== Meta Information ===&lt;br /&gt;
The only existing classes: Artificer, Barbarian, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Wizard. Only followers of Rades, goddess of Joy, Renewal, Serendipity, and Song, can be Bards.&lt;br /&gt;
&lt;br /&gt;
=== Adventure ===&lt;br /&gt;
It is a period of civil unrest. Stories have been circulating for some time now that the Magus are working on a ritual to bring them ULTIMATE POWER. This has made priests, as well as their gods, and other people, very concerned, as the result could be catastrophic. Should any mortal be allowed to wield this much power? The Magus have clamped down on any opposition to their work, and as a result, it has gone underground.&lt;br /&gt;
&lt;br /&gt;
You four joined these Rebels for your own reasons and have been working together for some time. Currently you are in a hidden base in Gardyl Zirak, away from prying eyes, and receive an urgent message from Magus Kalervo Ubran. Somewhere in the capital of Banad-Gathol, pursued by Baltur’s sinister agents, he is one of the few Magus firmly against the ritual.&lt;br /&gt;
&lt;br /&gt;
== Mogdin Strongraes, Hill Dwarf Holy Entertainer, Dance College Bard ==&lt;br /&gt;
You grew up in poverty; even a society with magic as powerful as this doesn’t necessarily take good care of its citizens. But from an early age it became clear you were quite skilled and your parents encouraged you to make the most of your chances, sacrificing a lot for you and your sibling, Irja, who became a skilled brewer.&lt;br /&gt;
&lt;br /&gt;
From hundreds of applications you were one of the lucky handful selected to work with the Excentric Detective. There’s so much you learned, things you still apply in entirely different fields than criminology. This is also where you met the Rogue, Sinji Halruber, and you’ve stayed friends when your career, if you can call it that, took different directions.&lt;br /&gt;
&lt;br /&gt;
You tried your hand at many things, not all of them vocational. But through it all there was always your veneration for Rades, goddess of Joy, Renewal, Serendipity, and Song. Her message of making people happy through kindness and personal performances resonated with you from the first time you saw a bard perform when you were a child.&lt;br /&gt;
&lt;br /&gt;
You’ve been a member of the church for years and just like the rest of the clergy you agree with Rades’ deep concern over what the Magus are doing. While the cardinals are trying the diplomatic route you had no problem finding people who want to take a more proactive approach to this ritual and you joined, what some are calling, the Rebellion.&lt;br /&gt;
&lt;br /&gt;
You like nothing more than making people happy and will go out of your way to do so, no one has a more positive attitude. Your friends have warned you, repeatedly, that you work too hard at all that you do, often you sleep just a few hours as you want to spend all your time helping people. You also spend all your money on others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: If you see someone unhappy or in need, you will do all in your power to help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin&#039;&#039;&#039;: Unequal Devotion; they would burn the world for you, and you… know this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue&#039;&#039;&#039;: Ghost Between You; you both started your careers under the famed Excentric Detective. Your careers then took very divergent courses but any time you are together you can’t help but judge every action by what he would have said.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard&#039;&#039;&#039;: Unspoken Understanding; there&#039;s a profound, almost telepathic understanding between you that transcends words, born from shared experiences. But of late it seems you are no longer that well connected.&lt;br /&gt;
&lt;br /&gt;
== Baugi Throkoc, Mountain Dwarf Faction Agent, Spelldrinker Oath Paladin ==&lt;br /&gt;
Nothing in your childhood indicated that you’d become a paladin. You grew up in a big family with no less than four siblings, a lot, by dwarven standards. Your father works in construction and so do your siblings now, your mother had a fulltime job raising you all but now went back to her old career; doing the books for small businesses.&lt;br /&gt;
&lt;br /&gt;
From an early age you worked parttime construction jobs, yes, it definitely is &#039;&#039;who&#039;&#039; you know. And you were happy, looking forward to a career and a loving partner to start your own family with. And then one day, much like any other, you walked down the road and passed a dwarf and immediately knew something was very wrong, that was no dwarf.&lt;br /&gt;
&lt;br /&gt;
You followed and saw them enter a warehouse. You didn’t know why but just knew something was very wrong. Fortunately you managed to get a friend of yours in the Baruk to have a look and the place was found to be a meeting site for a cult. The dwarf you saw turned out to be a powerful fiend from the lower planes. Clerics and paladins from the church of Mahna, goddess of Magic, Divination, and Truth were called in and defeated the abomination.&lt;br /&gt;
&lt;br /&gt;
And that’s when you met Heta Thilgraes, she was already ancient then, but still filled with more fire and vim than anyone else. The old paladin spoke with you many nights and brought you into the fold, starting you on your way to becoming a force for truth and balance in magic.&lt;br /&gt;
&lt;br /&gt;
For centuries now the relationship between the church and the Magus has been strained. Now that stories of the ritual have become an open secret, it has split the clergy. Some want to continue to try diplomacy, whereas others are talking about taking direct measures to stop the ritual. Heta was the most outspoken, of course, she advocated finding those like-minded among the clergy of the other gods and then marching straight to the Tharbun.&lt;br /&gt;
&lt;br /&gt;
Two days later she was dead. She lived a longer life than most dwarves on record, should have been dead over a century ago, but… You are sure it wasn’t the bad food she supposedly ate; it was the Magus, they were behind it and they will suffer for what they did to one of the most precious people to have ever existed.&lt;br /&gt;
&lt;br /&gt;
You immediately joined the rising Rebellion and offered to do anything at all. You were asked to help bring in more of the Mahna clergy and you were introduced to a fellow Rebel; Mogdin Strongraes. You can’t explain it, but this person is who will bring down the Magus and heal the world, somehow, some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: You will not fail Mogdin, they can’t be stopped from attaining their destiny.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bard&#039;&#039;&#039;: Devotion; you would burn the world for them. They are that special.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue&#039;&#039;&#039;: Shared Burden; on your first mission together you orphaned twin boys and now look after them when you can. You have a need to make sure something like this won’t happen again, you keep double checking everything they do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard&#039;&#039;&#039;: Allies; you found so much common ground in how arcane magic should be treated and what limits should be imposed upon it. Recently they seems to have changed their stance a little.&lt;br /&gt;
&lt;br /&gt;
== Sinji Halruber, Forest Gnome Investigator, Inquisitive Archetype Rogue ==&lt;br /&gt;
A foundling, that’s what you were called, growing up. They told you that you were left at the doors to the temple of Rades in a basket. They took you in and raised you together with other urchins who had no home for one reason or another. Looking back you can say your childhood was a warm one, you were truly cared for and got a lot of affection, more than many raised in a ‘proper’ home.&lt;br /&gt;
&lt;br /&gt;
Curiosity kills the familiar they told you, but you just could never stop yourself, if anything intrigued you had to know. And your skills in that department quickly grew. Unfortunately not so your sense of right and wrong at that early age. But it took only one, minor, brush with the law and you learned it was better to use your skills for good, and not bad.&lt;br /&gt;
&lt;br /&gt;
It kept you busy enough; not just your fellow foundlings found use for your skills, so did the clergy. And then you were one of the lucky handful selected from hundreds of applications to work with the Excentric Detective. You knew immediately that you found your calling and you absorbed all they could teach like a sponge. Here you also met the Bard, Mogdin Strongraes, and you’ve stayed friends, though you saw less of each other when they changed career.&lt;br /&gt;
&lt;br /&gt;
You joined the Baruk (the guard), with a glowing recommendation from the Excentric Detective you had a great start. Solving crimes was much more than a vocation, you were born for this, working almost every waking hour. You also solved your own past, though you would have been better off not knowing.&lt;br /&gt;
&lt;br /&gt;
It wasn’t your parents who left you at the temple doors; you found out your mother was deemed unfit to take care of you, having many addiction issues, and no one knew who your father was. So two Baruk officers decided to take you away and left you at the temple. When you learned of this, your mother had been dead by two years, both the officers were retired, one had moved away and you didn’t think talking to the other would do you any good.&lt;br /&gt;
&lt;br /&gt;
Your rise through the ranks in the Baruk was nothing short of meteoric and all too soon your job involved hardly any detecting at all, it was a lot of oversight and paperwork. You quit and started your own agency, the Excentric Detective even told you he was happy for some real competition.&lt;br /&gt;
&lt;br /&gt;
You can’t cast a single spell but you’ve seen enough abuse in your life to know that giving people unbridled power and no checks and balances will lead to nothing good. So when Mogdin told you about this new Rebellion and how your skills might be very useful, you wasted no time and joined immediately, becoming friends with the Paladin and Wizard. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: Whenever I am confronted with something mysterious, I need to solve it, right then and there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bard&#039;&#039;&#039;: Ghost Between You; you both started your careers under the famed Excentric Detective. Your careers then took very divergent courses but any time you are together you can’t help but judge every action by what he would have said.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin&#039;&#039;&#039;: Shared Burden; on your first mission together you orphaned twin boys and now look after them when you can. You have a need to make sure something like this won’t happen again, you keep double checking everything they do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard&#039;&#039;&#039;: Delicious Friends; you see only the best in each other, though lately they seemed to have changed.&lt;br /&gt;
&lt;br /&gt;
== Lumi Lehuvert , Hill Dwarf Mage of High Sorcery, Wand Tradition Wizard ==&lt;br /&gt;
You’ve often thought your last name might as well be “leMage”, as everyone in your family is a wizard. If anyone is the black sheep, it’s you, and you’re still a mage! None of your family can claim to be of very high level or importance but all of you are cogs in the wheels of society, keeping it running as smoothly as possible. And you’re proud of that.&lt;br /&gt;
&lt;br /&gt;
But that’s not to say you are blind to the problems that exist in the world, and there are many. Unfortunately the Magus have become so exalted above everyone else that they don’t seem to care anymore, only focusing on their own pet projects and Magic, it’s always a capital M with them. In their floating castles and underground laboratories they never come into contact with the common people and have no idea of their plights.&lt;br /&gt;
&lt;br /&gt;
From a young age you’ve been among those fighting for justice and change. But now stories of this mass ritual have brought things to a head. The point has been reached where not standing up and fighting to stop it, is the morally wrong choice. And so you joined the Rebellion and will do all that is in your power to make sure the Magus will not succeed.&lt;br /&gt;
&lt;br /&gt;
You are earnest to a fault and will not brook any injustice, no matter how small. You will always be as fair as possible and if anyone will have to be satisfied with less than an equal share it might as well be you. Privately your friends and family think you can go on too long, decrying one injustice or another, but none has dared say that to your face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: I will help the downtrodden when I can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bard&#039;&#039;&#039;: Unspoken Understanding; there&#039;s a profound, almost telepathic understanding between you that transcends words, born from shared experiences. But of late it seems you are no longer that well connected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin&#039;&#039;&#039;: Allies; you found so much common ground in how arcane magic should be treated and what limits should be imposed upon it. Recently you seemed to have changed your stance a little.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue&#039;&#039;&#039;: Delicious Friends; you see only the best in each other, though lately you seemed to have changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fuck all the above! You’re no puny 6th level mage, you’re a 19th level wizard, a fucking Magus. You’re Pinja Galgruc and you won’t be fucked around with! If it wasn’t for Senior Magus Strom Votuth, better known as “the Asshole”, you wouldn’t be in this situation. But he developed this new spell and volunteered you for its first test.&lt;br /&gt;
&lt;br /&gt;
So, they found a mage who was part of this new Rebellion thing and then your consciousness was transferred into her body. It didn’t take much to dominate that weakling, and the beauty of the spell, you have to begrudgingly admit, is that you still have access to most of her memories and manners, perfect for infiltrating and stopping this bunch of losers.&lt;br /&gt;
&lt;br /&gt;
But you have notes! You’ve been “riding” Lumi for so long now that some of your own memories are starting to get harder to access. You do have a soul coin containing your servant Aatu Kasgret, who could answer some questions. It definitely feels like ending the charade and returning to yourself won’t be as easy as promised, this spell needs work!&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=4110</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=4110"/>
		<updated>2026-04-08T16:23:22Z</updated>

		<summary type="html">&lt;p&gt;DB: Link back&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;
&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;
&#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>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=One_Shot_-_First_Era&amp;diff=4109</id>
		<title>One Shot - First Era</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=One_Shot_-_First_Era&amp;diff=4109"/>
		<updated>2026-04-08T16:23:07Z</updated>

		<summary type="html">&lt;p&gt;DB: Link back&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;
Legends say Íss was a ball of ice floating in Ginnungagap, the endless void. Then Magic, Galdr, happened upon it and enveloped the world, burning away all the ice. However, Galdr was too powerful, burning anything that lived. It caused rock from below to rise through the soil, creating massive earthquakes that formed mountains and volcanoes. To protect the world, Galdr split itself into many pieces, creating the sun (Sól), the moon (Máni), and the stars (Stjǫrnur).&lt;br /&gt;
&lt;br /&gt;
Together they populated the world with many creatures sprung from their imagination. They created the giants, as stewards of this new place, they were seen as to be best suited to handle powerful Magic. A new world is born; Galdríss.&lt;br /&gt;
&lt;br /&gt;
As the giants learn this new Magic, they too, wanted to create life in their image. Over time, they created goliaths, humans, and dwarves before losing the ability to create new life. The giants were never completely happy with their creations, yet they felt a sense of responsibility for what they called their little brothers and sisters. The races have lived together ever since, in cities carved into the flanks of mountains and hills, or in camps in the vast wilderness that stretches across most of the land.&lt;br /&gt;
&lt;br /&gt;
=== Current Day ===&lt;br /&gt;
The largest cities number over 10,000 souls but most house a quarter of that, at most. They are usually ruled by a circle of elders, these include giants from different walks of life; including crafters, farmers, hunters, speakers (short for speakers of the gods; clerics). One language is spoken by all, and it is written in cuneiform; runes scribed into stone. Only a few know how to write.&lt;br /&gt;
&lt;br /&gt;
Giants have domesticated some of the megafauna and keep giant oxen, rams, and geese for food and other uses. Some cities have recently started experimenting with agriculture by creating fields to grow grains. Others go out into the bountiful world to collect what they need.&lt;br /&gt;
&lt;br /&gt;
There is no Arcane magic. Divine magic is overflowing; anyone can cast at least a simple spell or two. Those who are masters of their craft have personal spells that assist them in their creations. Thus, any weapon or armor created is always magical, and mundane items are of very high quality and much more robust. There is no mechanization.&lt;br /&gt;
&lt;br /&gt;
Some feel that the giants treat the other races like children, never giving them the chance to grow up. This rankles some, mostly humans, so much that they have struck out on their own and tried to build towns just for the “little” races. This seems to always fail, most often due to the dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
=== Meta Information ===&lt;br /&gt;
The different giants (storm, cloud, fire, frost, stone, and hill) all look quite similar and are all about the same size; 21 feet tall (6.4 m). There are no other humanoid races than those mentioned above; no elves, halflings, orc, goblinoids, etc. Some creature types don’t exist at all; celestials, dragons, fey, fiends, and undead.&lt;br /&gt;
&lt;br /&gt;
The only existing classes: Barbarian, Cleric, Factotum (skill monkey with sneak attack, spells, and Inspiration), Fighter, Skald (warrior with some bard type abilities but no spells). Monk and Paladin are only available to followers of Holukein.&lt;br /&gt;
&lt;br /&gt;
Yggdrasil, the World Tree, is an immense ash tree which links the planes. The Feywild and Shadowfell do not exist.&lt;br /&gt;
&lt;br /&gt;
The concept of Evil doesn’t exist though there are very rare, but becoming less rare, instances of those who do cruel and violent things. These people (it happens to all races) are called Unbalanced and they are cared for as best as possible.&lt;br /&gt;
&lt;br /&gt;
The concept of Greed doesn’t exist; there is no money or barter economy. There are certainly items and materials valued for their beauty; gems, pearls, precious metals to a degree (there is no metallurgy), etc. But all are in abundant supply and easily obtained and worked due to the ever-present magic.&lt;br /&gt;
&lt;br /&gt;
=== Adventure ===&lt;br /&gt;
You all live in Hnitbjorg, a bucolic town in the foothills of the Dovrefjell mountains. Thonna, the stone giant cleric of Holukein, god of guardians, perseverance, and prophecy, has asked her Envoy (Monk) to go on a mission to the newly started City of Broken Shackles, to persuade their leader, a human by the name of Ragnvald to cease his call to stop supporting the giants and their rule. Thonna, graciously supplied you with magic items to brave the dangers of the wild.&lt;br /&gt;
&lt;br /&gt;
== Sif / Sólveig, Human Sage, Divine Focus Factotum ==&lt;br /&gt;
Growing up you knew you were different from the other kids. And not because you had no parents, that was the same for everyone at the orphanage. But where they decried their fate most nights, you stoically focused on the future. And the giants running the place made sure everyone there got the same chances as children living with their parents, you blossomed as you found you were able to pick up most skills much faster than others.&lt;br /&gt;
&lt;br /&gt;
And you learned other things too; when you retaliated against another orphan for what they did to you, you got caught and punished more severely. From then on you always made sure to strike in such a way that it could not be traced back to you and celebrated your victories privately.&lt;br /&gt;
&lt;br /&gt;
Soon you gained the attention of Kaaltar, a cloud giant cleric of Mundilfari, god of giants. He particularly appreciated your pragmatic nature, how you preferred to achieve your goals with the least amount of effort. Maybe he saw a kindred spirit? He is not very active at the temple, preferring to speak with you and those like you, in the vestry.&lt;br /&gt;
&lt;br /&gt;
Since he took you under his wing you have been taking care of all kinds of things for him, he really values your skills. This does include more shady types of undertakings that are best kept secret from others. He has taught you the use of poison, sometimes those are the kindest way to deal with the terminally ill. But he also taught you how to heal and use other divine powers, broadening your skillset even more.&lt;br /&gt;
&lt;br /&gt;
Your detractors would say you are vain, not only about your appearance but also your abilities and general standing, you see most others as being beneath you, something you don’t mind pointing out, often subtly so it goes over their head. Others would say you are rude; you prefer the term direct.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: If you see a chance you will sneakily do something against those that annoy you; from a prank to worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter&#039;&#039;&#039;: Broken love. You both loved the same person and due to your war for their attention you both lost out to a third. A fact you are always reminded of when you see each other, something to commiserate over or to keep a grudge?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barbarian&#039;&#039;&#039;: Enablers, everybody needs a friend willing to indulge their worst impulses. You’ve known each other not as long as the others but boy do you egg each other on. You’ve gotten into trouble together and had fun getting out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039;: Old Wounds. You were both very young, you used to bully them until they no longer left their house. When their parents found out they made both of you “make up”, since then, when you see them socially you mostly ignore them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kaaltar spoke about the expedition your friend asked you to join. The giant explained that Ragnvald, the founder of the City of Broken Shackles is a real problem, his rebellious outcries are an existential threat for your and his way of life. And he is right, the giants take good care of the “little races”, it would make no sense to have them as powerful enemies.&lt;br /&gt;
&lt;br /&gt;
If your friend is able to change Ragnvald’s mind, so much the better, but Kaaltar doesn’t have much faith in that. He suggests you make a detour on your group’s journey and go to Tjörn lake. At the shore grows a very virulent, poisonous plant. With your skills you can harvest it [no roll needed] and then use it on the human if needed. It’s an ingested type of poison, you can add it to food or drink, but you can also deliver it via piercing or slashing damage.&lt;br /&gt;
&lt;br /&gt;
== Leifr / Ástríðr, Human Acolyte, Sun Soul Monk ==&lt;br /&gt;
You were a late comer, born when your brother and sister were almost adults. Your parents both liked to work, one a tailor, and the other a painter. You were often left to your own devices and at a young age discovered the temple of Holukein. The statues and the stories made you want to join.&lt;br /&gt;
&lt;br /&gt;
Ever since that first day you spent much time at the temple talking to Thonna, she has formed your view of the world quite a bit. She showed you that the giants truly mean the best for their little brothers and sisters. Sure, there are some, especially followers of Mundilfari who seem to always be against anything the “little” races want, but they are not the silent majority. Without the giants you would be worse of, you are sure of that.&lt;br /&gt;
&lt;br /&gt;
As soon as you could, you started training to become an Envoy, applying yourself to more fields of study than most. You have become stalwart supporter of Holukein and all he stands for; not giving up, protecting all that needs protecting. On the day of your dedication the god spoke to you, a rare event, you were truly blessed.&lt;br /&gt;
&lt;br /&gt;
Ever since you have served your god and your church, you have been sent on missions to other cities, something only few people get to experience. You do not excel at one single thing but are quite capable in many fields, thus you are often sent into situations where there are unknowns.&lt;br /&gt;
&lt;br /&gt;
You are very meticulous in everything you do, having to have every last detail correct and leaving nothing to chance. And you’re a good study of others’ character, in some cases you know better what drives them than they do themselves. You stand up to bullies at every chance.&lt;br /&gt;
&lt;br /&gt;
One of your weaknesses is that you get too hung up on things sometimes and lose sight of the bigger picture. And some have said that your habit of seeing the best in everyone you meet, and giving them the benefit of the doubt, is another. Your good traits are that you are a staunch friend and ally and polite to a fault.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: You have to prove, to yourself as much as to anyone, when someone is wrong, though you are always very tactful about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter&#039;&#039;&#039;: Allies, you share obsessions very closely. Your best friend since childhood. You don’t agree on everything but have decided that’s less important than spending time together and having a good time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barbarian&#039;&#039;&#039;: Partnership, professional and functional. You are actually much more friends with their twin but you still spend a lot of time together and you can’t deny their combat prowess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factotum&#039;&#039;&#039;: Old Wounds. When you were both very young they used to bully you until you no longer left your house. When your parents found out they made the both of you “make up” and since then you have maybe not really become friends but you see each other socially and tolerate each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thonna invited you the other day and explained that Ragnvald, the founder of the City of Broken Shackles has been creating problems. His calls for people to no longer support the giants has awoken sentiments among both giants and the little brothers and sisters that will cause problems if left as is. She explained, and you agree, that all this will cause is for those at the far sides of the argument to drift further apart and possibly might make life less pleasant for all as the extremist might try and get laws passed restricting non-giants in certain ways.&lt;br /&gt;
&lt;br /&gt;
She has asked you to go and talk with him to make him see that he is only hurting everyone and not solving anything. Thonna, and most giants, have no problem with the “little” races founding their own cities but he can’t keep saying what he’s saying.&lt;br /&gt;
&lt;br /&gt;
The cleric gave you a gift for Ragnvald and his people; a basalt bowl set with rubies that can casts the Heroes&#039; Feast spell. She suggested taking a few of your friends along as the journey could be perilous. And so you invited the Fighter and the Barbarian along. You then ran into Kaaltar, a cloud giant cleric of Mundilfari, who heard of your mission, and he suggested bringing the Factotum, another sort of friend of yours, one who is quite resourceful.&lt;br /&gt;
&lt;br /&gt;
== Eiríkr / Ingfríðr, Dwarf Outlander, Giant Path Barbarian ==&lt;br /&gt;
You are one of a pair of twins, something not very common in dwarves. Growing up it soon become apparent the two of you are little alike; they are all serious and interested in boring stuff like administration, whereas you like to live an exciting live and have fun. Friends, feasts, and lovers are things you can never have enough of.&lt;br /&gt;
&lt;br /&gt;
Your parents are pillars of the community; your mother is a healer of no small repute and your father is an advocate; he’s had to use his oratory skills numerous times to get you out of trouble when you were young. From those days you also have a long scar running up your left forearm. You’d like to tell people it was from an epic fight you were in, but unfortunately you got it when you hit a vase when practicing.&lt;br /&gt;
&lt;br /&gt;
These days you enjoy spending time in the wilderness, gathering resources for the city, and have been involved in more than one fight with the local megafauna, it sure gets the blood pumping. In the city you like to spend your time on the athletic field, competing and winning your fair share.&lt;br /&gt;
&lt;br /&gt;
One might say that testing your limits is what gets you out of bed every day. But most of the time you know not to push too far, community comes first and you are the kind of person who is there to help anyone in need, even if they don’t ask. You have a good sense of when someone could use an uplifting word or two.&lt;br /&gt;
&lt;br /&gt;
If one were to mention your flaws, your rashness would be at the top of the list. You often like to dive right in without giving any thought to further implications. Your superstition might be another; you see omens in many things and have to do things a certain way’or else misfortune will befall you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: You find it very hard to resist self-imposed challenges; if other cross the bridge you might just see if you can jump the canal. Why do things the easy way if the hard way is fun?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factotum&#039;&#039;&#039;: Enablers, everybody needs a friend willing to indulge their worst impulses. You’ve known each other not as long as the others but boy do you egg each other on. You’ve gotten into trouble together and had fun getting out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter&#039;&#039;&#039;: Rivalry, each of you tries to surpass the other in your fields of expertise. The both of you compete in the same athletic disciplines, and while you get along really well outside of the field, once on there, the gloves come off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039;: Partnership, professional and functional. They are friends with your twin so you see them frequently but don’t actually talk all that much. &lt;br /&gt;
&lt;br /&gt;
You’re really not interested in the whole discussion about giants versus the “little” races. You’re fine living with giants and you’re sure you’d be fine if you had to live without them.&lt;br /&gt;
&lt;br /&gt;
== Gunnarr / Brynhildr, Goliath Guild Artisan, Rune Knight Fighter ==&lt;br /&gt;
You are blessed, that’s what your father told you from an early age, with your one violet and one indigo eye. Several times now you have survived where you should not have, starting with the horrible accident that left your mother dead. An unseasonal storm blew over a tree that crushed her but you crawled out from under it without a scratch.&lt;br /&gt;
&lt;br /&gt;
Your father is your rock; he made sure you had the best upbringing you could have and was always there for you. Looking up to him, you wanted to be a scribe like him. And you took up the hammer and chisel, carving was in your blood. And then you discovered how easy it came to you to create magical runes.&lt;br /&gt;
&lt;br /&gt;
You took to athletics as a fish to water as well, competing and winning on the field. Then you were invited to militia training and found another calling. You haven’t had to use your martial skills often, but those few times you were called upon, you felt you were right there where you should be; protecting others. You’re someone who doesn’t give up and always makes others laugh.&lt;br /&gt;
&lt;br /&gt;
Your biggest weakness; jealousy. It’s hard to admit, but you covet what other people have, intangible things; moods, relationships, etc. It’s not rational but the grass is truly greener across the way. And those of an unkind persuasion would point out your tendency to mix words up when you speak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsession&#039;&#039;&#039;: You can’t help but press your luck, trying to see how blessed you truly are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barbarian&#039;&#039;&#039;: Rivalry, each of you tries to surpass the other in your fields of expertise. The both of you compete in the same athletic disciplines, and while you get along really well outside of the field, once on there, the gloves come off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factotum&#039;&#039;&#039;: Broken love. You both loved the same person and due to your war for their attention you both lost out to a third. A fact you are always reminded of when you see each other, something to commiserate over or to keep a grudge?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039;: Allies, you share obsessions very closely. Your best friend since childhood. Growing up you two were inseparable. These days you hang out whenever you can. You disagree on certain things but have decided to just not discuss those, instead focusing on all the good times you have together.&lt;br /&gt;
&lt;br /&gt;
Unlike most of your goliath brethren you think the humans c.s. have a point; you are being treated like second class citizens in certain respects. Going off to live in some town in the wilderness wouldn’t be your first pick but you do think the giants should be held to account; the “little” races should be given a voice on the council of elders at the very least.&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=4108</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=4108"/>
		<updated>2026-04-08T16:22:07Z</updated>

		<summary type="html">&lt;p&gt;DB: Fixed wrong category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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;
&#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>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Category:Events&amp;diff=4107</id>
		<title>Category:Events</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Category:Events&amp;diff=4107"/>
		<updated>2026-04-08T16:19:03Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists some of the important and not so important events to have taken place in the world.&lt;br /&gt;
&lt;br /&gt;
==== Crime ====&lt;br /&gt;
[[Horand Heist]]&lt;br /&gt;
&lt;br /&gt;
[[The State vs Nora Sommer]]&lt;br /&gt;
&lt;br /&gt;
[[When the SAINTs come marching out]]&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
[[A short-ish history of the world from the Collapse till now]]&lt;br /&gt;
&lt;br /&gt;
[[Collapse]]&lt;br /&gt;
&lt;br /&gt;
[[Eras]]&lt;br /&gt;
&lt;br /&gt;
[[Kasarian Conflict]]&lt;br /&gt;
&lt;br /&gt;
[[Miforan Empire]]&lt;br /&gt;
&lt;br /&gt;
==== Local Events ====&lt;br /&gt;
[[Annual Stjordvik Regatta &amp;amp; Ball]]&lt;br /&gt;
&lt;br /&gt;
[[Banak Open]]&lt;br /&gt;
&lt;br /&gt;
[[Feast of Masks]]&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
[[Cobblar Languid on Tour]]&lt;br /&gt;
&lt;br /&gt;
[[Teresa&#039;s intermezzo]]&lt;br /&gt;
&lt;br /&gt;
==== Party Adventure Summaries ====&lt;br /&gt;
[[The Wager - Chronological order of Events]]&lt;br /&gt;
&lt;br /&gt;
[[The Wreck - Chronological order of Events]]&lt;br /&gt;
&lt;br /&gt;
[[The Caravan - Chronological order of Events]]&lt;br /&gt;
&lt;br /&gt;
[[The Dig - Chronological order of Events]]&lt;br /&gt;
&lt;br /&gt;
[[The Spirit of Spring - Chronological order of Events]]&lt;br /&gt;
&lt;br /&gt;
==== Songs ====&lt;br /&gt;
[[All the tiny people]]&lt;br /&gt;
&lt;br /&gt;
[[Barnum effect]]&lt;br /&gt;
&lt;br /&gt;
==== Sports ====&lt;br /&gt;
[[Ishmêk]]&lt;br /&gt;
&lt;br /&gt;
[[Stiltorq]]&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=4106</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=4106"/>
		<updated>2026-04-08T12:43:07Z</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;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Oscar&amp;diff=4105</id>
		<title>Oscar</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Oscar&amp;diff=4105"/>
		<updated>2026-04-07T14:23:23Z</updated>

		<summary type="html">&lt;p&gt;DB: Typo fix op verzoek van Frans. :p&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. 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=Phlegethos%E2%80%99_Pick&amp;diff=4104</id>
		<title>Phlegethos’ Pick</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Phlegethos%E2%80%99_Pick&amp;diff=4104"/>
		<updated>2026-04-01T21:58:13Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Found by [[Husk]] in the cave under the [[The Wager - Chronological order of Events#Tiny Island|Tiny Island]].&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=A tiny red stinger with many barbs standing in all directions|Color=darkred|Shadow=1|Jolt=1|Italic=1}}&#039;&#039;. It feels warm to the touch.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This little stinger from Hell’s fourth layer fits any lock and is only too happy to help, for a price…&lt;br /&gt;
&lt;br /&gt;
When using it as thieves’ tools to open a lock you get a +2 on the skill roll but also take 1d2 damage.&lt;br /&gt;
&lt;br /&gt;
Once per Long Rest you can beseech the Pick for more help and gain Advantage on your roll. If you do so, you take damage equal to the difference between the two d20 results.&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=4096</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=4096"/>
		<updated>2026-03-27T16:20:00Z</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;
&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.&lt;br /&gt;
&lt;br /&gt;
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.&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;
&lt;br /&gt;
The next morning our friends are approached by a &#039;&#039;&#039;bald halfling woman with a missing 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;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Phlegethos%E2%80%99_Pick&amp;diff=4095</id>
		<title>Phlegethos’ Pick</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Phlegethos%E2%80%99_Pick&amp;diff=4095"/>
		<updated>2026-03-26T19:44:42Z</updated>

		<summary type="html">&lt;p&gt;DB: Changed to 1d2 damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Found by [[Husk]] in the cave under the [[The Wager - Chronological order of Events#Tiny Island|Tiny Island]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A tiny red stinger with many barbs standing in all directions. It feels warm to the touch.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This little stinger from Hell’s fourth layer fits any lock and is only too happy to help, for a price…&lt;br /&gt;
&lt;br /&gt;
When using it as thieves’ tools to open a lock you get a +2 on the skill roll but also take 1d2 damage.&lt;br /&gt;
&lt;br /&gt;
Once per Long Rest you can beseech the Pick for more help and gain Advantage on your roll. If you do so, you take damage equal to the difference between the two d20 results.&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=MediaWiki:Common.css&amp;diff=4094</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=MediaWiki:Common.css&amp;diff=4094"/>
		<updated>2026-03-23T13:26:45Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* Target all common MediaWiki dark mode classes */&lt;br /&gt;
.skin-theme-clientpref-night img {&lt;br /&gt;
    background-color: transparent !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=MediaWiki:Common.css&amp;diff=4093</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=MediaWiki:Common.css&amp;diff=4093"/>
		<updated>2026-03-23T13:21:56Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* Specifically override the fixed white background on images */&lt;br /&gt;
html.skin-theme-clientpref-dark img,&lt;br /&gt;
html.skin-theme-clientpref-dark .mw-file-description img {&lt;br /&gt;
    background-color: transparent !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=MediaWiki:Common.css&amp;diff=4092</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=MediaWiki:Common.css&amp;diff=4092"/>
		<updated>2026-03-23T13:18:10Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* Remove white edges/background from images in dark mode */&lt;br /&gt;
html.skin-theme-clientpref-dark .mw-file-description img,&lt;br /&gt;
html.skin-theme-clientpref-dark .mw-no-invert {&lt;br /&gt;
    background-color: transparent !important;&lt;br /&gt;
    box-shadow: none !important;&lt;br /&gt;
    border: none !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Avale_-_Neighborhoods&amp;diff=4091</id>
		<title>Avale - Neighborhoods</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Avale_-_Neighborhoods&amp;diff=4091"/>
		<updated>2026-03-23T13:10:51Z</updated>

		<summary type="html">&lt;p&gt;DB: Typos&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;
* Messengers Coalition, on Ropemaker Way&lt;br /&gt;
* Inn - The Steaming Pot&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;
* 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;
==== PoI ====&lt;br /&gt;
&lt;br /&gt;
* Inn - The Plucked Pheasant&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;
&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;
=== 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, on 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, on 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;
* Theater - People’s Playhouse&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;
=== 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;
&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;
* Jeweler - Rings and Things&lt;br /&gt;
* Smith - Wesson&#039;s Smithy, on 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;
Surplus - POWMD: Pre-Owned Weapons of Murderous Destruction, &amp;quot;If it&#039;s in stock, we got it!&amp;quot;&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;
&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;
&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;
* Fishmonger - For Cod’s Sake, on Shore Way&lt;br /&gt;
* Inn - The Boer Inn&lt;br /&gt;
* Inn - The Other Inn&lt;br /&gt;
&lt;br /&gt;
=== Lost Bay ===&lt;br /&gt;
&#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;
=== 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;, on 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 - This Is The Yeast We Can Do, owner: &#039;&#039;&#039;Bretmera Gremdain&#039;&#039;&#039;&lt;br /&gt;
* Entertainment - Catifras Theater&lt;br /&gt;
* HQ - Brewers Guild, on Falanae Avenue&lt;br /&gt;
* Restaurant - Feywild Shroomhouse, on Korb Street&lt;br /&gt;
&lt;br /&gt;
=== Old Yards ===&lt;br /&gt;
&#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;
=== 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;
=== 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;
=== 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;, on 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;
* HQ - Guild of Bookkeepers, Notaries &amp;amp; Scribes&lt;br /&gt;
* HQ - Guild of Cartographers &amp;amp; Surveyors&lt;br /&gt;
* NPC - House, on 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;
[[Category:Locations]]&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=4090</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=4090"/>
		<updated>2026-03-22T12:53:36Z</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;
&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.&lt;br /&gt;
&lt;br /&gt;
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.&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;
&lt;br /&gt;
The next morning our friends are approached by a &#039;&#039;&#039;bald halfling woman with a missing 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;
[[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=4089</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=4089"/>
		<updated>2026-03-20T11:11:22Z</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;
&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.&lt;br /&gt;
&lt;br /&gt;
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.&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.&lt;br /&gt;
&lt;br /&gt;
The next morning our friends are approached by a &#039;&#039;&#039;bald halfling woman with a missing 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;
[[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=4088</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=4088"/>
		<updated>2026-03-20T10:58:12Z</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. 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;
&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.&lt;br /&gt;
&lt;br /&gt;
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.&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]] takes effect and 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 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 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 soon 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&#039;&#039;&#039; as Count of Ranhem. 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 and is horrified he 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 far, 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, 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 supposed 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 and use it. Before they leave, Dauphine gives Goswin the book How to Become a Bard 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; at a table. Some people at another table have been looking over her all the time, but then most people have. But those four then rush to start a brawl with her, hoping to garner glory to bring 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.&lt;br /&gt;
&lt;br /&gt;
The next morning our friends are approached by a &#039;&#039;&#039;bald halfling woman with a missing hand&#039;&#039;&#039;. She says she saw them at the tavern last night and wants to hire them. “Bring me the head of Lelio Euphorbia,” 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;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Temple_Ton&amp;diff=4087</id>
		<title>Temple Ton</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Temple_Ton&amp;diff=4087"/>
		<updated>2026-03-20T10:32:04Z</updated>

		<summary type="html">&lt;p&gt;DB: Added definition of &amp;#039;ton&amp;#039;.&lt;/p&gt;
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&lt;div&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=File:Gelatinous_Cube.jpg&amp;diff=4086</id>
		<title>File:Gelatinous Cube.jpg</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=File:Gelatinous_Cube.jpg&amp;diff=4086"/>
		<updated>2026-03-20T09:42:42Z</updated>

		<summary type="html">&lt;p&gt;DB: Uploaded with SimpleBatchUpload&lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=File:Mysterious_Woman.jpg&amp;diff=4085</id>
		<title>File:Mysterious Woman.jpg</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=File:Mysterious_Woman.jpg&amp;diff=4085"/>
		<updated>2026-03-20T09:42:42Z</updated>

		<summary type="html">&lt;p&gt;DB: Uploaded with SimpleBatchUpload&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=Temple_Ton&amp;diff=4084</id>
		<title>Temple Ton</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Temple_Ton&amp;diff=4084"/>
		<updated>2026-03-18T11:32:31Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
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&lt;div&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;
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=Temple_Ton&amp;diff=4083</id>
		<title>Temple Ton</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Temple_Ton&amp;diff=4083"/>
		<updated>2026-03-18T11:31:33Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
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 {{TextAnimations|Text=sentient|Wavy=1}} 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=Thola%27s_Blanket&amp;diff=4082</id>
		<title>Thola&#039;s Blanket</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Thola%27s_Blanket&amp;diff=4082"/>
		<updated>2026-03-18T11:28:56Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This coarse blanket embroidered with ancient faded runes has been with [[Oscar]] for as long as he can remember.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As long as you own Thola’s Blanket and are attuned to it, it has the following properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart&#039;s Ease&#039;&#039;&#039; You have Advantage on saving throws against being Charmed or Frightened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart Sight&#039;&#039;&#039; As an Action you can touch a creature and if they fail a Charisma saving throw against your Spell save DC you know the creature&#039;s current emotional state and they will know yours. You can&#039;t use this property again until you finish a Short Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Johnny Jump Up&#039;&#039;&#039; Your {{TextAnimations|Text=shadow|Glow=1|Shadow=1|Jolt=1}} dances while no one is looking directly at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pins and Needles&#039;&#039;&#039; When shooting a non-magical arrow with a bow, you can use a Bonus Action to split the arrow in flight. You can choose to split the arrow into a number of pieces up to your Proficiency Bonus. Each piece targets a creature within ten feet of another target. You make only one attack roll, which applies to all targets. If the attack hits at least one of the targets, roll damage normally; each target takes an equal amount of the damage rolled (rounded down).&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=Vessel_Wraps&amp;diff=4081</id>
		<title>Vessel Wraps</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Vessel_Wraps&amp;diff=4081"/>
		<updated>2026-03-18T11:27:46Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Darius Naffles|Darius]] dipped a strip of cloth into a dark orange substance in the [[The Wreck - Chronological order of Events#Midnight Altar|altar room under the sea]] and over time it slowly grew. Then one night it {{TextAnimations|Text=wrapped|Wavy=1|Pulse=1}} itself around the gnome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A long strip of cloth has wound itself tight around the torso of the wearer, creating an armor of sorts. At dawn the cloth is bone white but it slowly darkens, it&#039;s grey at dusk and pitch black just before dawn when it turns bone white again. One end of the cloth hangs free and contains a number of unknown cuneiform symbols. There doesn&#039;t seem to be a way to take the armor off.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As long as you wear the Vessel Wraps and are attuned to it, it has the following properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shell&#039;&#039;&#039; During the day this armor provides an AC of 14 and counts as Heavy armor; reduces the wearer&#039;s speed by 10 feet unless the wearer has a Strength score equal to 13 or higher, disadvantage on Stealth checks. During the night it provides an AC of 12 + Dex modifier (max 2) and counts as a Medium armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame&#039;&#039;&#039; When you make a D20 Test you can use your Reaction and roll a d10 then add the result of that roll to the D20 Test result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Store&#039;&#039;&#039; When you take damage of any type except for Cold you can use your Reaction and reduce this damage to 0. Any other effects that come with the damage will still apply. Once used, this property can’t be used again until after a Long Rest. &lt;br /&gt;
&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=Robe_of_Advantages&amp;diff=4080</id>
		<title>Robe of Advantages</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Robe_of_Advantages&amp;diff=4080"/>
		<updated>2026-03-18T11:26:44Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Found by [[Quinton Gemweaver|Quinton]] at Second Hand News in [[Avale - Neighborhoods#Little Perches|Little Perches]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This ancient robe covered in&#039;&#039; {{TextAnimations|Text=sigils|Jolt=1|Italic=1}} &#039;&#039;and patches of various shapes and&#039;&#039; {{TextAnimations|Text=colors|Rainbow=1|Italic=1}}&#039;&#039;, looked to be made for someone significantly shorter but it fits Quinton like a glove.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As long as you wear the Robe of Advantages and are attuned to it, it has the following properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zero Day&#039;&#039;&#039; When your Hit Points reach 0, add an X below, then roll d100, if you roll above the number of X’s you now have 1 Hit Point. If you did not roll above, you remain at 0 hp, have two failed death saves, and a new patch appears on the robe. Once used, this property can’t be used again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
X = &amp;lt;s&amp;gt;7&amp;lt;/s&amp;gt;, 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Core&#039;&#039;&#039; While wearing the robe, you can use your Reaction to dissolve one of the sigils to gain Advantage for one of the specific features below. Once the last sigil is removed, inform the DM.&lt;br /&gt;
&lt;br /&gt;
The robe has he following sigils:&lt;br /&gt;
&lt;br /&gt;
* Attack Roll&lt;br /&gt;
* Charisma ability check&lt;br /&gt;
* Charisma saving throw&lt;br /&gt;
* Constitution ability check&lt;br /&gt;
* Constitution saving throw&lt;br /&gt;
* Dexterity ability check&lt;br /&gt;
* Dexterity saving throw&lt;br /&gt;
* Initiative&lt;br /&gt;
* Intelligence ability check&lt;br /&gt;
* Intelligence saving throw&lt;br /&gt;
* Strength ability check&lt;br /&gt;
* Strength saving throw&lt;br /&gt;
* Wisdom ability check&lt;br /&gt;
* Wisdom saving throw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patched&#039;&#039;&#039; While wearing the robe, you can use an Action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, inform the DM.&lt;br /&gt;
&lt;br /&gt;
The robe has he following item patches:&lt;br /&gt;
&lt;br /&gt;
* Alcohol (bottle, Balturan Pale Ale)&lt;br /&gt;
* [https://2014.5e.tools/items.html#antitoxin%20(vial)_phb Antitoxin (vial)]&lt;br /&gt;
* Apple, fresh&lt;br /&gt;
* Bean (single, when buried in dirt and watered, something will happen after 1 minute)&lt;br /&gt;
* Box of malachite animal figurines (100 gp)&lt;br /&gt;
* Cheese (chunk, [[Cheeses of the world#Binkhâga khâga|Binkhâga khâga]])&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fine Clothes&lt;br /&gt;
* [https://5e.tools/spells.html#goodberry_phb Goodberries], ten&lt;br /&gt;
* Healing potion, Greater (2d10+Level)&lt;br /&gt;
* [https://5e.tools/items.html#herbalism%20kit_phb Herbalism Kit]&lt;br /&gt;
* Holy Symbol, Thard Harr&lt;br /&gt;
* Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself&lt;br /&gt;
* [https://5e.tools/bestiary.html#mastiff_mm Mastiff]&lt;br /&gt;
* Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you&lt;br /&gt;
* Rope (hempen, 50 feet, coiled)&lt;br /&gt;
* Rowboat (12 feet long)&lt;br /&gt;
* Sack&lt;br /&gt;
* Sickle&lt;br /&gt;
* Spell Scroll, [https://5e.tools/spells.html#clue_valdaplayerpack Clue]&lt;br /&gt;
* Spell Scroll, [https://5e.tools/spells.html#detect%20magic_phb Detect Magic]&lt;br /&gt;
* Spell Scroll, [https://5e.tools/spells.html#find%20traps_phb Find Traps]&lt;br /&gt;
* Spell Scroll, [https://5e.tools/spells.html#identify_phb Identify]&lt;br /&gt;
* [https://5e.tools/items.html#sprig%20of%20mistletoe_phb Sprig of mistletoe]&lt;br /&gt;
* Wooden ladder (24 feet long)&lt;br /&gt;
&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=Deck_of_the_Dealer&amp;diff=4079</id>
		<title>Deck of the Dealer</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Deck_of_the_Dealer&amp;diff=4079"/>
		<updated>2026-03-18T11:24:17Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Carried by [[Husk]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This deck of playing cards looks to be ancient, it has turned&#039;&#039; {{TextAnimations|Text=bone yellow|Color=LightGoldenRodYellow|Italic=1}} &#039;&#039;and shows many signs of use. However, the cards don’t bend at all. The illustration on the back of the cards is a complex web of thread.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As long as you are attuned to this deck, it has the following properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse&#039;&#039;&#039; This item is cursed. You are unwilling to part with the deck until the curse is broken with nothing short of a wish or similar magic. Should you and the deck be separated somehow, you will find it on your body at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cardistry&#039;&#039;&#039; The following rules are always in effect for any of the below properties. The deck contains 54 cards, 13 cards of four suits: clubs, diamonds, hearts, and spades, and two joker cards. The number cards have a value equal to that printed on them, face cards have a value of ten, aces have a value of either one or eleven, your choice, and jokers are wild, meaning you can have them take any value and suit available in the full deck when drawn.&lt;br /&gt;
&lt;br /&gt;
Cards can either be drawn or pulled from the deck; the physical technique for doing so is the same but the distinction of terms is important for how certain properties work. Any cards drawn or pulled are put aside until you finish a Short or Long Rest, they are then added back to the deck and the deck is shuffled. It is impossible to control this deck via Sleight of Hand or other magical or mundane means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Lift&#039;&#039;&#039; Whenever any of the below cards are drawn or pulled, in the use of any of the other properties of this deck, they confer the bonus below in addition to the normal effect of that property.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jack of Clubs&#039;&#039;&#039; To come?&lt;br /&gt;
* &#039;&#039;&#039;Jack of Diamonds&#039;&#039;&#039; To come?&lt;br /&gt;
* &#039;&#039;&#039;Jack of Hearts&#039;&#039;&#039; The illustration on this card shows a smirking man with three dots under each eye. You have Advantage on the first Charisma check before your next Short Rest.&lt;br /&gt;
* &#039;&#039;&#039;Jack of Spades&#039;&#039;&#039; The illustration on this card shows a dark-haired man with sunken eyes and a five o&#039;clock shadow. The first time you deal damage before your next Short Rest you must draw a card and deal the card value as extra damage but you take the same amount of card damage which can&#039;t be reduced in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick-Change&#039;&#039;&#039; As a Bonus Action you draw a card from the deck and regain one expended use of Bardic Inspiration. You can&#039;t use this property again until you finish a Short Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miser&#039;s Dream&#039;&#039;&#039; As a Bonus Action draw one card from the deck and gain the effect based on the suit of the card:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;♣ Clubs&#039;&#039;&#039; The next time you deal damage before the end of your next turn increase the damage by half the value of the card (round up).&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; Diamonds&#039;&#039;&#039; The next time you deal damage before the end of your next turn decrease the damage by half the value of the card (round up).&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;♥&amp;lt;/span&amp;gt; Hearts&#039;&#039;&#039; You regain a number of Hit Points equal to the value of the card.&lt;br /&gt;
* &#039;&#039;&#039;♠ Spades&#039;&#039;&#039; You take damage equal to the value of the card; this damage can&#039;t be reduced in any way.&lt;br /&gt;
&lt;br /&gt;
This property has a number of uses equal to twice your Proficiency Bonus, you regain all expended uses when you finish a Short Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mightier than the Sword&#039;&#039;&#039; As an Action you can pull a single card from the deck. If the pulled card is the &#039;&#039;&#039;Three of Clubs&#039;&#039;&#039; select one creature within 60 feet that you can see. Then draw a number of cards from the deck equal to your Proficiency Bonus and add the values of these cards together. You chose if the creature now either regains a number of Hit Points equal to the total card value or if it makes a Constitution saving throw versus your Spell save DC. On a failed save, the target takes damage equal to the total card value. On a successful save, the target takes half as much damage. You can&#039;t use this property again until you finish a Short Rest.&lt;br /&gt;
&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=Crossed_Bones&amp;diff=4078</id>
		<title>Crossed Bones</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Crossed_Bones&amp;diff=4078"/>
		<updated>2026-03-18T11:19:24Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stolen from a room at the Honey Trap Tavern by [[Guydust|Guydust LeGrock]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This hand crossbow looks to be made out of the bones of one or more creatures with a tendon functioning as the string. Instead of bolts or quarrels this weapon shoots fractured bones. It comes with a holster made of skin of unclear provenance that the hand crossbow folds into.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Martial weapon, ranged weapon, 1d6 Piercing, Ammunition (30/60 ft.), light, loading, 3 lb.&lt;br /&gt;
&lt;br /&gt;
As long as you are attuned to this weapon, it has the following properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse&#039;&#039;&#039; This item is cursed. You are unable to part with the weapon until the curse is broken with nothing short of a Wish spell or similar magic. Should you and the weapon be separated more than 120 feet at the end of a Long Rest, after you have regained lost Hit Points, it will reassemble itself from your bones and {{TextAnimations|Text=erupt|Jolt=1}} from your body, doing 1d12 points of damage in the process. This damage counts as both Piercing and Necrotic, whichever is least beneficial to the weapon&#039;s owner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll The Bones&#039;&#039;&#039; When you attack with this weapon, a fractured bone is placed in the nut right before the trigger is pulled. This satisfies the Ammunition property of this weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Everything Has Its Price&#039;&#039;&#039; When you roll a 1 on an attack roll when using this weapon the fractured bone erupts all over your face. Make a Dexterity saving throw versus DC of 13, taking 1d6 Piercing damage on a failed save or half as much damage on a successful one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suck It Good&#039;&#039;&#039; As a Bonus Action you can cause a special reciprocating pumping bone to be placed in the nut that remains there until the start of your next turn. When you attack with this piece of ammunition you cannot gain the benefit of any Sneak Attack or similar feature. On a hit you regain a number of Hit Points equal to the damage dealt. You can&#039;t use this property again until you finish a Short Rest.&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=Doubloon_of_Doom&amp;diff=4077</id>
		<title>Doubloon of Doom</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Doubloon_of_Doom&amp;diff=4077"/>
		<updated>2026-03-18T11:16:08Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Wallace Linnaeus|Wallace]] found this coin on [[The Wager - Chronological order of Events#Tiny Island|the island]] he washed ashore upon and when he touched it to the substance leaking from the door in the [[The Wager - Chronological order of Events#Midnight Altar|altar room]] it became the {{TextAnimations|Text=Doubloon of Doom|Color=Maroon|Jolt=1|Bold=1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This large, gold coin of about 7 grams is marked with something that looks like a stylized letter D on both sides, only the owner can tell the difference between both sides.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As long as you are attuned to this doubloon, it has the following properties.&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=Curse|Background=WhiteSmoke|Bold=1}} This item is cursed. You are unwilling to part with the coin until the curse is broken with nothing short of a wish or similar magic.&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=Hole|Pulse=1|Bold=1}} Attunement to the doubloon does not count against the number of items you can attune with. When awake you almost always have an empty feeling in the pit of your stomach.&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=Reversal|Glow=1|Bold=1}} When rolling a 1 on a D20 Test you may change it to an 11. You can&#039;t use this property again until you finish a Short Rest.&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=Trial|Shadow=1|Bold=1}} As an Action you can flip the doubloon. If it lands on the Weal side you can either give yourself one use of Wild Shape or a level 1 spell slot. If it lands on the Woe side you gain a level of Exhaustion. You can spend a Fate Point for the coin to land on its side and gain something special that you can think of and the DM will accept. You can&#039;t use this property again until you finish a Long Rest.&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=Doubloon_of_Doom&amp;diff=4076</id>
		<title>Doubloon of Doom</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Doubloon_of_Doom&amp;diff=4076"/>
		<updated>2026-03-18T11:12:35Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Wallace Linnaeus|Wallace]] found this coin on [[The Wager - Chronological order of Events#Tiny Island|the island]] he washed ashore upon and when he touched it to the substance leaking from the door in the [[The Wager - Chronological order of Events#Midnight Altar|altar room]] it became the {{TextAnimations|Text=Doubloon of Doom|Color=Maroon|Jolt=1|Bold=1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This large, gold coin of about 7 grams is marked with something that looks like a stylized letter D on both sides, only the owner can tell the difference between both sides.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As long as you are attuned to this doubloon, it has the following properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse&#039;&#039;&#039; This item is cursed. You are unwilling to part with the coin until the curse is broken with nothing short of a wish or similar magic.&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=Hole|Pulse=1|Bold=1}} Attunement to the doubloon does not count against the number of items you can attune with. When awake you almost always have an empty feeling in the pit of your stomach.&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=Reversal|Glow=1|Bold=1}} When rolling a 1 on a D20 Test you may change it to an 11. You can&#039;t use this property again until you finish a Short Rest.&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=Trial|Shadow=1|Bold=1}} As an Action you can flip the doubloon. If it lands on the Weal side you can either give yourself one use of Wild Shape or a level 1 spell slot. If it lands on the Woe side you gain a level of Exhaustion. You can spend a Fate Point for the coin to land on its side and gain something special that you can think of and the DM will accept. You can&#039;t use this property again until you finish a Long Rest.&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=Osprem&amp;diff=4075</id>
		<title>Osprem</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Osprem&amp;diff=4075"/>
		<updated>2026-03-18T11:07:02Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DeityBox&lt;br /&gt;
|image=Osprem.png&lt;br /&gt;
|Symbol=A sperm whale&lt;br /&gt;
|Alignment=Lawful Neutral&lt;br /&gt;
|Portfolio=Sea, Water, Cold&lt;br /&gt;
|Favored weapon=Trident&lt;br /&gt;
|Title=The Sea Princess, Lady of the Waves}}{{TextAnimations|Text=Osprem (AH-sprem)|Color=MediumBlue|Wavy=1|Bold=1}} &#039;&#039;&#039;is often depicted as a beautiful woman in a flowing gown, or as a dolphin, barracuda, or sperm whale.&#039;&#039;&#039; In human form, she wears a ring carved from a whale&#039;s tooth, a gift from the grandfather of all whales.&lt;br /&gt;
&lt;br /&gt;
== Dogma ==&lt;br /&gt;
&#039;&#039;&#039;The seas provide a bounty of food and a means of travel; protect the sea as you would your own home&#039;&#039;&#039;, or face Osprem&#039;s wrath. Respect her and abide by her laws.&lt;br /&gt;
&lt;br /&gt;
== Clergy ==&lt;br /&gt;
Her clerics are skilled navigators and often become the spiritual leaders of communities that rely on the sea for survival. Many gain political power for themselves based on the need for their abilities. Clerics not tied to one place might travel a great deal by ship; though they feel awkward away from the ocean, they are comfortable enough near lakes or rivers to venture inland. &lt;br /&gt;
&lt;br /&gt;
== Vestments ==&lt;br /&gt;
During ceremonies, priests typically wear an iridescent robe made up of multiple layers of green, and blue. In ordinary times, they typically dress in a blue belted tunic and a short green skirt. If it is cold, they wear a large blue-green tunic with long sleeves. In all cases, the tunic has the Osprem symbol embroidered on the chest.&lt;br /&gt;
&lt;br /&gt;
== Temples ==&lt;br /&gt;
Any port city will have at least a small shrine to Osprem. Temples are always built with a view to the sea. The altar is often made of a single block of jade (sometimes weighing several tons) and a deep pool of sea water is usually placed in front of it. The temples are decorated with numerous bas-reliefs representing sea creatures.&lt;br /&gt;
&lt;br /&gt;
=== [[Avale]] ===&lt;br /&gt;
[[File:Temple of Tidal Tranquility.png|left|111x111px]]&lt;br /&gt;
Technically not in Avale proper but found next to &#039;&#039;&#039;[[Duneford]]&#039;&#039;&#039;, the &#039;&#039;&#039;Temple of Tidal Tranquility&#039;&#039;&#039; overlooks the [[Sarodin Sea]]. Built of bricks each individually glazed in different hues of blue, the substantial building is flanked by a tower containing a single, dolorous bell. The entrance is a grand archway carved in the likeness of a majestic seashell.&lt;br /&gt;
&lt;br /&gt;
Master of the Waves &#039;&#039;&#039;Kaelen Canos&#039;&#039;&#039; is a charismatic diplomat and mediator.&lt;br /&gt;
&lt;br /&gt;
=== [[Beljovac]] ===&lt;br /&gt;
The &#039;&#039;&#039;Azure Watchtower&#039;&#039;&#039;, the highest building in the city, &#039;&#039;&#039;overlooks Silazni Zmaj Bay&#039;&#039;&#039;. Its spiraling structure is built from a unique blend of azure-hued stones. At the top a weathered bronze statue of Osprem gazes out over the waters. The tower also functioned as a strategic vantage point used to great effect those times an invading armada showed up. Inside intricate tapestries depicting maritime legends and mythical sea creatures line the walls. The centerpiece is a massive, ancient ship&#039;s wheel.&lt;br /&gt;
&lt;br /&gt;
A renowned cartographer and navigator, Mistress of the Waves &#039;&#039;&#039;Eliska &#039;Wavefinder&#039; Warga&#039;&#039;&#039;, was recently promoted to the highest rank. She is known for being a card-shark.&lt;br /&gt;
&lt;br /&gt;
=== [[The Grand Imperial City of Mifora|GICOM]] ===&lt;br /&gt;
Next to the Vius river stands the &#039;&#039;&#039;Aquamarine Cathedral&#039;&#039;&#039;, adorned with intricate carvings of sailing vessels navigating stormy seas. Two towering spires, resembling ship masts, rise into the sky, and at their pinnacle, eternal flames burn as a symbolic beacon guiding ships safely to harbor.&lt;br /&gt;
&lt;br /&gt;
Visitors are greeted by the soothing sound of lapping waves, courtesy of a meticulously crafted indoor lagoon. Stained glass windows depicting seafaring adventures bathe the interior in a kaleidoscope of aquatic colors. The main altar is shaped like a ship&#039;s helm and behind it, a mesmerizing mural showcases Osprem&#039;s benevolent presence calming tumultuous waters.&lt;br /&gt;
&lt;br /&gt;
In charge are Mistress of the Waves &#039;&#039;&#039;Azla Stormfall&#039;&#039;&#039; and Master of the Waves &#039;&#039;&#039;Nezras Devane&#039;&#039;&#039;, who bicker like a married couple even though they aren&#039;t in a relationship with each other. Azla was born on [[Threepwood Isle]] and used to be a member of [[Strebor&#039;s Corsairs]]. Nezras is a sailor from [[Dolac]] who still takes to the waves numerous times a year.&lt;br /&gt;
&lt;br /&gt;
=== [[Stjordvik]] ===&lt;br /&gt;
At the north-western edge of the &#039;&#039;&#039;Harbor District&#039;&#039;&#039; where the Copis river empties into the [[Sarodin Sea]] stands the &#039;&#039;&#039;Ship of Osprem&#039;&#039;&#039;. This large church is built of massive basalt in the shape of the forecastle of a galleon. Any ship leaving port tosses three copper coins towards the temple as a tithe. Most captains know to visit the building beforehand to make a more sizeable donation.&lt;br /&gt;
&lt;br /&gt;
In charge is Mistress of the Waves &#039;&#039;&#039;Fiella Myntion&#039;&#039;&#039;, a young woman in her twenties who was found drifting at sea on some wreckage when she was but a babe.&lt;br /&gt;
&lt;br /&gt;
=== [[Threepwood Isle]] ===&lt;br /&gt;
&#039;&#039;&#039;Not far from the town of Elaine&#039;&#039;&#039;, surrounded by lush tropical vegetation, the &#039;&#039;&#039;Coral Haven&#039;&#039;&#039; is a sacred retreat devoted to the Sea Princess. The entire building is crafted from coral, walkways adorned with shells and seaweed lead visitors through vibrant gardens filled with exotic marine flora. At the heart lies the Whispering Grotto, a subterranean chamber adorned with bio-luminescent algae. The altar is fashioned from a massive piece of iridescent mother-of-pearl.&lt;br /&gt;
&lt;br /&gt;
One of Osprem&#039;s most remarkable worshipers runs the temple; &#039;&#039;&#039;a marid by the name of Zubarabi the Enlightened&#039;&#039;&#039;. The corsairs might not admit to it, but they fear her, and she knows it, enabling her to make sure everyone pays their due respect to the Lady of the Waves.&lt;br /&gt;
&lt;br /&gt;
=== [[Tuzic Brac]] ===&lt;br /&gt;
[[Category:Deities]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=House_Rules_-_Character_Creation&amp;diff=4074</id>
		<title>House Rules - Character Creation</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=House_Rules_-_Character_Creation&amp;diff=4074"/>
		<updated>2026-03-18T10:58:33Z</updated>

		<summary type="html">&lt;p&gt;DB: /* Inspiration */ Added link to A Word on Statistics by Wisława Szymborska&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Interesting and Flawed Characters ===&lt;br /&gt;
First and foremost; try and &#039;&#039;&#039;make a character that is interesting&#039;&#039;&#039; and not just a bunch of stats optimized to be great in combat. &lt;br /&gt;
&lt;br /&gt;
==== Concept First ====&lt;br /&gt;
Try and start to come up with a concept, even better, two or three character concepts to give you some flexibility if another player has something similar. &#039;&#039;&#039;Don&#039;t think of a character class first as that will easily get you into a tunnel vision&#039;&#039;&#039; leading to rather cliche concepts. It&#039;s much better to have a high concept first and only after you&#039;ve worked that out, see what classes will fit it. If you have multiple concepts there will always be one fitting any class you might want to play.&lt;br /&gt;
&lt;br /&gt;
If you have a &#039;&#039;&#039;character arc&#039;&#039;&#039; in mind for your character concept, &#039;&#039;&#039;try not to tie it to specific locations but rather to npc&#039;s, items&#039;&#039;&#039;, or other things that &#039;&#039;&#039;can easily be inserted into any adventure or between them&#039;&#039;&#039;. You can &#039;&#039;&#039;then work with the DM&#039;&#039;&#039; to see at what time to hit these parts of the arc and possibly come up with an idea together, for &#039;&#039;&#039;a scene or a full adventure that highlights the apex or the end of the arc&#039;&#039;&#039;. It&#039;s &#039;&#039;&#039;best to not detail your arc too much at the start&#039;&#039;&#039;; you&#039;ll find that your interaction with the other player characters and the adventures you have, will often give you new and more suitable ideas for your arc.&lt;br /&gt;
&lt;br /&gt;
For an example how to go about this, see this example: [[Example: the Ex-Axe-Executioner|the Ex-Axe-Executioner]].&lt;br /&gt;
&lt;br /&gt;
==== Flaws ====&lt;br /&gt;
&#039;&#039;&#039;Flaws make for interesting characters&#039;&#039;&#039;; try and distribute your ability scores in more interesting ways, pick a (less useful) skill that reflect your career before you became an adventurer, etc. Worth thinking about are phobias (spiders, tight spaces, etc.), less than stellar personality traits (overbearing, afraid of commitment, etc.), and other things that make your character more rounded without making them unplayable. Also see Inspiration below.&lt;br /&gt;
&lt;br /&gt;
==== Background ====&lt;br /&gt;
Partially this will be in the concept but you can go deeper here. Think about an interesting background, and I&#039;m not talking about the backgrounds that you select from the book, although you can use the &#039;&#039;&#039;traits/flaw/ideal/bonds tables&#039;&#039;&#039; there as inspiration but no more than that; just adding the rolled results together will not result in real character.&lt;br /&gt;
&lt;br /&gt;
You should have a good idea of what your character did in the past and how it got here. What was their childhood like, what do their parents do? Give it some family members and friends/enemies for flavor and potential plot hooks. &#039;&#039;&#039;No Chaotic Neutral [https://i.pinimg.com/originals/8d/64/17/8d641776c65a51f8c8b26d8fe081fd2c--borderlands--dungeons-and-dragons.jpg murder-hobos]&#039;&#039;&#039; with no living family or friends.&lt;br /&gt;
&lt;br /&gt;
==== Self-Starter ====&lt;br /&gt;
Try and &#039;&#039;&#039;make a character with a character arc, personality, flaws, background, [[House Rules#Obsession|Obsession]], and more that is a &#039;self-starter&#039; when it comes to roleplaying opportunities and plot hooks&#039;&#039;&#039;. What doesn&#039;t work well is a long term &#039;quest&#039; for your character. This might seem counter-intuitive as that&#039;s what&#039;s portrayed in most media. But when playing with other players who all also have characters with their own stories and wants, it usually makes little sense for the others to join you to avenge your loved one, find the McGuffin, or bring the ring to the other side of the world if that takes months or more. It might also not work with the campaign the DM wants to run. &#039;&#039;&#039;Don&#039;t count on getting the others&#039; [https://i.imgflip.com/7vezni.jpg sword, bow, or axe].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What works much better is for your character to have motivations that can easily be used in many different types of stories, encounters&#039;&#039;&#039;, etc., especially when combined with a robust character background. Then you will have many fun opportunities to encounter people from your past and it will be much easier for the DM to adapt any adventure to include something that will offer your character an opportunity for roleplay, to show off special skills or knowledge, etc.&lt;br /&gt;
&lt;br /&gt;
Compare these two characters; one is all about getting revenge on the secret cabal of assassins that killed his love and has little in the way of background or friends and family, the other is a former scribe who reported their employer for fraud and had to leave town post haste, they have a fondness for mystery novels and jewelry from the [[Emperor Caeus Teapot|Caeus era]], their father runs a dance school, their mother is a cleric of [[Lirr]], they have a brother that left on a ship that was never heard of again, they have an ex who they had a falling out with over the death of a pet, and a childhood friend who they slighted by picking someone else over them, and they hold a grudge. Now, which one will be easier to get some fun stuff into an adventure for?&lt;br /&gt;
&lt;br /&gt;
Another thing to keep in mind is that the frenemy type of npc is much easier to get a recurring role than an npc you want nothing but to kill and the former can fit into many more types of scenarios.&lt;br /&gt;
&lt;br /&gt;
==== Fail Better ====&lt;br /&gt;
&#039;&#039;&#039;Success doesn&#039;t always make for the most interesting or memorable adventures&#039;&#039;&#039;. Finding the thingy and returning it to the duke is pretty straightforward. But not finding it, getting chased and ending up somewhere new, or finding it and then selling it and getting the duke angry with you, can be much more interesting and lead to things unexpected by both the players and the DM. &#039;&#039;&#039;Bad decisions can lead to great stories!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A valuable skill is being able to intuit when the other players are fine with your character doing something that will mess up the party&#039;s plans and when they are not. You might want to discuss as a group before making big decisions. &lt;br /&gt;
&lt;br /&gt;
==== Bonds ====&lt;br /&gt;
Interacting with the other player characters is, of course, a big part of the game, during play they form connections. You might meet as strangers at the start of the game but will certainly not end that way. Below are a few examples of bonds that could form. Note that you will have a bond with each of the other characters so you might have three different kinds of bonds.&lt;br /&gt;
&lt;br /&gt;
* Allies - You share obsessions very closely; together, you will achieve your end at any cost.&lt;br /&gt;
* Broken Love - Once, you found completion with each other. The wounds left over are still bleeding.&lt;br /&gt;
* Delicious Friends - You see only the best in each other, to the chagrin of those with clearer vision.&lt;br /&gt;
* Enablers - Everybody needs a friend willing to indulge their worst impulses.&lt;br /&gt;
* Ghosts Between You - Someone neither of you can forget stands always in the space between you, shaping every word you speak.&lt;br /&gt;
* Indebted - One of you holds a life-altering debt, a favor owed, or a promise extracted from the other. The terms are always shifting.&lt;br /&gt;
* Inherited Hatred - You have no reason to despise each other beyond the legacy of those who raised you, yet it burns all the same.&lt;br /&gt;
* Mirror Hatred - You despise in the other what you fear in yourself, and it keeps you circling one another like predators.&lt;br /&gt;
* Old Wounds - A deep old harm knots you together, one of you the perpetrator and the other the victim.&lt;br /&gt;
* Opposition - Yours is not a competition, but a battle. The other is wrong, and you are right; they cannot be allowed to succeed.&lt;br /&gt;
* Partnership - Professional and functional. You advance each other for your own sakes.&lt;br /&gt;
* Rivalry - Each of you tries to surpass the other in your fields of expertise. Neither of you is willing to allow the other any lasting victory.&lt;br /&gt;
* Secret-Keepers - You each hold something damning over the other, a pact of silence binding you tighter than trust ever could.&lt;br /&gt;
* Shared Burden - You both carry a terrible secret, a weighty responsibility, or a curse. To break under it means to break each other.&lt;br /&gt;
* Shared Sin - You did something terrible together. Whether you regret it or revel in it, neither of you will ever tell.&lt;br /&gt;
* Unequal Devotion - One of you would burn the world for the other, and the other… knows this.&lt;br /&gt;
* Unspoken Understanding - There&#039;s a profound, almost telepathic understanding between you that transcends words, born from shared experiences too terrible or beautiful to articulate. Others find it unsettling.&lt;br /&gt;
&lt;br /&gt;
==== Inspiration ====&lt;br /&gt;
If you need names then the 5e.tools [https://5e.tools/names.html Names page] has you covered for many types, taken from Xanathar&#039;s Guide to Everything and two other books. I also really like [https://www.thievesguild.cc/tables/dwarven-names Realistic Dwarven Name Generator], they have generators for other names (and many other things as well). Also taken from XGE is the [https://5e.tools/lifegen.html This Is Your Life generator,] another way for some inspiration. Not a D&amp;amp;D thing but this is my favorite: [https://www.fakenamegenerator.com Fake Name Generator].&lt;br /&gt;
&lt;br /&gt;
Just came across this: [https://www.idrlabs.com/moral-alignment/test.php Moral Alignment Test], interesting way to see what alignment your character might be.&lt;br /&gt;
&lt;br /&gt;
The short poem [https://www.poetryfoundation.org/poems/149909/a-word-on-statistics A Word on Statistics] by Wisława Szymborska is well worth a read.&lt;br /&gt;
&lt;br /&gt;
It is definitely the most fun to come up with your own ideas for a character but should anyone need it I created a page with some suggestions for character traits: &#039;&#039;&#039;[[Character Inspiration]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Rulebooks Used ===&lt;br /&gt;
To keep things simple we only use races/classes/spells/etc. from the &#039;&#039;&#039;2014 PHB and no other books&#039;&#039;&#039;, with a few exceptions below.&lt;br /&gt;
&lt;br /&gt;
=== Ability Scores ===&lt;br /&gt;
Characters get the &#039;&#039;&#039;standard ability score array&#039;&#039;&#039;; 15, 14, 13, 12, 10, 8.&lt;br /&gt;
&lt;br /&gt;
We use the racial Ability Score Increase from the 2014 PHB and the &#039;&#039;&#039;Variant Human Traits&#039;&#039;&#039; (page 31); &#039;&#039;&#039;humans get +1 to two ability scores, proficiency in one Skill of your choice, one Feat of your choice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Races/Classes ===&lt;br /&gt;
&#039;&#039;&#039;Dragonborn, Drow, Tieflings, and Sorcerers are not available&#039;&#039;&#039; due to story reasons, but if you really, really want to, talk to the DM.&lt;br /&gt;
&lt;br /&gt;
Elves live 350 to almost 500 years. Gnomes can live to be 750 years old. [Switched those two around.]&lt;br /&gt;
&lt;br /&gt;
There are a few tweaks to some classes, mostly the deserved nerfs from the 2024 rules, see [[House Rules - Classes|&#039;&#039;&#039;House Rules - Classes&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== Backgrounds ===&lt;br /&gt;
&#039;&#039;&#039;[https://5e.tools/backgrounds.html Backgrounds]&#039;&#039;&#039; from any of the official books can be used except the 2024 ones as those give a feat instead of a feature.&lt;br /&gt;
&lt;br /&gt;
=== Trinkets ===&lt;br /&gt;
You will be given a trinket by the DM at the start of the campaign (from a list of [https://www.thievesguild.cc/tables/trinkets-large &#039;&#039;&#039;1200 trinkets&#039;&#039;&#039;]). Don&#039;t forget you have your trinket as it can be useful in all kinds of situations. If you are ever without one you&#039;ll get a new one, and if you want more than one then it shouldn&#039;t be too hard to buy or find one.&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
Next to the ones in the PHB, there&#039;s also &#039;&#039;&#039;Dark Speech&#039;&#039;&#039; (used by followers of evil gods, etc.) and &#039;&#039;&#039;Ancient&#039;&#039;&#039; (precursor to Common).&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Players &#039;&#039;&#039;get to choose one extra skill proficiency&#039;&#039;&#039; more than normal and there are a number of &#039;&#039;&#039;new skills&#039;&#039;&#039;, see &#039;&#039;&#039;[[House Rules - Skills]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Some feats have been changed and a number of feats from other books are allowed, see &#039;&#039;&#039;[[House Rules - Feats]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Custom Character Stuff ===&lt;br /&gt;
If you have a &#039;&#039;&#039;very specific character idea&#039;&#039;&#039; I might be willing to make a small change in a race/class ability, etc. if we can work this out together. But it won&#039;t be something that will make your character more powerful than before, more likely the opposite. See examples [[:Category:Rules|here]].&lt;br /&gt;
&lt;br /&gt;
=== DM Fiat ===&lt;br /&gt;
You will always need the DM&#039;s fiat to any character concept/build, even if it is strictly within the rules it could still be unsuitable for the campaign.&lt;br /&gt;
&lt;br /&gt;
=== Session Zero ===&lt;br /&gt;
We start with a Session Zero so we can make sure to create a party of characters that will fit well together in all respects. You can, of course, create one or more characters beforehand and then just work out the details on the evening. Also, if you want to include some character stuff that is hidden from the other players at the start, feel free to email or call to discuss.&lt;br /&gt;
&lt;br /&gt;
It&#039;s fine if there is more than one character of the same class or if there is no tank/healer/wizard/etc. I will make sure the campaign will work for whatever combination of characters.&lt;br /&gt;
&lt;br /&gt;
After the characters have been (mostly) worked out we will do short individual vignettes for each character to work out how they started out and how they got to where we are now.&lt;br /&gt;
&lt;br /&gt;
A fun way to start a campaign in a city: the players write rumors about their characters (true, mostly true, false) and then distribute rumors to others.&lt;br /&gt;
&lt;br /&gt;
=== Character Tweaks ===&lt;br /&gt;
Should you find out that, for whatever reason, some character ideas you had aren&#039;t working out then it&#039;s &#039;&#039;&#039;no issue making some tweaks&#039;&#039;&#039;, changing a skill, feat, or the entire class, even if we have already played a few sessions.&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=User:DB&amp;diff=4073</id>
		<title>User:DB</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=User:DB&amp;diff=4073"/>
		<updated>2026-03-18T10:55:33Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testing grounds.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{TextAnimations|Text=This is a rainbow text.|Rainbow=1}}{{TextAnimations|Text=The same but also bold.|Rainbow=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=This is a pulse text.|Pulse=1}}{{TextAnimations|Text=The same but also bold.|Pulse=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=This is a wiggle text.|Jolt=1}}{{TextAnimations|Text=The same but also bold.|Jolt=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=Text with color, use html color names or hex codes.|Color=orange}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=Text with background color, use html color names or hex codes.|Background=green}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=A bold rainbow pulse combo.|Bold=1|Rainbow=1|Pulse=1}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=A bold wavy glow Chocolate combo.|Wavy=1|Glow=1|Bold=1|Color=Chocolate}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=A bold shadow wiggle GoldenRod combo.|Jolt=1|Shadow=1|Bold=1|Color=GoldenRod}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=A bold glow pulse MediumSeaGreen combo.|Glow=1|Pulse=1|Bold=1|Color=MediumSeaGreen}}&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Template:TextAnimations&amp;diff=4072</id>
		<title>Template:TextAnimations</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Template:TextAnimations&amp;diff=4072"/>
		<updated>2026-03-18T10:52:10Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;TextAnimations/styles.css&amp;quot; /&amp;gt;&amp;lt;span class=&amp;quot;text-animation-container {{#switch:{{lc:{{{Wavy|}}}}}|1|true|yes=wavy}} {{#switch:{{lc:{{{Rainbow|}}}}}|1|true|yes=rainbow}} {{#switch:{{lc:{{{Glow|}}}}}|1|true|yes=force-glow}} {{#switch:{{lc:{{{Shadow|}}}}}|1|true|yes=force-shadow}} {{#switch:{{lc:{{{Pulse|}}}}}|1|true|yes=pulse}} {{#switch:{{lc:{{{Jolt|}}}}}|1|true|yes=jolt}} {{#switch:{{lc:{{{Bold|}}}}}|1|true|yes=force-bold}} {{#switch:{{lc:{{{Italic|}}}}}|1|true|yes=force-italic}}&amp;quot; style=&amp;quot;{{#if:{{{Color|}}}|color: {{{Color|}}};}} {{#if:{{{Background|}}}|background-color: {{{Background|}}};}}&amp;quot;&amp;gt;{{{Text|}}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;Text&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Text&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Wavy&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Wavy Animation&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;,&lt;br /&gt;
			&amp;quot;autovalue&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Makes a wave go through the text, up and down.&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Rainbow&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Rainbow Animation&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;,&lt;br /&gt;
			&amp;quot;autovalue&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Makes the colors of the rainbow run through the text.&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Glow&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Glow Effect&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Adds a bright outer glow based on the text color.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;,&lt;br /&gt;
			&amp;quot;autovalue&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;0&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Shadow&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Shadow Effect&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Adds a soft drop shadow to the text.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;,&lt;br /&gt;
			&amp;quot;autovalue&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;0&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Pulse&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Pulse Animation&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Makes the text pulse dimmer and brighter in a loop.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;,&lt;br /&gt;
			&amp;quot;autovalue&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;0&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Jolt&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Wiggle Animation&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Makes all letters wiggle.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;,&lt;br /&gt;
			&amp;quot;autovalue&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;0&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Bold&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Bold&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;,&lt;br /&gt;
			&amp;quot;autovalue&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Makes text bold, to be used in combination with other effects as you can&#039;t style these templated texts normally.&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Italic&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Italic&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;,&lt;br /&gt;
			&amp;quot;autovalue&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Makes text italic, to be used in combination with other effects as you can&#039;t style these templated texts normally.&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Color&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Text Color&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Uses html color names or hex codes.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;https://www.w3schools.com/tags/ref_colornames.asp&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Background&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Background Color&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Uses html color names or hex codes.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;https://www.w3schools.com/tags/ref_colornames.asp&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Displays text with various animations and color effects.&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;Text&amp;quot;,&lt;br /&gt;
		&amp;quot;Color&amp;quot;,&lt;br /&gt;
		&amp;quot;Background&amp;quot;,&lt;br /&gt;
		&amp;quot;Glow&amp;quot;,&lt;br /&gt;
		&amp;quot;Shadow&amp;quot;,&lt;br /&gt;
		&amp;quot;Wavy&amp;quot;,&lt;br /&gt;
		&amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
		&amp;quot;Pulse&amp;quot;,&lt;br /&gt;
		&amp;quot;Jolt&amp;quot;,&lt;br /&gt;
		&amp;quot;Bold&amp;quot;,&lt;br /&gt;
		&amp;quot;Italic&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=User:DB&amp;diff=4071</id>
		<title>User:DB</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=User:DB&amp;diff=4071"/>
		<updated>2026-03-18T10:44:07Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testing grounds.&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=This is a glow text.|Glow=1}}{{TextAnimations|Text=The same but also bold.|Shadow=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=This is a shadow text.|Shadow=1}}{{TextAnimations|Text=The same but also bold.|Shadow=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=This is a wavy text.|Wavy=1}}{{TextAnimations|Text=The same but also bold.|Wavy=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=This is a rainbow text.|Rainbow=1}}{{TextAnimations|Text=The same but also bold.|Rainbow=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=This is a pulse text.|Pulse=1}}{{TextAnimations|Text=The same but also bold.|Pulse=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=This is a wiggle text.|Jolt=1}}{{TextAnimations|Text=The same but also bold.|Jolt=1|Bold=1}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=Text with color, use html color names or hex codes.|Color=orange}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=Text with background color, use html color names or hex codes.|Background=green}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=A bold rainbow pulse combo.|Bold=1|Rainbow=1|Pulse=1}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=A bold wavy glow Chocolate combo.|Wavy=1|Glow=1|Bold=1|Color=Chocolate}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=A bold shadow wiggle GoldenRod combo.|Jolt=1|Shadow=1|Bold=1|Color=GoldenRod}}&lt;br /&gt;
&lt;br /&gt;
{{TextAnimations|Text=A bold glow pulse MediumSeaGreen combo.|Glow=1|Pulse=1|Bold=1|Color=MediumSeaGreen}}&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Template:TextAnimations/styles.css&amp;diff=4070</id>
		<title>Template:TextAnimations/styles.css</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Template:TextAnimations/styles.css&amp;diff=4070"/>
		<updated>2026-03-17T20:31:57Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* 1. Keyframes */&lt;br /&gt;
@keyframes wave {&lt;br /&gt;
  0%, 100% { top: 0; }&lt;br /&gt;
  50%      { top: -2px; } &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@keyframes hue-cycle {&lt;br /&gt;
  from { filter: hue-rotate(0deg); }&lt;br /&gt;
  to   { filter: hue-rotate(360deg); }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Linear Pulse - Ramps up and down evenly */&lt;br /&gt;
@keyframes linear-pulse {&lt;br /&gt;
  0%, 100% { &lt;br /&gt;
    opacity: 0.3; &lt;br /&gt;
    filter: brightness(0.8); &lt;br /&gt;
  }&lt;br /&gt;
  50% { &lt;br /&gt;
    opacity: 1;   &lt;br /&gt;
    filter: brightness(1.2); &lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Three distinct &amp;quot;shiver&amp;quot; paths to ensure variety */&lt;br /&gt;
@keyframes jolt-a {&lt;br /&gt;
  0%, 100% { transform: translate(0, 0); }&lt;br /&gt;
  25%      { transform: translate(-0.3px, -0.5px); }&lt;br /&gt;
  75%      { transform: translate(0.2px, 0.4px); }&lt;br /&gt;
}&lt;br /&gt;
@keyframes jolt-b {&lt;br /&gt;
  0%, 100% { transform: translate(0, 0); }&lt;br /&gt;
  25%      { transform: translate(0.3px, 0.5px); }&lt;br /&gt;
  75%      { transform: translate(-0.2px, -0.4px); }&lt;br /&gt;
}&lt;br /&gt;
@keyframes jolt-c {&lt;br /&gt;
  0%, 100% { transform: translate(0, 0); }&lt;br /&gt;
  25%      { transform: translate(-0.2px, 0.5px); }&lt;br /&gt;
  75%      { transform: translate(0.3px, -0.5px); }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Helper classes assigned by JS */&lt;br /&gt;
.jolt-v1 { animation: jolt-a 0.35s linear infinite !important; }&lt;br /&gt;
.jolt-v2 { animation: jolt-b 0.35s linear infinite !important; }&lt;br /&gt;
.jolt-v3 { animation: jolt-c 0.35s linear infinite !important; }&lt;br /&gt;
&lt;br /&gt;
/* 2. Container &amp;amp; Spans - Vital for MediaWiki */&lt;br /&gt;
.text-animation-container {&lt;br /&gt;
  display: inline-block !important;&lt;br /&gt;
  white-space: pre !important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.text-animation-container span {&lt;br /&gt;
  display: inline-block !important;&lt;br /&gt;
  position: relative !important;&lt;br /&gt;
  background: transparent !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* 3. The Effects */&lt;br /&gt;
.wavy span    { animation: wave 2.5s ease-in-out infinite !important; }&lt;br /&gt;
.rainbow span { animation: hue-cycle 3s linear infinite !important; color: #ff0000 !important; }&lt;br /&gt;
.text-animation-container.pulse {&lt;br /&gt;
  animation: linear-pulse 3s linear infinite !important;&lt;br /&gt;
  display: inline-block !important;&lt;br /&gt;
}&lt;br /&gt;
.jolt span {&lt;br /&gt;
  display: inline-block !important;&lt;br /&gt;
  margin: 0 0.1px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Combined Effects */&lt;br /&gt;
.wavy.rainbow span { animation: wave 2.5s ease-in-out infinite, hue-cycle 3s linear infinite !important; }&lt;br /&gt;
&lt;br /&gt;
/* 4. Formatting Utilities */&lt;br /&gt;
.force-glow, .force-glow span { text-shadow: 0 0 5px currentColor, 0 0 10px currentColor !important; }&lt;br /&gt;
.force-shadow, .force-shadow span { text-shadow: 2px 2px 3px rgba(0, 0, 0, 0.5) !important; }&lt;br /&gt;
.force-bold, .force-bold span { font-weight: bold !important; }&lt;br /&gt;
.force-italic, .force-italic span { font-style: italic !important; }&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=MediaWiki:Common.js&amp;diff=4069</id>
		<title>MediaWiki:Common.js</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=MediaWiki:Common.js&amp;diff=4069"/>
		<updated>2026-03-17T20:29:26Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Any JavaScript here will be loaded for all users on every page load. */&lt;br /&gt;
(function() {&lt;br /&gt;
    function applyEffects(el) {&lt;br /&gt;
        const hasEffect = [&#039;wavy&#039;, &#039;rainbow&#039;, &#039;jolt&#039;, &#039;pulse&#039;, &#039;force-glow&#039;, &#039;force-shadow&#039;].some(cls =&amp;gt; el.classList.contains(cls));&lt;br /&gt;
        if (!hasEffect || el.getAttribute(&#039;data-animated&#039;) === &#039;true&#039;) return;&lt;br /&gt;
&lt;br /&gt;
        const text = el.textContent;&lt;br /&gt;
        const isJolt = el.classList.contains(&#039;jolt&#039;);&lt;br /&gt;
        const isWavy = el.classList.contains(&#039;wavy&#039;);&lt;br /&gt;
        const isRainbow = el.classList.contains(&#039;rainbow&#039;);&lt;br /&gt;
&lt;br /&gt;
        // Note: Pulse is handled by the container CSS now&lt;br /&gt;
        el.style.setProperty(&#039;animation-delay&#039;, &#039;0s&#039;, &#039;important&#039;); &lt;br /&gt;
        &lt;br /&gt;
        let lastVariant = -1;&lt;br /&gt;
&lt;br /&gt;
        const newHTML = text.split(&#039;&#039;).map((c, i) =&amp;gt; {&lt;br /&gt;
            let delays = [];&lt;br /&gt;
            let classes = [];&lt;br /&gt;
            &lt;br /&gt;
            if (isWavy) delays.push((i * -0.15).toFixed(2) + &#039;s&#039;);&lt;br /&gt;
            if (isRainbow) delays.push((i * -0.15).toFixed(2) + &#039;s&#039;);&lt;br /&gt;
            &lt;br /&gt;
            if (isJolt) {&lt;br /&gt;
                let variant;&lt;br /&gt;
                do { variant = Math.floor(Math.random() * 3) + 1; } while (variant === lastVariant);&lt;br /&gt;
                lastVariant = variant;&lt;br /&gt;
                classes.push(`jolt-v${variant}`);&lt;br /&gt;
                delays.push((Math.random() * -0.35).toFixed(2) + &#039;s&#039;);&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
            const content = (c === &#039; &#039;) ? &#039;&amp;amp;nbsp;&#039; : c;&lt;br /&gt;
            const delayStyle = delays.length &amp;gt; 0 ? `style=&amp;quot;animation-delay: ${delays.join(&#039;, &#039;)} !important;&amp;quot;` : &#039;&#039;;&lt;br /&gt;
            const classAttr = classes.length &amp;gt; 0 ? `class=&amp;quot;${classes.join(&#039; &#039;)}&amp;quot;` : &#039;&#039;;&lt;br /&gt;
            &lt;br /&gt;
            return `&amp;lt;span ${classAttr} ${delayStyle}&amp;gt;${content}&amp;lt;/span&amp;gt;`;&lt;br /&gt;
        }).join(&#039;&#039;);&lt;br /&gt;
&lt;br /&gt;
        el.innerHTML = newHTML;&lt;br /&gt;
        el.setAttribute(&#039;data-animated&#039;, &#039;true&#039;);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    mw.hook(&#039;wikipage.content&#039;).add(function($content) {&lt;br /&gt;
        $content.find(&#039;.text-animation-container&#039;).each(function() {&lt;br /&gt;
            applyEffects(this);&lt;br /&gt;
        });&lt;br /&gt;
    });&lt;br /&gt;
})();&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Template:TextAnimations/styles.css&amp;diff=4068</id>
		<title>Template:TextAnimations/styles.css</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Template:TextAnimations/styles.css&amp;diff=4068"/>
		<updated>2026-03-17T20:29:09Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* 1. Keyframes */&lt;br /&gt;
@keyframes wave {&lt;br /&gt;
  0%, 100% { top: 0; }&lt;br /&gt;
  50%      { top: -2px; } &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@keyframes hue-cycle {&lt;br /&gt;
  from { filter: hue-rotate(0deg); }&lt;br /&gt;
  to   { filter: hue-rotate(360deg); }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Linear Pulse - Ramps up and down evenly */&lt;br /&gt;
@keyframes linear-pulse {&lt;br /&gt;
  0%, 100% { &lt;br /&gt;
    opacity: 0.3; &lt;br /&gt;
    filter: brightness(0.7); &lt;br /&gt;
  }&lt;br /&gt;
  50% { &lt;br /&gt;
    opacity: 1;   &lt;br /&gt;
    filter: brightness(1.2); &lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Three distinct &amp;quot;shiver&amp;quot; paths to ensure variety */&lt;br /&gt;
@keyframes jolt-a {&lt;br /&gt;
  0%, 100% { transform: translate(0, 0); }&lt;br /&gt;
  25%      { transform: translate(-0.3px, -0.5px); }&lt;br /&gt;
  75%      { transform: translate(0.2px, 0.4px); }&lt;br /&gt;
}&lt;br /&gt;
@keyframes jolt-b {&lt;br /&gt;
  0%, 100% { transform: translate(0, 0); }&lt;br /&gt;
  25%      { transform: translate(0.3px, 0.5px); }&lt;br /&gt;
  75%      { transform: translate(-0.2px, -0.4px); }&lt;br /&gt;
}&lt;br /&gt;
@keyframes jolt-c {&lt;br /&gt;
  0%, 100% { transform: translate(0, 0); }&lt;br /&gt;
  25%      { transform: translate(-0.2px, 0.5px); }&lt;br /&gt;
  75%      { transform: translate(0.3px, -0.5px); }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Helper classes assigned by JS */&lt;br /&gt;
.jolt-v1 { animation: jolt-a 0.35s linear infinite !important; }&lt;br /&gt;
.jolt-v2 { animation: jolt-b 0.35s linear infinite !important; }&lt;br /&gt;
.jolt-v3 { animation: jolt-c 0.35s linear infinite !important; }&lt;br /&gt;
&lt;br /&gt;
/* 2. Container &amp;amp; Spans - Vital for MediaWiki */&lt;br /&gt;
.text-animation-container {&lt;br /&gt;
  display: inline-block !important;&lt;br /&gt;
  white-space: pre !important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.text-animation-container span {&lt;br /&gt;
  display: inline-block !important;&lt;br /&gt;
  position: relative !important;&lt;br /&gt;
  background: transparent !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* 3. The Effects */&lt;br /&gt;
.wavy span    { animation: wave 2.5s ease-in-out infinite !important; }&lt;br /&gt;
.rainbow span { animation: hue-cycle 3s linear infinite !important; color: #ff0000 !important; }&lt;br /&gt;
.text-animation-container.pulse {&lt;br /&gt;
  animation: linear-pulse 4s linear infinite !important;&lt;br /&gt;
  display: inline-block !important;&lt;br /&gt;
}&lt;br /&gt;
.jolt span {&lt;br /&gt;
  display: inline-block !important;&lt;br /&gt;
  margin: 0 0.1px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Combined Effects */&lt;br /&gt;
.wavy.rainbow span { animation: wave 2.5s ease-in-out infinite, hue-cycle 3s linear infinite !important; }&lt;br /&gt;
&lt;br /&gt;
/* 4. Formatting Utilities */&lt;br /&gt;
.force-glow, .force-glow span { text-shadow: 0 0 5px currentColor, 0 0 10px currentColor !important; }&lt;br /&gt;
.force-shadow, .force-shadow span { text-shadow: 2px 2px 3px rgba(0, 0, 0, 0.5) !important; }&lt;br /&gt;
.force-bold, .force-bold span { font-weight: bold !important; }&lt;br /&gt;
.force-italic, .force-italic span { font-style: italic !important; }&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=MediaWiki:Common.js&amp;diff=4067</id>
		<title>MediaWiki:Common.js</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=MediaWiki:Common.js&amp;diff=4067"/>
		<updated>2026-03-17T20:23:14Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Any JavaScript here will be loaded for all users on every page load. */&lt;br /&gt;
(function() {&lt;br /&gt;
    function applyEffects(el) {&lt;br /&gt;
        const hasEffect = [&#039;wavy&#039;, &#039;rainbow&#039;, &#039;jolt&#039;, &#039;pulse&#039;, &#039;force-glow&#039;, &#039;force-shadow&#039;].some(cls =&amp;gt; el.classList.contains(cls));&lt;br /&gt;
        if (!hasEffect || el.getAttribute(&#039;data-animated&#039;) === &#039;true&#039;) return;&lt;br /&gt;
&lt;br /&gt;
        const text = el.textContent;&lt;br /&gt;
        const isJolt = el.classList.contains(&#039;jolt&#039;);&lt;br /&gt;
        const isWavy = el.classList.contains(&#039;wavy&#039;);&lt;br /&gt;
        const isRainbow = el.classList.contains(&#039;rainbow&#039;);&lt;br /&gt;
        const isPulse = el.classList.contains(&#039;pulse&#039;);&lt;br /&gt;
&lt;br /&gt;
        el.style.setProperty(&#039;animation&#039;, &#039;none&#039;, &#039;important&#039;);&lt;br /&gt;
        let lastVariant = -1;&lt;br /&gt;
&lt;br /&gt;
        const newHTML = text.split(&#039;&#039;).map((c, i) =&amp;gt; {&lt;br /&gt;
            let delays = [];&lt;br /&gt;
            let classes = [];&lt;br /&gt;
            &lt;br /&gt;
            // 1. Independent Letter Movements (Wavy/Rainbow)&lt;br /&gt;
            if (isWavy) delays.push((i * -0.15).toFixed(2) + &#039;s&#039;);&lt;br /&gt;
            if (isRainbow) delays.push((i * -0.15).toFixed(2) + &#039;s&#039;);&lt;br /&gt;
            &lt;br /&gt;
            // 2. Chaotic Jolt Logic (remains letter-specific)&lt;br /&gt;
            if (isJolt) {&lt;br /&gt;
                let variant;&lt;br /&gt;
                do { variant = Math.floor(Math.random() * 3) + 1; } while (variant === lastVariant);&lt;br /&gt;
                lastVariant = variant;&lt;br /&gt;
                classes.push(`jolt-v${variant}`);&lt;br /&gt;
                delays.push((Math.random() * -0.35).toFixed(2) + &#039;s&#039;);&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
            // 3. Global Pulse Logic (Synchronized)&lt;br /&gt;
            if (isPulse) {&lt;br /&gt;
                // By giving everyone a 0s delay, they pulse as one block&lt;br /&gt;
                delays.push(&#039;0s&#039;);&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
            const content = (c === &#039; &#039;) ? &#039;&amp;amp;nbsp;&#039; : c;&lt;br /&gt;
            const delayStyle = delays.length &amp;gt; 0 ? `style=&amp;quot;animation-delay: ${delays.join(&#039;, &#039;)} !important;&amp;quot;` : &#039;&#039;;&lt;br /&gt;
            const classAttr = classes.length &amp;gt; 0 ? `class=&amp;quot;${classes.join(&#039; &#039;)}&amp;quot;` : &#039;&#039;;&lt;br /&gt;
            &lt;br /&gt;
            return `&amp;lt;span ${classAttr} ${delayStyle}&amp;gt;${content}&amp;lt;/span&amp;gt;`;&lt;br /&gt;
        }).join(&#039;&#039;);&lt;br /&gt;
&lt;br /&gt;
        el.innerHTML = newHTML;&lt;br /&gt;
        el.setAttribute(&#039;data-animated&#039;, &#039;true&#039;);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    mw.hook(&#039;wikipage.content&#039;).add(function($content) {&lt;br /&gt;
        $content.find(&#039;.text-animation-container&#039;).each(function() {&lt;br /&gt;
            applyEffects(this);&lt;br /&gt;
        });&lt;br /&gt;
    });&lt;br /&gt;
})();&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
	<entry>
		<id>https://dick.vdbunt.net/fc1/index.php?title=Template:TextAnimations/styles.css&amp;diff=4066</id>
		<title>Template:TextAnimations/styles.css</title>
		<link rel="alternate" type="text/html" href="https://dick.vdbunt.net/fc1/index.php?title=Template:TextAnimations/styles.css&amp;diff=4066"/>
		<updated>2026-03-17T20:23:03Z</updated>

		<summary type="html">&lt;p&gt;DB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* 1. Keyframes */&lt;br /&gt;
@keyframes wave {&lt;br /&gt;
  0%, 100% { top: 0; }&lt;br /&gt;
  50%      { top: -2px; } &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@keyframes hue-cycle {&lt;br /&gt;
  from { filter: hue-rotate(0deg); }&lt;br /&gt;
  to   { filter: hue-rotate(360deg); }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Global Heartbeat - Fades the entire span simultaneously */&lt;br /&gt;
@keyframes global-heartbeat {&lt;br /&gt;
  0%, 100% { opacity: 0.7; filter: brightness(0.9); transform: scale(1); }&lt;br /&gt;
  10%      { opacity: 1;   filter: brightness(1.2); transform: scale(1.02); }&lt;br /&gt;
  20%      { opacity: 0.8; filter: brightness(1);   transform: scale(1); }&lt;br /&gt;
  30%      { opacity: 1;   filter: brightness(1.3); transform: scale(1.04); }&lt;br /&gt;
  45%      { opacity: 0.7; filter: brightness(0.9); transform: scale(1); }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Three distinct &amp;quot;shiver&amp;quot; paths to ensure variety */&lt;br /&gt;
@keyframes jolt-a {&lt;br /&gt;
  0%, 100% { transform: translate(0, 0); }&lt;br /&gt;
  25%      { transform: translate(-0.3px, -0.5px); }&lt;br /&gt;
  75%      { transform: translate(0.2px, 0.4px); }&lt;br /&gt;
}&lt;br /&gt;
@keyframes jolt-b {&lt;br /&gt;
  0%, 100% { transform: translate(0, 0); }&lt;br /&gt;
  25%      { transform: translate(0.3px, 0.5px); }&lt;br /&gt;
  75%      { transform: translate(-0.2px, -0.4px); }&lt;br /&gt;
}&lt;br /&gt;
@keyframes jolt-c {&lt;br /&gt;
  0%, 100% { transform: translate(0, 0); }&lt;br /&gt;
  25%      { transform: translate(-0.2px, 0.5px); }&lt;br /&gt;
  75%      { transform: translate(0.3px, -0.5px); }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Helper classes assigned by JS */&lt;br /&gt;
.jolt-v1 { animation: jolt-a 0.35s linear infinite !important; }&lt;br /&gt;
.jolt-v2 { animation: jolt-b 0.35s linear infinite !important; }&lt;br /&gt;
.jolt-v3 { animation: jolt-c 0.35s linear infinite !important; }&lt;br /&gt;
&lt;br /&gt;
/* 2. Container &amp;amp; Spans - Vital for MediaWiki */&lt;br /&gt;
.text-animation-container {&lt;br /&gt;
  display: inline-block !important;&lt;br /&gt;
  white-space: pre !important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.text-animation-container span {&lt;br /&gt;
  display: inline-block !important;&lt;br /&gt;
  position: relative !important;&lt;br /&gt;
  background: transparent !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* 3. The Effects */&lt;br /&gt;
.wavy span    { animation: wave 2.5s ease-in-out infinite !important; }&lt;br /&gt;
.rainbow span { animation: hue-cycle 3s linear infinite !important; color: #ff0000 !important; }&lt;br /&gt;
.pulse span {&lt;br /&gt;
  animation: global-heartbeat 3s ease-in-out infinite !important;&lt;br /&gt;
  display: inline-block !important;&lt;br /&gt;
}&lt;br /&gt;
.jolt span {&lt;br /&gt;
  display: inline-block !important;&lt;br /&gt;
  margin: 0 0.1px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Combined Effects */&lt;br /&gt;
.wavy.rainbow span { animation: wave 2.5s ease-in-out infinite, hue-cycle 3s linear infinite !important; }&lt;br /&gt;
&lt;br /&gt;
/* 4. Formatting Utilities */&lt;br /&gt;
.force-glow, .force-glow span { text-shadow: 0 0 5px currentColor, 0 0 10px currentColor !important; }&lt;br /&gt;
.force-shadow, .force-shadow span { text-shadow: 2px 2px 3px rgba(0, 0, 0, 0.5) !important; }&lt;br /&gt;
.force-bold, .force-bold span { font-weight: bold !important; }&lt;br /&gt;
.force-italic, .force-italic span { font-style: italic !important; }&lt;/div&gt;</summary>
		<author><name>DB</name></author>
	</entry>
</feed>