Gorr, ranger 3
Suba-Jin, cleric 2
Robert the Swift, fighter 2
Tullius Jr./Sir Karavon, fighter 3
New Friends & New Adventures
EXPERIENCE TOTALS:

| Day | Season Begins | |
|---|---|---|
| Thawmist | 1-20 | |
| Dewsnap | 21-40 | Spring |
| Flowerbloom | 41-60 | |
| Sweetrain | 61-80 | |
| Meadowlark | 81-100 | |
| Longrass | 101-120 | Summer |
| Warmshade | 121-140 | |
| Sunstrong | 141-160 | |
| Thistleburn | 161-180 | |
| Harvestime | 181-200 | |
| Goodgrove | 201-220 | Fall |
| Blackmoon | 221-240 | |
| Willowind | 241-260 | |
| Redleaves | 261-280 | |
| Maggotfeast | 281-300 | Winter |
| Coldrain | 301-320 | |
| Shadowrath | 321-340 | |
| Gloomfrost | 341-360 | |
| Year's End | 361-365\366 |
Suba-Jin
Reports to the great Battle-Dome of Hextor on the Street of the Gods to make his devotions. The dark edifice looms over nearby buildings. It is surrounded by statues of warriors and adorned with stained-glass windows, friezes and murals featuring scenes of historic battles against goblins, elves, monsters and just about everyone else. The clanging of weapons, shouts of battle and cracking of whips ring out at all hours. He passes by Hextor's red-robed priests & soldiers, naked slaves, and the familiar if unnerving skeletal temple guardians to the sanctum of his superior Votgauum, a severe & scarred Viridian.
The clergy finds the mournful, ethereal scent from the Forest of Dreams a bit sensitive, but are pleased at Suba-Jin's diligence & piety for bringing treasure wrested from his enemies. Votgauum also suggests Suba-Jin consider choosing one of the "arms of Hextor" to become proficient with, and he selects the falchion. Votgauum presents him with one as a gift to the promising acolyte.
Votgauum also passes along a request: a seedy-looking pawnbroker in the Old City named Morthevole has asked the church for help, saying his shop was taken from him unlawfully. Suba-Jin found him staying at a bar in the Old City (a lower-class district against the northern city wall. Filled with crumbling tenements, narrow alleys and outlandish structures left by the city's original builders, whoever they were). "The White Egg" is a lousy dive bar on the Avenue of Power, in the shadow of the great aqueduct. It's only made tolerable by a few tough-looking serving girls who work the crowd for tips. The pawnbroker probably picked it because it isn't very busy.
Morthevole is a wienery-looking Antillian in once rich, but now shabby clothes. He looks scared shitless. He is evasive about questions. He says he didn't have dealings with "the things," but that they are so dangerous he fears returning to his shop. They came up from a hole in his basement, and there are at least six or seven he's seen - but he has heard the sounds of more. He wants this whole thing kept secret, and says if nobody finds out, you can keep any treasure you find. His shop is in a part of town called The Nest. It's a district of adobe & brick structures built on top of each other in layers upon layers, until it forms a 3-dimensional maze. Most of the neighbourhood never sees the sky at all. As you would expect it is populated with criminal gangs, scum, mutants & drug fiends. Morthevole can give you directions & the key to his store which is not too far inside, but doesn't know the district well other than that.
["A hole in his basement" is significant. It is commonly believed that dungeons exist underneath the city. But everyone knows it is illegal to explore below, on pain of death.]
Lothos
Studies magical tomes. From The Starless Stars, Lothos is able to decipher several spells easily: charm person, allure, shocking grasp, jump, scare & arcane lock are added to his spellbook.
To decipher the encoded text of Obliteration Without Glory, Lothos locks himself in his tiny rented room in Otherside, poring over the ancient & forbidding tome for three days straight! At the end of the third day, his efforts bear mixed success. He has decoded one of the spells, but its magic is unusable to him - it requires a spellcaster devoted to the forces death!
There are several more spells to be deciphered, and each attempt will take three days. There is no guarantee which ones will be usable by elves and magic-users, and which require a dedicated necromancer.
Vanished!!
When you are done resting and get ready for your next adventure, Lothos the Undesirable is nowhere to be found! The rooming-house where he stayed does not remember when he left. With him go the two aforementioned spellbooks, as well as the mysterious engraved staff lifted from Eralion's tomb, and the 'talking book' Pheldrazash.
His whereabouts are unknown. Amongst the indifferent masses of the Emerald City, a determined elf could hide for a long time. Perhaps you will see Lothos again, perhaps not. I am sure you can all guess what might have happened. Mike will need a new character for the time being.
Spotted Around Town
On the third day, you spot some parchment handbills posted around the city:
Unlocking New Character Classes
When player-characters die, this is my gift to you. Each unique death will unlock a new playable character class or sub-class. Lothos didn't exactly 'die' but was taken out of play, so it's close enough for this purpose. For being 'killed' by a magical effect, this class is now available to everyone:
"The Incantrix"
A dimensional guardian specializing in divinations, wards and metamagic. Viewed with suspicion by established magic-users for their dangerous spell-stealing ability.
Requirements: INT 9, WIS 12
Casts a mixture of Magic-User and Illusionist spells up to 7th level
17 INT to cast 6th level spells, 18 INT to cast 7th level spells
Special Abilities:
1st level - charge healing - Drain charges from magical devices to heal (2d4 hp per charge). This takes a full round and does not work on artifacts or items without charges. This can raise hp above max, but these phantom hp last for only 10 rounds.
2nd level - spell steal - The incantrix can steal a memorized spell from another spell caster. The spell to be stolen is determined at random and the incantrix knows nothing about the stolen spell. This special ability by-passes magic resistance and there is no saving throw. The stolen spell may be cast by the incantrix immediately or held for later use, and can be cast without any material components. When cast, the spell functions as if cast by the being it was stolen from (with regards to level). Any spell already in the process of being cast cannot be stolen.
The incantrix can erase the spell from her mind and inscribe it on a scroll or in a book with the Write spell, though this does not allow her to use it if it is forbidden by her class. Only by such scribing can the stolen spell be identified. The incantrix may use this special ability 1/day at levels 2-4, 2/day at levels 5-6, 3/day at levels 7-8 and so on at a range of 10'/level. There is a small chance of spell-steal victims being mentally damaged in the process, especially after successive strikes.
3rd level and up - other abilities which help fight ethereal & undead creatures, etc.
THE SAGE OF LUNE
15th-18th Meadowlark
Characters:
Gorr, Ranger 2
Suba-Jin, Cleric 1
Robert the Swift, Fighter 1
Eric Withakay, Cleric 3
Lothos the Undesirable, Elf 2
Meep, Dwarf 2
The Trade
Continuing from the cliffhanger last session, Lothos & the 'talking book' Pheldrazash discussed using the crone statues so that the book could use Lothos' body in exchange for teaching the elf some of its magic. After discussing it back and forth, they asked the statues to go ahead. There was a pause, and then they said "IT IS DONE!"
Lothos felt a bit dizzy, but not that much different, and the group decided not to press the issue further. Many odd wonders were discovered on the second floor of the temple:
-Talking wooden statue holding up the ceiling, covered in graffiti. It offered to explain the workings of a few rooms, and asked for an offering in return (explanations are written in the room descriptions). After some sullen negotiations, Eric threw it a few of his (fake) gold coins.
-Candlelit room with a tiny coffin, filled with severed skeletal hands & arms. Pictographs showed a man severing his own hand in a ceremony of some kind. The ceremony allows anyone to make contact with a true Power of the universe (god or demon), at the cost of a hand or limb.
-Room with illusionary walls of a dense, sunlit forest inhabited by naked, giggling nymphs. They responded to the players. Gorr managed to convince one to come closer and take one of his magical cherries and an acorn from Grandfather Tree. He asked it to come out of the wall, but it seemed too scared.
-A bare room with a 4' crystal sphere in the middle, filled with churning smoke. Once in a while, a great golden eye would press itself against the glass from the inside.The group tried rolling the sphere around, but ultimately decided to leave it here for the time being.
In the room with four pillars, Meep the dwarf discovered a hidden switch on the pillar guarded by the brass soldier. It opened on a set of stairs, leading upwards. The group managed to distract the brass man enough that almost everyone could dodge past.
Meeting the Sage
Lothos, Robert, Suba-Jin and Meep climbed the stairs. At the top, a broad cupola was dominated by a pool of still water reflecting the moon. Nine brass soldiers stood at attention, but took no notice of the group. A (real human, not a shadow!) woman wearing delicate robes and ornate jewellery (a gem-studded silver ring, a silver sceptre, silver brooch and an engraved brass bracelet) greeted them warmly, apologizing for any mistreatment by the mechanical soldiers.
The Sage of Lune said that she almost never received visitors and offered to show the group visions in the reflecting pool of past and present things:
Suba-Jin asked about the origin of the land's curse and how it might be stopped:
This land was once held in balance between the sun and moon. A cultist of Uthummaos, the God of Empty Darkness, drew that evil deity's attention to our world. This grim god spread his demons and shadow creatures throughout the land, and has plunged the world into a perpetual twilight, with no day or nighttime. I do not know how to break the curse, but Uthummaos has four demonic lieutenants in this world who enforce his will. If anything is at the core of the curse's power, it is them. The pool showed a man with indistinct features at the candle-lit shrine, cutting off his own hand and throwing it in the small coffin. Then hordes of shadowy monsters climbing forth from the deep, misty crevasse below Wakelinus' Folly (session 4).
Robert the Swift asked about these four demons and where they might be found:
I know three of their names, but the fourth eludes my sight. Eralion, who dwells deep beneath his old fortress in the moonlit zones. Varthatov, who presides over the First Temple of Uthummaos, somewhere beneath Wakelinus' Folly. Vashundara, the snake-demoness. The vision showed first Eralion's fortress, then the ruined colosseum again, then a woman with coal-black skin sleeping on an opulent bed covered with cushions, wearing only golden jewellery. A gold key hung on her necklace, and her belly was bulging and distended.
Lothos asked a question, but the Sage required a kiss in return. He was unwilling to do this, feeling the situation was too suspicious.
Meep asked about the crystal sphere filled with smoke, and the group learned about the cave squid inside and the ancient cult which once worshipped it. Finally, the group asked if the Sage had any useful items or magic that might assist them in their quest - she mentioned the shrine to Usham Ta, the lucky cat, might contain some treasure if they made the right obeisances, which she demonstrated for them. Not everyone had asked a question, and the Sage begged them to return later so she might grant them further visions.
Investigating the cat shrine on their way out, the religious gestures opened a secret compartment with a chest and a message: 'Tis better to give than to receive! Donate, so the chest never remains empty! They looted some valuable bricks of incense, and left some silver coins and an ornate dagger.
Return
That night when they camped, Gorr felt seized by a blind, unreasoning fear, and could not figure out its source.
Eric had a vision during the night: The forest was light by bright sunshine, and an armoured knight with kindly eyes reached out to him. He knew this was Solaris, the almost forgotten god worshipped by Shandril and a few others. Solaris praised his valour and wisdom in wielding the enchanted mace Lua Saka, asking Eric to abandon his current faith and follow a new path. Eric shook his outstretched hand feeling a sense of joy, acceptance and relief. The god departed, fading into the overwhelming radiance.
After returning to the Forgotten Village, Shandril showed Eric the rites of his new religion and the group decided to return to Viridistan with their loot.
Returning found the Night Wolf's tavern packed with strange people from the far corners of the world. A stage-hypnotist was performing for the crowd. Eric spotted a group displaying a solar insignia and went over to talk. They followed a deity called the "Unconquered Sun," spoke with strange accents and said they called The Wardale Rogues from Verulamium. They had never heard of Solaris, but seemed friendly enough.
Returning to Viridistan by the coast road, the group passed through the Moon Gate in the great wall and over the Emperor's farmlands. Entering on Market Avenue, they were back in familiar territory for the moment: the greatest city in the empire, beckoning adventure from every door and alleyway!
Remember, temporary bonuses such as the +1 luck from the cat shrine have long expired now.
If you haven't already gotten back to me with downtime actions (carousing, studying, rumours, etc) please do so!!!
Treasure:
A huge amount of treasure was redeemed from the last 7 sessions in the Forest of Dreams. Having arrived in Viridistan, it can easily be offloaded & converted to local currency in the city's grand bazaars.
220 electrum coins (worth 3 sp each - 660 sp)
3846 silver
10 copper (1 sp)
50 gold (500 sp)
ancient china tea set (400 sp)
gilding pried out of skeleton's helmets (300 sp)
7 bricks of Forest of Dreams incense (3500 sp)
animal pelts (1100 sp)
coat of chromatic peacock feathers (700 sp)
ivory Y 'crucifix' (1000 sp)
scented Forest of Dreams woods (1000 sp)
cracked quartz disk (400 sp)
TOTAL LOOT VALUE: 13,407 sp
I've deducted cost-of-living (1% of total xp) from your awarded loot automatically, since we're starting next session in the city.
Per character
Suba-Jin: 2289 sp
Robert the Swift: 2287 sp
Gorr: 2128 sp
Lothos the Undesirable: 2075 sp
Eric Withakay: 2081 sp
Meep: 1563 sp
Aladar IX: 500 sp
Viegar Thricescarred: 157 sp
Current XP totals
Gorr, Suba-Jin and Robert the Swift have gained levels! If anyone wants to carouse, let me know before next session.
THE ECUMENICAL TEMPLE
15th Meadowlark
Characters:
Gorr, Ranger 2
Robert the Swift, Fighter 1
Suba-Jin, Cleric 1
Eric Withakay, Cleric 3
Lothos the Undesirable, Elf 2
Aladar IX, M-U 2
Aftermath
Recovering from their ambush by shadowy dogfolk, the group were joined by the belated magic-user Aladar IX and his unfortunately-named dog "Mincemeat 2."
Progressing further into the building, the group triggered a pit trap with a sweeping wooden plank that knocked half of them in! They now realized what the other plank they had seen before actually was for. With no obvious way to close the pit, they climbed out and kept going.
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| Artist's Rendering may not be exact |
Many odd and inexplicable things were found:
-A wooden face floating in a pool of black tar, that animated and gnashed its teeth when touched. Eric took some of the tar in a waterskin for later.
-A carefully arranged pile of debris, scraps and furniture. The group removed a large wooden table and began carrying it around the dungeon with them.
-Stairwells led upwards, covered with carvings & graffiti. Not all was understandable, but some pictographs showed people throwing things into a round basin and waves coming out afterwards.
-A room with carvings of buildings: A great castle under construction in a field. A tower high on cliffs above the sea. Thin, crooked & impossible towers twisting above dense woods. A fortress in the mountains blending in to the cliffs. A short, round tower on an island with a yellow tree.
-An altar with a faintly flickering slab of quartz resting on it, shaped like a clear disc with a yellow triangle inside. Suba-jin pried the quartz off the stone, but cracked it in half in the process.
In a room with a round altar covered in odd pictograms rested a huge glass basin with swirling brown & yellow colours at the bottom. After a few tests to see if it was safe, Gorr climbed inside. Passing through the swirling colours, he found himself in another world: cloudy grey skies and cracked brown & yellow landscape stretched in every direction. First he planted one of the Great Tree's acorns. Next, he began searching through the rubble and detritus piled up around the entrance and found a strange Y-shaped ivory crucifix of a hollow-eyed figure with a sinister, toothy grin. This treasure gained, he jumped back through the pool of colour before he could encounter any dangerous locals.
Upstairs
In a room with three tall statues of robed & ancient crones, the group were ambushed by a group of four dogfolk, but the large table they were carrying proved a useful barrier and the shadowy foes were dispatched with ease.
They found the source of the constant incense-smoke: a room with a dozen smoking braziers burning exotic & fragrant purple wood. The braziers were engraved with images of a king making strange hand gestures receiving benediction from robed monks, decorated with carvings of a cat. Turning over the braziers and quenching the fires allowed the smoke to disperse somewhat. Some spare bundles of scented wood were taken.
In a shrine with a stone cat idol, the group got into a brief fight with some shadowy satyrs through Gorr's readiness with a bow. After destroying one, the other surrendered and asked them to play a dice game. He offered to tell them a secret about the Sage of Lune, but instead hustled the group out of some minor treasure (Suba-Jin lost the double crescent-moon amulet he had found in Eralion's ruined keep). He did tell them about a blessing the shrine bestowed: rubbing the top of the cat's head granted a minor boon of luck.
[+1 to all d20 rolls for the remainder of the expedition. Players must remind me of this bonus when applicable!]
In a garden room with some thirsty talking plants, the group encountered a 9' tall knight clad completely in engraved brass armour. Not speaking, it pursued them slowly but relentlessly wherever they went.
They led the brass soldier towards the three statues. When it passed through the center of the three crones, they animated and began discussing it in approving tones: "Ah, very nice. Unbreakable grip. Impervious to mundane harm. Even immune to electricity. Sadly, you are controlled by someone else." Then the crones began asking questions and were roundly ignored by the brass man, which everyone was now sure was some kind of automaton or golem.
Seeking an alternate solution, the group managed to just barely trip the man of brass by ramming it repeatedly with their wooden table, sending it down the stairs. It didn't seem out of action, as they heard its joints creak & clank as it got up & walked around the lower floor.
The last room they explored had four massive wood columns carved as women in the four stages of life: young, adult, mature & venerable. In front of one column stood another brass man, but it did not seem to take notice of them.
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| 2nd floor |
Finally, the group decided to experiment with the three crones and discovered some amazing things. The statues had keen insight into the nature of anyone who stepped into their triangle, and could even reveal previously hidden information about someone's status or equipment. Anyone entering was described at some length, then offered the chance to 'trade' or 'swap abilities' although it was a bit unclear how this was to be accomplished.
Gorr was labeled as "an aesthete" who will soon feel a great strain, and they observed that "the outer realms had best take care" with him around.
Aladar IX managed to get a clue about the wand he recovered from Orelia: "Your opponents must find it hard to breathe."
The most shocking of all was when Lothos entered. "Ah, like to consort with long-dead sorcerors, do you?" asked the statues. Eventually it seemed they weren't even speaking to the elf: "The corruptor of Bishop Gray! [See session 1] You have travelled many years to be here. Are your people still lost in the nightmare, or have they returned to the waking darkness?" It became clear they were addressing Pheldrazash, the strange 'talking book' Lothos carried.
Pulling out the book and asking if Pheldrazash wanted to trade for anything, it replied: "I want to have a body again." Gorr suggested they might somehow 'donate' to make it a brand-new body, and Lothos offered to trade his own body for the wizardly book's magical knowledge...
Treasure:
Ivory Y "crucifix"
2 bundles of scented purple wood
Broken quartz disc
Enemies Defeated:
4 shadowy dogfolk
1 shadowy satyr
TOTAL: 127 xp (21 each awarded)
Current experience totals
Based on monster & misc XP from last few adventures, but not treasure.
THE FOREST OF DREAMS 3
15th Meadowlark
About eight days
Characters:
Robert the Swift, Fighter 1 (Steve)
Suba-Jin, Cleric 1 (John)
Gorr, Barbarian 2 (Chris)
Lothos the Undesirable, Elf 2 (Mike)
Eric Withakay, Cleric 3 (Justin)
Meep, Dwarf 2 (Spencer)
*****
Return to the Inn
While the group rested up in the Forgotten Village, people were getting hungry. Robert went out hunting and got lost. He avoided a group of large, floating, glowing jellyfish, almost starved, shot a huge chromatic peacock with sparkling feathers and found his way back to the village after three days.
The group prepared to return to the Inn furniture with all their loot. Lauriel (one of the more lucid town guards) agreed to be their guide back to the Grandfather Tree in exchange for the group's promise to bring back more metal weapons & equipment for the village. A few initial gifts cemented the promise, and they headed back, only deviating once to avoid another pack of 12 floating jellyfish. Robert left small stone trail markers along the way, hoping these would help them find their way back later.
Returning to the Grandfather Tree, the group listened to it ramble for a while:
"A lion & a white hart roam the woods, escaped from the Mad King's preserve. One is evil, one good, but nobody is sure which."
"Many great knights were in the Mad King’s retinue. Alart The Handsome was the greatest of them all, but I have not seen him in many years. Please say hello if you see him."
Gorr asked Grandfather Tree to create a 'perfect branch' for him to make a bow with, if he would plant its seeds in far-off places. The old tree agreed to this and some acorns clattered to the ground. It said it would take some time to grow such a branch, though.
Back at the Inn, James Everbleed told the group that only one day had passed since they entered the Forest of Dreams!
He helped the group buy some more equipment, which they picked up at the carriage house from Garden - a hulking man of few words with a hat obscuring his face, who didn't think much of the group's look. They donated Philotheos Sten's stolen harp to the inn, and James was happy to take it, but seemed to see through the group's attempt to hide their gains in a safe place. They asked him about Gordzu-Kor (the name printed on the coins they found), and he said it was the home of some of the Inn's patrons, including a member named Habakkuk.
Meep the Dwarf decided to become a member of the Night Wolf Inn Excursionist's Guild (a happier tattooing event than last time), and a small celebration was had in the tavern. Three pale, heavily-armed and tattooed warrior women were drinking heavily, singing songs about fighting wolves & beheading men. Gorr attempted to hang out with them, and could follow along with their music with a bit of effort.
Forest of Dreams
The group managed to follow Robert's trail of small stone structures to the Forgotten Village. Shandril wasn't around, and Baran (missing his right hand, he is the head of the guards) said he couldn't spare anyone to guide them to see the Sage of Lune, and anyway it was too dangerous to go, it wasn't worth it. He was willing to draw them a crude map in charcoal of the local region, though.
Black areas are Moonlit Zones.
Grey area is the river.
The crescent is the Temple of Lune.
Venturing inside, vision and hearing were reduced to 20' by thick clouds of heliotrope incense. The smell of melons and summer rain induced a tranquil calm.
The group investigated some strange wooden boards that had been set into the wall for unknown purposes, and a fat yellow candle resting on a stone sphere. In the third room they were ambushed by two groups of shadowy humanoids: four feet high, unarmed, with the heads of dogs. Pinned in a narrow corridor, the group used flaming oil to good effect to keep the pressure off. Eventually the beasts broke and ran, but not before Eric was bitten several times. The party backed into a previous room and regrouped.
Treasure:
none
Monsters Defeated:
9 shadowy dog-men - 90 xp
TOTAL
15 experience each
Note - For those new to the system. Observe how a life-or-death struggle against triple your numbers still gives a paltry sum of xp. Combat can sometimes be a bad idea, and the world is dangerous. For characters to advance, they must obtain treasure and bring it back home.
Players To-Do:
-Send me your character's alignment (needed from Viegar, Aladar IX, Tullius Jr), race including human subtype (Aladar IX, Tullius Jr), religion if applicable for any non-clerics, and stats (Viegar, Aladar IX, Tullius Jr please).
-Send me your character's AGE if I don't already have it. I have only Viegar, Gorr and Suba-Jin's right now. There are tables in the book HERE (page 23), you can pick something in an acceptable range, or I can roll for you.
-The first 3 people to message me with the phrase "Blue Rose" get 200 xp. [This offer is expired]
Occasionally, adventurers have spare time to work on things between expeditions. These activities are called downtime actions. Anything that might be significant for the game, but doesn't involve immediate danger: buying equipment, constructing a special item, researching new spells, making friends with the locals, running a business, looking up ancient lore at the archives, asking around town for information, etc.
Normally downtime actions are abstracted - we don't care how long they take exactly, just that you get to do something before you go back to adventuring. In this case we do care, because the party is in a strange place and time is a factor.
Players in the last session told me how they're spending their downtime. If anyone else wants to do something, get back to me BEFORE next session or you missed the boat!!!
Trading
In the Forest of Dreams there isn't much of an economy. Some things are available:
Water: At least you won't get dehydrated. There is a small spring not too far from the village with the same metallic, bubbly water as before.
Holy Water (50 sp): Created in the Crucible of Solaris and preserved in a dusty clay jar.
Herbal Tea (200 sp): A collection of forest herbs and dried flower-stems in a packet. Brewing it restores some vitality: 1d4 hit points over 2 hours.
Shadow-Wine (25 sp per cup / 800 sp per cask): The same murky black liquid that Robert & Veigar tried out a few sessions ago. Aged for centuries. Has strange & variable effects.
Incense (250 sp per brick): Made from glowing forest flowers. Comes in four different colours.
Heliotrope - smells of melon and summer rain & evokes a feeling of serene, dreamlike calm.
Indigo - burnt leaves & smug sense of superiority.
Buff - horseradish & warm, fond nostalgia.
Pearl - honey and dry wood & Sunday-morning sadness.
It's worth mentioning that the folk here do not have any food for sale.
Money
The townsfolk do not care about coins! They will trade for any of your metal gear (at 2x book price). Some of the treasure you've picked up on the last few adventures is interesting to them:
Any magic items, the etched metal plate (500 sp), the brick of incense (250 sp), both amulets (200 sp each), the china tea set (200 sp), those old copper helmets (10 sp each). They might also take other strange items you have picked up.
Downtime Activities
Lothos: The Starless Stars is indeed a spellbook with these spells inside:
1st - charm person, allure, shocking grasp, jump. 2nd - mirror image, scare, arcane lock.
You can spend your whole downtime to study this spellbook, and in that time you can roll to learn as many spells as you like based on your INT.
The second book, Obliteration Without Glory will take work to decipher. Each attempt to unlock its mysteries takes 3 days of intense reading. It may require multiple sessions of study to fully comprehend. There is no telling what might happen in any case, magical traps and safeguards are not unknown in some ancient tomes. Roll a d20 at the end of 3 days and we'll see what happens. Any elf or M-U can attempt this by the way, Aladar can help if he is interested.
Liliya is willing to help. For a favour, she will assist you with one session of reading (+5 to the roll).
Pheldrazash can help you as well. It thinks you probably have about a 50/50 chance of deciphering the book by yourself. If you consult it to help translate, I will roll for its attempts. Both of your successes are added together, so the book can be deciphered faster. Transcribing things for Pheldrazash does slow you down a bit so one period of study will take 4 days.
It wants you to fetch something for it in return, saying you should consult it when you are back in Viridistan.
The staff taken from the tower basement is a dark blue wood carved with swirling designs. It is likely magical, but a sage or wizard or some other expert is needed to learn more.
Suba-Jin: The seal of Uthummaos (black pit with purple rays emanating) strikes fear into anybody you show it to. It seems to represent some kind of evil god or demon, whose worship appeared around the time the King went mad 1000 years ago. The details are vague, but it appears to rule over shadows and darkness.
Some of the village folk recall the two-crescent pendant as Eralion the wizard's personal seal. Several folk think it's strange that Eralion had his own fortress. In the ancient days before King Wakelinus' time, royal wizards used to retire to an island in a great lake, not too far from here.
You hear that the Sage of Lune might know more - although she asks a high price for her knowledge, so don't bother going unless your need is great.
Gorr: The amulet you retrieved from the corpse is made of tarnished silver, 2" high and cylindrical, carved all over with exotic runes, images of bones and skulls. It feels light, maybe it's hollow. One symbol stands out, but nobody around here recognizes it:
You are able to chop down a smaller tree. It does not dissolve like the monsters did, and seems to be normal wood, although strangely coloured and exotic.
The shades will let you stay in the village as long as you want. You can keep your gear here, and Shandril assures you that it will be safe while her and Baran are around.
Anybody else who wants to do stuff during downtime, or if anyone has more questions, you know how to find me. Before next game session!
*****
ADDENDUM
Gorr asked about master craftsmen in the hopes of having a bow made.
We are using these rules for commissioning splendid items and creating new magic items through mighty deeds. The leader of the guards Baran had this to say:
"Reymund the Pale was the best bowyer I ever knew. We called him that for he never ventured out to war or hunting. He loved peace most of all, and the feeling of a well-made piece of wood in his hands. A sensitive soul, not suited to the world as it is now, but a good man in his own way. I remember the last time I saw him, when he went off to join the lake-men. Not more than low brigands who call themselves 'rebels' really. We had words over it. Those of us who remain are still loyal to King Wakelinus, mad nor not, and Reymund was never one to take up causes like that.
Might be he's still with them up by the great lake, but I heard there weren't many left after the King rounded up most and imprisoned them so's we could have some peace around here. If he's among those unfortunates, you'd best forget about him: the King's oubliettes are time-locked within the Moonlit Zones. Nobody ever gets out, and the Zones themselves are dangerous enough."


