New Paphos (The Base)
Be sure to read and follow the guidelines for our forums.

A | Gatehouse | B | Scout Barracks and storehouse |
C | Phlan's Office | D | Warehouse entrance |
E | Fountain Plaza | F | Barracks |
G | Dock house | H | Dock |
I | Smithy | J | Artificer |
K | Diner & Inn | L | Cantina & Bar |
M | Gardens | N | Clerks Office |
O | Temple | P | Wizard |
Q | Scholar | R | Scholar |
S | ? | T | ? |
U | ? | V | ? |
W | ? | X | Armory |
Y | Training Grounds | Z | Captains quarters |
The large room has a few small tables, mostly full, as well as several large common tables, and a bar sheet people are eating, drinking, and chatting.
@ogion What will Nixly do?
Introduce your character to the room and give an initial intent
Those who turn to take a look, discover that the noise comes from a pair of dancing hooves, connected with furry goat legs that end in a furry butt, adorned with a small tail that wags from side to side.
Above it, the skinny, pale body of a teenage girl, barely covered by a robe. Shaggy red hair, held back in a long braid, sharp-featured face, with a snubbed nose and lots of freckles. A smile that goes from one large goat ear to the other, and two curved horns on her forehead.
"Drunkards and inebriated from this magnificent establishment." she shouted at the top of her voice. "Allow me to intoxicate myself..." She paused thoughtfully, pretending to have made a mistake.
"No, that will have to wait a while. I mean, allow me to introduce myself. My name is Nixly the Jolly Satyr and yes, I know what you're thinking. I'm the only one here that can compete with the bartender for whom has the hairiest ass."
She points to one of the patrons sitting at a nearby table.
"Oh, you laughed. You know the bartender's ass."
She makes a pause for the laughs and grabs a lute hanging from her back.
"This is to cheer up those with sad drunkenness. It's inspired by my mother and the night she conceived me with whoever my father was."
Nixly begins to play the lute, while singing a bawdy song about a female Satyr having fun at a party.

Nixly will need to keep her wits but shouldn't be too concerned as she knows how to handle men (mostly boorish brutes) as the need arises.


From what they could tell this had been a river front even back in the Dawn Age and the researchers speculated that most buildings had a cellar for storage with magics to keep them secure from water and vermin.

Whiskers twitch, the tip of a tail wiggles, and yellow eyes – which reflect the light – follow the dancing and singing Satyr's movement.
"What a jaunty contemporary this Satyr is! And a surprisingly nice change to most of the grumpy guards."
The creature starts purring.
She slung the lute back on her back.
"All right, after all, I sing for the love of art." She shrugged. "Not that I need to eat, or anything like that."
She noticed the small miniature of herself dancing on the table in front of a young elf and her eyes widened in wonder.
Nixly jumped from the table and sat down next to the boy.
"Wow, that's amazing." she said, admiring the illusion.
She moved the chair near the boy.
"How you do that? Can you teach me? What's your name? How old are you? Your parents know you're here? and another important question... Do you have money that you aren’t using right now? Cause I could put it to good use."
She noticed a beastfolk looking at her, from another table.
"How about you, good Sir? We, furry people, have to stick together."
"Indeed. I do have the impression, that we're a little different amongst the crowd",
Shmautz says. His words are uncommonly accented, and every R sounds like a purr.
"Allow me to introduce myself."
- and he bows his head towards Nixly and Eddisham -
"I am Shmautz, from the clan of the Predator Paws of the tribe of the Sun Furs.
You're a great entertainer. I was delighted. But don't let your audience wait too long – I think they're expecting the show to go on. And it would be a pity, if they decided to escort you outside."
Shmautz lets his eyes wander over the crowd.
She crossed her arms and smiled.
"You have a good eye. Indeed, I am jolly, most of the time, but you can also find me glad, gay, content, blissful and satisfied, it depends on the day."
She put a hand to her chest and adopted a proud attitude.
"As for my abilities, I guess singing and dancing, needless to say, and being a satyr, I should of course mention f…"
She was interrupted when one of the serving maids placed a bowl with coins in front of her.
"Oh, look, the coins came back. I thought I wouldn't see them anymore." she greeted the bowl, waving a hand. "I missed you."
She became thoughtful, all of a sudden.
"What was I saying? Oh yeah! That, as a satyr, I count among my abilities fighting, of course."
She pointed to her forehead.
"It's not for nothing that we have horns."
She leaned back and crossed her furry legs on the table.
"That and f@*%ng, of course."
She heard the patrons around them, people asking her to continue with her songs.
At that moment, Shmautz introduced himself.
Nixly stared at him fascinated and, when he finished, asked him very seriously.
"Can I…can I scratch your tummy? Is that offensive among your people? I love cats so much."
People was again reclaiming her performance. Nixly raised her hands and looked around her, smiling.
"I'm on my way, I'm on my way. I see you don't get tired of the good stuff."
She turned to face Shmautz.
"Don't answer yet, I'll be right back."
She climbed back up on the table.
"I stopped singing, ‘cause I thought you’d all be lying down on the ground by now, but I see that you’re resilient to alcohol. Good for you. That reminds me of my great, great grandfather. You’ll be surprised to know that he was a human, just like most of you. The old man could drink like nobody else. One time he got so drunk at a party that he ended up f@*%ng the neighbor's goats and…" She moved her hands in front of her, indicating her body. "Here we are."
She took the lute from her back.
"This one is about a noble carpenter, admired by all the women of a town, thanks to his mighty tool."
She started singing another of her bawdy songs.
"Stubborn little...."
He looks around the room, trying to see where to find a drink.
Digsy

He returns his attention to Digsy. "Well, that is it then? They all came together on that boat? I guess I should introduce myself to 'em. I appreciate your hospitality and umm, sorry about the lizard..."
Dags graciously accepts his ale and begins to gulp it down in one go. He stands and makes sure to grab his empty tankard. He attempts to appear as tall as possible and walks as if miming what looks to be a court Royal. He locks gazes with a couple of patrons and forces a toothy smile that appears more menacing than friendly.
He finally reaches the end of the parties table. "Hello, I'm Degs. I'm guessing I'm the Goblin in the room. May I join yous?
"You're very welcome, master Degs.
My name is Shmautz, from the clan of the Predator Paws of the tribe of the Sun Furs.
And these are ..."
I stop as I recognize, that I don't know the name of the Elf or the Satyr. So I my hand makes an inviting gesture to the Elf.
"Yes, Fortune and wealth. Those both sounds good to me."
Degs lifts the tankard to his lips and is reminded it is empty with a snort. He then takes a seat with the rest of the party.
+ You can register as a group with the clerk in the morning and take an open contact or get one assigned to you then
+ There are multiple forces in the area making staying out overnight a risky buisness so most scouting and work is done in the day but a few local vetrans stay out as needed.
+ The swamp with its beasts and island with its undead are left mostly for newcomers to work as they continue to cause problems and be a source of interest to the scholars but do not have any powerful enemies known to be in them.
+ The expedition is well funded, though no one knows by whom, and has most of the amenities of a mid sized town. Blacksmith, alchemist, healer, wizard, guards, the cantina with meals, and a tavern/inn that is also the bar hang out for the guards, etc...
He listens attentively to everyone else's stories.
"I've come to find a younger sibling of mine whos I suspect has been gettin' thems self into trouble in one of the Encampments here by. I dunno if twer choice er not..."
Degs trails off and changes the subject.
"I would like to clear out some o the walkin death. I can use the coins to cover me travel expenses and it would make this area more safe."
If you want the game to progress faster I can react on a single players directions.
Or
We can wait for a consensus before moving along
The mix of military encampment and rough fronteer town creates an interesting atmosphere that you all enjoy. Stoping in at the general store you get some basic provisions for a tenday week including simple bandages, some food, and any other minor good you may need. Later on you stop in at the baracks where a vetran scout give you a brief tutorial on the dangers of the area and reminds Degs to keep make sure to check out with the guards and harbor master in the morning so they are aware a goblin has joined the expedition.
Taking your evening meal in the tavern, which can be had at either the tavern or cantina, Nixly again performs a few songs and livens the place up to the appreciation of all. After a relaxing evening you return to the scout bunkhouse and get a good nights sleep on supprisingly comfortable mattresses.
The island itself houses a larg fortress that you learned was manned by undead soldier that are to not be attacked unless you wish to die a horrible death and gain an afterlife as their prizoner. The fortress itself is safe enough as long as you obey the undead soldiers, some of which can talk, and do not break any of its rules. A few scouts have stayed the night but none enjoyed the experience or wish to talk of it. The cemetery on the north end of the island is where you will find most of the undead, with more powerful undead located the deeper you go into it, but a few wander off so be ready for trouble anywhere on the island.
Your orders are to sweep the shoreline as you head north then circle around the cemetary taking out any of the wandering undead. Entering the cemetery itself is up to you but does increase the likelyhood of finding undead with items of interest to the scholars who will pay you a bonus if you turn the items over to them.
I'm new to running tinyd6 so we will work our way up to more complicated creatures.
Continue the adventure on the Island thread

Get along there. and he waves you up the dock.
You quick step up the dock to a ramp leading to a stone boathouse. Just inside the cool shade a tall hard faced man and guard await.


The guard takes you down a long street then gestures to an open doorway and with an In there turns and heads off.
Stepping inside, the stone building do help a bit with the heat though the humidity make the air thick and clinging, you see a large room with benches, a couple of tables, and a boy in his teen sitting at a small writing table. Looking up at your arival he slips into one of the open doors and returns a moment later to gesture you into the next room.
Read the first page of this thread for some additional background information.
@seanfsmith. If you are ready I can FF you onto the island
@wilsric you can go to tht Island or stay on base and talk with the clerk for another job
What on earth am I doing here? I've got new warm clothes, food, and some money left. I should just run!
The young boy, still standing a little taller than Baruman, walked back into the room and nodded in the direction of the open door.
Well, I've got this far, I might as well see what the job is all about, and whether I can do it while keeping my neck on my shoulders. I can always bolt later if things become too tough
"Thanks" he said, trying to keep his voice level, and strode through the door to meet the clerk

After several minutes a bell is heard from a door and the relieved look on the boys face as he stands to open the door is nearly comical. This way please. and he gesture for all to enter.
Inside is a large desk with shelves and cupboards surrounding it and papers neatly stacked or rolled and bound with cord everywhere. The man behind the desk looks you over before going back to his papers as he speaks

1. You can work freelance but taking jobs from the notice board in the room you entered from and registering them with my clerk. You will be paid upon completion.
2. You can sign on and work as assigned by the expedition, either as a guard or scout. Scouts do much the same as free agents but are provided room, board, and any required healing, but with lower pay.
Both options will be handled by my clerk outside. However I have a few moments to spare you and will entertain questions at this time.
Glancing over each of you a moment he waits patiently before resuming his work if none speak up.
Phlan

He will be glad for a new man. The guard stays on base and escorts the researchers into the field. Though as I understand it you like likely go through some ritual "hazing". But the guards are by and large safer then the scouts.
Reaching over he writes a short note
Take this to the clerk outside and he will see you get directed accordingly.
Safe sound good, but to come all this way just to stay on a base? That would just be like being in the town.
He blurts out "Do guards get paid the same as scouts? How much does the accomodation cost? How much more do the freelancers get paid? How many hot meals are there? How dangerous is the work? How do you make up the teams anyway? Will there be somebody bigger with me to help?"
Realising that everybody is staring at him after the nervous flurry of questions, he bows his head and takes a step back, embarrassed.
"Erm, I mean, I can do whatever you need really"
Phlan
"Do guards get paid the same as scouts? How much does the accomodation cost? How much more do the freelancers get paid? How many hot meals are there? How dangerous is the work? How do you make up the teams anyway? Will there be somebody bigger with me to help?"

Accomodations are free for employees and freelancers who perform regular work, as are two meals a day.
Freelancers work on commission so their pay varies by job. Basic jobs are 1 to 5 gold but they must pay for healing and supplies.
The danger of the missions vary. Scouting is of course more prone to unexpected dangers. We will inform you of any known threats when you ask about each mission.
Teams are formed amongst yourselves or assigned if a teammate can not be found.
As for the size of the teammate, that is not always an advantage.
If you do not want to join the others on the island I have a couple things you can do in the bar and surrounding area. There are a couple of others in the pipe and can still be joining you at the base later.
"Sounds like the money's in scouting, so if it's OK with you mister, I'll give that a go."


Treat this as a chance to try out the scouting life with numbers to back you up, which would not normally be the case.
Now I must go confer with the priest so please talk with the clerk outside my office. He will direct any interested in assisting in todays even. The rest will have to wait for the mission to depart before seeing to other matters. I apologize.

1. Those that guard a fortress are known to be non-hostile unless attacked and have never given any trouble. They have even helped the expedition in the past and are being interviewed by the researchers. If you are in need you can go the the fortress and rest safely within its walls.
2. The cemetery on the northern tip of the island has been spawning random undead. Normally these are quite weak but the priest has been unable to locate the ritual enchantment creating the undead. Thus though he has blessed the site several times the corruption continues to fester.
The scouts that returned indicated that they were working with another pair in scouring the cemetery after fighting some undead in the area. The pair that has been lost was searching the cemetery that has been submerged by the river. The search effort is to focus on searching the cemetery area that has been submerged. The slope is slight and the current is slow so most will not have trouble walking though the structures. Baruman is assigned to a small skiff with another volunteer and will begin searching upriver and move toward the island shore.
Are there any questions?
If there are no questions I will move you along early next week
Still, there was no way out now. He looked around the room and his eyes rested on the strange winged figure that had spoken before.
"Excuse me my scaled friend, What is your name? You look like a tough fellow, with that and my guile, we could perhaps help out, and make it back alive. I used to work on the dock sometimes in my homeland, so know how to handle a skiff. Shall we head off together and see if we can find these poor souls?"
PS Elph is a serpent folk @seanfsmith can give more details
"Well met, friend. They name me Elph which works well in the common language. My name in my language is made of smells and I haven't met a man who can enunciate it.
"But this scout job does bring my attention and I am glad to join you in it."
He inadvertently shivered when he said the word undead, a chill running down his body.
By the gods I hope I never have to see one of these creatures. My new companion is terrifying enough, I can only hope that I don't do anything to offend him.
He makes to leave and head for the skiff to start the search upriver. A sudden thought takes him before the doorway, and he turns back to the clerk and says "Do we get paid in advance?"
With Hank at the back and Elph at the front Baruman is given the run of the canoe, thoroughly enjoying it as his small size lets him walk the length with little worry or tipping the boat as the other two sitting are still taller than him. You cross the river directly then head back upstream as Hank says the current is slower on the east side of the island (map), basically circling the island counter clockwise. As you near the norther tip of the island the towers and walls of the fortress come into sight and the chill that passed through Baruman returns doubled. After several minutes you pass the island and Hank lets the current push you south again and only nudges the canoe toward the cemetery.
The structures of the cemetery cover the northern tip of the isle and continue north as the gradual slope of the land slides under the river level. At the northernmost tip, where you start your search there is little but the tops of crypts and mausoleums. Further south near and on the shore you can see individual tombstones as well.

clerk
@Miss_Sadie aka Meep came on the boat with them but is not staying in the game so Meep will be retiring.
Stepping inside, the stone building do help a bit with the heat though the humidity make the air thick and clinging, you see a large room with benches, a couple of tabes, and a boy in his teen sitting at a small writing table. The guard and boy exchange greeting and you are introduced to the boy

1. You can work freelance but taking jobs from the notice board in the room you entered from and registering them with my clerk. You will be paid upon completion.
2. You can sign on and work as assigned by the expedition as a scout. Scouts do much the same as free agents but are provided room, board, and any required healing, but with a guaranteed pay but you are required to complete assigned tasks before picking up additional contracts. Do you have any questions?
Fable turn to Meep and starts whispering: "We staying together, right? What do you think? Getting a roof over our head might not be the worst idea..."
clerk

The boy prattles on about base life and the odd tidbit about acyivities outside. Though he has never ventured farr beyond the walls he has visited the grippli shaman in the swamp to the east and he organizes all the scout reports so knows quite a bit. The primary focus of the expedition is archeological in nature, recovering relics and knowledge from the Dawn age and war by scouring the neaby ruins and Remnant, large mostly intact ruins. They are having some trouble wit undead, goblins, hobgoblins, and orcs. Some kobolds are working for a dragon and demanding tribute for him. They have been less confrontational but are wandering the area. There are many local fey and some have been causing mischief. bla bla bla . . . .
Tibbius/Eddisham is away from the game for a bit so I will phase him out of the party for now.
The clerk takes your report and between all the conversations going on the four of you decide to retire to the diner to discuss options.
The clerk gave you the following options
1. Scout the area further to the west
2. Go talk with the intelligent golem "Dean" in the NW corner of the swamp
3. Search and verify the safety of the residential Remnant that the lead scout team cleared out recently.
4. Begin scouting to the north where the hobgoblins have claimed several Remnants
You wander over to the diner and enjoy a hearty meal with good drink as the veterans fill Fable in on the current situation and their activities to date. Undead on the island, Necromancers and spirits in mausoleums, a dragon to the south, orcs to the west, hobgoblins to the north, and Fey everywhere though rarely encountered.
@tergolap,@Yunera,@seanfsmith,@wilsric take it away.
With the breaking of the necromancers ritual on the island the risee of the undead has been greatly reduced. The continual creation is a fading side effect of the previous ritual and planar rift to the Shadowfell that will continue getting weaker. The clearing of the isle of undead has returned to a minor task for new scouts and guards to practice their skills and prove their worth to the expedition.
Fable informs the others about the river pirates he encountered on his way to the base.
Likely this is a result of the frequent supply runs now hapening twice a week and the expented return wealth. Guards will have to begin being placed on the supply boats to ensure thei safety.
Aparently one of the lead scout teams has recently started looking into the troubles the expedition has been having with the fey. With the hostilities with the orcs and hobgoblins having escalated many are nerveous as they are known to outnumber th expedition guard and the bases arcane defences have been continually upgraded.
While we sit at the table and drink, I catch some words from a stranger.
"Hey, good sir! You're hungry for adventure, right?"
I offer a place to the person with rapier.
Fast forward: we introduce us and tell our stories of necromancers, burnt zombie-ogres, spirit-women and how great we've been defeating them.
There is a list in the info sheet for refference if you want to get something specific beyond your current gear.
As he walked m his hand instinctively gripped the amulet around his neck. Sometimes he though he could hear Ember's voice in his mind, but he wasn't sure if this was just his imagination. Passing a stall he noticed a leather sling hanging on display. Now that could be useful. He paid the stall holder and put the sing in his pocket, happy that he had a new possession bought with his earnings.

A | Gatehouse | B | Scout Barracks and storehouse |
C | Phlan's Office | D | Warehouse entrance |
E | Fountain Plaza | F | Barracks |
G | Dock house | H | Dock |
I | Smithy | J | Artificer |
K | Diner & Inn | L | Cantina & Bar |
M | Gardens | N | Clerks Office |
O | Temple | P | Wizard |
Q | Scholar | R | Scholar |
S | ? | T | ? |
U | ? | V | ? |
W | ? | X | Armory |
Y | Training Grounds | Z | Captains quarters |
1. Scout the area further to the west
2. Go talk with the intelligent golem "Dean" in the NW corner of the swamp
3. Search and verify the safety of the residential Remnant that the lead scout team cleared out recently.
4. Begin scouting to the north where the hobgoblins have claimed several Remnants
He looked around to try to gauge the impression on the other adventurers faces
"I have got to meet a golem called Dean, put me down for that one. I'll make up the numbers on any other missions going if nobody else wants to meet Dean" but why wouldn't everybody want to meet a golem? Called Dean!
Since Eddisham had to leave for other adventures, I feel sort of a loss. Before coming here, I had no problem with being on my own. However, after all the things that happened, I feel connected to the others. I enjoy their companionship. The joking. The laughs. The taking care of each other.
"I'll be with you, of course. Let's visit Dean."
Dean is an intelligent golemn of unknown but suspected great power.. However he claims to be confined to his residence by standing orders left by his previous master who he claims must be alive somewhere for the orders to still be in effect. To reach dean follow the trail to the NW side where it exits the swamp but take the last trail north before leaving the swamp. As the path veers back east you will need to search through the dense trees for a path of steps notched into trees and logs and stones. This will lead you to a small island with a crumbling building. Find the stairs and go down them to meet Dean. He has a few minor golem servants. He has given a few helpful clues but is asking for someone to assist him in his own projects before assisting the expedition further.
In the morning refreshed and eager for adventure you set out to go find and talk with Dean. Thoug Baruman, Elph, and Shmautz have gone into the swamp a bit they are still learning the ins and out or it.
The two gross of Blomvid and Moli as well as Khaguran, Skeeve, and Rikia will be joining up here. Woosaa will accompany the three newcomers.
A short decorum and intro of each character will help the others get to know your character.
Feel free to chat with each other and ask Woosa(me) any questions.
We are also. New. Hard to tell. If they are new. Or if we are. I have not seen them before.
When Woosa leads them to an already occupied table she nods at the people there and waits for Woosa or someone else to speak or direct her.



Let me introduce some newcomers. These are Khaguran, Skeve, and Rikia. They just walk in through the swamp from somewhere west of here. It seems they were out wandering the Shattered lands and got turned around before finding us.
Turning to the trio of newcomers This here is Valpip. He is our artificer. makes potions, rune stones, and other minor magic as we need. He does other work for the expedition as well but I mostly know his trade is minor magics.
As she is introducing the new trio the tavernkeeper walks up with a tray of food and drinks and begins handing them out. Smiling at the newcomers he gestures towards Moli and Bronvid.


Then she turns to Woosa and asks, "the clearing of these tunnels, caverns and sewers, this expedition, how do they benefit the People?"
Valpip

We believe the fey may have been using these to bypass our wards to energetic the bar. And with the discovery of goblins down there we are concerned the other forces in the area could as well. While to date only the orcs are openly aggressive and antagonistic the hobgoblins have shown a willingness to escalate to combat against us if our actions are perceived to conflict with their interests
To the other Blornvid and Moli, he says, "Well met. My name is Skeeve. If you are willing to let us join you, I would be glad to help."
"As capable as Moli's skills are, I would agree with Mistress Woosaa's assertion that clearing out the tunnels is more work than the two of us can handle. Assuming that the Administrator grants you permission to join scouting expeditions, what sorts of skills do you offer to add to this endeavor?"
Valpip

He explains to the new trio that as the entrance into the underground warren is in the base warehouse. Valpip actually has to lock them down there while he holds the key to the gate and works above in the warehouse.
After that last encounter I was thinking there has to be a better way to secure the basement. I figure I can change out the locks and replace those old crumbling doors for some good ones and give you a set of keys for that room. That way you will have a secure point to fall back to. Once you have all the rooms adjacent to the first secured I can start work. If I get Mord to help me which should speed things up.
If you do happen to find other entrances from down there that lead up into the base we can get one of those assigned for your use and assigned a guard to that, just in case. We know there are goblins down there but the goblins do not seem to be working too closely with the hobgoblins anymore.
Here he goes into a lengthy lecture on the goblinoid races
There are 3 types of goblinoids; goblins, hobgoblins and bugbears. While they are distinct races with differing as natures as dwarves, elves and halflings, they are in fact united by their worship of Maglubiyet, the god who subjugated the gods of these 3 races to unite them under one banner. While different in race, goblinoids are united in their worship of Maglubiyet and will not meet as strangers or foes, but as allies, brought together by Maglubiyet’s will.
Goblinoids rarely got along with themselves better than their enemies, though they were known to come together under a common cause on occasion. In such situations, hierarchy was usually determined by whoever would win in a fight, and it was not uncommon for them to find out through physical methods. However it is almost always a bugbear or hobgoblin leader and the goblins are used on the menial labor and high danger low reward missions. This has made them dislike working with the others unless their priests force them to.
After listening to Valpip talk, he comments, "Ahhhh, new doors. It would be nice to have a safe base of operations without worrying about something creeping up behind us."
So, if the above is true ...
Moli will excuse herself from returning to the tunnels at this time, as PoisonIvy is leaving the game.
Also, Moli has the lockpick set. Should we go buy another? It would be rude to ask to borrow it.
Valpip is already downstairs with Mord and a guard.
Alexander has been on base for about a week working for the rather distracted lead scholar and archeologist Myreana. The elven lady is nice enough but lives more in hard facts, wich does not include anything to do with living people, and inside her own head that is stictly safe for some one really should. Today she is once again talking to herself but Alexander has learned that she often will drop instructions for him in the middle of her own sonversations and leaves it to him to figure out which comments to simply remember and which to act upon.

They rearanges my notes again. You have learned never to move anything she sets down without simply handing things back to here if she puts something down while distracted. We shall be heading off the the Remnant tomorrow but I am worried about what they will get into while i am gome. Need to make sure Fiznik has renewed the wards on the secure storage and Valpip needs to get that expanded storage in the wharehouse done before we can move thing into there. Mord should craft a couple cold iron locks as most fey magics dont work well near iron. Odd that steal doesnt seem to bother them as much .. and she rambles on.
Let see what Alexander can make of the rambling and go from there.
Myreana (Archeologists)

Soving the parchment at you she turns back to her own little world talking, you assume to herself again.
Check with Fiznik about wards on storage
Se Valpip about expanded warehouse progress
See Mord about "Cold Iron" lock, and chain if possible
The ~Tiny Info~ haas a list of NPC. It should be visible to you as a grey button at the bottom of the page below the Rolls section
Rolls
You should see 2 grey buttons, one for your character and one for !Tiny Info~

Only have ben here once briefly while exploreing the base Alexander takes his time to look around as he calls out to Fiznik who is not in the workshot but an open doorway leads back to his library and personal quarters and perhaps he is back there. The workshop itself is a small a and somewhat cluttered room with an odly nead demarkation of open space right at the rooms entrance. Alexander ponders, briefly, stepping out of the cleared space and into the rest of the room to get a closer look as the assortment of wizardly paraphenalia but is saved from himself by the timely arival of the wizard.

The wizard pulls a stoll form under some of the clutter, which seems to fail falling to the floor despite the lack of any visible suppport. He pulls a parchment from the midle of a stack, glances at it, shakes off the ink which begins crawling along the floor and up the table back into the ink pot, before writing a note.
So how have you been getting on, eh? Having any trouble with you master?
But I think I'll get to do something more soon!
Fiznik



As it is still a bit early in the evening the tavern is not too busy, as the guard shift has yet to take place, so you spread out at a table of choice.
Introduce your character to the other as there are some players from other threads that may join you
He's on board for going back into the tunnel after a good night's sleep and making sure the armor is all set. "Buying a lockpick set is a good idea. It beats bashing doors down with an axe."
Blornvid would like to make a donation to the healer. Hopefully 1 platinum coin is sufficient and not an insult.
Khaguran information the others he will take some time to relax on base leaving the other 2 to decide the next step.
As they chat they hear a large minotaur and florid discussing their recent activities in the swamp. They find the minotaur was a butcher and plans to work on base, similar to Khaguran while the field actually b found the adventure exciting. The trio groups mingle and swap tales. Baun offers to join the two in their next adventure.

Khaguran information the others he will take some time to relax on base leaving the other 2 to decide the next step.
As they chat they hear a large minotaur and florid discussing their recent activities in the swamp. They find the minotaur was a butcher and plans to work on base, similar to Khaguran while the field actually b found the adventure exciting. The trio groups mingle and swap tales. Baun offers to join the two in their next adventure.

- What is the bases's cut?
- What about those four objects worth 25gp each that I thought we could cash out?
If we can't cash them out, I think each of us should take one so that we can at least barter with them at some point.
Just want to make sure of how that works.
Since it seems like we got out reasonably methodically, Skeeve would like to see if we can find where in the base those stairs come out. Being able to see it from the top might be helpful.
But, once everyone is healed up, Skeeve is ready for another delve.
Yes the other items can be cashed out.
So let's continue divide by 3 round down. Khaguran will take 1 your two get 1 each and the last is in the slush fund
To Buan: Welcome aboard. How good are you at identifying mushrooms?
To Baun: Yeah, that'd be helpful. I failed at that attempt.
Buan

You asked about thieves tools for Khaguran and though he left your current team can work together to cover his role. Baun is Perceptive so will be good at finding traps, Either of you can call on her for help then just roll 3d6 on searches, Blornvid as a smith has basic familiarity with mechanisms. Thoug he may lack the finess of a trained burglar he will be able to disable or break most mechanisms. Skeve and Baun are both spell touched so if he does a check for magic with her help then he can roll 2d6,2d6.
You can postshopping list or we can role play shpping I leave it to you. I will assume you are ready to move the party back to the tunnls tomorow night if I havee not heard otherwise.
To Buan he says, We will do all we can to keep,you safe.
Based on the rough sketches you made, not having taken time to measure our exact distances you assume the ladder comes up somewhere else in the warehouse. The warehouse has already thoroughly been searched at an earlier date with nothing but the one known entrance found. The clerk gives you a 40' knotted rope and asks you to get exact distances to Valpip first thing.
Baun seems nervous going underground. You are aware that Florids, like most plant folk, require sunlight to live and heal. She all to readily offers to use her magic to create light freeing you from needing to carry a torch or lantern though you bring one, just in case.

After that, since we'll be back in the first room, Baum can check out the mushroom room.
And after that, Blornvid can pick the direction to go since Skeeve is being so bossy to start the day. :)
The latest wagons arrive with disturbing news of an unusual storm. That added to the growing tension with the orcs and hobgoblins means there will likely be no more wagons. Luckily the river passage is still open though river pirates are beginning a problem.
1. Stay here as a freelance explorer
2. Sign up as an expedition scout
3. Sign up as a guard
4. Return with the wagons
From what you heard it read initially much stricter about the information and people leaving once they were here. Magic contacts and such were required of everyone. But with the troubled with the other factions, orc, goblin. Kobold, necromancer, they have had to bring in more people and secret had long been lost.
He doesn't mind sharing that for him, the prospect of being a freelance explorer using this as a base of operations sounds good, but he's open to discussing it.
He is least interested in "signing up" because that implies an obligation to someone else, they make decisions, and might give orders, unless it is not difficult to sever such an arrangement, with an amenable exit clause.
- The Borders are shattering and their affects are sweeping the land. Caution is advised when undertaking prolonged travel.
- Orcs & Goblins patrol West of the swamp
- Kobolds are becoming agressive
- Hobgoblins claimed north of the river
Open Jobs
1. Scout the area further to the west
2. Help scout the Library
3. Patrol remnants for missed threats
4. Scout the north where the hobgoblins claimed several Remnants
Persistant Jobs
- Hunting : the cook will buy fresh meat
- Scouting : find locations or items of interest
- Pest Control : destroy undead in the NW cemetery
Reserved Jobs
- Fey Trouble
In the morning a guard anounces that any interested in working should go and see the clerk after breakfast. The morning meal is more filling but less favorfull and you make your way through it before getting adirections and heading to the clerks office.
The office door is open and you step into the cool interior from the heat already getting a bit stuffy from the head of the day.

Now what can I do for you? and he looks you over attentively.
He hopes the clerk can guide them in a specific direction, and if not then Vlax suggust everyone step aside and talk about some of the jobs and figure out which one fits best for all of us.
clerk

There is also the tunnels thar are being cleard but Valpip thinks they are almost done. You could help them out or just work seporate from them down there.
They are mostly working on their own athough they have found a few decent treasures and so made some good money. Like I said though they should wrap it up in another day or so.
Looking through some other papers he look up with an odd expression
There is also the Infinite Tower. They are trying to recruit people for as many missions as they can get but most people a a bit wary of traveling the pllanes to collect resources for them. From what I heard they pay in nowledge, training and magic.
Library is slower
Valpip

The gnome is working on a large metal platform with heavy metal chains going up to gears near the ceiling. He waves his hand towards a set of stairs leading down.
Well your welcome to head down. Just be careful, the place is trapped.
Any and all are welcome to go. It you can discuss it some more here or in the chat.
@Marmy49,@Aforementioned I created a poll to find out how often players can post here. Please take a look and post you preference there
It just begs the question... Do we just, introduce our chatacters ... walking up behind them,... Or did you prefer some other way of our characters showing up?
It just begs the question... Do we just, introduce our chatacters ... walking up behind them,... Or did you prefer some other way of our characters showing up?
Valpip



He turns to the rest of the adventurers You coming or do you want to figure something else out with the clerk? and he guestures back to the office. The guard can escort you back
Valpip descends with Skeeve to the chamber below
Follow this Link to the Tunnels thread if you wish to accompany them.


We are expeecting another boat to arrive tomorrow and hopefully there will be more recruits then. In the meantime if you want to geat an idea of the area you can alwasy go visit the grippli shaman. She always has little od jobs for newcomers.
In the evening the large room with several large common tables and a bar fills with guards and scouts.

A | Gatehouse | B | Scout Barracks and storehouse |
C | Phlan's Office | D | Warehouse entrance |
E | Fountain Plaza | F | Barracks |
G | Dock house | H | Dock |
I | Smithy | J | Artificer |
K | Diner & Inn | L | Cantina & Bar |
M | Gardens | N | Clerks Office |
O | Temple | P | Wizard |
Q | Scholar | R | Scholar |
S | ? | T | ? |
U | ? | V | ? |
W | ? | X | Armory |
Y | Training Grounds | Z | Captains quarters |






As you step off the boat onto the wooden planks of the dock you look around at the beginning of this new adventure

Get along there.
You quick step up the dock to a ramp leading to a stone boathouse.

Ulkar and Seren have wandered down to the docks to watch the commotion as see Athria and Aashas getting sent off by the dockmaster and guard. You all readily identify each other as newcomers and so wander to the tavern to eat, drink, listen to more stories and talk about your plans.
Seren is smiling directly at Athria.
I sense you've travelled long and far
Seren sips from a small clay cup something that steams with warm herbal scents.
Gamalur, and a little further before that. The solid ground feels better than any fire for sure.
I am Athria of NoClan.
Ah, yes! You came in on the ships. Ive never travelled across the water before. It sounds exciting. I'm Seren, of nowhere and noone in particular. I suppose im from my Grove but only fate can know if i will ever see it again.
To where do your winds blow?
Again, I've lost some comrades along the way. I'm thinking of Baruman and hope he can fully recover with Elph's help.
However, I'm feeling like going back to the Libary again.
Back from the Library. :)
Right now just this drink. After that who knows.
OOC: Apologies but I think I'm going to bow out of this. You are all fantastic but the format I am still struggling with. You have my deepest thanks for letting me have a go and hope this isn't too disruptive.
I can't quite read the lizard-folk's mimic, but I notice another person. A furry creature not that different from myself.
Furry, with a dagger as a weapon and an intersting wooden mask.
I purr in a friendly voice.
"Cheers! May G'ar-Field, the heavenly guard of my tribe bless us all. At least he did so in the past.
What brought you here? Looking for adventure or already been regrouped to one of the teams? There's a lot going on here at the base, and ... even more outside."
After saying a quick farewell to Athria, Seren gets up to join the new figure.
I rarely go looking for such things as adventure, but im not one to protest when it seeks me out. And it has. On the road here an otherworldly storm blew in and wreaked havoc on our caravan. Luckily we made it back alive...
For a moment, Seren's countenance flickers with what might be doubt or confusion, but she quickly rights herself and continues.
I was hoping the library may hold answers so i think thats my next step.
The name's Seren
I look left and right.
Holding my cup with both hands, I lean forward.
"There's still some thing in the library I have to do. And I am in need of a partner. If you want to find answers ... and maybe some loot ...
Then adventure has found you!"
I grin and purr.
"What do you say!?
Oh ...please apologize. Seems like I've lost my decency while running through the swamp.
I am Shmautz, from the clan of the Predator Paws of the tribe of the Sun Furs."
My right paw reaches out over the table. I offer a handshake.
The quartet of tunnel delvers are also a bit of a hot topic. Blronvid the dwarf smit warrior and Skeeve the human mage have been working in the rooms and passageways recently discovered below the base. By all accounts the amount and danger of traps they have encountered almost make the speculation on the wealth they must be accumulating almost reserved. Still it looks like they picked up a couple of new companions. The large wolfkin Raggy with his pet wolf draws most of the attention allowing the smaller human Vlax to almost go unnoticed. Word that the tunnels are nearly clear brings to question if the two newcomers are swooping in to get double the loot for half the effort or half the loot for double the danger.
As the topics of loot and dangers are passed around the room some discus the local shops, mostly stocked in staple supplies with weapons, armor, and survival gear taking up most of the rest of the shelves. Still the artificer Valpip and wizard Fiznick are known to have a few items of power and sell the occasional scroll or potion to make adventuring all the more thrilling to the tale tellers and listeners around the room.
clerk

@DungeonCat / Preslynn is already on the thread talking with Danoll. @fnlyre / Tuit Naverson and any other newcomers who are ready to go should start with this quest if you want a gentler introduction.
Shmautz will be leading any interested in accompanying him west of the swamps to a Remnant he has already scouted. This is an unusually intact Remnant and we would like it to stay that way. Try and not break things as you finish exploring it and resolving any dangers you may encounter. If you are interested in joining him then he will be leaving in the hour from the west gate. Talk to him before that time to ensure you are not left behind.
@tergolap,@Marmy49 You can finish up any business in town before moving to the Library thread. Just post here if there is anything you need to do on base before moving on.
Did I have time to recover HP?
Heading over to the Library.
This system is very light on resource management. Everyone gets 10 gold a week plus room and board for their work. Shopping list are on the Tiny Info sheet. Everyone is assumed to be healed each night they spend on base
You can go back to the first couple of post or read as much of this thread as you like to get background information you would pick up by listening to the local gosip.
Stepping out of the dock house Ealdwig Swiftfoot looks around there and notes that though there are bits of old building to be seen but most are patched with newer, and most likely magical, stonework. Most of the buildings are built from old solid stone block with smooth patches filling in the gaps and reinforcing the older crumbling stonework. A variety of races are easily seen though most seem like you, adventurers here for fame and fortune.
As the expedition is now well underway and no longer as secretive as it was before Ealdwig manages to get passage to the base without having to sign a contract. Rumor has it that the first batch of adventurers had to sign a magic contract and were stuck here for months at a time. Luckily things are going well and that means the flow of trade, comverse, and coin.
The base has an odd assortment of people, rough river boat and dock hands, mercenaries, adventurers, cayenne, and scholarly researchers. With the remainder of the day you wander about listening to snatches of gossip eventually making your way to the local hangout, the tavern. The variety of people is all to evident here and you note the varied accents of people from the Nations, Freeholds, and Kingdoms. Some of these cluster with those of like origins woke other groups are a mix of nationalities and people but are of a like profession. The large room has a few small tables, mostly full, as well as several large common tables, and a bar sheet people are eating, drinking, and chatting.
Making his way to the bar, he climbs into the first stool he sees. He moves his pack around to his front, to keep it safe from wandering hands.
Calling out to the barkeep, with a broad smile "one ale please and what's on the menu today?"
The barkeep drops the ale and food in front of Ealdwig, and to his surprise it smells better than he was anticipating. Digging in and smiling broadly "Wow! This is amazing! My compliments to the chef. Oh hi, by the way, my name is Ealdwig, and you are?"
After the introduction, as the barkeep goes back to his business, Ealdwig sits on his stool eating his surprisingly delicious meal, drinking his ale and listening to everyone around him. Being the outgoing sort, speaks to both the people to his left and right and anyone else who comes near, trying to get the feel of the place and the lay of the land.
"Does anyone know who I can speak with about finding work on the expedition?"

suggests the stew Plenty of local meat and herbs in it. Quite the teat. Cooks goten quite good with local products by now. Names Toblen You must be new. We get quite a few looking around. Most move on after an encounter or two with the hobgoblins or orcs. Watch out for them. Beast and monsters can be tough but they don't usually try to hunt you down.

He chats with you in a friendly way for several minutes. During that time you spot him effortlessly lift a few coins from passing purses, attached to apparently oblivious patrons, and giving you a wink when he sees that you noticed it.
See the ~Tiny Info~ sheet Notice Board for open jobs
"Office? I certainly wasn't expecting anyone to tell me to head to an office? And what is the Tower?" You seem to know alot about this place, what do you do around here, Danolli, besides a that?" and Ealdwig give a little flick of his head towards some of the patrons.
"Did you say Shaman?"
Danoll

You seem a bit young for all this "adventure". What exactly are you looking to do? If you don't mind me asking.
I don't know too much about magic, and did you say 'traveling to other planes?' Is that possible?" Is that possible? Talk about an adventure. Ealdwig thinks to himself. And he finishes the rest of this ale.
He considers a second, but not sure he should push it while talking to a perspective employer / colleague.
"Patrols? What are we patrolling?
I heard this was a good place to find adventure and maybe some coin. That's why I came. Not sure what I am looking to do, though. Not sure what can be done here. I do have some skills, I've got some pretty quick hands and feet. Made my living as a street performer, doing acrobatic type stuff, as well as other things to make ends meet."
Ealdwig tries to liberate some "fools tax" himself.
Rolls
Pick pocket (nimble fingers) - (3d6)
(514) = 10



A: Notice Board
B: Gulfis (shaman)
C: Scouts - patrol(guided walk through), anything else requires a partner PC or NPC
D: Tower (dangerous)
E: Guard duty (BORIING!)
F: Self guided tour (random based on where you go)
"Well, guard duty seems dull, and potentially dangerous. Who will guard me?" Ealdwig says with a grin. Do people choose to stand around a watch things? Tomorrow I'll I'd like to patrol with you, if you'll have me. It may give me a good overview of the place. Patrol and scouting is something that I might be good at. Thanks.
I've never met a Shaman before. What's he like?"
Danoll

If that's too much your cab always stay here. Toblen will put you up for a silver. I can take you along tomorrow if you like. As for Guflis, well she is a bit odd, seems to be an occupational hazard, but is she good to have as a friend or aquatense. You got time to pay her a visit today if you like. Just take the road outside the gate to the swamp. The guardpost at the edge of the swamp can give you directions from there.
So, I can patrol with you tomorrow? Where and when do we meet?"
Maybe I'll sign up tomorrow. Take today to scope things out. Danolli seems like a good guy.
Calling over to Toblen, Ealdwig asks he has a room for tonight, gives him another silver. bids ado to Danolli, "See you tomorrow good sir. Thanks for the chat."
Ealdwig hopping down from his high perch, weaves his way through the patrons and out onto the street. He follows the directions from Danolli and heads out to meet a Shaman for the first time. It's a nice day. Glad I decided to come out here. Seems like a good place to make a mark.
Danoll offered to let you 'tag along' but you have to follow instructions, to not endanger the others basically, and are responsible for yourself.
Etcher wanders the town. The place is bustling more than its size would normally allow for. There are groups of porters being ordered around by academics as well as groups of adventurers and other newcomers that stand out like Etcher due to looking around so much. Making your way to the west gate the guards wave you through after recording you name and description then passing you a small token to let you back in. The sounds of birds and bugs almost hides the river sounds to your north. The road west of the base has been cleared and packed making the walk easy. Tall grass surrounds the road with trees rising further west. After a couple of minutes the trees are closer and the ground around the road is spotted with muds and water puddles as the grassland turns to a marsh. Soon you are among the trees and the road dwindles to a decent wagon track raised a foot above the waters of the swamp that now surround you.
The road leads to a fork with a simple wooden guard tower and a suspension and pontoon bridge connecting it to another watch tower to the west. A smaller track heads to the south. Greeting you the two guards remind you the waters and thick vegetation hide a variety of local wildlife. These threats range from large alligators, swarms of fish that will strip you to the bones in seconds, poisonous snakes, and the ever-present flies. The guards inform you that the southern track leads to another pontoon bridge that connects to the area near the Grippli shamans mound.
Following the direction you soon reach the mound. Crossing the now repaired bridge they make it to the shamans mound. About 20 feet tall and about 60 feet wide the mound resembles a low hill save the doorway cutting into it and several small "window" holes along with a hole atop the hill out of which rises a thin wisp of smoke.

Out front is a crude sign
Friends come in
Enemies take a dive with an arrow pointing to the swamp and a simple image of a person being eaten by something in the water.
Noticing the sign, Ealdwig swallows hard, screws up his courage and calls out, Hello? Gulfis? I am a friend of Danolli's and new to the area. He said you were a good person to know. So I thought I would come out and introduce myself. My name is Ealdwig. Definitely a friend.
Man, I should have brought a gift of some kind, I'm an idiot. Do I have anything on me that will suffice?
A little tentatively "Gulfis, hello, I'm Ealdwig. Danolli says hi." Looking around and trying to get his bearings "Nice place."
Guflis
Make a Save Test (2d6 and any roll 5 or higher is a pass)
The fumes enter as you breath and you feel yourself relax and slightly more alert (for now). The inside of the mound is one large cavernous room. The fire in the middle ias a kettle hung over it wich is bubbling slightly. Tables, racks, and shelves line all the walls and a wide variety of identifiable and unidentifiable items cover every surface.

What can I do for you, eh? Need some healing, preventative, a charm maybe? and blinks her large eyes
"Wow, I appreciate the offer, but I don't know if I require anything like that, at the moment. Is this place dangerous? Do I need preventative healing or a charm? Looking down at himself, did i make a mistake coming here? How dangerous is this place if you need preventative healing and charms? Then it dawns on him, "oh yeah, sorry, my name is Ealdwig Swiftfoot."
"As you can guess, I am new around here. Just hopped off the boat today. I met Danoll in the Tavern. He said you were a good person to know so I thought I would swing by and introduce myself. Tomorrow he is letting me tag along on his patrol. I figured that would be a good way to get to know the area."
"Any insight into Danoll and / or this place? Danoll seems like a good guy but you never know."
Rolls
Save test - (2d6)
(64) = 10
Guflis

Danoll is a good kid. He was with the first adventures that found the Remnants and brought the expedition here.
As for this place, it's a swamp. Ever been in a swamp before? The bugs are hungry and seem to enjoy newcomers more than I do. I have steady supply of customers visiting for big repellant anti itch cream, anti fungal salve, parasite purging potions and more. Of you know what you're doing it's not bad here. We like it mostly because people you don't do they issues to leave us alone.
Sigh
But now all these outsiders are here fighting over the left overs from the last age. Bunch of fools I say. It's best left alone.
But that's them, what about you. What do you want from life? Ease, comfort, money, adventure, a challenge?
Finally done with here current activities she finally turns to face you. Gulfis looks very old but moves and talks with only a hint of age. Her wide mouth makes her habitual grin a bit comical to your more classical sensibilities but the light on her eyes let's you know she is no soft mark.
Slapping at another bug "Wow these things are big. I feel like I might be carried away. Is this whole place this bug riddled? Maybe I could use some of your bug repellent, after all. Does it work?"
Guflis

Well if you are looking for adventure this is a good place. We have ancient ruins, violent neighbors fighting over control of the area, necromancers have set up shop in the cemetery, and there's even a dragon that moved into the area. He doesn't seem to get along with the necromancers. No one does mind you but he seems to enjoy ruining their hard work to anytime they get a decent hoard organized. But you stay away from the Tower for now. That place is in trouble.
Ealdwig come back to reality. "Wow! There is quite a bit going on around here, isn't there? With a small frown on his face, Necromancers don't sound all that nice. With a bid smile, What's the dragon like? I've never seen one before. I imagine he's gigantic, holding his thumb and forefinger about and inch apart, and probably just a tad bit frightening."
"Danoll said the same thing about the Tower. I am guessing that's not the best place for a little inexperienced guy like me."
"I don't know what Danoll has in store for tomorrow. I should probably get going and head back to the Tavern for the night, and get some rest. We're meeting early tomorrow. And I don't want to be tired on my first day. Besides I imagine the bugs get bigger at night, and I'm pretty small as you can see."
Smiling wide, I don't suppose you have anything that'll keep necromancers away?"

Tucking the pouch into his knapsack, "I wish I had something to give in return. Unfortunately, I am holding light these days, unless you'd like some rations, I have a few left over from the trip here. I pull out a rations of food and offer it Gulfis, it's probably some jerky of some kind or another.
Guflis

Don't you worry dear
Heading into town he heads to the tavern for another drink and food before finding his room and heading to bed for the evening. He wants to be ready to meet up Danoll in the morning.
Etcher slowly takes old the sigil once again. It was obvious to him, if he was going to do this he would need a new family. He couldn't do things by himself, he never could. The Avain stands up and walks to the barman. Where, heroes? He would find a group of adventurers, a new family they could help him find the mistress, together.

As Etcher talks with the man he gets a tingling sensation from the pendant. Focusing he realizes it is reacting to a elven maiden who is working in as a server.
Ealdwig noticing the Avian, with a big smile, "Hi I'm Ealdwig. Nice pendant. I just got one today myself, from Gulfis. She was very kind to me. Have you met her yet?" Ealdwig shows the charm to his new Avian friend.
Noticing that the Avian was looking in the server's direction, Ealdwig grabs his ale, nods in the Elf's direction "She's a friend of yours? Cute, can you introduce me?"
As Ealdwig points to the server, Avian’s eyes widen. She IS THE MISTRESS! He is practically pulling Ealdwig. Come come. He squawks as he points excitedly to the Elven server.
"Mistress? Did you say Mistress? What Mistress? Sorry, man I don't know what you are talking about? I just got here."
While being pulled from his stool "where are you going? Slow down? I just got my food and it's been a long day. Come back, sit down and talk to me while I finish my dinner, I'm starving. You want something, I'm a little low on coin at the moment, but I'll see what I can do."
Less flustered Ealdwig straightens in his seat. "So, what are you going on about? Actually, first, let's start with your name? I've got so many questions."
He sits down to watch his new "friend" eat. He has nothing to offer Ealdwig, but the Avian was certain he needed Ealdwig. They both had pendants that were given to them! It wasn’t a coincidence. Etcher puts his sigil onto the table. Both Shinies! The sigil is visibly vibrating while resting on the table. Etcher points again to the server. Mistress.
Realizing that Etcher talks in one or two word sentences, and that he talks in large bursts of words, he consciously slows down. "Maybe we should try this one question at a time. Sorry, I am a little lost. Do you want something to eat?" Ealdwig looks up for Tolben.
"Ok, so I believe you are on a mission or adventure, correct?"
"Your adventure is to find the Mistress?"
"I've noticed your pendant, it's different from mine. And it looks to be vibrating. You didn't get that from Gulfis did you?" In a whisper Ealdwig asks "Is the pendant magical? Does it vibrate when the Mistress is near or something like that?"
Smiling and unable to contain his calm demeanor any more the questions just start excitedly flowing, "ok, so who this Mistress? Why are you looking for her? What are you supposed to do once you find her?"
Etcher seems taken aback by the final barrage of questions. Almost looking confused. Well he hadn’t really thought of those questions himself either. Witic was a fey, and fey were trouble, but all he could remember was how afraid she had been before he vowed to help. The Seer was most likely a monster, but it had a sense of duty. He had treated Etcher fairly. Etcher hadn’t even thought if the house should be restored, maybe it was best left forgotten. Maybe the mistress didn’t want to return. In his heart he however believed one thing, restoring order to the mysterious house, it was the right thing to do. Bring. Magic House. Etcher Squawks. There would be rewards right? Heroes get rewarded! Shinies!
Wiping food off his chin, Ealdwig continues, "who gave you the pendant? Witic, Seer? Who is Witic, Seer? Is that one person or two? And how well do you know this person? Do you trust them?"
Looking at the Elven server, she doesn't look like a Mistress. Although, what does a Mistress look like? Does she know she is a Mistress and a person of interest? This all seems kind of strange. She is here serving drinks. If she could bring magic back to some house, somewhere, wouldn't she be there doing that? Is she hiding from someone or something? Ugh, so many questions. I am all for making money or shinies, I do like and need that, but don't want to do it at the expense of some poor girl.
"Are you sure it's vibrating at this girl? It could be anyone in here?"
Gesturing over to Toblen "Hey Toblen, can you get us another couple of ales please? Who's that girl over there, the Elven server? I thought maybe I could make her acquaintance. She work here often? You see Danoll around this evening?"
He is more than happy to share some ale with his new "friend". He wasn’t quite sure if he could afford it but hey only suckers paid full price. He sits back and let’s Ealdwig do the talking.
"The pendant is definitely leading you to this Elven girl."
"Who or what is a Witic and a Seer? Do you know why they are looking for this girl, this Mistress? Are they planning to do harm?"
Do I get a sense that Etcher is on the up and up and is telling me the whole story?
I need more info, where is Danoll, maybe he knows something I don't.

As for Danoll. I haven't seen him yet but he should be in about now, unless something happened that he needed to investigate.
Ealdwig looks around the tavern, carefully. Trying to see if anyone has any interest in Etcher, himself or there conversation. "I'll be back in a minute." Hopping down from the bar stool, Ealdwig enters the patrons in the bar. Being small, he can blend in a kind of disappear. He tries to find an out of the way place to see if anyone is taking notice of Etcher or "the Mistress".
Rolls
Perception while sitting at bar - (2d6)
(64) = 10
Perception after trying to get a better vantage point - (2d6)
(35) = 8
Convincing Etcher of the plan - (2d6)
(42) = 6
When Ealdwig reappears Etcher listens intently as the small man explains what information he gathered as well as his strategy. Etcher nods along obediently, caws with delight, Sylfir Sylfir! Information? Gather information? Why would they need to do that? The Seer and Witic had already spent days selecting the correct candidates.. Candidates? Etcher couldn’t quite remember. Doesn't matter; I already know that she is the one. The last part of Ealdwig’s quite reasonable plan seems to go over Etcher’s head. He shakes his head. Go now! Talk! With that he stands up, momentarily wobbling. It really was good stuff! The Avian starts heading directly towards the server. Turning his head as he strides towards Sylfir, he squawks at Ealdwig. Come Come!
With to be quite frank, unreasonable amounts of confidence the Avian walks up directly to Sylfir. He makes a sound that can only be described as a caw, it is either to gain her attention or a crude introduction. Etcher performs what would generously be called a bow towards the elf. He points to himself, Etcher, friend. He holds up the sigil of the House and asks a simple question. Go home?

This will be interesting. Hopefully, we don't get kicked out, the food and ale here are too good.
When Etchers says the words "come home", Ealdwig cringes and, knowing that Toblen notices everything that goes on in his establishment, looks at Toblen. Ealdwig, shrugs "sorry Toblen, I just met him a little while ago. I have no idea what he is doing right now. All I know about him is he isn't good with words." Smiling, But, it looks like she can handle herself."
Toblen Stonehill

Maybe my new friend could help? He seems rather charming. I bet he can talk with her and explain our situation. Etcher squawks, turning his head and starts waving at Ealdwig. Ealdwig come!
Finishing the ale, Ealdwig jumps down from the stool and walks over to the couple, hiding his nervousness behind a smile. Smiling wide and talking quickly, Hi, I am Ealdwig. You must be Sylfir, beautiful name by the way. I see you've met Etcher. We met just a little while ago. He saw my charm, which wards off bugs given to me by Guflis, and he thought we were on the same team or something. Danoll, who I met earlier today said I should go meet Guflis which is why I have the charm. We're supposed to scout in the morning. Sorry, I'm rambling. If you can't tell I am new here and I tend to ramble." Ealdwig takes a deep breath, calms down and smiles even wider.
Sylfir Alderdrim
She turns and gets on with her job under teh protective eye of Toblen
Etcher walks and sits down back to his old seat. He looks surprisingly upbeat for someone who should have been humiliated. Ealdwig! Drink! Together! He squawks excitedly. He waves the nearest server over and orders two more drinks for the pair. If Ealdwig joins him, he looks at the smaller man and asks. Plan, help?
Well that was embarrassing. Ealdwig look around to see who might still be watching. This isn't good, I've drawn way too much attention.
A little dejected, Ealdwig walk over to the Etcher at the bar, "I think I am going to call it a night, I've got to meet Danoll early tomorrow. Thanks for the company. I'll probably run into you again tomorrow." Ealdwig heads off toward his room for the night.
BTW how to I change my name under the avatar to match Etcher. It should probably say Ealdwig Swiftfoot with Arkmenos underneath.

![]() Danoll | ![]() Big Al | ![]() Garic | ![]() Grund |
Danopll leads two massive wariors, a human and cat-kin, while the fourth is a cheerful looking goblin with a pair of shields.

A guard steps up to Danoll and whispers in his ear for a moment as Danoll nods
Well then. I guess your new friend cant go for a stroll with us.. It seems Valpip and Fiznik are intersted in him and asked he be sent their way "if at all possible". Any idea what for? he asks looking at the two of you
Pointing to Etcher, this is Etcher, we met last night when I got back to the tavern. He thought we were kindred spirits or something, because I had this charm. I think someone gave him a magical pendant and he thought I had one as well from the same people. If there is time later, I'd like to speak to you about it.
Looking confused, who is Valpik and Fiznip? Did I pronounce those right? Looking at Etcher, you know those guys? Do you have a job to do this morning?
Now the swordsman eyes Danoll, his right hand slowly sliding towards his sword hilt. I thought my business with those two was over. Wasn’t that the deal? I need more time, I have to earn her trust. Are they planning revenge? I can’t remember what our deal was actually… Not important I’m sure. Maybe they can write a letter for me! They owe me. The Avian shrugs. Yes. For the second question, Etcher shakes his head. No job. I wonder how close Ealdwig is to these men? If he is going to help me I need to be on his good side. He glances at Ealdwig. Friends? Then looks at the men.
![]() Lord Felspar | ![]() Fiznik | ![]() Valpip |
Inside sits a kindly yet firm aging man who retains much of the strength of his youth and only grown in power with the passage of time. Nearby sits an elderly man with a long glowing beard and bespectacled gnome.


A pair of guards guide Etcher through a series of tunnels heading in the direction the pendant indicated and eventually leed to a ladder and up into a small town.

..
After talking with Toblen I believe we have most of the story but would like to give you a chance to explain yourself better
Turning to Ealdwig As I understand it you are new and just met him last night. If you can give a statement to Danoll while we talk with Etcher then got can be on your way.
The priest, wizard, and artificer quiz Etcher while Danoll listens to Ealdwig.
Ealdwig can easily hear the whole thing while talking with Danoll.
![]() Lord Felspar | ![]() Fiznik | ![]() Valpip |
Inside sits a kindly yet firm aging man who retains much of the strength of his youth and only grown in power with the passage of time. Nearby sits an elderly man with a long glowing beard and bespectacled gnome.


A pair of guards guide Etcher through a series of tunnels heading in the direction the pendant indicated and eventually leed to a ladder and up into a small town.

..
After talking with Toblen I believe we have most of the story but would like to give you a chance to explain yourself better
Turning to Ealdwig As I understand it you are new and just met him last night. If you can give a statement to Danoll while we talk with Etcher then got can be on your way.
The priest, wizard, and artificer quiz Etcher while Danoll listens to Ealdwig.
@Solidgobi you can add a Test roll with a brief explanation of its intended result to add to your in character explanation if you like.
Ealdwig can easily hear the whole thing while talking with Danoll.
Wow, what is this place? Did he say Lord? Am I supposed to bow or something? Ealdwig stands very still and looks around at all the new faces, not good. What the hell is going on?
Ealdwig quickly and excitedly recaps the whole story to Danoll from last night.
Taking a deep breath and calming down, Danoll, do you know him, ever speak to him before? No? Ok, well he speaks in one and two word sentences. It's not easy to get what he is trying to say. So I had to keep rehashing everything so he can basically say yes. Anyway, this is the gist of what I know.
Two guys, Witic and Seer, which is what Etcher calls them, gave him a pendent and sent him on a mission to find in air quotes "The Mistress." The pendent will vibrate when near her. From what I gathered there isn't a lot of trust between him and these two guys, but he said he promised. Ealdwig looks down, sighs and mutters almost to himself why promise anything to two people you don't trust, I don't know. Sorry, um ok where was I. So he was sent on this quest to find air quotes "The Mistress" by two guys he doesn't trust. Apparently the pendent vibrated and pointed to the server, Sylfir. Smiling and remembering, she's pretty, do you know her. Maybe you can put in a good word for me.
Oh right. I told him to wait, lets talk to you and or get more information, but he just got up and walked over to her and said "go home" I think. She didn't take it well. I think she thought it was a come on. Etcher called me over to try and explain it to her. She told us to get lost. So I did. I went back to my room. Etcher followed me there, slept on the floor, then followed me to meet up with you today. Not sure why he did that but since the pendent debacle he keeps saying "friend" to me and follows me around like a puppy. I think he wants some help with his quest. And I don't think he has a lot of money.
Breathing deeply, Ealdwig ends his recap of the situation. I think that's it in the nutshell. Oh, Sylfir did say to Etcher, if he can't get his point across verbally, maybe he should write it down. I think he might want me to write a letter for him. Not sure if he can write, probably can't read either if he can't write.
Ealdwig, looking at Danoll's expression, gets a little upset. You try getting a straight story out of a guy who only talks in one and two word sentences and see how well you do. Looking worried, What the hell is going on? Who is that guy? And for that matter, who are all these guys? Taking deep breaths, Ealdwig smiles his big smile, sorry about that last part, been a stressful morning.
He was abandoned by his family somewhere in the wildlands. He crashed while flying and is unsure what struck him down. He came upon a mysterious house. Inside the house he met a fey, Witic. Etcher believes all fey to be "naughty" so he expects some dishonestly from Witic, but seems to have become protective of the fey. The house is obviously magical, and the fey has claimed to be the caretaker. Etcher considers Witic to be more of a squatter than an actual caretaker. Inside the house is another being the Seer who Etcher suspects either made a deal with the original owners of the house or was enslaved to monitor something, what it is Etcher will not tell the others.
Etcher offered to help find the master of the house because he feels that the current occupants are over their heads and can’t control the house. He is worried they will eventually come into conflict. The Avian was then teleported to the Matrix to find the master or as he found out the mistress. He was attempting to find said master but was ambushed by the very people in this room. Which he makes sure to point out that he is still upset about. After a few days in the city he found Ealdwig, who is now his good friend. They are going to find the mistress together and then Etcher will do whatever Ealdwig wants him to do. Etcher is loyal to his friends. Just as Ealdwig suspected Etcher cannot write and the swordsmen now demands a letter from Lord Felspar as an apology for what Etcher considers his unjust assault and capture. Give letter! His eyes stern as he caws at the Lord of the Base.
Rolls
Etcher's Attempt to Explain - (2d6)
(16) = 7
Etcher Demands a "Letter" - (2d6)
(51) = 6


Fiznik has finished his letter and folded and sealed the paper with a wax seal and hands it to Etcher with a bit of a mumbled/grumbled apology before sitting back to start at Etcher.
Off to the side Ealdwig and Danoll have long since finished their conversation. Danoll indicates he does have to go on his patrol but Ealdwig can always join him at a later date if he would rather stay with Etcher as Danoll can tell that the story has caught Ealdwigs interest.
Although, he is conflicted. He came here to work to find a job and make some coin, he's slowly going broke, actually it's happening quicker than he would like, the charm didn't come cheap. And Danoll seems like a good guy to know. But this could be an epic adventure, what fun. But is there coin in it?
Did he say they were studying a magical tool, then Etcher just came through it? Um, Danoll, where are we? This place is unfamiliar? Please tell me it's anyplace but the Tower. Guflis said to stay away from the Tower. I think this is the Tower, crap!
He shifts his weight between his feet, glancing toward Ealdwig. I need to get back to the Matrix. I can’t talk to the Seer unless I am there. But I don’t want to share anything I don’t have to about the house unless I have to. They attacked me as soon as I appeared. If that is how they are, they will certainly kill the Seer. No, I will wait for the Mistress to arrive and try to talk with the Seer before I tell them more. It will be hard, but pretend you are a simpleton, maybe they will believe it.
Etcher quite dramatically cocks his head to the right and them to the left. Seer?...Matrix? The Avian blinks seemingly unsure what they are talking about. He points to himself, Etcher. Fly. He says this while flapping his arms. I will make my move once the Mistress arrives, she is the new boss after all.
Rolls
Etcher's "Acting" - (2d6)
(35) = 8



You going to the Tavern later tonight? I'll look for you there and fill you in on what happens. If not I'll catch up with you the same time and place tomorrow morning.
Ealdwig, turns to Sylfir as she enters with Lord Felspar, smiles, gives a little wave, and watches the scene unfold. How is Etcher going to convey all this to Sylfir. This should be interesting.
Of course it's so clear the matter is so simple. She’s already told me what she wants. She will be an excellent guardian of the house, someone the place needs. Etcher pulls out the letter that contains Fiznik’s apology. Letter. Here! Letters must hold some sort of magic, or maybe it is part of an ancient ritual of power. These people are very clever, but I am clever…er! Etcher seems pleased with himself as he gives the elf the letter. He squints his eyes, as if trying to push something out of his head. House…your…duty. Etcher seems almost physically exhausted. They..need….Missssstressss. He squawks. This is too hard, I can’t do it. No one ever listened to me back home. Sylfir’s voice returns once more. Get a friend to help you. Etcher’s eyes widen and he suddenly turns to Ealdwig. Yes she was right, it is time to see how much of a friend Ealdwig is. Ealdwig, tell! Etcher’s eyes finally showed a bit of emotion, they were pleading. I hope Ealdwig will try and convince her.
Sylfir Alderdrim
You mean to say there is a house that needs help and you are here to fetch me? I must say this is the oddest job offer I have received. But if the house it good and the pay is enough I wouldn't mind getting nice cushy job in a posh house. Glancing over at Ealdwig to see how he is involved she finishes So how far is the house?
You are guessing that some bits of your story were left out of the explanation to Sylfir. Fiznik and Valpip perk up at her last question but Felspar look ready to intercede and explain further if needed.
I then went back to the Tavern for dinner and drinks. I sat next to Etcher over there pointing at Etcher. We started talking, I think I asked him if he met Gulfis and I showed him the charm. Next thing I know, I'm like his best friend that he's known forever.
Taking a deep breath, as you know he speaks in one and two word sentences. It's not easy to get what he is trying to say. So I had to keep rehashing everything so he can basically say yes. Anyway, this is the gist of what I know.
Two guys, Witic and Seer, which is what Etcher calls them, gave him a pendent and sent him on a mission to find in air quotes "The Mistress." The pendent will vibrate when near her. From what I gathered there isn't a lot of trust between him and these two guys, but he said he promised. Ealdwig looks down, sighs and mutters almost to himself why promise anything to two people you don't trust, I don't know. Sorry, um ok where was I. So he was sent on this quest to find air quotes "The Mistress" by two guys he doesn't trust. Apparently the pendent vibrated and pointed to the Sylfir. Ealdwig points to Sylfir.
I told him to wait, lets get more information, but he just got up and walked over to Sylfir and as you know, he said "go home" I think or something to that effect. Looking at Sylfir you didn't take it well, thinking he was coming on to you. That is when Etcher called me over to try and explain it to you. After you told us to get lost, I went back to my room. Etcher followed me there, slept on the floor, then followed me to meet up with Danoll this morning. Not sure why he did that but since the pendent debacle he keeps saying "friend" to me and follows me around.
Breathing deeply, Ealdwig ends his recap of the situation. I think that's it in the nutshell. Oh, I believe Sylfir, you said to Etcher, if he can't get his point across verbally, maybe he should write it down. I think that is why he got the letter from Fiznik and gave it to you. Not sure if he can write, probably can't read either if he can't write.
Sylfir Alderdrim
I am willing to learn more of the house. I mean sure the family has stories of our "Glorious" status before the Shattering but I thought they were just stories. I see no harm in learning more but from what Lord Felspar told me you just appeared on some magical construct in a cavern underground while Valpip and Fiznik were studying it. I do not want to teleport to some place unknown without some kind of assurances. Can you get into contact with them? Lord Felspar has told me that Valpip and Fisznik will work to ensure my safety if I can get them access to the individuals who have some control of the artifact.
So if you can get them into contact with the Seer or the Fey somehow then we can work from there. OK?
As she talks she glances often to Felspar, Valpip, and Fiznik as if to get confirmation and reasurane as well.
The Avian pulls out the sigil that was given to him. He points to it holding it in front of the Sylfir. Go Matrix. He points again at the sigil. Talk. Seer. If we travel back to the Matrix I can activate the sigil and get into contact with the Seer and I suppose the rest of the house as well. I should thank Ealdwig, I couldn’t have gotten this far without him. Seems like he has plans of his own…But it couldn’t hurt to ask him to come along. He seems to have a way with words and lots of friends. The swordsman turns to Ealdwig, and pats (somewhat roughly) his shoulder three times. Thanks! Come Come. Together. Etcher squawks in what could be considered a friendly tone, if it didn’t sound like a parrot’s speech.
In the middle on this cavern floor is a square of black and white tiles bordered by grey stone box covered in runic etchings. You feel old traces of magic from the tiles that hint of greater power. The wizard and gnomish artificer make some preparations off to a side of the tiles surrounding everyone in an arcane circle. When their preparations are complete they indicate for Etcher to initiate contact with the house, watching expectantly.
![]() Etcher | Taking out the amulet he approaches the tiles and calls out Seer? Talk, Mistress! and gestures towards Sylfir. A moment later the tiles glow softly and a gentle ringing sound echo's through the cave. A moment later you hear a voice, that Etcher recognizes as Witic's | ![]() |



The two go back and forth for a couple of minutes with a some discussion of the Matrix, the tiles patterns, and the possibility of members of the expedition traveling to the manor to verify the safety there. This last is instantly refused by Seer, much to the frustration of Fiznik. Luckily Sylfit proffers the suggestion of sending Ealdwig.
When Sylfir mentions Ealdwig's name, he snaps back to reality, Sorry, what? Ealdwig asks incredulously Huh, who me? You want me to be your emissary? Go there into the unknown? By myself?! Ealdwig looks at everyone in astonishment. I literally just met you all. Why aren't we all going?

while Fisichella tries to reassure Ealdwig

The Avian walks in front of Ealdwig. Putting a hand on his own chest, Etcher caws. Together. Go. He takes five steps back. He pulls out a small stone from his pouch. Without a word he tosses the stone in the air, in an instant he draws his sword and strikes the stone mid air. The stone is shot out with such force, Ealdwig can barely keep sight of it. It slams into a wall on the other side of the room. Strangely instead of falling to the floor the stone bounces off the wall and comes flying back towards the avian. The avian, during the stone’s small flight had calmly sheathed his sword and lazily puts up his hand and catches the stone. Master. Swordman. Bodyguard! Etcher sqwaks happily.
Rolls
Striking the Stone - (3d6)
(666) = 18
Catching the Stone - (2d6)
(62) = 8
Watching on in amazement as Etcher tosses the rock, smashes it with his blade and catches the rebound as it is about to hit him. Smiling Ealdwig looks at Etcher, You'll come along as my bodyguard? But, aren't those your friends?
Wow, Etcher is pretty amazing with that sword. If he does protect me, vs leaving me to fend for myself when in the company of his friends, that's good. I've probably got a 50/50 chance there. Plus the ring and amulet. I can do this.
Adventure and reward await. You've been looking for adventure and it's fallen in your lap. Suck it up.
Ealdwig holds out his hand to Etcher for a shake. Ok, let's do this. He walks over to Fiznik accepts the ring and amulet, puts them both on. How do you activate them?.
Smiling, he says ok, now how does this thing work pointing at the "portal". How do I get there and back? After taking in the instructions, Ealdwig looks around the room at all who are there, So what information are we looking for? I'll see what I can get and then return.
After receiving the instructions on the magical items, portal and what information everyone is looking for. He looks at Etcher, You coming? and heads toward the "portal".
Ealdwig and Etcher step onto the tiles while Fiznik and Valpip perform some magic under the guidance of the Seer. When the tiles finish moving there is a wave of light that outlines the figures then shrinks and the two dissapear.
A waiting guard quickly hustles a trio into the tent that has been erected. The the tent inside seems oddly comfortable and you are sure it is larger inside than out. The wizard and artificer sit talking with a young half-elven girl your recognize as Sylfir, who works in the tavern. The newly arrived trio of Skeve, Blornvid, and Gardakhan exude an air of comfortable excellence while the seated duo of Ealdwig and Etcher are full of energy and excitement.
![]() Ealdwig Swiftfoot | ![]() Etcher | ![]() Skeeve | ![]() Blornvid | ![]() Gardakhan |

He then asks that you each introduce yourselves and explain your background and skills so that you can work together better.
To Fiznik, he also says, "Before we go, I would like to give you a brief report on what we've found thus far. I also request the continued use of the tablet and a recharge on the gem."
To that, he will either keep or surrender the two items as requested.
As an aside, in the other thread you mention a "rod". To my knowledge, the spell storing device was a "gem". Either works for me. I just want to make sure of what it actually is.
He then pats his sword on his side. Knight-Errant!
Well at least that's the title that the little fey gave me. I quite like it! Better let them know I’m handy with a blade. Best Swordsman! He caws.
Smiling up at the new group of people, oh hey! Nice to meet you all. I'm Ealdwig Swiftfoot. Etcher pointing at the large avian, smiling my bodyguard still smiling and looking at Etcher, nods and I just got back from Sylfir's ancestral home. It's amazing, and big gesturing with his hands but it's old and needs some work. And that Matrix thing is a trip, isn't it. Smiling big and looking around the group for confirmation, oh sorry, off topic.
Anyway, I've been a street performer doing some acrobatic stunts for coin where and when I can. When, that isn't available, I'll bring out the shell game or 3-card Monty, with a side nod of his head as if saying, "you know what I mean". I came out here to find some work and adventure and it found me almost before I got off the ship. Grin.
Innocently, who me? pointing at himself and smiling. And to answer your question, no he hasn't, at least not yet
The Gem of spell storing is recharged and Skeeve is told to keep the tablet as you will likely be running missions through the Matrix as you have time between jobs for the Manor.
After all preparations have been completed Fiznik contacts the Manor, a function of the matrix the Seer has shown him to do. He explains that any with a trace of magic can learn to access the Matrix through its ritual magic (Ritual Magic trait).
He was born into poverty and there wasn’t much opportunities growing up, at the age of 18, he joined his town guard as a watchman, a few years after later, he had enough of the mundane guard work and only recently doing mercenary work. He has a moral code for clients that hire him.
The next morning found him floading down river with several other guards on large heavily laden supply barges. The trib was uneventful save catching the edge of one of those new Border Storms. Other than the weather rocking the boat they suddenly found the watter rising to form mist elementals that enjoyed teasing the guards and boatmen. Luckily the captaib was a vetran river master and new the way well enough to avoid crashing the boat and eventually the elementals blew away with the storm.
As Eldair steps off the boat onto the wooden planks of the dock with the other guards he looks around. The butle looks much like any other river port town. The dock hands work to unload the barges under the instruction of an older man who bellows everything.

Get along there.
The guardmen move along, the slower ones getting "acciddentally" bumped and jostled as the dock rats move crates. At the end of the dock are some step up into the dockhouse, a rough stone structure that looks half old and ruinous and half new made. Just inside the cool shade a tall hard faced man and guard await.

Guards on me and with that he turns and strides off, obviously expecting to be obeyed.

Let me know if you follow the captain to be a camp guard or go with the seargent to explore other options. Give me a sence of your attitude and add some OOC on prefered encouters or adventures.


1. You can work freelance but taking jobs from the notice board in the room you entered from and registering them with my clerk. You will be paid upon completion.
2. You can sign on and work as assigned by the expedition, either as a guard or scout. Scouts do much the same as free agents but are provided room, board, and any required healing, but with lower pay.
![]() Schmautz | ![]() Seren | At this moment two other figures enter the room and Narth turns his attention to then ignoring Edair for the moment. |

Well nowk, that will keep the researchers busy for some time. Looking around the room at the assembled adventurers he continues I will have to excuse myself in a minute but can answer a few questions before needing to help organize our foray to the library. My clerc can assist you with you needs and finding work afterward.

Thinking for a moment the boy says to Edair. Actually we do need some scouting done. It would be a good thing to start with for a newcomer. We recently discovered some caverns connected to the cellars and basements under the expedition base. If you are up for it we have a another freelancer who would be a great companion in this.

Thinking for a moment the boy says to Edair. Actually we do need some scouting done. It would be a good thing to start with for a newcomer. We recently discovered some caverns connected to the cellars and basements under the expedition base. If you are up for it we have a another freelancer who would be a great companion in this.
Sawen Shadeflanks
Encountered : Deep gnome, goblin, mimic, piercer, elemental, ooze, cave fisher, spiders
Suspected : Umberhulk, troll, troglodite, drow, grey dwarf, illithiad, fungoids, steeder, giant insects, giant lizards, ... etc
Actually we have seen few rats in the tunnels, they were likely eaten by the other denizens, if there ever were any. The boy seems to not even notice you attempt at humor till after speaking then pauses smiles, shrugs, and continues.
Sawen is a veteran and skilled at working in the dark. And while he is an excellent scout he does not enjoy the subterranean lands. If you are willing then I suggest you talk with Valpip and he can equip you with a map case and a couple minor magic items to help you in your exploration.

More familiar with the base Sawen guides you to Valpips shop, only to learn the gnomish artificer is already underground. Making your way to the guarded gate to the subterranean rooms you are given directions and on how to find Valpip.
The base has an odd assortment of people, rough river boat and dock hands, mercenaries, adventurers, cayenne, and scholarly researchers. With the remainder of the day you wander about listening to snatches of gossip eventually making your way to the local cantina, which is across the street from the tavern but is known to have better food. The variety of people is all to evident here and you note the varied accents of people from the Nations, Freeholds, and Kingdoms. Some of these cluster with those of like origins woke other groups are a mix of nationalities and people but are of a like profession. The large room has a few small tables, mostly full, as well as several large common tables, and a bar sheet people are eating, drinking, and chatting.
Ander gazes emerald eyes around the Cantina. Watching especially for other adventurer types, and most especially for those appearing of knightly status.
"What can you tell me in the way of news and happenings around the Base, barkeep," Ander asks. Even as he prepares for excellent ale to stay knightly thirst! "Any adventurers looking for help investigating nearby ruins?"
Digsy (cantina)
Announcements
- The Borders are shattering and their affects are sweeping the land. Caution is advised when undertaking prolonged travel.
- Orcs & Goblins patrol West of the swamp
- Kobolds are becoming aggressive
- Hobgoblins claimed north of the river
Open Jobs
1. Investigate the central Remnant to the West. The monstrous humanoids are gathering there for some reason.
2. Stop the necromancers in the cemetery NW of the city. Veterans only
3. Explore the passage to the underdark
4. The Tower is asking for adventurers willing to assist in collecting needed materials.

Personally I suggest talking to the clerk or maybe going to visit Gulfis, the local shaman, out in the swamp.
The cheerful Hin lady is called away but makes her way back to you as her duties permit to ensure you are well fed, your cup is full, and your curiosity piqued with further tidbits about the area.
Well we have been having trouble with the orcs and hobgoblins but they move in armed bands so you will need a team to tackle them.
They fey have pulled back but can still be found if you look too hard or don't pay attention
The Infinite Tower sure is mysterious. A mage and a priestess opening portals to far of planes. I wouldn't risk it for all the gold in the world.
Some ones going to have to go out and take care of those pirates at some point. The problem is going to be finding them.
I glad the border storms aren't too bad here abouts. A couple of caravans got hit hard coming in. People stuck in wild storms bumping into animals from alien places, magic going haywire, and some even getting transformed I hear. No one is sure why but this are seems relatively safe. Best guess in the ancient magics of the city still active in the Remnants.
Considering his options for noble service, our knightly fellow finished his ale and heads over to talk with the clerk. For that there is important mapping to be done, and who but our Educated fellow is well-suited for such a task? Right, knightly fellow?
Right!

What can I do to help you this day? Ander explains a bit of his circumstances and desire to explore and help map. The youth listens politely and informs you of your options.
At this point you have two options.
1. You can work freelance but taking jobs from the notice board in the room you entered from and registering them with my clerk. You will be paid upon completion.
2. You can sign on and work as assigned by the expedition. Scouts do much the same as free agents but are provided room, board, and any required healing, but with lower pay.
Mapping is easy enough that you can take that as a day task and will be paid on the area and information you uncover. Currently we are looking for either detailed exploration of the swamp, which have already been mapped but not fully explored to the south. The other mapping request we have is for the caverns leading to the underdark. We have mapped a few of the closer mapps but the underdark is quite extensive and we know other races have access to the caves though we do not know where they are originating. IT is populated by numerous monsters and is considerably more dangerous than finishing the swamp exploration.
I am ready to begin my heroic adventure! Well..like I said!
I suppose I will simply need a map to yon caverns. Unless the entrance is easy enough to locate, in which case…I will be off!
Anything I need to know, before I stride off onto perilous journey?

A guard is sent to fetch Garic who returns in a few minutes. During that time the clark familiarizes you with the basements and caves. They were discovered to be infested with goblins, monsters, and a few undead but cleared a couple weeks ago by a few scout, some of who are now off site helping a private employer. The basement section is being reinforced and is almost completely secured at this point. The problem is there is an ancient magic ritual magic artifact in the adjoining caves. This Matrix Node is under study and requires around the clock guarding until it is fully understood and controlled. While all the caves have been explored and cleared of most major threats there are still a couple that need to be hunted down.

The clerk brings him up to speed. Though Garic has not gone down there himself he has been around a while and heard the talk so quickly agrees to assist you with this.

The guard is informed you are to be granted access and will wait if you wish to go shopping first.
The dogs are in the ~Tiny Info~ sheet under Price Guide, Stores
I suppose a sling and bullets will need to do. For that I am but a humble beginning adventurer, with but meager belt pouch! Alas! Unless..,shopkeep…might you allow me to make payments on a bow and arrows? For that they will do our collective exploration much better. Everybody wins, if I am able to thwart dungeonous denizens with ranged effectiveness. What say you, shopkeep? Five gold now on a bow and arrows, five more when I return, and then a regular payment until it’s paid off?
Ander follows up his knightly proposal with a heroic smile!
Rolls
Charismatic, trying to make a deal! - (2d6)
(44) = 8
charisma - (1d6)
(4) = 4
As you look over the goods Garic informs you I am a spell touched warrior so can throw my attacks at any ranged targets. But to be honest if thing are far away I am usually content to let them be. Unless of course they have arrows or the like themselves and get hostile. and chuckles.
Charismatic lets you roll with 3d6.
Rolls with any ranged weapon are at disadvantage, 1d6
The shield does no good for you without the accompanying trait.
The remainder of your time on the river read uneventful but not relaxing. Glad to be off the water you step off the boat onto the wooden planks of the dock you look around at the beginning of this new adventure.

Get along there.
You, the other adventurer scouts, and the calves are quick stepped up the dock to a ramp leading to a stone boathouse.
Just inside the cool shade a tall hard faced man and several guards await.


The base is situated at a fork in the river and surrounded on 3 sides by a 20' wall. The last side has a low wall of about 4 feet that looks out over the river that is 15' below its top. The entire area is hot, humid, and carries the scent of the swamp just to the west. Looking around there are bits of old building to be seen but most are patched with newer, and most likely magical, stonework. The older original buildings are built form solid stone blocks with smooth patches of stone filling in the gaps and reinforcing the older crumbling stonework. A variety of races are easily seen though many seem like you, adventurers here for fame and fortune.
Stepping inside, the stone building does help a bit with the heat though the humidity makes the air thick and clinging, you see a large room with benches, a couple of tabes, and a boy in his teen sitting at a small writing table. Looking up he sighs.

He asks you names and preferred occupations, indicating there is work as craftsmen, entertainers, guards, scouts, and freelance work available by contact.
Come talk to me if you have any questions, it just ask any guard or anyone who works in the tavern or cantina.
Could you direct me to the finest dining establishment in town? I'm famished and i havent had a decent meal in days, he says rubbing his rotund belly.
clerk

And off Belagroff goes to find the tavern. Taking in the sights and sounds along the way.
Upon entering the tavern you see several of the boatmen you arrived with laughing as one rubs his jaw and shakes his head. A barmain and large bartender cater to them and the other customers at the bar or large long tables. The smell of ale, meat, and bread cause you tongue and belly to proclaim "here is good" and you take a seat at the bar and are promptly greeted by the barman.

Drink and a chat, a meal with drink, or a quiet drink?
The large man is friendly but you notice his hands and arms cary thin scars likely not acquired from simple barrom brawls.
Any news of these parts? I am a gem merchant, looking for a new source to resupply my wares.
Toblen Stonehill

Toblen tells you to go and talk with the clerk to get access to the tunnels and caverns under the area. He knows little as they are relatively new just that the wizard Fiznik and artificer Valpip are excited about some discovery down there and that most of the close basements have been cleared.
Greetings! I hear that there are some mysterious caverns nearby that may hold some gems. Where might I find these caverns?
clerk

Praising for a moment he continues We are however employing scouts and adventurers to map and secure the area.
If you wish you could sign up for that work to begin familiar with the situation. Any actual protecting however would have to be negotiated with the base administrator.
You are forced to wait a while for the next runner, scheduled to head down into the caverns, who will act as your guide. The rest is quite peaceful though the caves are a bit damper than you are familiar with, dwarved taking care to keep water out of their underground living spaces. About an hour later, after a decent nap,, you are escorted by a rathur dur face and chilly demeaner. All attmpts at a conversation are met with a glare or a command for "silence inthe caves" by the man. After a hours trek through the caverns you come to a well lit camp in a large cavern.
Fiznik

You can tell there is more to it than the old man is saying though you can not think of why he might be taking advantage of you, as you intuition is telling you he is most definitely trying to do.
Which way dod they go?
The tavern is a bit lively but not too crowdded and the food is fine. A minstrel sits in the corner playing the odd tune while hinting ocasionally to the bartender that he might sing more, with a good drink in hand.
Welcome to the base, sit have a chat see where fate takes you
He leaves the tavern.
That said, the kennels can wait another day if needed. We're always happy to get more participants.
Still looking forward to cleaning up the Manor grounds, but a pre-arrival combat could work out.
The otterfolk wears a black scholar-like cape and attire with a few metallic decorations, and carries some empty vials around the belt pouch. He stops for a moment to smell the scent of the tavern, and seems to be pleased by it, as he approaches beaming at the bartender.
"Oliver Otter. Your establishment is warmly welcoming to a weary traveler, even one who arrived in a magic carpet of riverweed." He paused for a moment. "And you know what's the most peculiar part? For the dockmaster, this was just a regular Tuesday. May the river take me, he even knew it was all related to pixies. Would you believe the things that old man must have seen before!?"
"Oh yes, right. I believe we will have something to eat and drink, if you could be so kind."
He continues, "To get there, we have to go down into the dungeons to reach a magic teleporter pad that gets us out to the Manor. If you'd rather, I know they are also exploring more down there and you can join them instead. Either holds the promise of finding coin and the occasional magic item. With either one we will gladly take you down to let you choose your direction."
Oliver and grin plan on the underdark
Skeeve, Blornvid, and Ealdwig are intending to head back to the Manor
Gus can tag along and decide to either the Manor, underdark, or head over to the Eldergrove over we get to the Matrix where everyone can split up if they have different destinations
You awake refreshed, gather together, have breakfast, and bread down to the tunnels that lead into the dark expanse below the surface that is the world of the Underdark.
I will finish up the town and move into the tunnels / underdark later tonight
"The teleportation pad is part of a network of such devices. We did a little investigation and found some interesting areas, including a city completely overrun by plants and a subterranean fungi forest adjacent to a city inhabited by intelligent spiders. Independently of our work, Ealdwig and his winged friend found out about a mostly abandoned manor. (That's where we're off to.)
"Getting back to the underdark, the encounters we didn't defeat were a very nasty cave fisher (a giant spider-like creature), a cave full of darkmantles, another cave full of innumerable normal spiders, and a tunnel that leads to a huge slime. From what I understand, there is a group down there that defeated the cave fisher and were hunting down the darkmantles. Don't know if they have designs on either the slime or spiders. And there is always the chance to just skip them and check out that subterranean lake and what lies beyond."
With that, Skeeve finally shuts up and lets Blornvid and Ealdwig add whatever they want, and for the newbies to ask questions.
All that is down there? Pretty amazing!
He looks at the "new" guys, I arrived here not too long ago, spent the day, basically. Met a few interesting people in town, then went off on an errand to the manor and haven't been back since. I did get to use the teleportation device a few times. That's an interesting experience.
Pausing to eat and take a swig of his breakfast ale, he wipes his mouth on his sleeve. He smiles widely, remember the meeting, I did get to meet Guflis. They are a shaman who lives in the swamp. Very cool. First shaman I've ever met. They made this amulet for me. I hold it out. It'll ward off insects for a few years, I was told. Thinking and muttering to himself, didn't seem to work with the insects in the shed though, hum..., Ealdwig trails off.
So, what brings you guys here?
He clears his throat and says: Well, I was looking for a shortcut to Paphos as I’d heard there might be some treasures here for Aeth… he catches himself… for us to find. And our boat got ambushed, but we escaped. Well, there was a fight with hobgoblins and we helped the sprites, and now we’re here.
I will admit, this lake sounds interesting… and dangerous. And there are others down there fighting darkmantles? It all sounds very curious to me.
After a moment's thought, Oliver put the mug down. "I like this place, it smells cozy. I will want to remember that later when I'm feeling gloomy from the underdark." And he retrieved from his pouch the spherical flask with a wavy rune, opened it, made a gesture to capture some of the air, and closed it again. "This is as close as it gets to home for now", he said, putting it away.
Getting back to the question, "Let's see ... I think they still had the cave fisher's head down there, though I don't know if it has any mucus left in it. That ooze I mentioned is still down there. Water? Well, I have you covered on that! In the dungeon part, before the caverns, there is a room to one size that has several pools of varying magical-ness that you can experiment with. And down by the teleportation platform there is a definitely magic pool I don't think anyone has tried to drink from yet. You can be the first!" Skeeve gives off a good-natured laugh at that.
"As for plants, I think there is a group exploring the overgrown city I mentioned before. If you want plants, that place has so many you can actually hear them move and grow! Seriously, you can hear the plants grow."
Bunt, what do you think?
After scrambling over the rough cavern floor, that is begining to show traces of a path worn by frequent use, for tens of minutes does the passage open into larger caverns. Blornvid points out marks made with a thick waxy chalk like material that are easily followed. The passage down to this point has been entirely plain stone and a bit disapointing to oliver anbd Grin. However these caverns begin to show signs of moisture, minerals, and tiny plants, fungus, and lichen.

I hoped to get some of the others who have been a bit inactive to join in but this wil be the last delay.
- The cave with the pink slime and mimic we killed.
- The cave past the cave fisher that lead to the tunnel to the ooze.
- The spider cave. I seem to remember it having natural light in it, but we couldn't find out if it was an exit because of the webs and spiders.
Plus, of course, the cave fisher, dark mantles, the pad and pool, the tunnel further down, and an empty cave or two.
Also, if I remember correctly, Blornvid's armor came from the dark mantle cave that I successfully dragged out while we retreated.
Is this where we split up? Blornvid, Skeeve, and Arkmenos are still heading back to the Manor, right?
To Ealdwig: A nice weapon. Though will it match the crossbow or the sling? He points to Oliver’s sling weapon. Oliver, Ealdwig, what say you both to a little competition? Whoever lands the most shots is the best shot?
He gives the party one of his winning grins and loads his crossbow.
You continue your approach only to loose sight of them as another dark cloud pours from above to shroud them three in darkness despite having torches and the knight wearing a helm that shone like a lantern.
It wil take 2 rounds of double movement to reach the darkness. There are currently no target visible
In the evening the large room with several large common tables and a bar fills with guards and scouts.

A | Gatehouse | B | Scout Barracks and storehouse |
C | Phlan's Office | D | Warehouse entrance |
E | Fountain Plaza | F | Barracks |
G | Dock house | H | Dock |
I | Smithy | J | Artificer |
K | Diner & Inn | L | Cantina & Bar |
M | Gardens | N | Clerks Office |
O | Temple | P | Wizard |
Q | Scholar | R | Scholar |
S | ? | T | ? |
U | ? | V | ? |
W | ? | X | Armory |
Y | Training Grounds | Z | Captains quarters |





Before heading to the office to check with the clerk you decide to get a nice meal so make you way to the tavern. The place is bustling with the afternoon crowd.
The smell of food and drink put a smile on his face that he can not contain.
While walking towards the counter he says:"My good innkeeper the best food and the best mead, it has been a wicked journey"
Once in camp he heads to speak to Fiznik.
Ho there, Warhammer-wielding one! Haven’t seen you around here before, that I best recollect. Please allow myself to introduce my…self! I am Ander, a brave n’ bold knight of the order. These are my fellow adventurers, we now just in from delving dungeons darkly.
Well met, I’m very sure!
"I'm sorry for the delay. I just HAD to tell the dockmaster about our adventures and misadventures to see if he was as stoic about it as the first time we met. Let me tell you, that fella surely has seen weird stuff."
"Hey Grin, who's that? My-my, what determined eyes! You have surely come to conquer the world, yet also seem to be happy with a glass of good mead. Cheers for that! Pleased to meet you. Oliver Otter is the name. Alchemist mysteries is the business. We'll get along, I'm sure."
And he shook the hand of the strong man with the warhammer.
Turning back to the group: "Name is Brewner of Nordic, blacksmith by trade but i have been seeking adventure, guess that storm of wicked sorcery brought me to the right place, ancestors protect me"
"But yeah, speak of the crystal devil, where has Ishzu gone? I reckon he needs some space. He really has taken this crystal business to heart. He'll tell us when he's ready. I hope."
"Brewner, was it? I didn't hear you saying it, but some lads in those tables murmured your name. What kind of lasting mark did the fiend leave on you?"
Toblen Stonehill

"Want i meant to say was that the beast was able to strike me, a little scratch nothing to worry about Mr. Oliver"
Yes, Ishzu, you know I will help you. Count me in.
Our knightly fellow gazes emerald eyes upon his fellow adventurers, and nods in stalwart solemnity. Presuming they are all thinking the same way.
"The more the merrier! You're going to love the underdark, Brewner. There are deadly mantles who turn you blind and pierce you from above, swarms of spiders with a single amalgamate consciousness in crystal form... And there's even a cave with a gelatin cube, which I'm sure is a huge dessert. I still need to see that last one, though."
Then Oliver approached the bartender.
"Hello, fine sir. Do you have stew or something similar? One for me, and one for any of my companions who comes asking."
"Excellent. I am ready now. I'll follow you."
Do not let Ishzu force your characters to do something you do not want to do. If you guys think we should finish the Spider Tunnel first before meeting my Contact we can.
I assumed Ishzu grabbed a few of the larger Crystals Fiznik for payment for the information.
I did leave most of Ishzu climbing gear with the Spiders.

Ander has a magic helm, on loan too him from the expedition, that shines light
The expedition has stored, see the Tiny Info sheet, Price Guide, Stores spoiler. Just pray any purchases and deduct the coin, or roleplay it in character going to the store. Stores sell at normal pieces and but at cheap.
The ~Tiny Info~ also has a bunch of information for quick reference and can be accessed by tapping the grey button below the Rolls section

Also, @Ricardoi91 , just make a post about what Brewner buys from the store and how much it costs you (and remove the balance from your inventory). And you’re cool coming with us to the underdark? Our posting pace is generally 1+/day.
Regarding money and buying stuff, however... we have crystals that we can use to trade for stuff, right? $.$
4 x large 4" crystals 100 GP each to Fiznik
8 x medium 1" crystals 50 GP each (best option to enchant for your use)
26 x small 1/2"crystals 25 GP each
65 x tiny 1/4" crystals 10 GP each
51 x lbs of small 1/16" crystal fragments
Each one of us gets:
2 x medium 1" crystals 50 GP each
6x small 1/2"crystals 25 GP each
15 x tiny 1/4" crystals 10 GP each
12.75x lbs of small 1/16" crystal fragments
[Total GP: 400]
And then the remainder is:
2 x small 1/2"crystals 25 GP each
5 x tiny 1/4" crystals 10 GP each
[Total GP: 100]
To split this, we could do the following:
-Ishzu and Ander receive an additional small 1/2"crystal (25GP) each.
-Oliver gives one of his small 1/2"crystals (25GP) to Grin, and takes the five tiny 1/4" crystals (5x10GP).
This way, everyone has taken 25GP worth of items from this remainder, to a total of 425GP.
Summary:
Ishzu receives:
2 x medium 1" crystals (50 GP each)
7x small 1/2"crystals (25 GP each)
15 x tiny 1/4" crystals (10 GP each)
12.75x lbs of small 1/16" crystal fragments
Ander receives:
2 x medium 1" crystals (50 GP each)
7x small 1/2"crystals (25 GP each)
15 x tiny 1/4" crystals (10 GP each)
12.75x lbs of small 1/16" crystal fragments
Grin receives:
2 x medium 1" crystals (50 GP each)
7x small 1/2"crystals (25 GP each)
15 x tiny 1/4" crystals (10 GP each)
12.75x lbs of small 1/16" crystal fragments
Oliver receives:
2 x medium 1" crystals (50 GP each)
5x small 1/2"crystals (25 GP each)
20 x tiny 1/4" crystals (10 GP each)
12.75x lbs of small 1/16" crystal fragments
This way, we all receive 425 GP worth of crystals. I can swap around the names if you want (there's no particular reason why I gave Oliver so many tiny crystals other than balancing GPs).
All of the smaller crystals an innately magical, or psionic if you prefer, and can be used in crafting mystical equipments. On their own they are as useful as a lump of unforged mithril.
If the information isn't good, then Fiznik agrees to deal with it himself.
I plan on keeping the payment crystals at camp until we get back.
DM Are we able to use the crystals to enchant or do anything magical?
In terms of equipment, is there any advantage to having a Ranged weapon, if I lack proficiency?
Finally, asking GM to help me if I’m off-track please - does Ander actually have Weapon Mastery at this point? When I finished the introductory adventure, I chose a Trait instead. But somehow I got it in my head that I’d gained Mastery during the most recent outing. Please let me know if I’m jumping the gun on that.
More to come tomorrow. Thanks, all!
Updated Magical collection for sale good this visit to town only

Fiznik explains that Valpip is off at a remote site and he should be back later. Valpip would be the best one to enchant the crystals. Fiznik can do a couple things Valpip can not but the gnomish artificer is better at crafting common items. The crystals worth 50gp are the smallest you can enchant. Multiple smaller fragments can be used to create a single magic item or be used in other magical rituals, or magical recipes. Fiznik figures they could easily be crafted to allow others who hold the crystals to talk with each other telepathically while in standard bow range (75' ). The crystals actually are a bit overpriced for the power they can release simply because of their scarcity and the unusual effect they can create.

Character progression :
Brewner just finished his intro and picked a trait as hi Novice option. He will become a veteran and gain mastery in the next game day or so.
Oliver, Ishzu, Grin, Ander are all full veterans with mastery and +1 trait after creation. You are now on the XP wagon and will need to build it up.
Ander has Sword Mastery
XP is at the bottom Right of the sheet and you get 1 +/-1 per challenge/fight, depending on how hard it is
As this was intended for newcomers I started tracing stuff and just kept it up but anyone who wants to track their character history feel free to do so. just use short descriptions and ask for XP updates after significant challenges.
I suggest you distribute the loot now and track it individually.
Post purchases and sales in your personal threads please.
Did I miss anything?
Oh, and Mr Fiznik, sir, what materials do you need from us to craft the telepathic communication device you described? I think having a couple of those would be nice.
The only other item here that might be nice to have is the bow, but while I have ranged weapon proficiency, I don’t have bow mastery… what do you all think?
Crystal Armor (heritage): You have 1 bonus Hit Point that recovers 1 hour after you were last damaged. If you wear other armor you loose these benefits.
I am suprised you are not getting the Alchemist's Splayer for Oliver
I was thinking of getting Camper's Respite
Updated Magical collection for sale good this visit to town only
Grinfletch pays for the Warhammer using a mix of crystals and coins (I’ll work it out in my inventory), and steps back to allow Brewner to collect the savage weapon.
Another question for you: what does Fiznik need to build the telepathic communicator’s?
Where did Mr Hopper come from? Found it. Hey Brewer, he's calling you a cute bunny or little grasshopper. You gonna let that cheeky duende get away with it?
The smaller 25gp crystals could also be used for short range 2 way telepathic device. The 50gp ones would have better range depending on the time and money put into it
He will have to study the crystals properly and get back to you
Hopper is Grin’s nickname for Brewner - since he shared his story of hopping across shattered pieces to get out of the storm.
Crystal Armor (heritage): You have 1 bonus Hit Point that recovers 1 hour after you were last damaged. If you wear other armor you loose these benefits.
I am suprised you are not getting the Alchemist's Splayer for Oliver
I was thinking of getting Camper's Respite
Regarding the Alchemist Splayer, I considered it, but it clashes a bit with Oliver's style of slinging flasks. I mean, it's the entire reason why I chose sling in the first place. Also... how would the Alchemist Splayer look? I cannot avoid but picture it like one of those flowers that clowns use to spray water, lol
I will move the story back to the Underdark thread tonight
Master Mord, I leave forging of my sword in your capable smith-hands! I will check back with you in a tenday.
The four will need to figure out how to split the cash they got, plus Skeeve, Blornvid, and Ealdwig will want to get their "roper bounty" when they hear about it.
Skeeve will also want to get some more talisman supplies once we figure out the funds.
Also, once he finds those who returned from the Treeheart he's gonna make them tell him all about it. Even though we didn't bite, he still wants to hear the story!
It's not a bad idea, it just hit me as amusing, is all.
The four will need to figure out how to split the cash they got, plus Skeeve, Blornvid, and Ealdwig will want to get their "roper bounty" when they hear about it.
Skeeve will also want to get some more talisman supplies once we figure out the funds.
Also, once he finds those who returned from the Treeheart he's gonna make them tell him all about it. Even though we didn't bite, he still wants to hear the story!
Same for the Treeheart stuff. I want them to tell Skeeve the story so he'll actually know it.
On the refugees, yes, that is a hilarious image! It has already been established that they have a "radio link" (so to speak) between the Base and the Manor. I would expect a bit of communication to be required before sending anyone anywhere. But then, if the Base just needs to dump them, that would be hilarious.

While I must congratulate you three for your efforts in Eldergrove I am not sure what you expect us to do with all these people. I am simply the administrator for the local affair of my employer. Housing and feeding the former residents of Eldergrove is quite an undertaking. We will of course see to their immediate needs but after that . . .

The temples are already seeing to their comfort and though Uallas grumbles I know he does not really mind the company in his little garden. We have started making inquiries about their interests but it seems most want to return to Eldergrove as soon as possible

I doubt sending them back is a good idea yet

Will the expedition continue sending scouts to the city? I understand that the expedition was funded to explore the area of Paphos but Eldergrove is just as interesting to me and my colleges. And it is not currently being contested over by other external factions as this place is. I would suggest that we use any resources not able to be utilized here due to the conflict to investigate the city of Eldergrove. The has little risk and may reward us with additional insights.
As the expeditions leaders continue discussing options Beruga informs the others she will be seeking a way home to take what she has learned and acquired to share with here people. You know she has been missing her family and is eager to see them again. She get Valpip's attention and they disappear to make arrangements to get her back where she came from.
As for the issue at hand, he will try to get Fiznik's attention. Assuming he can have a brief moment, he will say, "The Manor is huge and is in desperate need of workers to continue cleaning it up and getting it running. I recommend getting in contact with Sylfir and Danoll through the Seer, and see if they are willing to take at least some of the refugees on. The refugees going would need to be willing to work, but if they are not too traumatized to do so, it could be a win-win scenario for both the Manor and the refugees who go."
Skeeve wants to work through Fiznik because Skeeve figures he doesn't have standing to directly present to the council, and he figures Fiznik is his best conduit. If Fiznik thrusts him out there, he will step up to it and say it directly, but he starts by going through Fiznik.
Characters are free to discuss their plans with the expedition leadership or just step aside and discuss it.
Current situation is :
Barley and Vaun need to get with others to keep the # of stories manageable
Skeeve, Blornvic, and Arkmenos have been working the manor and picked up Kaarik a bit ago.
Kaarik has an interest in the tower
Arc is inbound from the swamp and also need a group to work as above and also is interested in the tower
( If you want to check it out once everyone is together I can just do a side jaunt to the tower as no one has actually gone there yet. )
There is 1 group exploring the underdark and getting sidetracked with goblins
The manor is done save some exploration of its reputed passages to the underdark and basic development as a resort, I mean base of operations
Eldergrove is going through a transition and though not actively hostile is not fully explored and made safe for residents. Basic repair/restore/patrol can be left to NPC and will proceed if/when they get there
Other paths to explore include :
A : The Matrix : This ancient magic allows for instantaneous transportation to other known Matrix Nodes allowing the people of the Dawn age to enjoy the diversity of the world though its connections. Help reclaim this forgotten technology as you visit its remote locations and discover new uses of its enchantments.
- A:1 The highland Vale : Remote and forgotten these people have lives alone since the Shattering but are having troubles andy may welcome outside aid..
- A:2 The Silent City : populated by a race of telepathic spiders this city may be prime for trade and the area for exploration
B : The Dragon : An ancient and powerful dragon moved near to the city of Paphos. So far they have had little dealing with the Expedition though their kobold servants have clashed with the gobin, hobgoblin, and orc forces.
C : The Necromancers : Created as a weapon of last resort during the Dawn wars, Necromancy has been twisted to an even darker purpose. Those who meddle with the powers of life and death are establishing a foothold in the nearby cemetery of Paphos, to what ends you know not. Stop these
D : The Infinite Tower : A powerful artifact of the Dawn Age built to collect and protect the knowledge of all mortal Peoples. Now broken and of limited power, its wardens seek aid in restoring it by procuring needed resources and reclaiming lost components. Help them in their work and they can show you the wonders of the cosmos.
In this case, Skeeve is a little more direct. He asks the council for some time to see if he has a solution. He asks Fiznik how to contact the Seer. Using that mechanism, he sees if Sylfir is open to hosting the refugees. He is 100% low enough to play the emotion card with the 19 kids. Assuming she is even remotely interested, he will then go meet the refugees and see if he can sell them on the idea. The kids are easy; the question is the adults. He is also 100% willing to sell them on living in a mansion. Then assuming he gets even the hint of buy-in from both sides, he will use his charm to seal the deal by personally taking them over to the Manor and setting things up.
Based on prior experience, I figure Sylfir will be 100% on board and Danoll will not. The Base council will be thrilled to get the refugees gone. The refugee children are easy marks with the cool stuff running around the Manor. The adult refugees are harder since they'd be put to work, but it should be doable since the Manor is so much nicer than the Base. Really, everyone wins in the deal.
Skeeve will put in the legwork as required. It could require two trips (one to sell the deal to Sylfir in person and one to bring the refugees). Plus his meeting with the refugees.
We can roleplay it, or not. I'm more than willing to handwave it. But Skeeve is going to try to do this until shot down.
1) No matter what, he's hoping to continue adventuring with Blornvid and Ealdwig. He enjoys both greatly and would like to stay with them, regardless of where they want to adventure.
2) He's completely up for checking out this tower. If that's where the current interests are, he's more than willing to go along with that. We can always do a seven member foray, if that isn't too many.
3) More exploring the Matrix. He still wants to go back to the mountain valley and figure out those night terrors. Probably a short adventure, but he'd still like to do that. He also wants to find and try new patterns, too. He is still doing his practice to be able to activate the Nodes on his own.
"Besides, even if we did host some of them in the gatehouse, they say they want to get back to the plant city. We don't even have to get rid of them if they're gonna leave on their own."
Yeah, you can afford a cleaning crew
Alright, Skeeve, Blornvid, I like the plan. Two thumbs up. He puts up his two thumbs. Let's make it happen. How much are we going to offer a few of them to fix up our "new place"? Then we can go check out this Tower everyone is talking about. It originally terrified me, but after phase spiders, Phantom Generals, bugs, whatever those things were in the underdark, etc. I think I'm as ready as I'll ever be to check it out. Looking at the group, whadaya think boys?[/b]
1) No matter what, he's hoping to continue adventuring with Blornvid and Ealdwig. He enjoys both greatly and would like to stay with them, regardless of where they want to adventure.
The Silent City: Intelligent Spiders. Don't trust 'em. Wouldn't want to ruin negotiations with them if they turn about to be trustworthy. If this one is chosen, I think Blornvid would stay behind at the Gatehouse to work on getting the place repaired and the forge going again (meaning: I would take a break. Call me back when it's over.).
The Dragon: Could be fun with a strong group of veterans.
"Why are 32 people hard to absorb? Is it because they are children and cannot work? Vaun and I just promised a lesser god they would be welcomed. I would not have us be a liar. Thank you Lord Felspar for your charity.", Barley says incredulously as he wipes the jungle mud off his boots.
The elf stretches his back as a shimmer appears by his legs. It breifly solidifies into a disapproving feline face then dissipates.
"Mareena, your rubbings", Barley opens his pack and passes her the portfolio.
Barley pauses as he catches part of the side chatter. "What's this about a manor and a tower?", he says to the small congregation of beings around the exhibition leaders.
Phlan

If you must know regarding the refugees, it is because, um, well, we don't really know what to do with them. The expedition is well over 80% adult male. We are not your typical village. All we produce is salvage materials and information. While I am sure we have enough food for a while we just do not have the facilities or manpower to dump 30 people who can not or are not able to actually assist in a meaningful way.
If the Sylfir is willing to take them in at the Manor that would be splendid. We can have you and Fiznik contact them to see if this avenue is open to us and them. I will leave that to you and assist as I may. Please coordinate with other staff as you need.
As for the tower, well it is a magical edifice that is currently managed by a pair of elven mages who appear to reside in it.
They claim it is known as the Infinite Tower and is a relic of the Dawn Age. Fiznik and Myreana have confirmed that such an institution did exist before the shattering and from what we have seen it is likely to be from that era. The two, Siveril Miarona and Dasyra Valdi, claim to be collecting pieces from their portion of the tower that were cast out of it during the Shattering. Some of our scouts assisted them in this effort and it does seem they have control over the large orb artifacts we have encountered a couple of times as we have been investigating the area.
According to records and legend the Tower was a repository of knowledge and skills. That was it's primary function.
However during the war at the end of the Dawn Age it took on more of a militaristic role as the mortal People and Divinity began to lose to the Immortals and Incarnations. Apparently it has the ability to create stable portals to worlds beyond the Mortal Realm. Those scouts that have worked with the tower have confirmed their ability to craft or at least produce from storage, a variety of magical items. However they will only sell minor items like potions for materials they need. Anything more substantial requires the buyer to pledge to assist the tower.
As long as the tower does not interfere with out interest I have no objections to any wishing to visit or even assist it in its own efforts. However it is know that the other factions of the are are watching it closely and those that frequent it have been targeted more heavily by the orc and hobgoblin patrols.
With that he introduces himself to Vaun and Barley. He asks that one of them accompany him with Fiznik to talk with the Seer and Sylfir. That way any questions Skeeve doesn't know can be answered. The other can stay with the refugees to make sure they have their needs met (which will mostly be emotional; Phlan will ensure their physical needs are met). Up to them, if they are willing.
If the appeal to Sylfir needs to be made in person, he will drag his new companion with him to make the pitch, then, if successful, return to get the refugees and take them to the Manor. Of course, Blornvid and Ealdwig are more than welcome to join the trips. Once the refugee thing is settled, then he'll see who is left to journey with.
But he'll take this whole negotiation thing seriously and run with it until is it settled, one way or another.

He hasn't sleep well in what seems ages, has been walking a lot (mostly close to a road but not on the road), and has not really rested since he was attacked by those 4 strange things. So... he is tired, hungry, thirsty and in dire need of a nice bath! But nothing can now stop him from a good pint of ale and some food to bring back up his strength.
He walks, almost running, to the counter... He is not surprise to see this many adventurers around, he thinks about saying hi to them soon... but first... Hello, I'm Arc. he waves while he salutes the duende behind the counter... I've heard this is a good place to have a nice stew and a mug with it. He is trying to be polite, but it his voice gives away how incredibly hungry he is Do you happen to have some warm meal and mead? I'm truly starving now, and I'm still weak and tired from that skirmish.
Hello everyone! I'm excited to finally arrive to the Base!
Arc Zeekhad is somewhat interested in the Tower, but he is not in any hurry to get to it. Also, he is willing to meet new friends and help out in any way he can.
Ealdwig sits around the table with his new friends enjoying the food, ale and comradery. Joking with the guys and telling Karrik about the shed full of bugs and those vines that almost killed him. He'll laugh at his ineptitude when he first got to the manor. These guys are alright. It's good to have people that have your back.
What time are we leaving... Noticing the doors burst open, Ealdwig trails off when he sees a haggard Ravenfolk walk in. Wow, someone is in need of ale, Ealdwig comments with a smile. It's good here, but is it that good? and he takes a big swig. Smiling wide, yeah, it's pretty good.
He is surprised by how interesting it actually is and discover that Ealdwig is not a bad story teller at all.
Digsy (cantina)

Digzy serves the group and makes some idle chatter with the avian newcomer explaining a bit about the base and waves him to take a seat at one of the tables, informing him this is not a bar and she would love to hear his tale.
Between the lunch and dinner crush the cantina is sparsely populated with a spattering of individuals, mostly in two's and three's sitting quietly and enjoying a cool drink. Most look to be tradesmen and scholars save the groups of adventurous individuals sitting at a couple table in one of the corners of the room.
When he returned to the base, he saw the confusing exchange of words, ideas, and plans, most of which didn't make any sense to him. He telepathically responded back to Barley, "I don't understand what this commotion is about? Indeed, there is quite a gathering of people." As the conversation progressed, he came to know that there was a discussion regarding refugees and where they would be sent.
Vaun moved forward to speak out to the council, "Greetings members of the council, I and Barley have returned from Eldergrove, completing our quest and successfully communicating with the Treeheart that we will send people there. In fact, Master Rhidon Axehorn has himself volunteered to stay with the Treeheart as a guardian, friend, and mentor. It has accepted our proposal, and Eldergrove is open to anyone who is willing to live and make a home there. It is safe now, and the Treeheart want's to rebuild the city with the help of willing people who respect the city and is humble enough to not sully the evergreen principles of the city. The Treeheart also wishes to have a Druid circle who can nurture it and help it grow. So, I fail to understand why relocating the refugees over there will be a problem?"
OOC: Greetings everyone, nice to meet you all. I am sorry for the late reply. I was busy with IRL stuff.
Hello mate, seems like you enjoy some drinks too. He realizes the duende has several friends around. Do you all enjoy good food and ale?
Then, to Digsy.. Of course, I'll find a table, but please do tell the Cook I'm starving. I'd love to share all tales you want, but do help me with a nice piece of meat... or stew... or, well something.
Back to duende on a table... Seeing you all drinking and sharing tales... I should have come here sooner!
Welcome, pull up a chair. I would help but I can't reach. Ealdwig give a little apologetic nod of his head.
I'm Ealdwig, that's Skeeve, Ealdwig gestures to the human male who just spoke. This is Blornvid, jerking a thumb in his direction. He's quieter than Skeeve or myself, but you don't want anyone else to have your back during a battle. And this is Karrik. We're getting to know him as well.
Been a long day? You look hungry.
Character | details | Player |
![]() Skeeve | Skeeve is a young human who had been abducted by fey and infected with their magic. He was eventually returned to the natural world, but far from where he originated. He spent time in the wilderness using his fey magic to survive. He is now emerging from the wilderness to see if he can interact with society better and a young adult, rather than an older child. | ![]() daryen |
________ | ________________________ | ________ |
![]() Blornvid | Blornvid is your run-of-the-mill dwarf: long auburn hair and beard, broad flat nose, and a penchant for ale or mead. While average height, he has a decent build. Growing up in the family smithy, he's tougher than average with a high tolerance to heat. | ![]() ForeverDED |
________ | ________________________ | ________ |
![]() Ealdwig Swiftfoot | Ealdwig is a happy-go-lucky Duende that half his age to most. He is short and slender with fair skinned, large ears, disheveled brown hair, and a big smile on his baby face. He has quick hands and feet and has made his living as a street performer doing some acrobatic tricks, living off tips and the few gigs he can get. When not performing you may encounter him playing 3-card Monty or the shell game for additional cash. His fast hands and baby face give him quite the advantage. When things get tough, Ealdwig resorts to pick-pocketing, petty crime and even begging. He does have a code, only take from those that can afford it, and really tries to stick to it. | ![]() arkmenos |
________ | ________________________ | ________ |
![]() Kaarik | Kaarik is a noble elf that lived a life of idleness. His lineage allowed him to recieve the best of theoretical education. Books allowed him to escape and learn about the world and different species that inhabit it. Contrary to his kin and the other members of his class, Kaarik is an idealist who dreams of a world where all species would live in harmony once more and where they could all me named "The People". His book studies assure him that there will be a world where all beings can live equally and in peace. He is upset with his kin for not acting and decides that it is time for him to pack his books and do something to make all beings a little bit more equals. | ![]() MoyenBateau |
________ | ________________________ | ________ |
![]() Barley | Barley is a middle aged-elf with short black hair, friendly smile, and curious disposition. He wears a simple garment and carries a short sword on his left hand side. Born into poverty, so, it was not surprising that he became an enforcer for a local "business man" of dubious repute. He was able to sneak into his employers private library where he learned to read. After a particularly harrowing job, he had enough and abandoned his position. He has been travelling the world ever since as a wandering scholar, experiencing all it has to offer. | ![]() microthe MacroBear |
________ | ________________________ | ________ |
![]() Vaun Kaiser | Vaun Kaiser, is a curious man with a mysterious air around him. He wears a tight-fitting jacket and and trouser, covered by a black leather longcoat. His face is covered by a beaked mask with googles for eyes. It's clear that he has worked with the plague doctors in the far off academy. Strapped to his belt is a shiny, long knife that is polished to reflection. He also carries a weathered, studded leather gladstone bag wherever he goes. Vaun Kaiser is obviously out of place for an adventurer, but here he is wandering along for some reason. Is it because he is escaping from something or is it because he needs money? He is very friendly and offers his skill in healing and helping people for a modest price. You can also notice him scribbling and writing about various things on his spare time. | ![]() Stalker05 |
________ | ________________________ | ________ |
![]() Arc Zeekhad | Arc, a ravenfolf of back feathers, was raised by a family of shop owners. In a canopy-like small town, where his parents run the only trading post. From a young age he would help his parents (and numerous siblings) in any way needed: ordering products in the shelves, giving messages, helping customers, visiting suppliers, registering accounts (this last one, quite boring, but somebody had to do it), among other things. When he reached adulthood, he wanted to travel and see the world, so he packed a few of his belongings and flew. He is not fond of battle or any violence, but acknowledges the need for hunt to eat, and to fight to defend what he thinks is right, so he carries a bow and a dagger. But prefer more civilized ways to solve issues and usually is happy to help around, this is why he developed a strong focus on diplomacy. | ![]() Cathamber |
The expedition was created as a joint venture between patrons of magic and history as well as merchants and its original intent was to see what could be recovered from the ruins of Paphos. However once here there were a variety of opportunities opened to adventurous individual. Especially with the discovery and continued study of the Matrix Nodes, a network of magical platforms that allow communication and transit to other nodes. The area around Paphos has fallen under contention by the Expedition, orcs, and hobgoblins, with the latter two having larger forces and dominating in the region. The somewhat recent arrival or discovery of the Infinite Tower and items possibly associated with it increased the tension in the area. At present the expedition is content to investigate the island to the west with its castle of intelligent undead that are not aggressive, the swamp with its sunken sections of the city, the library and residential districts. There are multiple other district that have miraculously remained mostly intact since the shattering still in the hands of the orcs to the west and hobgoblins to the north.
They also explain about the local clerk that manages most interactions with the adventurers as well as updates the posts on the notice board (See Info sheet for updates)
Open Jobs
1. Explore caverns under the base
1.a. Investigate goblin activity
1.b. Investigate Gelatinous Cube
1.c. Map passage to the underdark
2. Explore the Matrix network
2.a. Explore Spider chasm & fungus forest
2.b. Explore high mountain valley
2.d. Assist with creating a research station in Eldergrove
3. Investigate Intact civic centers of Paphos
4. Work with Infinite Tower

A | Gatehouse | B | Scout Barracks and storehouse |
C | Phlan's Office | D | Warehouse entrance |
E | Fountain Plaza | F | Barracks |
G | Dock house | H | Dock |
I | Smithy | J | Artificer |
K | Diner & Inn | L | Cantina & Bar |
M | Gardens | N | Clerks Office |
O | Temple | P | Wizard |
Q | Scholar | R | Scholar |
S | ? | T | ? |
U | ? | V | ? |
W | ? | X | Armory |
Y | Training Grounds | Z | Captains quarters |
Speak up if you have other suggestions. Onward!
I wonder if it has one or more Matrix Nodes?
In relation to the next objective, Arc is happy to help with the refugees situation, or any other task to be finished as a team, before going to explore the Tower.
I just wanted to make sure Ark and Kaarik as the newbies had some basic background knowledge
If you are all ready let me know and/or head to the docks
Do any of you would have books by any chance? I am running low in things to read.
"Your best chance for reading material was probably back at the Manor. I don't think they have much reading material here in the Base Camp." With a smile he also says, "Who knows, maybe there's a library of books at the Tower."
Digsy (cantina)

If there is a library in the tower or the manor, I'd also love to have some oportunity to pick up a book or two.
Then he readies to join and help the Team if they accept him.
He started to eat a meal in the cantina and then asked, "What is this tower and manor, I keep hearing about?"
"And that next big thing is this mysterious tower! I honestly am not sure exactly what it all entails, but if it's got the leaders here, the hobgoblins, and the orcs all in a tizzy, then it's got to be something worthwhile. So, it looks like that is where we're headed next!"
At this point Skeeve says that he still wants to make sure the refugees get transferred, that we do some light shopping, get a good night's sleep, and then head out for the docks in the morning.
OOC: Did we get any money from Eldergrove adventure? @Psybermagi
Then he listens carefully to Vaun's tale on Eldergrove, and to Skeeve's recount of the manor's events. He is both surprised to listen how many things have already happen around, and admired by the experience of his new friends.
Humbly... I hope to be of help to you, and to learn as much as I can.
I only had a couple treasure drops in Elderwood. The one you found was the gnome you cured. He was wearing masterwork scale armor. He would have offered for you to take it (if I had remembered to do so...) when you take it to the smith he offers to buy it for 150 GP. That is 75 GP each to Barley and Vaun.
On to the tower or chat a bit more or other?
The clergy assure you that they have them well in hand and will send an acolyte and a couple freelance adventurers with them tomorrow to help them get settled
Deciding to spend the next day checking out the tower you relax the rest of the day then in the morning head to the docks. Finding the dockmaster you make inquiries about reaching the tower.

He explains that the north shore is controlled mostly by the hobgoblins who have harrased others who tried to visit the tower. Fortunately the tower enforces a peace within 1 mile of it's base so as long as you are careful to avoid any patrolls then there is not too much trouble.
OOC: Vaun will buy one healing potion and store 25 gp.
I also have a fancy limited use healing amulet thanks to Psybermagi.
Barley only has 5gp but he can pitch for a boat or canoe.
He blew a wad o' money on supplies, but he offers to kick in 5 gp for half a canoe.
I agree that the canoes are the most flexible option. Let's buy them, if we like them we might not even need to sell them back.
Also, is there a dock there that the hobs ignore? Or is it just row onto the beach and drag it up? If it is the latter, do we have to worry about someone trying to steal or take the boat? Just trying to avoid blowing 30 gp.
Miros Xelbrin (Dock Master)

There are no docks on the north shore. Luckily the Tower is just about north of us and the hobgoblins bases are in the Remnants to the west of the tower. They have patrols out but if they get to thin then the orcs try to pick them off.

Miros Xelbrin (Dock Master)

Right, good luck. Remember you break it you bought it and he laughs as he walks off. A couple dock hands help you get the canoes into the water and you board the craft. Paddling up stream is hard work but you stay by the shore where the current is not as strong and make your way upriver of the tower before crossing so that the current from the western fork of the river does not push you back into the middle of the NE river current.
You find a bank on the river where you can land with nearby cover for the canoes. From this location you notice that the tower looks even taller than what you expected seeing it from the base.
After each scroll is read, a rune appears on the crystal. With the application of the first rune, the party feels the presence of the crystal suddenly disappear. Without realizing it, the party had just grown used to the mental "noise" and its sudden removal came as a surprise, but certainly not an unwelcome one! Ishzu especially feels both the presence of the crystal closed off, and the relief of that the strongest. The second rune has no further effect, but Fiznik says it will reinforce the first one and protect it.
Oliver asks his questions about the crystal and Fiznik says, "I did some research while you were retrieving it. Honestly, I didn't expect you to bring it back whole. But, I wanted to know if the goblins being affected by it would be a cause for future concern. Based on your reports, yes, it could have, but it would have taken a long time considering the inexperience of the apprentice. The crystal itself will never develop intelligence itself. Or at least, not like we would think of it. Ishzu here, while also crystalline, is completely different that this crystal and it can never develop individual intelligence like that. Instead, it is more of a catalyst. It will cause effects to those around it.
"If there is a psionic or magical user who can can control of the crystal, like the goblin apprentice or Ishzu were, then that person can use it to mentally dominate those that are not psionic or magical. The goblin was crude in her efforts, and was completely dominating her subjects. With more refinement, she could have directed them instead, giving her less direct control, but more influence and freedom to expand her control. But she didn't have the experience to understand that.
"Without that type of control, it will instead facilitate something around it, tie them together, and slowly, over time, unify them into a single consciousness. The more intelligent the group of creatures affected, the faster the transformation. So, with the spiders, it would have taken years, maybe decades, but they could have developed a sentient 'hive mind'. If you plopped this in the middle of the pink slime, it could take a century. With already intelligent people and no controller, I am not sure. But I also have no desire to experiment to find out!
"As a result, I recommend that we carefully break this up. We'll get multiple pieces of various sizes, and what we can do with the resulting shards and crystals is pretty impressive. We can go over the options when we see what pieces we are able to get out of it. I'll get together with Valpip and we'll get it broken apart in a day or so." Assuming no objections, he ushers you all out of his workshop, leaves the crystal there, and goes off to talk with Valpip.
He is very excited to see what comes about as a result of the crystal pieces. He also puts aside time to plan their next steps with the other party members - specifically Brewner and Oliver.
Well, lads, what do you think about our next steps? Should we delve deeper into the underdark? And if so, what do we need to be successful down there? Ishzu seems like he needs a good rest after the ordeal with the crystal and the goblins.
AND, can you remind us about all that we’ve heard about the undiscovered underdark? I seem to recall something about a forest, an ocean, and a spider city.
"Right, Fiznik. I forgot to mention. We stroke a deal for goblin patrols to leave the pink slime cavern area alone. Is there a reward from the explorer association for that? Surely we wouldn't mind."
After a few minutes they were out (hopefully not kicked out), and Grin asked around what their plan would be.
"Yeah, that is right what I thought too. To delve deeper this time would be an interesting plan. It would be wise to plan this carefully and get ready to depart in a couple days. Some of us could definitely use a shower... or two."
On their way to the clerk, Grin says: Good thinking, Olie - I’m eager to talk this through some more and gear up.
He lifts up his arms and gives his pit a good whiff… wow, that’s ripe! It’s to the baths for me later!
Actually, I was thinking, what if you made some more of those alcohol-locating vials? We could use them as waypoint markers as we make our way to the deeper caverns… chalk could do the same too, though.
Also, I noticed that the stores sold some sets of tools: something called navigator’s tools, cartographer’s supplies and a climbing kit. Not sure if those would come in handy. Will the magic map still work for us down there? I do have some climbing supplies already too - pitons, pulleys, rope… but if there are boats in the waters of the deep, maybe navigators tools would be useful?
I was also thinking that we could pick up some antitoxin and a tent or two? Actually, we can just use Ishzu’s tent as a sort of invisible base camp for us in the wild deep.
On the tavern with Grinfletch and Oliver with a big mug of ale in one hand and the other with turkey leg
"Underdark!? sounds dangerous. Does any one knows what dwells in those dark places"
Navigation tools would be pointless without a night sky.
Climbing tools would be *very* helpful. This isn't even an item, as the two people who saw the underground lake reported back on the climbing required to get down that initial drop. (In fact, since you don't have any flyers with you, you probably want some extra rope so it won't matter if you leave the initial ones behind.)
Yes, the map will still work down there.
Ex
So ... be careful with your analogies ...
dude we're not Sith
DM grabs a couple of ⚡ thunderbolts ⚡
When gods flight who really suffers?
Quick I demand a sacrifice of chocolate pudding
Weird, the second and third rolls didn't total on their own. No idea why.
So, that's 7 large crystals, 16 medium crystals, and 42 small crystals. That adds to a nice princely total of 2550pg in value. Divided seven ways (one per PC plus Fiznik and Valpip) gives 364gp plus change per share, which we'll round to 365gp.
Rolls
Large Crystals - (1d6+3)
(4) + 3 = 7
Medium Crystals - (3d6+6)
(334) + 6 = 16
Small Crystals - (5d6+18)
(62556) + 18 = 42
Add any additional questions and questions you have.
After being brought in but the guards the clerk quickly slips through the door to the administrators office

Ah, I am glad to see your return. We are all anxious to find out more of our , ahem, 'neighbors'. Please I would like to hear from yourselves about what you saw and learned when you explored beyond the secured Remnant and especially if you have learned anything about the other forces in the area
You give a brief summary of your travels through the residential Remnant, he waves this off as The perview of the researchers and guards but does indicate you should inform the clerk if you notice anything odd in that or the library Remnants.
Continuing your tale about the "goblin held?" Remnant to the west of the Residential area. He is most intrigued by this. Since they were not overtly hostile there is a good chance that humans and other people may get in, if as you said, they cary an invitation. Interesting
He seems confused but very interested in the other Remnant where the factions seem to be fighting. Odd that they fight to the south but mere goblins allow multiple factions in the north? The goblins must have a backer or be in the service of some other power.
When you get to the library he nods Yes, we have been exploring that as much as we are able to. Fortunately we have been able to find an ancient family that traces its routs via Paphos. He should be arriving any day now. However we are unsure if he will be able to access more of the library. The researchers are content to visit the library and read what it contains. The trek to and from is an annoyance but as of yet we have not found a way to access to cities Nodes. If you have any information or suggestions regarding the cities civic structure and accessing restricted sections, including the Nodes, we would reward you greatly.
We just need to sort out crafting with the crystals, buying magic items and Oliver’s alchemical recipes.
He continues, "And, sir, I respectfully recommend that you work to advance two items. First, you need to rename this base New Paphos. It will give more legitimacy and give more of a base of authority to your efforts here. Second, you should appoint yourself the Mayor of New Paphos. Or whatever honorific makes the most sense. I thought Mayor because it is not a noble title, so you are not appropriating that kind of authority; just the leadership of this particular city.
"And rather than sending the family's representative to the Library, you should find out from them how to be recognized as the leader of Paphos. You shouldn't have to find someone to give you access to the Library. You should be the one giving access to the Library. You need to get that authority, and the Library is yours. Along with the city matrix network.
"I haven't found how to get all of that done yet. And as someone with some magic and no authority, I have to get lucky to find any of it. But for someone of your resources, there should be more avenues than I can see or have access to. If you can unlock that, you will have unlocked a huge advantage to fully taking advantage of what remains of Paphos."
Basic store supplies can be found in the "Stores" spoiler on the ~Tiny Info~ sheet access able at the bottom of the page.
Current Inventory of magical items
Runic Ax 200 GP
Whenever the wielder uses any mystic ability this weapon automatically gains focus on attacks.
Spiderbite Daggers 200 GP
This pair of daggers is made using the harvested fangs of a large, venomous spider. If you hit the same creature on your turn with both daggers, that creature must succeed on a saving throw be poisoned for 2 rounds.
Night Owl's Half-Moon Spectacles 300 GP
While attuned to these darkened, horned spectacles, you gain the following benefits:
+ You can read any normal script after 1 round of staring at ti.
+ At the start of a long rest, you can place the glasses next written material. When you finish the long rest, you learn any information contained in the material.
Eavesdropper's Medallion 50GP
While wearing this medailion you have advantage on hearing tests and can hear through barriers you are next to.
Belt of Trickery 50GP
While wearing this belt you can create minor illusions nearby
Blessed Mask 150GP
This can be used 3 time to grant advantage on any activity. This advantage ignores conditions that would otherwise force disadvantage
Phlan (Head Administrator)

Phlan listens to Skeeve and replies
The name is simple enough and it may aid our efforts. Very well.
I doubt declaring myself the local ruler would work. Otherwise I am sure the other factions would already have done so. Still It does bring up a potential path of development. I will go to the island and talk with lord Martinel. He may be able to guide us in this matter. He and several of his "men" retain their living knowledge. He may also know more about how to access the civic enchantments. Can you go and talk with him to get the basics while I try to get the scholars to collect and organize what we already know so I can meet with him in an informed manner tomorrow afternoon.
I disagree that we should wrest control of the Library. Our peaceful approach is was won us the favor of the librarian. It is he who keeps the other factions away. We can currently read most of the work there. All that if prohibited are a few select works and removal of any materials. However being able to use the civic Matrix would greatly reduce the difficulty of accessing the facility. Again I will check with lord Martinel. Deam, the sentient golem in the swamp, may also be of use in assisting us to gain access to the Matrix and other civic enchantments.
He goes on to explain that while the people have fled the city many of the enchantments within the Remnants are still active. Deans access to the library for example. And though they are fragmented they are of sufficient strength and quality that simply overriding them may damage them more than allow access to them. The researchers have 2 locations within the Residential district, a private residence and a public matrix Node and there are signs there should be a Node within the "docks" district, where the base is currently located. The map you copied should allow Fiznik and Valpip to locate and hopefully restore it to operation. Doing so may also reveal a way to gain access to other facilities.
Besides expanding the access to the library and possibly other Remnants Phlan is worried about the two western Remnants. He will be assigning more scouts to observe the locations in question and hopefully learn more about the conflict to the south and goblin invitations to the north.
Grin wants to buy the magic medallion or mask from Fiznik. He asks Brewner and Oliver which items they would like so they can sort it all out together fairly.
Questions: We can only buy one magic item during this visit, right? Also, is the mask 3 charges per day or 3 charges and then it’s done?
Oliver approaches the exploration taskforce clerk counter and explains their adventure with the goblin clans, which led to clearing out the area around the pink slime cavern from future goblin patrols. He crosses his fingers for this to be worth some reward for the team.
If Grin is allowed to buy more than one item, he buys both the Belt of Trickery and the Blessed Mask. If not, just the mask.
Then he will follow Oliver and Brewner to the clerk’s office.
Fiznik (wizard)
but what you want
3 blessed charges total then done

A variety of things may be crafted using these. However most creating talked weeks or even months depending on the complexity and Powers of the item you craft.
The simplest with these crystals wild be items that simply focus and utilize their inherent abilities. Communication ior translation magics wild be the simplest. Items to charm or confuse with a bit more work.
" No doubt you see the value of this information, we risk our lives for this"
Rolls
Charisma - (3D6)
(156) = 12
He asks Fiznik what it would take for him to craft some communication or translation devices. Specifically, Grin wants the ability to communicate with the party or with animals/creatures.

Well, paired comunicators should be easy enough. A comunication artifact is a bit tougher and speaking to animas and out of the question. The best you can do with beasts is to project simple intents and possibly try to induce emotions. Fear, anger, confusion, apathy.

Curious about the crystals Valpip has been listening on the side.It would be best to standardize a simpe design for communication. The question is what are you looking for?
Simpe close range silent comunication, one way, two way, mid range comunication, or long range sendings I assume two way and short to mid range as once you go for long range teh cost and complexity, so cost and time involved goes up drasticly.
Simple silent short range, about 100 to 300 feet or so should be duable for about 50 GP each. Very short range would be cheaper. Anything past that and it gets tougher. Now if you want a long range for cheap then you just need to limit wht is can send. 1 to 3 words a day. Know the location of the other item within a mile. Things like that should be doabe quick and inexpensive.
How are doing? Did I miss some food and drinks? I could have a drink or two now!
Valpip (artificer)
The two look at each other before Valpip replies.

Well, it wild take at least 5 days for a pair of communication devices. After that a day for each one made. Total cost, 25 gold per device.
The translator would be 5 days as well for a set that allows the two holders to understand each other regardless of language and cost about 50 gold. A single piece that let's you be understood and understand all others wild take much longer, at least a week and cost about 100 gold.
- 4 communication devices - for me and my comrades (25gp each)
- 1 universal translator (100gp)
I’m happy to pick these items up from you whenever you’re able to complete them - most likely when we return from deeper in the Underdark. I can give you payment now or later.
How are doing? Did I miss some food and drinks? I could have a drink or two now!
- 100G for translator + big crystal? Medium crystal?
- 25Gx4 for short range communicators + small crystals?
Actually, if we want long range ones that limit the number of words we can say, that’s alright I think. I just don’t want it all taking too long to craft.
The aged wizard and gnomish artificer are already discussing how best to shape the crystals and what to do to them to effect the required enchantments. They wave off your thanks and say you have the crystals for the enchantments but they do have other matters to attend to so will not have time for more than 1 project at a time. Communicators for the party first then the translator. Leave the crystals and pay when you pick them up. You don't pay and we just sell them. No refunds or returns.
Short range Communicators - small or medium. Size will affect range
Translator - medium
The large crystals would be useful for long range communicators or scrying devices but they don't have time for that involved of a project at this time. They will buy them off of you though. :)
Grin will sell his large crystal, but he does not have enough medium crystals for everything he wants. If the others will contribute a medium crystal, that would be ideal and Grin will pay for the work done when they pick them up. If not, he will contribute what he can, but one or more communicators will need to be made with small crystals instead.
My quick flight, yes. I was curious about those dinos, and their possible reactions to different outcomes. I thing several of them now consider me friendly, so their packs won't be running away nor confronting us, that's good.
But they don't really want much to do with any people, they won't be helping us if battle breaks open against goblins or others.
Other than that, I do think I learned to understand them better, and that's quite satisfying, I feel happy for that. Although that may or may not be useful in the future.
"I have some gold left, here you go" Brewner gives 50 gold
It's great, you will now be able to know which of the dinos are friendly or not, it's already more knowledge than any of use have on those creatures.
"I have some gold left, here you go" Brewner gives 50 gold
Great! We now have 5 medium crystals for four communicators and one translator. I will pay you when they are ready - hopefully when we return from our first exploration into the deep underdark.
He hands the five medium crystals over.
Oh! And we need to stock up on potions! Where should we look for those?
And ... it looks like Smiley has had to step away. I keep hoping he'll be able to stick around, but it isn't looking like it, unfortunately.
As an aside, I have been letting you work with Psybermagi on the crystal related magics while hoping Smiley could continue. Once that is all taken care of you'll be heading back down under the ground! You have a mysterious ship to discover! (The ship itself is just an encounter, not the entire thing. The main mystery lies past the ship.)
"Ever since we cleared out the gatehouse, I've been thinking about that place and the forge. I'm going to head out there and see about getting it going again and clean up that place. Get a head start on making it a home, or at least a base of operations.
"Keep in mind that I ain't retirin'. I'm just taking a break, doing something I need to do. Down the road, if something comes along that requires me and my axe, just come on over and we'll talk about it over a few pints. In the meantime, watch each other's backs and make sure the new recruits don't lose their heads."
daryen will finalize the design/deliver/pricing
To bring some of this all together into one post:
-I gave Valpip 5 medium crystals to make into four communicators and one translator.
-I can give 200GP in (temporary?) trade for Ishzu’s tent.
Also, I intend to sell:
- 12.75x lbs of small 1/16" crystal fragments (31.88 GP)
I intend to buy:
- healers kit (5)
- antitoxin (50) - if available
- Health potion (50) - if available
- Climbing kit (25)
- Extra rope (1)
- Mirror (5)
Total: 136g
@Bunt,@Ricardoi91 let me know if you need some money for a climbing kit.
I payed Grinfletch the 250 i owed then give him more 50 to help with the cost of the comunicators.
Bought the Eavesdropper's Medallion for 50. I have 15g from the crystals left and Brewner and Oliver are waiting to see if they can get some gold from the clerk for the alliance with the goblins and the cave mapping.
If there is no further business then the Phlan thanks you for your service and says he will send a guard for you in the morning after he is able to hopefully gain additional information from the family member set to arrive early in the morning.
The clerk will urge any not conducting business to take their conversations elsewhere so that the administrator can focus on his work
He is attempting to freak them out a little (not intimidate, just play a practical joke).
… my bad, it’s not a deception roll from me - it’s a save from the onlookers to determine if it’s real.
Rolls
Deception - (2d6)
(52) = 7
Changes to a pretty from an item would require you to simply activate the item. How isn't a big deal but you do have to interact with it some way. So if you are bound then this would be hard or impossible. Otherwise it should be easy enough
Rolls
Save - (2d6)
(53) = 8
Grin hands Ealdwig a small, 1/2" long crystal. This is one of the cave crystals. You can keep that as my gift to you! If you bring it to Fiznik’s, they’ll make it into a short-range communicator - I think it takes them a couple days and they’ll charge you 25G for their efforts. If anyone else wants one of these, I have three more - I’ll give them to you in trade for something, maybe something useful in the deep deep underdark ?... Or 25G.
All of the smaller crystals an innately magical, or psionic if you prefer, and can be used in crafting mystical equipments. On their own they are as useful as a lump of unforged mithril.
Should we go to eat and obviously drink something in the cantina?
Rolls
Save - (2d6)
(26) = 8
To Kaarik, absolutely! Let's get some food and drink. It's great, seeing Grin and Oliver again.
Ealdwig, recounts some of the adventures he has been on so far, discussing the field house with the ghost, the glitching training center, the ramparts with goblins and the sickness that comes with passing through a boarder, as well as the dinosaurs, fey and the library. It's certainly been interesting.
Grin, you're heading back to the Underdark? What's it like down there? I haven't seen it. Maybe I should come with you this time. The Manor seems to be doing well and Blornvid is heading back that way. He wants to get the forge up and running. I think he misses that from his previous life. Skeeve has been really into the Matrix nodes and magic, it's all over my head.
"Ever since we cleared out the gatehouse, I've been thinking about that place and the forge. I'm going to head out there and see about getting it going again and clean up that place. Get a head start on making it a home, or at least a base of operations.
"Keep in mind that I ain't retirin'. I'm just taking a break, doing something I need to do. Down the road, if something comes along that requires me and my axe, just come on over and we'll talk about it over a few pints. In the meantime, watch each other's backs and make sure the new recruits don't lose their heads."
Ealdwig is a little lost for words. He hasn't had too many friends in his life and losing, well that's not the right word, but it's what it feels like at the moment, one is hard. It's not a feeling he is acquainted with. He says it's only temporary. I'll see him again when I head back to the Manor. It's not like he's gone forever.
Feeling emotional and confused by it, are you sure? We're going to miss you, and that axe of yours. It's gotten us out of some trouble in the past. Ealdwig tries hard to keep the smile on his face. Alright, you get the forge working and clean out the field house. Save me a good room will ya'. I'll be back there soon enough.
Ealdwig, then hustles off to hide his emotions and heads to the serving girl. He orders three ales. With his small hands he struggles to carry the three tankards back to Blornvid and Skeeve. He makes it back to the small group with most of it intact. He passes them out.
Cheers! and proceeds to drink quickly.
I'm sorry Blornvid to see you leave, but I understand that you need to do something special now. I trust we will meet again at that manor, or maybe here at the Base in the future. Take good care my friend!
The Arc follows Kaarik and Ealdwig to the cantina.
…
Ealdwig, recounts some of the adventures he has been on so far, discussing the field house with the ghost, the glitching training center, the ramparts with goblins and the sickness that comes with passing through a boarder, as well as the dinosaurs, fey and the library. It's certainly been interesting.
Grin, you're heading back to the Underdark? What's it like down there? I haven't seen it. Maybe I should come with you this time. The Manor seems to be doing well and Blornvid is heading back that way. He wants to get the forge up and running. I think he misses that from his previous life. Skeeve has been really into the Matrix nodes and magic, it's all over my head.
Brewner, let’s show them the map so they can copy it down. Also, we intend to travel to the deeper levels of the underdark. Is there anything you can tell us to prepare ourselves? We’ve purchased some equipment, but any intelligence you can share on the area would be helpful.
Ealdwig starts heading toward the tavern, he pauses for a second, Arc, do you mind if we stop by at Fiznik's first? I want to see if we can turn this crystal he holds it up into a communication device. He smiles at the thought. Can you imagine this little crystal can help you speak to someone who isn't right next to you? Maybe we can get one for Blornvid and we can have a chat occasionally.
I'm sorry Blornvid to see you leave, but I understand that you need to do something special now. I trust we will meet again at that manor, or maybe here at the Base in the future. Take good care my friend!
Ealdwig is a little lost for words. He hasn't had too many friends in his life and losing, well that's not the right word, but it's what it feels like at the moment, one is hard. It's not a feeling he is acquainted with. He says it's only temporary. I'll see him again when I head back to the Manor. It's not like he's gone forever.
Feeling emotional and confused by it, are you sure? We're going to miss you, and that axe of yours. It's gotten us out of some trouble in the past. Ealdwig tries hard to keep the smile on his face.
Ealdwig, then hustles off to hide his emotions and heads to the serving girl. He orders three ales. With his small hands he struggles to carry the three tankards back to Blornvid and Skeeve. He makes it back to the small group with most of it intact. He passes them out.
Cheers! and proceeds to drink quickly.
See you soon big axe
And then, to Ealdwig Sure we can visit Fiznik, just lead the way.
"And sure, let's meet at the tavern once we solve these small duties. Also, if you want a communicator, you might want two of them. Arc, was it? If those black wings are more than just decor, I think you will find this very useful for scouting and keeping some ground communication."
And he handed another small crystal to Arc.
clerk

Phlan thanks you for your assistance and calls the clerk to see you out.
The youth asks if you need anything else and urges you to move along if notIf you are done with official business I suggest you take your business elsewhere
Ealdwig, et al., are at Fiznik’s to request the creation of two communicators using small crystals they’ve been gifted.
Then once that’s all sorted, we can chill for a bit and exchange stories at the tavern, then go back to adventuring.
Before he leaves and heads back to the manor, Ealdwig will ask Blronvid to teach him how to take the best care of his sword and dagger. Then he'll use part of the downtime to clean and sharpen his tools. He'll also practice with his bow. He is dreadful with that, definitely needs the practice. Anyone around here who can train him to use it properly?
Valpip (artificer)

Anyhow, he loves it!!! The camaraderie, the friendship, the essential feeling that even in different missions we all belong to the same brotherhood.
Oliver, right? Of course my wings are decor! Said smiling But they are also functional... they unintendedly named me the scout of the team, which I do enjoy. Very generous of you to give us the crystal, they will definitely come handy. Can't wait to get to the tavern, so I can hear all about your cave exploration. Arc has always been both curious and cautious with anything related to the underground, he would happily listen to it all but never get himself to walk there.
Ealdwig, I'm all in on this communication-magic-crystal-fartalk-things, whatever they may be called. Although, I don't have much in terms of cash. I expected that our debrief of finding would address that, but I haven't heard from Skeeve yet. And considering the range... it shouldn't be a problem for sneaky situations. I agree!
In the downtime, Arc will be happy to train Ealdwig with the bow. He will also look for training himself, either to learn to Psionics or Healing... if both are possible, he will go for Psionics now.
Also, out of curiosity, how far is the Manor from the Base? And how much time does it usually take to walk there?
Skeeve has been running around trying to figure out if his map of the local matrix is any good. He is also talking to Phlan to see if he needs to go anywhere to get more things set up.
If I haven't said it already, he stops by Fiznik and returns the gem and tablet. He turns in the info he has found, too. He makes sure to look up his first two companions to see how they are doing. He says goodbye (for now) to Blornvid and takes him down to the node to send him off to the Manor. "Keep the manor safe and try out your backpack. Let me know what the tamer drinks I can manage are when I get back there! I hope to see a working forge and dwarves bar when I do get back!"
"Aye, I will, Skeeve. Make sure Ealdwig stays out of trouble," he says with a wink. After Skeeve has gotten the manor node dialed in, he grips Skeeve's forearm. "Take care, brother." And with that, he steps onto the node and disappears.
If there is anything in particular you want to look into during your down time put a list in your personal thread and I will answer questions and let you know what you learn
Arriving at the tavern, they sit at a long table hoping others will join sooner or later. And Arc asks the lady a big mug of ale and some bread and cheese, and... What would you be drinking Ealdwig and Skeeve?
So, before I joined, what have you guys been doing? Blornvid mentioned a Manor but I haven't seen it yet.
In the corner of the room sits a larger group of 5 adventurous looking types. One sits in the light from a window and the other in a corner across the table and is pulled back into the shadows. A couple large men, one with a massive two handed sword on his back and the other muscular and bare chested and the third younger and looks to be a rookie.
![]() Buan | ![]() Sawen | ![]() Felix |
![]() Big Al | ![]() Pontus |
Yeah it is a good place to be. Can be scary at times, but we've come through it ok...so far. it was well worth coming here. Glad I made the trip. Ealdwig orders a meal, whatever it might be for today and a tankard, for Arc and himself. Food is good here.
Wow, Ealdwig with a twinkle in his eye, thinks back to what has happened since he has gotten here, he smiles, what hasn't happened? He then proceeds to tell Arc, his whole story since he got here, from getting off the ship, to the tavern and Danoll, to the swamp and Guflis, convincing the serving girl, Sylfir, that she was the rightful descendant to a Manor House and grounds, not that far from here. Going to the Manor to make arrangements for her, then helping clear out the grounds and out buildings, meeting the Seer in the library he's interesting, never met anything like him, Ealdwig pauses, him? Umm.. Anyway, you'll meet him(?) when we go back to the Manor. Great place and library. So BIG! We came back met Grin and some of the other guys. We hit the tunnels to deal with a massive and maybe the most creepy and scary thing I've ever seen, what was it called again? Um, I think it was a Roaper, if I am remembering correctly. [b]It's been pretty amazing so far! And, I only came close to dying twice! Smiling, Ealdwig holds up 2 small fingers in a "V" shape. All that and only twice! Can you believe it! Ealdwig shakes his head in a little disbelief and his luck so far. Very glad I came here. Well worth the effort.
Ealdwig realizes he was rambling for a while, he tends to do that. Sorry, how about you. How did you get here? You've probably got a great story to tell.
I have some money and I do not know what to buy yet, so if you need anything, I would be happy to cover for any of you.
Then Arc starts telling how he left his family town, with a tankard at hand. A town with houses in treetops, and started to travel and see the world, and eventually got to a town with a great tavern which had a drawing of the Infinity Tower and set his path to visit it...
Then he saw Grin and Sleeve with the rest of the adventurers and waved his hand calling them, inviting them to sit with Ealdwig and him in this long table.
We will need several more of those beer tankards!
Greetings, yes Felix is my name and scouting is my…..game. Right now though Im scouting out a nice drink and some of that stew.
Felix placed his satchel on the floor and unharnessed himself from his Great-Sword and family Spade, then took a seat at an adjacent table with Al and Pontus. He really was looking forward to some hot and fresh food. What there was to eat on the boat wasn’t bad but it was mostly dried and salted.
So, Pontus, are you old enough to drink?
He is of medium build, with brown hair and shockingly green eyes. He is wearing leather armor with scales all over it, a very odd belt around his waist that looks like it is made of wood, and no noticeable weapon. He appears to be completely unarmed. He also has his omnipresent backpack with him. He claims a seat at Ealdwig's table, but continues on to greet Baun and see how she is doing, and greet those at her table. (He does NOT leave the backpack at the table, but keeps it with him.)
"Hi, my name is Skeeve. I had to come say hi to Baun, and find out who is new here! What are you all looking to do at burgeoning New Paphos?"

Pontus gives Felix an odd look Um, I drink all the time. Oh, are you from one of those restrictive religions that wone allow you to drink alcohol until you are "of age"? So sorry to hear that. Most places let you drink as soon as you can pay for it and shrugs as he sips his beer. I normally prefer ale but this isn't too bad.
As you chat a serving maiden brings out a platter with 3 large bowls and slices of bread to place in front of each of the recent arrivals. Al greets her and she replies with familiarity before moving on to server the influx of adventurers shoving several nearby tables together along one side of the room.

Al points out Skeeve to Pontus and Felix. He's been in and out of this place almost as long as I have but he tends to stick around closer than I do from what I hear. I recognize the Hin with him (Hin is another term for halfling, kender, or hobbit) Normally they travel with a dwarf. Looks like there's been quite a turnover.
They tend to be more active than Baun and Sawen here.

This is true. I spend most of my time studying with either master Ualas, our local druid, or madam Gulfis, the local medicine woman. I do aid adventurers form time to time but, I am not so good at fighting. and the flower bows her head in embarrassment.

Do not trouble yourself over this Baun. As I have said before, each has their place. I too am not a fighter but my scouting helps the expedition. Since you have the company of Al and his new fellows I will take my leave. I have another mission this night and should go over the days reports and prepare. Sawen bids farewell and leaves after settling his tab.
It is at this point that Skeeve comes over and introduces himself to your table and is greeted by Baun.

Me, just passing through again. Might stick around another week but I get restless to easily and like to travel. But this is a great place for new stories. the big man replies easily to Skeeves question. Got a couple rookies here nodding to Felix and Pontus But Felix here is actually pretty decent with that ridiculously large sword of his
About our houses, well, some are quite big, like 2 rooms big! And some are but platforms with a small roofs against rain. Since the weather is warm, there is no need to more cover. And they have rope and plunks bridges, but most of us just fly among them, they are truly beautiful!
When he reached adulthood, he wanted to travel and see the world, so he packed a few of his belongings and flew.
" Cant say i ever saw so many brave adventurers in one place" Brewner says while entering the tavern, he walks towards Grinfletch and the others "Please to meet you all my name's Brewner but friends call me hopper, and a friend of Grinfletch is a friend of mine, bring the ale!"
Grin, newly equipped for his underdark adventures, is a Duende (Halfling) from the wildlands. He wears: supple, dark leather armor adorned with intricate stitching and small, shimmering beads; an elegant mask of polished wood, adorned with delicate gold leaf accents around its edges; a stylish leather belt with rune embellishments, its buckle fashioned in the shape of a mischievous grin; and a mysterious cloak, currently matching the armor in color and shimmer-osityness. His signature crossbow is propped up against his chair as he happily eats through his second full plate.
Brewner tells the story taht gave origin to his nickname, he was caught by a storm of evil sorcery, the land shattered and start to float like in a river, he was able to get out of this chaos by hopping from chunk to chunk. He gives some good laughs retelling the story.
"Since then i have been adventuring with my friends here, i am constantly amazed by the cleverness and ingenuity of Grinfletch and Oliver"
And then, to the tavern guy Another round of ale man, we are all thisty
After hearing Hopper story Arc just laughs enjoying it, and then empties his tankard. It's hard to imagine anyone jumping around, with a heavy hammer, under an evil magic storm to avoid being eaten my the ground.. and then adventuring underground! This place is both amazing and incredibly crazy!! I love it!! And signs again to the tavern guy for the ale refill.
Oi, Skeeve-o! He indicates in the direction of Felix. Who’s your friend with the sword so long, I could use it to measure my ego?! Oh wait, I can’t reach that high! Grin laughs heartily at his own joke.
Nice to have met you Sawen, perhaps we’ll run into each other on a blind corner.
Felix received his bowl and bread gratefully. Ripping off a crust and dunking it into his stew he inserted the whole piece into his mouth.
This is life he said with his eyes closed. And I should know, as when I’m not hacking at giant octopus’ I am burying the dead.
When he opened his eyes again Skeeve had joined their table and Al was introducing them. Skeeve was fascinating to look at; that man knows how to wash, so clean. I could learn a thing or two
Am I passing through as well, Al? Well Skeeve, I am looking to make some gold. And hopefully have some fun while I’m doing that. I just arrived but I get the impression this could be the place. Though, everyone seems a wee bit serious.
There was a call from across the room. Let me know when I can start referring to you as "Skeeve-o". Now that man perhaps has a less serious attitude he said with a smile.
With a chuckle, he adds, "And you can call me whatever you like. I don't promise to respond if I don't like it, though."
And of course he looks clean and dapper. When you can cast prestidigitation at will, some of those are going to make sure you are clean and tidy!
"Nice to meet you both Felix and Hopper, I am sure we will have many occasions to spend some time all together, here, on the field, and of course in the library"
He beginns look for a place to sit, when his attention is drawn to the table with the noisy adventurers and and he watches them excitedly.
As he moves back with Felix to the main table with all of the PCs at it, he invites Aizashi over to join them, as he looks to be in search of adventure, too.
To the entire group he says, "It looks like we have managed to get a bunch of us together all in one spot again. And, fortunately, this time we are not all fighting a roper and dark mantles! Instead, we are partying! Some of us, are looking to dive even deeper into the Underdark and explore its mysteries. Others, are going to be staying mostly above ground and trying to unravel some secrets of this ancient city (after an excursion to a high mountain valley). I don't know which path is potentially more lucrative. But both look to have plenty of adventure!
"But that's for later! Let's enjoy ourselves and tell tales of our recent exploits tonight!" He looks to Aizashi as the most recent addition and says, "Tell us of your recent exploits!"
He looks around the group unsure if his tales would even hold the smallest bit of interest for seasoned adventurers.
I've recently been helping a small village that was caught in a feud between a fey hag and her changing son. He held a grudge against the fey practices and somehow attempted to save his sister from suffering the same way he did, I suppose... He shakes his head thinking back to his previous adventure. It was confusing and I still have a lot to learn.
He turns to Felix and says, "What happened on your journey to meet us here?"
What an honorable adventure you had Aizashi. I wish, Skeeve, that I could tell as heartwarming a history. However, I travelled by boat and it was fairly uneventful. I vomited over the side many times, and stayed out of the crews way. After we found the river we could camp on the shore, but that opened us to danger. Al and I investigated and narrowly avoided a fray with some Lizardfolk. They gave us some advice and directions, but that didn’t help us avoid the giant octopus. The beast nearly took us under. Thankfully it valued its remaining appendages so,let us go. And here we are.
Felix looked around at his audience, examining their faces. So any adventure without a boat gets one point in the plus column.
Rolls
Charisma, telling an enjoyable tale. - (3d6)
(112) = 4
"You call that uneventful?" he asks coughing.
Grin stands up on his chair, turns around and pulls up his shirt. He has a light scar running across the his lower back.
This is from the time a beast chased me into a crevice. I was stuck there for two days while it tried to scrape me out and caught me with a claw. But ever since coming here, if we get hurt, all is healed up lickety-split by Skeeve or Ishzu.
He tucks in his shirt and sits back down.
"But that's old news. What was your latest exploit, Grin? What's the story behind these?" With that question, he produces the small crystal Grin had just recently given him on Blornvid's departure. "Where did these come from? What do they do?"
But Oliver Otter had a plan and we were all equipped with burning alcohol and fire brands - myself with flaming arrows. So we set them alight and in a short few minutes, the entire cave went up in smoke and fire.
We cautiously entered and cleared the cave, coming upon some huge spiders that tried to communicate with us. Sadly, we could not understand them and they were cut down. They were protecting a small cavern with a powerful psionic crystal. The wizard Valpip had to come and remove it. It was incredibly valuable and had to be warded to protect us from it.
When we got back to camp, Hopper - uhh, Brewner - joined us and we prepared to take the crystal to sell to one of Ishzu’s contacts. But we were attacked by goblins! They stole the crystal and I got a water elemental to help us scare them away. They escaped through the matrix node and we hunted them down by going through a slime cave and into the marshes.
When we found them, there were two groups of goblins and the acolyte of one group had used the psionic abilities of the crystal to control the others. We fought with the acolyte and disabled her. Then we took the crystal back and broke it down to prevent anyone from taking advantage of its psionic abilities. And now these smaller pieces can be used to craft some fancy gear.
I still have one more small crystal. 25 gold if anyone is interested.
Did I miss anything? He looks to Oliver and Brewner for any comments.
"With Anders joining the guard and Ishizu...recharging we are in need of some new faces with hunger for adventure if we intend to explore the underdark" He says it loud enough to be heard but to no one in particular
In response to Brewner, he says, "Well, I can't go, but perhaps some of the others here are intrigued by delving deeper into the Underdark! I look forward to hearing the tales of your exploits when you return!"
Changing subjects a bit, "I wish the two who went to Eldergrove were still here to tell of their exploits and how they freed an entire city from its curse. But," looking to Ealdwig, Arc, and Kaarik, "who wants to tell of our exploits?"
Marta Peskryk

We have heard of an underground ocean with undead sailors or something… we intend to climb down and check it out. Anyone interested in joining might want a climbing kit. We will keep our eyes out for matrix nodes and do hope to find shiny things… or at least, I’m excited to find shiny things.
Also, I love to meet new Underdark creatures and Oliver is always searching for alchemy ingredients.
"Besides magic or torches, you'd be very surprised at how many things glow down there. Even creatures who can operate just fine in the dark often like actual light because it lets them see color and more detail. So, you'll find more light sources down there than you'd otherwise expect. But you can never really depend on that."
"Oh my! Isn't this a HUGE party? Sorry for being late. I was telling the dockmaster about our adventures again; he's a cool fella to talk to, not easy to surprise with something novel, though. Then I saw this rare breed of frog jump out of the water and I tried to catch it. It escaped, and I just splashed into quite a bit of muddy water."
Oliver asked around to find out who everyone was, and caught up with their presentations.
"Oliver Otter, at your service. If you ever want a brew or a frog and seaweed stew, I'm your otter. A strong stomach is advised, however."
Felix watched and listened in bewilderment as the crowd in his corner of the tavern grew in size. He ordered another mug of ale, and leaned back in his chair, belly full.
Murmuring mostly to himself; Florial, is this the type of mischief you got into? A cavalcade of characters.
Although, at Hoppers invitation, Arc is taken aback... He does enjoy listening to adventures and missions a lot, and even taking part in them! But going underground, and by choice!! No way Arc is going there in his own two feet.
He is glad though, that we all have different preferences! And also impressed by this underground team! And downs another gulp of ale.
"I'd be willing to accompany you!" he exclaims.
Then adds a little embarrassed by his unexpected outburst "If you'd have me that is. Though I'm not sure what kind of help I can offer to your cause."
Arc, do you think we'll get some time tomorrow to practice with the bow? I could use the help.
"We will be glad to have your help in the underdark, i have no doubts in your abilities, but first lets see if you can help empty some mugs of ale" And he burst laughing
Current Mission List with bonuses are on the Info Sheet Notice Board (posted below for convenience) with current bonus levels listed after each assignment.
- no bonus
$ to $$$ low to high bonus and priority
If you're not on assignment, or ignore them to long you shift to becoming a freelancer and have to pay room and board
Open Jobs
1. Explore caverns under the base
1.a. Investigate Gelatinous Cube $$
1.b. Map the underdark -
2. Explore the Matrix network
2.a. Explore Spider chasm & fungus forest $$
2.b. Explore high mountain valley $
2.d. Assist with creating a research station in Eldergrove -
3. Investigate Intact civic centers of Paphos $$$
4. Work with Infinite Tower -
Arc then turns to call Skeeve. Hey Skeeve, you know everything, or almost everything, about magic and those tingling stuff. What's the deal with those crystals? They felt strange and I'm now curious... Are they some special kind of magic? Are there too many kinds of magic?
Felix used a small splinter of wood to clean his teeth.
In smaller back-water towns my Haunted Blade would have been good for a few coins - entertaining demonstrations, or some stories with interpretive dance accompaniment. But this town….sounds like I’m a dime a dozen. (A dime is a small coin, where I’m from)
To Felix: "Don't worry too much about starting funds. Whichever group you go with will get you set up as needed. If you go Underdark, Grin has already said he'll get you set up with the gear you'll need. If you stay above ground, there's less you'll need, but we'll make sure you have what you need."
Arc decides to visit Fiznik tomorrow, after bow training with Ealdwig.
Then, to Felix, I agree with Skeeve, you don't need to worry much about fancy gear. Pick your option, and trust your fellow adventurers.
"As for these days before our departure, I will go around town and see if I can collect some ingredient herbs and minerals by the riverbank. There is a fae alchemy recipe that calls for my attention. Oh, and I also need to distill some alcohol per Grin's request."
"...which is NOT meant for drinking", Oliver added when he saw a few greedy eyes turn around. "Though if you insist and have a duende stomach, be my guest."
"Fiznik will of course have more insights than me. However, I have some basic knowledge in magical items and if you allow it, I would like to study the crystal a little."
Then, to Kaarik Of course my friend, do study it as you wish. Although, I think we left them to be turn into some sort of communication talk-afar thingy, right Ealdwig? But if you do know somethings about psionics, I'll be happy to learn .
He eagerly listens to all the conversations and at some points feels woefully unprepared but his reassured by the fact that he is not the only new adventurer.
Kaarik will then go to Fiznik in the morning to ask him if he can show him the process.
He actually finds it quite a good deal that Valpip did not request a fee to take him as assistant.
Valpip is a demanding teacher and believes there is no such thing as a bad question. Unless it was asked while not working, or thought through, or indicative of you lack of a proper foundation that requires reading assignments for you to find your own answers before tomorrow. And if you don't ..... Gnomish artificers can be very creative in the applying of corrective discipline while teaching their staff....
A week of hunched over on gnomish sized chairs and tables crafting tiny runes from thin metal foil then assisting in inlaying these into the engraving on delicate crystals is only the tip of his ordeal. But he did learn, a bit. He's sure he did...
He sits back in his oversized chair relaxing, smiling and looking around. It's good to have some friends.
He has in fact a brand new motivation, becoming Valpip best ever lab rat.
"I thank you master for this week of work. I now must go to serve the expedition, but I beg you to keep me a place as assistant. I am ready to dedicate any minute I spend in the base to you."
Right-o captains of the watch! Who among you will take some coin in exchange for teaching me the Way of the Whip?!
He feebly cracks the whip in front of him, feeling confident in his ability to learn quickly.
Felix approached the counter to settle his bill, hopefully find a - private - bed available for that night and ask a question.
Would there be any merchant close by that sells clothing? I could really use some fresh attire. Maybe some light armor as well? This small town seems rather regimental so I’m not holding out hope. Well - actually I do have hope - isn’t that right Florial - please don’t dash it!
daryen will manage the Underdark
I will be creating a new thread tonight/tomorrow for those working to Restore Paphos
@Arkmenos,@Nuttyartist I created a poll HERE to filter everyone into groups and destinations. Please indicate where you want to go next, and indirectly, what group you will be joining.
Do we pick up the crystal devices now? At least the first batch of communication devices?
Looking forward to delving deeply!
Feeling a little saddened, by losing Blornvid and Skeeve his most trusted compatriots in the same week, well brother, we'll meet back here again soon and go on the next mission together, if I make it out of those caves alive. Ealdwig smiles at his poor joke. Without your healing powers, you never know. Shrugging, might be short trip.
As they part, Ealdwig looks back I've got all week to try and change your mind and come with us. He smiles and turns walking away, ONTO A NEW ADVENTURE! He pumps his little fist in the air, like Judd Nelson in The Breakfast Club.
DM : Psybermagi
Skeeve, Kaarik, Arc, and Aizashi
DM : daryen
Grin, Oliver, Brewner, Ealdwig, and Felix
Ealdwigs acrobatic pole and rope caster should come in handy!
Afterwards Arc looks for Sleeve, Kaarik and Aizashi to start their next journey. He probably 'saved' Kaarik from Fiznik's next repetitive task, and found Aizashi punching some training dummies at the training grounds. Most probably Skeeve found them before they found him... I wonder what news have he found about the matrix...
Let's find Lady Alagondar and get the details of the next mission
Don't lose it! If you do, I'll owe Fiznik a chunk of gold."
EDIT: Skeeve also turns in his loaned gem of spell storing and tablet to Fiznik and Valpip.
And do we need to ask the Expedition if there is gear they can loan out to us?
Arc, thanks for the time and tips. I'll keep practicing. I'll get it sooner or later. Sure you don't want to reconsider and head to the Underdark with us? It'll be a pretty great adventure.
Don't lose it! If you do, I'll owe Fiznik a chunk of gold."
I think that rope caster you gave me, Ealdwig cocks his head and scrunches up his face a little. You've gotten yourself a ton of magic items since you've been here, haven't you? I think you've given me 3 or 4 already. Do you want them back? Well except for this rope caster. That I think I am going to need on the next mission. If I shoot it across a cavern or up a cliff and use it to climb, right? How long is the rope, do you remember? I'll return it when I get back.
Ealdwig pulls off the rope necklace and charm Guflis sold him and thrusts it into Skeeves hands. See you when I get back. Hopefully, you'll be here too. Ealdwig walks away heading to the shop to grab any last minute supplies he needs.
We need to sort out the crystal devices and also any magic items the expedition has that we can use? Maybe Felix can hold onto one or two of those?
- The Scroll Case for auto-mapping (which Brewner now holds).
- The Spider Silk for laying down a way to hopefully get out of a maze.
- The Echo Amulet; make a sound and find out how big a room/cavern is.
- Unmovable Pole, which can extend from 3-8 feet, turn into a ladder, or "lock" itself into place spatially, even unsupported in mid-air.
Those are the loaners.
So, if Felix wants, he can take any one of the Spider Silk, Echo Amulet, or Unmovable Pole.
The echo amulet seems funny, so Felix could take that.
Maybe his family spade will come in handy if any openings need widening?
The echo amulet seems funny, so Felix could take that.
Maybe his family spade will come in handy if any openings need widening?
And, yes, I can see where the shovel can come in handy. We'll see.
I will add the Echo Amulet to your character sheet.
Lantern oil is either 1sp (alchemy shop) or 1gp…
I have two Health Pots and one Antitoxin already, but more won’t hurt. I also have a healing kit. Not sure if that’s useable by me?
Biggest thing for me is, should I spend 100gp on the crystal communicators now or are they not ready yet? These would be the ones with the medium crystals (4 of them).
Grin is happy to hold the spider silk or the pole, but he’s kind of small and already has a lot of gear :)
Others feel free to jump in on those. Brewner? Oliver? Ealdwig?
It was essentially a head lamp. Very useful in the dark
I bought Ishzu’s tent and picked up a couple magic items already, so I’m okay passing on these ones for now.
So ... it is also available. I doubt Ealdwig is interested in a helm, though he might be interested in the silk thread. But, yes, the helm would be very useful to take along.
EDIT: Heh. I made the above comment before I read Arkmenos' post. The spool of thread is small and magical. It won't affect Ealdwig's encumbrance.
The general rule is only one item borrowed per person. (Even though Skeeve did break that "rule", so it isn't hard-n-fast.) So, Brewner already has the scroll case. Maybe Felix will want to take the helm instead of the amulet and let someone else take the amulet? Don't know. Just spit-ballin' here.
Are we playing with encumbrance? lol… I don’t think Grin could survive with encumbrance.
I think Ealdwig and Felix don’t have signal whistles (not that you need them, but Grin gifted you each one).
Also, what’s the deal with the crystal communicators?
And I'm not really keeping track of encumbrance. Just what individuals are doing for their character concept and guarding against the egregious.
We sell items at Cheap price and buy at normal, yes?
If I end up with the helmet light thing that’s ok too, (not asking for it), sounds like it would look funny, but suited, on Felix.
If I end up with the helmet light thing that’s ok too, (not asking for it), sounds like it would look funny, but suited, on Felix.
So, then Ealdwig take the spider silk, @Bunt takes the pole, Felix takes the headlamp and I’ll take the amulet.
That leaves adding the communicator devices to our gear which the GMs will figure out.
Valpip (artificer)

At the end of the week Valpip hands over, at most, 7 communicators when you give him 25 gold for each. (5 underdark & 2 for the other team?) The devices are about the size of a large egg (2-3" flattened oblong) During the crafting he asked what form you would like them to take. They can be made to be belt buckles, amulets, broaches, etc. It will cost more to have the smith craft anything more elaborate or customized.
These small devices crafted from psionic crystals encased in polished metal with arcane runes allow silent communication between any/all other users with another of these items within a 300-foot radius. Users can transmit words, simple compepts and impressions, and alert other users of their approximate location.
I'll grab the silk it might help us find our way out of someplace. Could be useful.
I've already taken 50gp out of my character sheet for two of the communicators. FYI. I paid for mine and Arc's at the time I dropped them off. If we have enough and Skeeves group doesn't have enough I'll let Skeeve borrow mine and Arc can take his.
I've added the antitoxin, healing potion and lantern oil to my character sheet and dropped 100gp and 1sp.
Does anyone have the explanation of the silk, so I can add it to the sheet? Skeeve, does the gem you provided me count as one borrowed item, if so I am at the max then.
This spool of spiders silk can be unraveled in a never ending thread. The thread can easily be burning it but is resistant to being split by physical means. The tiny thread is hard to notice and handle without the use of the spool. Any thread ignited is consumed as the embers work their way up at a rate of 5 feet a second but are extinguished if they reach the spool
Grin’s will be in the form of a broach that he’ll pin to his collar
1) Added the borrowed pole to my inventory. That thing is going to be incredibly useful. Quick question: if you immobilize the pole while you're in a moving wagon, does the pole stay behind the wagon or move with it? Not trying to do any murderous shenanigans (for which there are plenty of memes), I just want to know what to expect.
2) Regarding money, Oliver still has a bit of spare coin (69gp). Anyone need another climber kit or stuff, feel free to ask. Otherwise might leave it unspent, buy a potion, or buy ingredients at the herborium (if there is one).
3) Regarding how we spend time in these days, as I said, Oliver will try to get a few alchemy ingredients from the riverbank, to concoct one of the fae witch's recipes (either the acid or sleep potion). I guess we could summarize that with an alchemy roll. If we're going straight to action instead, that's okay too, I'm saying this assuming that everyone gets a chance to do some task during these days.
Grin got four communicators; Ealdwig got two. So, you should all be set for communication going down. I recommend Ealdwig just keep his two, since he needs one and having a spare is not a bad idea.
Thunder_Lungz:
Psybermagi is working on the downtime rules in the OOC thread, so check that there. But, no, you can't really gain XP through downtime. You need to Adventure! to get XP. Downtime is when you spend your XP or gain some piece of knowledge that doesn't require XP.
Bunt:
1) I would rule that the pole "locks" to the world, not some minor piece within it. So, depending on where you activate it in the wagon and how fast the wagon is going, interesting things would happen.
2) That's more of a player thing. I think you are all good for now, though.
3) The way Skeeve's rune or talisman creation works is that he buys the components and rolls the dice. Success means he gets his rune/talisman; failure means he doesn't. Either way, the components are spent. I see no reason not to just use that mechanic for Oliver's alchemical creations. I'm not sure how hard @Psybermagi wanted to make the potion creation, but most stuff like that is deciding on the scale of what you can create, then deciding on the cost for creation. @Psybermagi, have you thought through how you want that to work? I am assuming we should just be able to blatantly copy Scroll Reader/Scroll Writer in concept.
1 agreed. Ex if activated while falling it will stop dead. It is on or off. Good luck holding on
3. sounds fine. I usually like to make each have it's open flair. Ex alchemy child be easier to create biological effects that enhance/heal creatures, potions and the like, while runes might be better at laws of physics and the like.
But that's mostly flavor. Tell daryen what you want to try making and buy the ingredients and roll
:D
As Ealdwig walks away, when he gets about 50 feet away, he shouts BOO! into the communication device. Trying to give Arc a small freight. He smiles and giggles as Arc jumps a little.
Also, I am assuming that after playing his prank Ealdwig makes sure his remaining device is connected to the four Grin got so that he can actually use it to communicate with the rest of the group.
Walking away, he waves a hand, both thanking for the crystal and meaning 'see you soon' (or maybe 'don't get killed').
A while later, Arc sits with Skeeve to make sure both crystals a working properly. He is tempted to return the prank to Ealdwig, but decides it is too soon... some other time maybe. Then he hears someone transmitting random words, concepts and locations and answers with a numbers countdown (from 10 to 1) looking at the central grounds of the Base.
No doubt it’ll sort itself out. This headlamp device will be handy underground, no doubt. Did you ever have anything as awesome as a Head-Light Florial? Bet you didn’t.
Felix had found an outdoor patio with some small tables and chairs. One of the servers from the Tavern….or maybe it was the bar - Felix wasn’t sure - was within earshot and could bring him cool beverages and little toasted nibbles. So there he sat, feet up on an adjacent chair, dozing off from time to time.
Someone bumped his legs to wake him up, and dropped off some climbing gear. Ooh good, sounded like this would be important. That harness looks a bit snug….and these thingies are…carabingers??
Later on in the week, when he was a bit deeper in the chair with some dried ale on his cheek, another item was dropped off. A small crystal.
Fank you. It’s a communication thingie you say? "Hellloooo, this is Felix. If you can hear thisssss….your mom says hi."
I guess we’ll see if it works.
When he looked up he was alone again.
An strange voice spoke into his right ear. You need a hobby Felix. This is embarrassing
Felix didn’t flinch, just replied Aww Florial, that’s sweet….I have a hobby, youuuuu’re my hobby bobby
Phlan (Head Administrator)

This is everywhere work. I will have it give over but it looks like we should be able to follow these write easily and gain at least partial access to the cities infrastructure within a week.
As an aside, does the Docks have one or more of those local Nodes? If so, he'll ask the Lady if she can authorize him for just the Nodes. I can roleplay out the interaction and request if you want.
He will also tell Phlan that the castle seems to have changed hands from orcs to giants, and that things are going down at the goblin's Remnant. It would be good if we had any goblins, kobolds, lizardmen, or orcs that work for him that could go integrate with the Remnant and keep up with what is going on.
"Is out goal for this endeavour reached? What shall we do next?"
Map added to Info Sheet under "Adventure & Tile Maps" / "Merchant Quarters Map"
Do you fancy a pint? Or shall we deliver Alagondar's chest first?"
"Pfuuu, what a few days it has been. Let's get ride of this chest as soon as possible and be done with it.
And then, a pint it is!"
After that, we'll take the acquired magic items to Valpip and Fiznik to get everything identified (unless Skeeve can now do it himself). At that point we can divide up the loot so that we can then go and spend it and the magic so we can use it or sell it. He has a healing potion to restock and some talisman/rune supplies to restock. And some armor to repair.
In between all that, he's definitely on board with the pints and food. And sleep, for that matter.
Afterwards we can decide loot, and get that ale.
No problem! I'm figuring we're gonna be regrouping right now, anyway, so that works.
For the rest of the team, we should figure out what we wanna do next. Skeeve paid good gems for the invitation to that other remnant site, so it would be cool to make use of that and check things out there. Since Big Things Are Going Down (tm), it would be good to get some intel on that.
On the other hand, we could just go exploring. Assuming we have full access to the city network nodes, we can take a look at the old map and see if we can find other locations to check out and see where they go and where they are now. We should have some nice options to pick from now.
see Advancement : Rookie, Novice, Veteran snippet under the Veteran section
As Veterans begin gaining experience points that can be used to enhance their character as follows.
Exp Cost | |
6 | +1 permanent HP |
8 | +1 Proficient or Mastered Weapon. |
10 | +1 Trait |
Experience is generally awarded for the group as a whole as follows:
+1 for good roleplay.
+1 for defeating enemies (encounters, not per enemy).
+1 for overcoming challenges
+1 for advancing the plot and their goals.
Advanced Rules for Veterans
Critical Success :
Any time two or more 6's are roll rolled on any test the results exceed basic results. Damage is increased or another beneficial effect will be added by the GM.
Holding :
If a character wants to wait and respond to changes in the situation they may declare this at the beginning of their turn. Holding takes one action allowing them to use their other action at any point afterwards.
Oooo! You already updated the totals! Cool! I do have enough for something. I'll have to think on what to get ...
I guess we can check the loot, and then celebrate at the tavern!
Arc will also want to go to check where that invitation lead us... After those ales
vial of carnivorous vine
potion of healing x3 (heals 2 health for 1 action, must be consumed)
3 Dart of Flames : Critical hits deal 1 additional point of fire damage, ignites combustible items
Performers' Leather Armor : Once per day, roll with advantage on any Sleight of Hand or acrobatic test.
Expeditious Iron Key : Any simple door or fastener you touch with this key instantly unlock or locks.
Chiropteran Pendant : The bearer can hear a pin drop in a crowded room. Gains advantage hearing tests.
Delver's Boots : While underground, the bearer of this item always knows the depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Scarlet dagger : This weapon perpetually drips the blood of goblins. The bearer can speak goblin and has advantage on intimidation checks against goblins when the weapon is revealed.
Gloves of Grace : Once per day the bearer heal any unconscious creature they touch 1 point of health as an action.
Sentinel Wizard Staff : Faintly glows when goblins are within a 100 foot radius.
Siege Warmace : This weapon damages man-made inanimate objects as if they were made of living flesh.
Fatespun Gauntlets : When the bearer crits with on a melee attack they gain Focus for one entire round.
Spiritual Armor : This armor is naught but a prayer written on a scrap of vellum, decorated with religious motifs of the god of war. Once per day, the bearer may spend 1 minute to read the prayer out loud, and at the end this their skin becomes as tough as armor, granting 1 level of protection per combat. The effects fade if they act in any way that is not in accordance to the god of war's teachings. (timidity, cowardice, dishonour)
Unbroken Belt : The bearer gains advantage on saving throws vs death, poison, and disease.
Barbarian's Bracers : The bearer tests on advantage on tests of strength.
I gotta admit the staff is kinda underwhelming. It looked like it helping the hobgoblin mage cast his fire spells. I was hoping ...
And I know Ealdwig would have loved that leather armor! (Though I am not sure he would actually need it.)
1) I noticed you wanting to combine groups. We can always combine with one of the other groups, if you so desire. While Skeeve's plans are to make use of the invitation and see what's going on, that can always wait.
2) For my next Trait, I posted a follow-up in my character thread.
(8+18)pp = 26pp
(190+97)+197gp = 484gp
(700+70)+60sp = 830sp
(60+30)cp = 90cp
4 amethysts (25,30,40,40)
The items in (parathesis) were gained with the sewer worm. There was a lot of cp with the hobgoblins, but we left it behind. 3 of the amethysts (25,50,75) were used to grease the goblins' palms.
If we convert everything to gold, we get 260+484+83+.9+135 = 962.9.
Divide that by 5 (we promised Geis a full share) and we get 192.58. Assuming that the Clerk will do currency exchange for us, that means we each get:
192 gp
5 sp
8 cp
And whomever speaks first can take a portion of their gold in amethysts. Skeeve will claim one of the 40s. (So, he will actually get 152 gp plus the amethyst.) He will take both of the 40s if allowed to.
The above list of magic items in Psybermagi's post covers the magic items we found with the hobgoblins. However, with the sewer worm we also found a heavily bound book and a cracked magic wand. So, Skeeve'll wanna know what those are, too. Depending, they might be more important to him than the iron key or the belt.
In addition to all of the above, Skeeve also took the hobgoblin's deck of playing cards. He wasn't going to miss out on that! Yes, he knows they are not magical.
Arc, based on his scout role, has strong preference for:
Chiropteran Pendant,
Expeditious Iron Key,
Unbroken Belt,
And maybe light preference for Gloves of Grace.
EDIT: I see Skeeve's post uploaded after I wrote my post. I agree with the coin division and plan to spend a good part of it in base, so no problem on getting only coins.
As for magic items, Arc's preferences remain.
And Arc can't wait to deliver the chest to the Lady.
About Lady Alagondar's Heritage... Shall we deliver the chest in this thread or play it parallel this loot division in the Reclaiming Paphos one? Sorry Psybermagi, Arc doesn't want to give you more homework, he is just asking without hurry, but can't hide his enthusiasm to become a citizen :)
He will refuse to even touch the dagger as he does not want to have anything to do with an item dropping blood like this.
Please do comment!
Coin
192 gp + 5 sp + 8 cp each
Aizashi
Fatespun Gauntlets : When the bearer crits with on a melee attack they gain Focus for one entire round.
Barbarian's Bracers : The bearer tests on advantage on tests of strength.
Spiritual Armor : This armor is naught but a prayer written on a scrap of vellum, decorated with religious motifs of the god of war. Once per day, the bearer may spend 1 minute to read the prayer out loud, and at the end this their skin becomes as tough as armor, granting 1 level of protection per combat. The effects fade if they act in any way that is not in accordance to the god of war's teachings. (timidity, cowardice, dishonour)
potion of healing x2 (heals 2 health for 1 action, must be consumed)
Skeeve
Unbroken Belt : The bearer gains advantage on saving throws vs death, poison, and disease.
Scarlet dagger : This weapon perpetually drips the blood of goblins. The bearer can speak goblin and has advantage on intimidation checks against goblins when the weapon is revealed.
cracked magic wand
potion of healing x1 (heals 2 health for 1 action, must be consumed)
hobgoblin's deck of playing cards
Kaarik
3 Dart of Flames: Critical hits deal 1 additional point of fire damage, ignites combustible items
Delver's Boots : While underground, the bearer of this item always knows the depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Sentinel Wizard Staff : Faintly glows when goblins are within a 100 foot radius.
heavily bound book
Arc
Expeditious Iron Key : Any simple door or fastener you touch with this key instantly unlock or locks.
Chiropteran Pendant : The bearer can hear a pin drop in a crowded room. Gains advantage hearing tests.
Gloves of Grace : Once per day the bearer heal any unconscious creature they touch 1 point of health as an action.
kobold egg x3
Geis
Siege Warmace : This weapon damages man-made inanimate objects as if they were made of living flesh.
Performers' Leather Armor : Once per day, roll with advantage on any Sleight of Hand or acrobatic test.
Vial of carnivorous vine
The book contains several chapters discussing magics with each containing a single spell while the wand contains only a pittance of it's previous might though it may be repairable.
Alarm : Designate an area (zone) and you will be mentally alerted any time a small or larger creature enters or leaves. This spell lasts 12 hours.
Create Homunculus : This spell has special material requirements that must be crafted by an alchemist. Once these have been procured you can cast this spell and gain a familiar bound in flesh. It can interact with physical objects but when slain is gone forever.
Wall of Light: Create a glowing opaque wall of light in the shape of a strait or curved wall 20'x20 or 10'x40'). Any that pass through it take 1 damage and must save of be blind until the end of their next round.
Flame Arrows: 6 arrows are summoned overhead. Each time you perform another action you can launch one of these at a target of your choice (no action, basic test to hit, 1 damage).
I will keep it high fantasy, with an abundance of magic but you are going to have to filter things down to a managable level after collecting things so sell or share the wealth.
Guideines for Magical Item use :
Max of 5 active effects at any given time, whether worn or wielded
Locations 2x hands (or hands and arms if in pairs), feet(always in pairs), head, (The neck can count as either the head or torso), torso, waist
As for the limits on magic, considering that Skeeve has only two (and a half) items, that shouldn't be a big issue. He lost his ring in the trade for Dean's box. He gave away his rope-caster. However, considering how he normally stores Stick, I guess that would actually rule out the belt for him, which is too bad as it is a very nice benefit that he would have liked.
So, he can't use the pendant as he already has two kinda magical ones: the signet from the Lady of the Manor (Sylfir) and the anti-bug token from Ealdwig (who got it from Gulfis). He can't use the belt because of Stick (which, while really a weapon, is worn around his waist). He already has armor, and he likes his current armor's benefits better. The staff is underwhelming and he already has Stick. He has no interesting in most other weapons. He doesn't want gloves or gauntlets because he needs his hands free. The Bracers sound cool, but that sounds more useful to Aizashi.
He then spends 40 gp to get supplies for 4 talismans and 7 gp to get supplies for 7 runes, leaving just 10gp in coinage for himself.
I am assuming what I described above won't conflict with anyone else. But, everyone should post what they specifically would like so we can finishing hashing it out. If there is an intractable conflict, we can "dice it out".
Lady Tanamere Alagondar

Movig to examine the chest she pulls out a pendant whih glows faintly a soft blue and presses it to the chest where it sticks. She then draws out a key and uses it to unlock the chest. Inside are stacks of books, severeal scrolls,and several soft sacks. However her focus is on the lid of the chest where a crest can be seen before she presses her hand to it and grimaces for a moment before pulling it away, revealing a thin box had been set into the lid.
Rising with a smile she turns to Phlan and says The Alagondar family thanks you for your assistance. As promised your people may exam all the contents of the chest, save the contracts, which my man will take.
Taking one of the pouches from the chest and turning to you she continues. Thank you for your efforts. I do hope it was not too difficult. This is the first of your reward. and she hands you the pouch which is full of gems whos total vlaue must be in the thousands of gold. Please, will you share with me the state of the merchants district where my families holdings are?
"Honestly the state of the Remnant is not very good.
"The area with the chest is controlled by hobgoblins at least 50 strong. It is being actively contested by groups of orcs and lizard men, though those two groups do not seem to be coordinated. There are also other actors in the area, including a group of goblins that provided expensive help. So, no only is there fighting now, there will be persistent fighting going forward unless it is taken by an unchallengable force."
Skeeve smiles and continues, "We did decaptate the local command, but I am sure the larger force will have that corrected quickly enough. Or the lizard men we avoided while escaping took it over for now. Regardless, any future expeditions will likely be much more difficult now, no matter which group controls it."
I'm back now and will reengage tomorrow
Mainly just focus on what magic items you want while catching up.
Let me know when you are done in town and any desires on where you want to head next.
Fatespun Gauntlets : When the bearer crits with a melee attack they gain Focus for one entire round.
Spiritual Armor : This armor is naught but a prayer written on a scrap of vellum, decorated with religious motifs of the god of war. Once per day, the bearer may spend 1 minute to read the prayer out loud, and at the end this their skin becomes as tough as armor, granting 1 level of protection per combat. The effects fade if they act in any way that is not in accordance to the god of war's teachings. (timidity, cowardice, dishonour)
potion of healing x2 (heals 2 health for 1 action, must be consumed)
Both Skeeve and Kaarick are able to buy keys, as it does take resources to craft them. 50 GP each.
Dean's node is a private one and you can only go there if you "knock" and he allows it, which he will not unless you are working for him
All that is required is for you to have come into contact with each node, so the one in the merchant district is till dead as it is under the rubble and I do not recall you actually visiting it. However you will not need to clear it, just create a gap to touch its surface
The expedition is very anxious about the invitation and will pay you to spy on the event but all they really want is information but it is suggested that should you have an opportunity to promote the expeditions interests they could give you a bonus.
Geis returns to the fortress, having completed his task for now.
Aizashi
Fatespun Gauntlets, Spiritual Armor, Unbroken Belt, 2xPotion of Healing
Skeeve
Heavily Bound Book, Scarlet dagger, Barbarian's Bracers, Deck of Cards
Kaarik
3 Dart of Flames, Cracked Magic Wand, Delver's Boots, Sentinel Wizard Staff
Arc
Expeditious Iron Key, Chiropteran Pendant, Gloves of Grace, kobold egg x3
Geis
Siege Warmace, Performers' Leather Armor, Vial of carnivorous vine
OK, I started with Arc's list, them made a few changes to reflect what has been posted.
- I swapped the wand and book between Skeeve and Kaarik. Perhaps Kaarik can work with Valpip to un-crack it ...
- I swapped the belt and bracers between Skeeve and Aizashi. Aizashi didn't want the bracers, but I am sure he can use the belt!
- There were three healing potions allocated when there were really just two available. As such, I deleted the one for Skeeve and left both with Aizashi.
- Arc's and Geis's list doesn't change.
- I figure on Geis, even if he doesn't use either item, they will be useful additions to the Keep's armory, so he should be happy with them. Plus, I figure a carnivorous plant being added to a haunted Keep full of undead is pretty much perfect. So, all three work for me.
@Cathamber, you assigned the three kobold eggs to Arc. I am just curious: why? I can see two big uses for them, but I was wondering what you were thinking. (My two ideas: 1) Geis is/was a kobold; give them to him or 2) Take them to the Goblin Remnant and use them to trade with kobolds. Hopefully they would be happy to see them and not enraged that others had them.)
Does that work for everyone?
@Psybermagi, I assume the only valuable things (for us) in the chest were the 2000gp of gems the Lady gave us? Not complaining, just confirming. :-)
You are quite correct on the node in the Merchant's district. We'll have to fix that soon. At worst, he sneaks in, buys some goblin help, then gets to it and immediately leaves.
In the interim, he is interested in checking Valpip's and Fiznik's magic shops to see what's currently available.
Added a few items to Fiznik's shop
I just have to pick my Trait and I should be ready to go!
Hey Skeeve, Arc has no special interest in those Kobold Eggs for himself. But in the final count, those kind of were left behind, so I put them on Arc to be sold later either to those kobolds you mentioned, or somewhere else if they don't want them.
This shall improve his scouting skills.
Also thanks for the belt. I suppose Aizashi did struggle a little with staying alive😅...
As such...
I need to get better, I'm here to help others and keep them save. Not to be saved.
He is also going to look around to see about improving his gear.
If you want something mundane and can not find it in the stores just ask
So, the plan is to head to the plaza with the invitation? I will move you that way tomorrow
Also, we have no other goal than to get info, so we should be much more free to look around and check things out.
Before we go, we need to decide how we want to appear when we are there. When we went the first time, we wanted to be as "invisible" as possible. This time we shouldn't care. So, how innocuous do we want to try and be?
Also, is there some kind of minor token Skeeve can show that will prove that we really are from the Expedition? I mean we'll need to make sure that such identification won't get us killed, but if we are going to try and establish a more official contact, we should have a way to show we are legitimate.
After a few days of rest and the expedition getting things organized you set out.
Date&Time(Alpha): 35@08:00
Phlan (Head Administrator)

While we have strengthened our defenses I doubt we could hold out against an organized assault.
He then describes the auction and attack by the dragon. And describes the group that got away with the orb. He explains that once they left, the dragon started to rage and we didn't stick around to see what else was going to happen. We're not going to take on a dragon that powerful. He encourages the others to add in any details he missed. (For example, he skips the whole bar fight.)
"We were basically just observers."
Phlan (Head Administrator)

Perhaps going forwards we should focus on strengthening our defenses and gathering information. You say that there were other human and various races other than the main factions. It seems the popularity of this area is increasing but this should allow you to blend it better with the other mercenary individuals and squads, but I will leave that to your judgement.
I will confer with the other council members and arrange additional tasks to place on the bounty board for you and other groups in the future. As you have proven time and again your resourcefulness and willingness to face danger you may be the first to recognize opportunities as they arise feel free to make suggestions to the clerk on possible points for us to investigate when you collect your reward. However I should note that any effort you take on your own without a set reward may earn you less than if we have time to evaluate its potential impact on uts
Daryen, we will miss Skeeve, but we understand. Hopefully he will remain as NPC somewhere we can visit from time to time. And, yes! Arc is willing to do some short adventuring.
Careful when you edit? I have heard others mention character sheet glitches but not seen it myself.
Best resolution is to compare with what others got recently and recreate lost data. To be honest I do not worry/track money too much in my game but you should work it out with daryen.
Added latest encounter XP to characters.
Kaarick has enough XP for another trait now
@Psybermagi thank you for your time it was fun and I learned a lot. Matter of fact we have started using tiny dungeons at a local youth center to introduce some people to ttrpg. So double thanks on that front ::)
@Daryen, excited to have you as our new GM, though we will miss Skeeve's leadership for sure!
Once you get down to the Matrix Node itself, you can see that where the camp tent had been was now a sturdy permanent structure. In fact, there were multiple structures, with the place being effectively a small guard outpost now. Many of the openings around the area where strongly barricaded, allowing the overall cavern with the Matrix Node to be a fairly secure refuge. Apparently the lessons learned from the goblin raid Skeeve had heard about was taken to heart!
Greeting the guards, Skeeve says, "We are going to travel to the Manor. I don't know how long we'll be, so don't expect an immediate return." Skeeve contacts the Seer to get approval for the trip, and, once obtained, they disappear.
"I'm ready to go back down," quips Grin.
OK, now is the time to finish divvying up the treasure how you want and to sell off the artifacts you brought back with you from the portal room. You will be able to get some major rewards for the information you have brought back with you. You have found a dwarven city with which New Paphos can hopefully trade, and you have mapped out huge areas of the underdark, and you have even received a couple very artful scrolls with the map drawn on them by some dwarf mapmakers. You can also sell the magic items off if you want, or keep them. I am going to assume you are selling off all of the artifacts and splitting up the magic items.
Grin is taking the Regiment Bottle.
Ealdwig is taking the Short Sword of Cleaving and the ancient coins (he doesn't want to sell them).
Brewner will take one leftover thing, too, before you left.
Stee currently has one of the chain shirts and the Orb of Paralyzation.
Oliver has the Quartermaster's Backpack
That leaves the following magic items:
- Ring of Magic
- Scroll of Thorns
- Amulet of Rebirth
- Pendant of Insightfulness
So, unless you have an other idea, how about Oliver getting the Ring and Scroll, while Stee gets either the Amulet or Pendant. That gives you each two, with each having a additional single-use item. I'll then give Brewner the other chain shirt and Grin whichever of the Amulet or Pendant Stee doesn't want.
For the money, we'll assume Brewner kept the random accumulation you had found before you left and the proceeds of the artifacts will be split four ways.
The Chain Shirt of Toughness gives you +2 HP while wearing it. (This isn't an HP reduction; it is an actual bonus to your HP. Just don't take it off if you are reduced to 1 or 2 HP!)
Actually, if you have Armored Proficiency, plus the Chain Shirt of Toughness and the Amulet of Rebirth, you'll be extremely difficult to kill! But that's kinda overkill (pun intended), too. :-)
Be sure that you each have at least 1163gp in funds on your character sheet. Don't forget to add your new toys to your character sheet, too. Also, if there is anything you want to buy, just say so.
Edit 2: Found it: https://gamersplane.com/characters/custom/25246/
Fiznik

After the hour long trip, you find yourselves standing on the Matrix Node while Fiznik has a brief conversation with someone you can't see. The next thing you know, you are now in the basement of the Manor.