Campaign of the Month: November 2007

Varis: The Broken Land

Chapter 5.1: Steepleton

Thanks to the village’s dominating performance in their first major battle with the bandits the group finds time to reinforce the village’s defenses.

They tear down the inefficient walls along the northern and western sides of the village and reassemble a palisade around the chapel which they have taken to be their base of operations. Disguised pit traps and a series of ditches add to the chapel’s defenses.

For nearly a week the villagers worked with the group though the looming spectre of starvation weighed on everyone’s minds. The village’s fields were destroyed and to make matters worse the seemingly endless “bandits” had enforced a tight perimeter around the village making it difficult to hunt or scavenge for food.

On the fifth day of the siege the people of Steepleton are exhausted when out of nowhere a robed figure walks, surprisingly unmolested by the forces arrayed against Steepleton.

It is Alleron Diruvad who has come from Harborage after recovering from a vicious illness and has seemingly stumbled once more into danger. He was unaware of the situation in Steepleton and quickly was caught back up in the group dynamic. He explained to the group that he had come seeking the Sage of Steepleton and was summarily disappointed by the news of the sage’s kidnapping.

A series of wagons throughout the day kept the group on their toes: a knight named Sir Patrick Paddington came on official business from the Order and told Alois he was needed in Harborage on urgent business. Alois rode out shortly after, promising to bring supplies on his return.

After a tense stand off where Sir Patrick insults Nuras’s capability in a battle the four were interrupted from getting to know one another by the arrival of yet another wagon, this one is set upon by the “bandits” and with a beleaguered look Cherin, Nuras, and Alleron rode off to meet the bandit threat and save the wagon from destruction.

The battle was remarkably one sided as none of the bandits seemed able to stand against them. While Nuras, now more than twelve feet tall thanks to a spell cast by Alleron, waded into battle Cherin spat fiery blasts at the bandits and Alleron kept cautiously to the side lines.

The owner of the wagon, a Trader man, was fending off the bandits until one of them tossed a bottle of alchemist’s fire into the cart. Instead of merely catching fire the cart exploded as something inside ignited. In an instant the Trader man was dead but the bandits each reacted quickly enough to evade the worst of the blast.

Sir Patrick stood at the sidelines, watching and reacting with surprise as Cherin and Alleron Diruvad’s magical abilities become apparent. In midst of the final seconds of battle the burning wreckage of the wagon erupts once more in a blazing fireball that washes over Cherin and Nuras, burning both. The remaining bandits are killed by the explosion and the party is forced to wait for an entire hour before the wreckage is cool enough to search.

They find a half-burned mahogany box with a metal latch and after discussing what to do cautiously amongst themselves for some time Sir Patrick takes the box and opens it with a hand protected by a handkerchief. Inside they find a single scroll outlining a maneuver of an unknown origin.

Nuras gleefully takes the scroll to learn from it.

When they return they learn the village has officially run out of food and go hunting. Using a rather ingenious stalking method they manage to bag three large deer, each several hundred pounds, which they drag back to town and butcher.

Later that evening a third wagon approaches the village at high speeds, narrowly avoiding the bandits which try and capture it.

The wagon slows as it approaches the village and a man shouts, “My names Tamlin Burke and I’ve got some supplies! Had a little bit of action up the road a bit and I’d really like some safety!”

Sir Patrick immediately declares his distrust for the man but Tamlin Burke says cheerfully, “Breza Stouthearth sent me! She also sent this” He holds up a beautiful kama crafted from dark gray metal. “She knew you wanted it and said that there’s something you can do to pay her back… she didn’t mention what though.”

The party opens the makeshift gates and Tamlin Burke gives them the kama and the wagon filled with crates of grain and food. Enough to feed the entire town for an entire week, maybe more!

Tamlin yawns, “Been a long day… do you folks have any place I could rest for the night?” They set him up in the back of the chapel where a number of cots are set up.

Outside the village readies themselves for a well-deserved meal of venison stew and long rows of tables are laid out in the chapel yard. The entire village is within the palisade surrounding the church and for the first time in several days the mood seems hopeful.

The people of Steepleton sit at the long rows of tables as children serve the rather delicious-smelling stew the head cook, a woman named Nadia, has made. One by one bowls are filled from the huge pots filled with stew and after a solemn prayer to Pelor led Sir Patrick the people begin to eat.

Justar and Zara ask Nuras and Cherin a bit about their pasts and Justar introduces his daughter Amyra, a small dark-haired girl with a slightly disturbing love of fire. Sir Paddington eats quietly and watches the conversation before throwing his stew to the ground and shouting, “There is something wrong with this food!” Nadia stares at him with angry shock written upon her face.

When posed with questions the knight tries to reply but the only thing that comes out of his mouth is vomit and a horrible retching as he doubles over clutching his stomach. At all the tables the same thing is taking place and the group begins to feel nauseas as well but manage to hold it together as something in the food leaves most of the village incapacitated and dying.

Only a few people remain unaffected, one of them Nadia, and the trio can only watch in silent rage as Justar and Zara vomit and Justar’s daughter begins hacking up blood.

Nadia organizes those unaffected to begin helping the sick and begs the group to go to an old cottage north of the village and gather a blue flower she calls Ratweed. The group agrees but first they enter the chapel and make their way into the back room where the cots were laid out to question Tamlin.

They find the room deserted and as they look around Nuras is stabbed in the back by a strange humanoid creature with dull gray skin and a half-formed face with eyes of darkest ebony. In their minds they hear a voice, “I will make your deaths quicker than theirs.”

Their questions answered they attack, but Nuras is badly wounded and when the doppelganger retreats up the stairs to the bell tower Cherin pulls out a scroll of healing magic and attempts to use it. He fails to recite the incantation correctly and the magic falters. They charge up the stairway after the creature and as they reach the top Cherin tries to use the scroll again and completely fumbles the incantation, draining part of his life force to heal Nuras. They spot the doppelganger perched silently atop the chapel bell and attack and the creature sprouts wings and tries to fly away. But as one Cherin and Nuras react, Nuras slashing its throat with his axe as Cherin bashes its misshapen head and the wings melt away as it collapses to the wooden floor of the bell tower.

From their perch they can look down over the writhing mass of dying people below them and then look north towards Ann’s Wood where Nadia said a cure could be found.

To be Continued…

Chapter 5: Steepleton
The Problems pile on

A few hours outside Caedwyr Town the group stops for lunch along the side of the road. It is there, seated amongst wild flowers, that Alois tells them their true mission in Steepleton: To teach the citizens to defend themselves before attempting to deal with the bandits personally.

He tells them also that a high ranking member of the Order has gone missing in Steepleton and is presumed dead. His name is Zurach Demonsbane and he is one of the greatest heroes the Order of Illumination has ever known.

Sobered by the news but still determined to do their best the group continues on their way, camping outside Harborage and watching the distant Ceatharn Wood cautiously. By evening the next day the group reaches the outskirts of Steepleton.

Steepleton was a simple grouping of sod-roofed stone cottages flanking a beautiful white granite chapel and surrounded on all sides by verdant farmland and rolling hills. What the group finds when they crest the rise and look over Steepleton’s valley to find a village under siege. The farmlands were burned and scorched, a half-built wooden wall surrounded the northern and western sides of the village and groups of armed villagers stood watch.

Once the villagers found out the group had been sent by the Order of Illumination the people begged Alois to lead them in prayer and Nuras began investigating their combat readiness. Cherin, having been stung once before by the fear he instilled in the citizens of Harborage, stays on the sidelines.

Nuras finds 40 villagers willing to volunteer for training and out of those ten had been trained briefly by Templar Zurach. Despite this Nuras found their training incomplete and began working to continue their martial education.

After a prayer service in the chapel the group organized the night’s watch. They would each take several of the men and women trained by Zurach and patrol the makeshift palisade.

Shortly after night fall Nuras hears a large number of footsteps approaching the village from some distance away and lights a signal fire. The chapel bells begin ringing and wake the village’s meager defenders as more than a dozen armed bandits approach.

The fierce battle that followed left a dozen villagers dead, including 6 of the stronger combatants. But more than 20 bandits lay dead. In the battle Cherin noticed strange magical auras surrounding the bandits and he also noticed they all wore iron collars around their necks and their behavior seemed odd; their reaction to pain was muted and they showed no emotions.

After the battle Cherin took a moment from helping those injured to investigate the strange collars and found they were empowered by dominating enchantments. The ‘leader’ of the bandits also wore a stone which radiated divination magic which Cherin discovered to be a scrying sensor.

Wearily the village’s defenders buried the dead and nursed the survivors back to health. Two of the survivors of the battle, a man named Justar and a woman named Zara showed great promise and Nuras began training them in the Sublime Way.

Zara lost her husband in the battle and both Justar and Zara nearly followed him for their bravery.

More information learned from the villagers was that the town’s cleric of Pelor, Bernadette Hollingberry, and her family had been kidnapped the night after Templar Zurach disappeared, and that before Zurach’s disappearance he and Adair Hollingberry (The Sage of Steepleton) had a loud argument. After the argument Templar Zurach left the village wearing his armor and weaponry and headed towards the bandit-infested forest and hasn’t been seen since.

The group raided the town library and the Sage’s home and found numerous divine and arcane scrolls and several magical items: a cloak enchanted with protective magics, a magical short sword, and several vials of antitoxin. Unfortunately they found no clues as to his argument with Templar Zurach or what happened to him or his family.

Steepleton’s Defenders:

Out of 40 initial members the volunteer militia has 28 remaining and only four with previous martial training. Nuras spent several days after the first night’s battle personally training Justar and Zara and continuing the militia’s drills.

Justar – 1 Commoner/1 Warrior/1 Swordsage

Zara – 1 Commoner/1 Warrior/1 Swordsage

Felshin Shrew and Lawrence Umbra – 1 Commoner/2 Warrior

24 Militia – 1 Commoner/1 Warrior

Chapter 4: Caedwyr Town

The party spent several days at Alois’s family’s home, a large manor house on the north-eastern side of town. They met Alois’s father, a man named Bastion, who seemed rather quiet and morose and Alois’s older sister Adelaide, a blonde beauty with whom Alois seems to have a strained relationship. During their time in Caedwyr Town the group split up, each doing their own thing and learning more about Caedwyr.

Alois: Alois reported to his superior, Templar Evander, after coming home to the capital. Templar Evander brought him before the Council of Light, led by the High Templar himself, to make a full report on his discoveries in Harborage. He told them everything that happened, including the magical abilities of Cherin and Alleron. After some deliberation the Council asked him to see to other problems in the kingdom. Specifically they wanted him to stop the bandits plaguing the village of Steepleton and teach the community to protect itself.

Alois met with Templar Evander alone several days later and the Templar told him grave news; a hero of the Order had disappeared while fighting the bandits. Templar Evander warned Alois to be careful because the bandits were holed up in Ann’s Wood: a forest haunted by the vengeful spirit of a witch. Evander believed the bandits had some how managed to keep the ghost at bay and, to inspire Alois, told him of Zurach’s exploits and told him to trust in himself and to never give in to fear or sorrow.

Nuras: During the Highsummer Festival Nuras met a young man named Balder Hasch and together with his newfound human friend he found a mentor in the sturdy Breza Stouthearth who showed him some of the basics of dwarven fighting and he spent the time in Caedwyr sparring with her and Balder and practicing his skills.

Cherin: Cherin and Nuras explored the Highsummer Festival, finding a Trader camp in the heart of the city and being accousted by a perverted trader man named Amen whose dishonorable actions forced his own people to subdue him. For their silence Cherin and Nuras were gifted very special garments: robes made of specially treated and prepared spun glass the Traders referred to as “Sandsilk”.

Later that day the two split up and Cherin ran into a fellow student of Jin, a woman named Cecilie, and the two spent several hours talking and getting to know one another. Afterwards Cherin sought out the elven envoy to Caedwyr Elesa Luiren and found her in a peaceful park nearby the Highsummer Festivities. A young man with auburn hair was with her, he turned out to be the Crown Prince of Caedwyr: Rhys Williamson. Cherin spent some time speaking with Elesa and Rhys about his concerns regarding the Order’s intentions towards Ceatharn Forest. Elesa agreed to meet with the Order’s leaders and Rhys asked Cherin to visit him once he returned from Steepleton.

As the trio was leaving the capital they were stopped (rather brutishly) by the Trader woman who had given Nuras and Cherin their sandsilk. She accused them of betraying her and breaking their word by telling “someone” where the dishonored trader Amen was. Amen was taken by a group of armed men, the Traders could only watch. After rebuking the woman, Saere, and causing her to see her error they continued on along the road towards Steepleton.

Chapter 3: Retreat from Ceatharn
Or: Fey, Folk, and the Capital

(Note: This is a continuation of the previous game which was played over like two days… I was exhausted and had to give up the next morning.)

Cherin, Naras, and Alois barely manage to escape the collapsing catacombs (from which they valiantly ran away after the dead started rising) though falling debris struck more than one person. The group lands in a heap back outside, only an hour had passed since they had entered the decaying catacombs.

The group spoke a moment, each unsure what the ruins link to the strange aura of enchantment that shrouded the forest at night, but each of them was sure that it was in fact linked.

Then the creaking and rustling alerted them to another possible problem and out of the thick vegetation walked a massive treant. It gestured silently for them to follow and they, not really feeling threatened by the great creature, followed silently until they reached a small clearing with a clear blue pond in the center. The treant left and the pond’s surface rippled as a melodic voice spoke, “Keep your metal beyond this grove.”

Cherin, having experience with the fey, was the first to remove any metal he wore and the others quickly followed suit. From out of the pond a pale beauty rose. Her almond-shaped eyes were like liquid amber and her auburn hair shone in the light filtering through the trees.

She spoke briefly to the group, asking them to explain their presence in her woods. Then darting lights caught their attention as a swarm of tiny glowing faeries spiraled around them and one by one Cherin and Naras were lulled to sleep by the light show. Naras, left awake, turned to the nymph called Fala and she looked into his eyes and he felt wooziness flow through his veins but managed to stay awake. She approached him, touching his bare skin, and he collapsed in a heap – fast asleep.

They awoke in the clearing, their wounds healed, to find the stars twinkling overhead. Alarmed, they started up but Cherin’s magically-attuned eyes detected very few traces of the enchantment plaguing the region but a very strong radiance of abjuration. As they looked around Fala rose from the depths of her pond once more and spoke to them once more.

She told them of the three evils plaguing the land; a dragon called Omenathrax the Corruptor, a once honorable lizardfolk shaman who has become a undead monstrosity and rules the varied lizardfolk tribes in Ceatharn and the Shadow Marshes, and a creature that Fala knows only as ‘Atashetel, the Demon Made Flesh’.

A lizardfolk male named Ssurpus is brought in by the fey and he speaks of his people’s fear of their leader and of the dragon Omenathrax the Corruptor. The Dezrak was once a brave shaman named Azkani who sought a way to protect his people from the dangers of the world. He meditated alone in the forest for many years and each time returned to his people less alive. Very few lizardfolk still live free from his rule.

Of Omenathrax he can only say that she is an old evil of the wood recently returned.

After they speak Ssurpus Fala calls forth a dryad who returns the bewildered, but strangely well-rested, party to the edge of the forest and from there they return (quickly) to town where they rest until morning.

In the morning they decide to report their findings to the Order and hopefully get some guidance as to what they should do. None of them can help but feel a bit overwhelmed by the daunting task ahead of them.

The journey to Caedwyr Town took only a few days from Harborage and was completely uneventful and on the afternoon of the second day of walking they finally saw the large city of Caedwyr Town, capital of all Caedwyr sprawled out before them.

Chapter 2: There and Back Again

9th of Equos

As morning dawns the group gathers at the Wavecrest Inn to have breakfast and discuss their goal: investigating further into the strange and dangerous Ceatharn Woods. They wait for Alleron who doesn’t show up and instead a young tawny-furred catfolk woman named Saris appears telling them that Alleron has taken ill and cannot join the expedition.

Alois goes off on his own to talk to go to the Court House and the dungeons beneath it to retrieve a dog he had kept there after knocking it out during the previous night’s harrowing encounter. He finds the dog, in the morning, to be completely normal.

Naras and Cherin wander around town in search of a expert in animal behavior named Eileen Cassidy when a group of drunken sailors throw a rock at Naras and insult him. Alois appears from hiding and knocks one of the men unconscious and orders them to stand down in the name of the Order of the Light. The sailors are too drunk or stupid to listen and they begin gearing up for a brawl when Cherin unleashes a gout of flame into the air, sending the sailors sprinting in all directions. The townsfolk also react to the sudden burst and begin crying of witchery and demonic magic.

A middle aged, olive-skinned woman comes up to them and tells them they may want to lay low and she offers her home as a refuge and as they walk she introduces herself as the very woman they’ve been looking for: Eileen Cassidy. She tells them that the people of Harborage have lost much to magic and the fear of what they do not know is strong. They reach her humble home and they talk to her about the horrific behavior of the animals and she has very little more to tell them of that. She does mention an old ruin in the heart of the forest that could have some answers. The ruin is underground and has long been blocked by a magical shield.

The group leaves her house, taking along her gift of a healing potion, and heads into the forest which is peaceful and calm during the day. By mid-day they find the ruins, barely more than a few stone pillars and arches covered in ivy. A stairway leads downwards and the group finds no magic shield protecting it. They venture down and find themselves in a small room with a fountain covered in greasy, brownish red stains. They find two hidden doors and within moments find themselves attacked by a carrion crawler on the edge of a deep pit. After barely fending it off they find a moldering library and several magical scrolls of necromancy.

They leave and go to the second hidden door and find a long corridor that opens up on a huge, shadowy chamber; pillars support the roof and the floor is covered in bones. Niches along the walls house rotted corpses. On the far side of the room is a massive altar of obsidian. Behind the Altar is a massive rotted skull, draconic in origin. They move through the chamber, bones crunching beneath their feet, and gray energy wreathes around the altar and a ghostly figure in ragged robes appears. “You trespass on holy ground, your souls now belong to the Reaper,” it says and gray energy erupts from the altar and flashes across the room to the niches in the walls and skeletons and zombies begin moving all around them.

Alois calls upon his god and Pelor’s radiance is so great that many of the undead creatures flee or cower and the group flees the hidden chamber, slamming the door closed behind them and finishing up the skeletons that had escaped. They run up the stairs to the safety of the forest and the walls begin to crumble around them.

The Haunted Wood
Black Arts and Farmsteads

Jordan’s young apprentice, Alleron, arrives in Caedwyr on the 8th of Equos in search of magical knowledge. Caedwyr is the center of the remnants of human civilization and he believes there is a good possibility that there might be resources to help him track down the knowledge he so desperately seeks.

The naive young man gets a place to stay at the Helton Inn and befriends a young catfolk woman named Saris. He meets the dastardly Mickey Blackhand who invites him to join him in “angling”. Alleron agrees, not knowing that “angling” is a term for robbery. When he learns what he has agreed to he goes to the guards, in disguise, and meets with a young, rather short captain named Gerard Aeronwen. The guards vow to help him but urge him to meet with Mickey and get him to admit what he wants from Alleron.

Alleron met with the rogue at midnight at the fountain in the empty Central Plaza, alone. Mickey appears from out of the shadows and taunts Alleron, letting the young wizard know that he knew about his deal with the guards thanks to some “friends” in the guard force. Thugs appear from the shadows behind Alleron. Mickey invites Alleron to join one last time but he is interrupted by a force of guards led by Captain Gerard. The thugs run off and Mickey turns to follow but Alleron stuns him with a powerful blast of glaring colors and he is arrested. For his safety Alleron is held in jail overnight and Mickey is hung at dawn for several crimes, including murder.

Capt. Gerard asks to hire Alleron on a temporary basis to help the Harborage Guards.

Cherin and Naras arrive in Harborage on the morning of the 9th of Equos. They make their way through the town, buying a room at the Wavecrest Inn. They help a young member of the Order of Illumination named Alois stop two thieves and the three quickly become allied as Alois explains he is in the town to investigate strange disturbances along the edge of Ceatharn Forest.

They meet Captain Gerard who tells them a bit more about the disturbances and introduces them to the young wizard Alleron and asks the mage to join with the group in their investigation.

Assembled, the four speak to a guard who had seen the disturbances, the man spoke of horses trampling and eating sheep. They journey to the forest’s edge and call on a farm built along the edge of it. The farmer tells them they’re free to look around, he tells them about the horrible things his animals have done after night fall. He keeps them tied up in the barn for his and their protection. He quickly retreats back inside and the group decides to stand guard outside the barn until nightfall.

The sun began setting and the dark forest seemed to loom out at them and as the light faded into red a strange breeze blew out from the forest and Cherin could sense a strange enchantment in it and Alleron could feel his familiar starting to react to the enchantment; the little calico was feeling rage. His tie to his familiar allowed the little cat to withstand the enchantment but the farm animals in the barn were not so fortunate.

One of the horses broke free as the shadows of night fell over the farm and began to trample the sheep. The group knew that to save the farmer’s flock they’d have to kill the horse, what they didn’t expect was the enchantment made the horse fearless and vicious and with several lashing hooves and a nasty bite it knocked Naras out cold as the others rushed around it. The horse was killed quickly but it had left the party battered and bruised and they could hear the barking of dogs from outside.

They decided to go to the forest and see where the enchantment was coming from but as they crossed the fields the dogs ran up, attacking them from behind. The big sheep dogs were vicious and fueled by the same evil power the horse was. They inflicted several nasty wounds on Cherin who used his training to minimize the pain and internal damage of their bites.

In a pitched fight the farm dogs were killed or knocked into submission and the four continued across the fields to the ominous forest ahead. As they entered its dark confines and began to venture deeper their minds were briefly overcome by vertigo. Naras, Alois, and Alleron managed to overcome the disorientation but Cherin was gone, lost in the forest on his own. They could hear him calling, but from far away, and as they journeyed it became clear that they were growing lost even as they found Cherin huddled at the base of a large oak, enspelled.

They shook Cherin free of his disorientation and continued deeper, the enchantment on the wind grew stronger as the plants around them slithered and moved and the paths of the forest shifted until they found themselves looking across a moonlit pond. It was Alleron who first heard danger, a massive humanoid creature with reptilian, even draconic, features. Cherin tried to speak to it but the creature could only blubber and babble as it charged at them. It was an easy battle, though the creature’s hide was tough, and they overwhelmed the beast and slew it regretfully. As they finished the battle they looked out over pond to see a shadowy creature of monstrous size moving slowly towards them. Foolish bravery left them and they fled, stumbling through the eerie forest until, in the early hours of morning, they stumbled out of the forest several miles from where they started and returned to town, posthaste.

They spoke briefly to the town guard once more, who could only point them to animal experts. They spoke of Eileen Cassidy, a priest of the Earthmother, and a woman named Holly Moorwalker.

The group retired after a long and stressful night and met up once more at the Wavecrest to begin their search in the safety of the daylight hours.

Level: 3 Exp: 525

The Long Wait
Map of Caedwyr up

The previous game was a teaser game when our other DM couldn’t DM. This campaign will begin in another month or so, after the completion of our current campaign.

Work will continue on the setting.

Map of Caedwyr is now up, squished a little by the google mapper though.

Prologue: The Little Village
Two travellers meet

In early summer of the year 20 A.C. a young man with slightly pointed ears and bright, shockingly red hair comes sails to the village of Hardell on his way to the town of Harborage on far off Caedwyr. He has come from a monastary on a nearby island and looks for something to do for the few days it will take for his trip to get under way. With the help of the local shipping magnate, the salt mouthed Capt. Firebeard, he discovers a hidden village of goblins, living a horrible life amongst a Thornwood Thicket. Fighting to survive against rats, some as big as dogs, the goblins were barely eking out existence. He met a very friendly goblin named Griglog who acted as his emissary to the goblins, even if he didn’t know how to speak common. He did manage to learn from Griglog that the goblins are escaped slaves from the ruins of Blackpool, now the orcish capital of Garvelloch.

When told of their presence the town, for the most part, embraced the goblins, pitiful as they were, though many members, especially Edith, of the community tried to wash the wretched creatures to whom bathing seems to be foreign. It was into this strange atmosphere that another traveller, a young catfolk warrior arrives.

The two travellers, the fire-breathing monk and the catfolk warrior, become allies during the night against a raiding group of sahuagin and they, along with some notable locals (Capt. Firebeard, Brother Calder, and Blake Longstrider) manage to send the sahuagin back to the sea where they belong.

The damage was done, however, 30 of the 45 new goblin residents were slain protecting unarmed human women and 32 human villagers were also murdered.

Two days later, the two leave on Capt. Firebeard’s ship, a beautiful caravel named “North Star” for the distant shores of Caedwyr. The surviving villagers, including the goblin Griglog, all come to the pier to wave them on their journey and thank them for everything they’ve done.

Experience: 2000xp from the massive battle, 500 for roleplaying and story.

Current Party Level: 1 1/2 (Narass 1, Cherin 2)

Loot: 5gp and 600sp to be split amongst Charin and Narass, and 2 cure light wounds potions each, and two massive shark teeth that are big enough to be made into daggers.


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