Another Feather for Magi --Eastern province by the Deadbarren Given letter by prestigious magi of 7 feathers who come from the -- Name: Ebba-diin, female Magi bearing the crest of the Magi Tribunal -- Painted feathers giving a silver-like sheen, common among the acolytes direct to the Magi tribunal. -- "You have come far Magi, and the tribunal has heard of your deeds leaving you eligible for the next feather. Report to the Deadbarren, seek the Magi tribunal with this letter for an audience and review." -- Message to Magi Tribunal Audience(s)(0L)(quest item)(Message to summon you to the Magi Tribunal in the Deadbarren. Can only use to obtain an audience with the Magi Tribunal) Travel encounters: 0. You found a ring! It's a faint glint, you can barely see it, do they go for it or pass it? (Give a ring if they do go for it) 1. No pass bridge troll. They want stories! You are travelling along and can see a large dark figure in the distance who appears to be blocking a bridge. You pause your cart for a moment to look. A level 8 swamp giant is blocking the path who will not let the adventurers pass unless they tell a tale of strength and hilarity. They can attempt to cross on their own but the giant will chase them and try to kill them should they attempt aggression or leaving without permission. Swamp Giant 180 phys damage 135 poison damage 90 phys def 45 magus def Lunging Strike (Jump forward up to 3 blocks and strike ground dealing 2x3 block of 160 phys damage) Noxious ooze (create a noxious ooze smoke around self up to 3 blocks away dealing 80 damage poison to all if they start their turn within this block) Grab (Grab onto foe and squeeze dealing 160 phys damage preventing them from moving or dodging. must spend 1 action to free self 1/2ch.) Roar (1trn)(Increase phys dam or poison damage for 3trn +46 phys damage) Slamming Tug (throw giant stone mace tied to rope up to 10 blocks away. If foe gets hit, foe takes 160 damage being dragged back with the weapon) Swamp giant is very dumb, but generally friendly but has a very scary look. Emphasize their terrifying presence and strength. You see in front of you what appears to be a huge figure guarding a bridge. It is some huge behemoth who appears to be resting by a giant mace the size of a great shield. It looks very menacing. The troll will request for a tale of strength and a funny tale. If they successfully entertain the troll, the level 8 troll will let them pass. But if they do not, then the troll is likely to get angry and fight if they try to pass him without permission. "This my home!" "You adventurer no pass!" "Be good adventurer. No hurt." "Me VERY strong! You no beat!" Fuut: You find yourself in the hidden yet lovely town of Fuut. Much less drab than the previous village you visited in the swamps. Looking around you can see the ground is sturdier in this part of the swamp than in others, and the air, while maintaining its musty odor, now possesses a charming pleasent floral aroma in the air, likely from crops nearby. You can see there appear to be smiling guards standing by at the ready as locals all seem to look over, not usually seeing people in these parts. Welcome to Fuut. Travel to the Deadbarren: 1. So-Chun, the Crossbowman, forest imp and forest imp company My name is So-chun. You have killed [x] in the past, and you must now offer retribution for your sins. "My name is So-Chun. You may not know me, but I come from the Gensho Forest, living among the forest imp, a realm where forest imp and elve quarrel almost daily. You once knew a druid by the name of Adal-ban, 'Friend of Native and Elves.' While we hold no loyalty to pompous elves, we hold our truths to peace and honor, and Adal-Ban was one of these people. You are to offer retribution for your sins. Provide something of value for the loss of Adal-Ban, for you have slain him in cold blood, of which could be witnessed at the grave of Efiin. The animals have witnessed your murder, and they have told us what you have done. He fought valiantly and died at his friend's grave, now where he lies today. Offer us a oblation to Adal-ban or we will take it for ourselves. Do not attempt to fight, for you are outnumbered greatly." They are hired professionals at the level of the party supposed to find oblation (a donation suitable for the death of Adal-ban). So-Chun (dual wielding crossbows) .5 phys damage .2 fire damage .2 phys def .1 magus def 3x Strike (strike foe dealing x, then y, then z damage) Surge (surge forward moving 5 blocks forward suddenly through a jump, slicing foes with ammunition dealing x damage to those within 1 block of movement) Smoke bomb (dissapear and re-appear 5 blocks away. If disappear behind something, become untargetable until visible) Arrow Dipped in Alcohol Flame (Strike foe with arrow dealing x damage, if hit, foe has 1/2ch. on becoming engulfed in flame dealing y damage fire for 2trn) Shield of elements (use something of the elements to block strikes, avoiding a hit, shoot back with an arrow if successful dealing x damage) Poison Striker (dual wielding Crossbows) .4 poison damage .3 phys def .3 magus def Dip in poison (1trn)(Dip arrows in a nasty poison increasing poison damage by x damage for 2trn) 2x poison strike (strike foe with poison arrows dealing x damage poison, then y damage poison) Dodging Strike (move back up to 3 blocks and strike with an arrow dealing x damage poison) Jump (Jump up to 4 blocks away and 4 blocks up in the air) 2. Fog map -- Stuck in an enveloped fog that can only be cleared by hitting the stones. When they get clear they will realize they are surrounded by a set of 14 very weak froglings (frog-like humanoid creature). Frogling 2x strike (Strike foe dealing 2d. then 3d.) Bap (bap at someone's foot dealing 2d., cause them to have to grip at their foot for 1 action 1/2ch) Dissipate (1/2ch)(Attempt to disappear into a puff of smoke. Lose fight) Bite (bite foe dealing 5d. poison) Frogling Shaman Heal (1trn)(Heal froglings in a 3x3 block for 5h) Dissipate (dissapear in a puff of smoke and reappear 3 blocks away) Players are to report to the tribunal of the Deadbarren. You find yourself observing petals that have been stepped on in the ground from many others having come and gone from town. The dirt quickly turns into well paved and painted cobblestone of many colors and designs. Looking forward, the guards possess reaths of flowers coating their helmets with wings on their helmets piercing the sky. Looking forward, a tall archway that has been covered in white and pink posies in a winding pattern. Along the top contained a blue jewel which was seen even across the horizon through its glint. You step by several others that appear to have a white robe and long triangular shaped white hats, both male and female and of different races. One of them politely moves by you as you walk past them. You find yourself surrounded by white, blue, yellow and pink petals of flowers surrounding you in a winding embrace in a town that has been called something so dour as the Deadbarren. Welcome to Deadbarren. Head to the Tribunal: On way to tribunal: A "tender" (person who tends to the bodies of adventurers) wishes to give blessing of the Tender by offering reaths. "The flowers are beautiful are they not? Yet, even flowers must die, but wasn't it wonderful that the flower is so splendorous in life, such is the way of adventurers?" A male magi boasts about getting their fourth feather from the tribunal. Can give instructions to where the tribunal is. Given a quest: Must go to Tenturan of Ainlem's Maw and hand the Obice Praesidium (Oh-bee-che Pray-sih-dee-uhm), a grand tapestry necessary for the ritual of Obice, a protective barrier made to allow the town to live so close to the Ainlem's Maw. (only if there is a Magi to upgrade feathers, otherwise just give a quest as normal) Elder of Magi, Efaar, 10 feathers: "You have come some way to see us, and we honor you for your pilgrimage. We have summoned you hear and find your character wanting. We must ensure that we can trust you before we hand the title of "Good Citizen", and your fifth feather. [or insert feather level here] We do not trust your judgement, at least not yet. So we have a task for you." "You are to make your way to Tenturan of the Ainlem's Maw. Are you aware of this town? [leave opening for player to respond] Yes, if you have ever been there, it is dreadfully hot from the active lava pools surrounding it. This is not by accident, however. It is a wealth of raw minerals and resources for much of Niseb, and so its selective location is necessary. To prevent the city from being swallowed, they invoke the Obice (pronounced Oh-bee-che) in a ritual for favor of the spirit of Ainlem. Ainlem is dead, but their essence is alive and well which can be seen throughout the covering of the Ainlem's Maw. You are to deliver the tapestry so that they can continue their ritual. Mind you, this tapestry is quite valueable, and also of great importance. Should you fail in bringing this tapestry to Tenturan, you will forever be cast away from the favor of the Tribunal, and magi everywhere. Now, onto the tapestry." Obice Praesidium Tapestry (h)(22M)(The legendary and ancient tapestry of the Obice, the ritual to maintain Tenturan. This has been freshly made and embroided in gold, jewels, and the favor of Magi, even with the blood of legendary magi of renown containing 10 feathers each. How can they entrust such a valuable artifact to random adventurers?) (NOTE: In reality, the Obice Praesidium Tapestry was not entrusted to these adventurers, but a series of very powerful adventurers in their wake. Though, the test remains the same. If they attempt to sell the Obice Praesidium tapestry, they would be stopped by tribunal spies who will perma-fail the quest.) Elder of Magi, Efaar, 10 feathers: "Now go, adventurers. Great weight has been placed upon you, and should you fail, Tenturan will fall. You have been entrusted with this burden in haste. When you make it to Tenturan, you are to speak to Er-Giim, esteemed and trusted Magi of protection of Tenturan. Should you deliver this and ensure the Obice has succeeded, you will be entrusted a new feather, as desired." Must travel to Tenturan Encounter: The Living Tree You come across what appears to be a relatively quiet field with a single tree that has dark spots all around it, it appears there must have been a quarrel in the past there. Living tree .3 poison damage .2 phys damage .3 phys def .3 mag def Ensaring Roots (1trn)(Place 3x3 block which reduces foe movement speed to 1 within the block. Block lasts 3trn. Foes within take x damage poison) Lash (lash at foe with vines dealing x damage physical) Leaf Barrage (Foes within 3 blocks of living tree take x damage physical from razor leaves flying) Seed Bomb (2trn)(turn 1: roll 4 sided dice, place x amount of seeds based on dice roll)(At beginning of turn 2, seeds explode within 1 block of seedling dealing x damage poison) Bark Armor (1trn)(Increase phys or magus def by x for 2trn) Natures Rejuvination (1trn)(Tree roots plant itself into the ground healing from the ground x) Addl. Monsters: Treeling (human-like tree figure roughly 4 foot tall) .5 phys damage .3 phys def .3 mag def Fruiting body (throw fruit at foe dealing x phys damage) Charge (charge at foe moving up to 3 blocks and striking foe dealing x phys damage) 3x strike (strike foe dealing x damage, then y damage, then z damage) Photosynthesis (1trn)(heal self x damage) Encounter: Birdkhan come to offer good tidings, perhaps loot. They are nobles of the Birdkhan totema temple Can visit Birdkhan totema temple or skip to the next node Troup of Birdkhan, 4 in company that say to go to the Birdkhan Totema temple and offering advice if there is a birdkhan among them. May give items. B1: Tuth-haar B2: Waho-semer B3: Muku B4: Zisi-ag Birdkhan Totema Temple: The temple was seen across a tall hill. You could see there were already merchants and those abound selling ores and other equipment suitable for mining. They speak amongst themselves often ignoring non-birdkhan. There you can see the tall steps leading up into the totema temple and can see a single totema that stands before the enterance with disciples tending to it. Across the pillars and plinths you can see what appears to be a carved bone symbolizing birdkhan throughout the pillars. Looking forward there is a set of double doors opened wide with huge iron bars maintaining its structure. Inside appears to have wooden flooring with mostly birdkhan in robes reading, eating, resting and selling. Welcome to the Birdkhan Totema temple. Stone Worm Encounter: Stone eating worm .5 phys def .3 mag def .2 phys dam Burrow Strike (2trn)(1st turn: Burrow under the ground. cannot be targeted while underground)(beginning of second turn: re-emerge underneath a foe dealing x damage phys.) Stone Shard Breath (fire shards of stone striking foe dealing x damage phys in a 3x8 range) Stone Armor (1trn)(Increase physical defense by x for 2trn) Consume (1trn)(Consume rocks and attempt to heal self for x) Slam (Slam down on self dealing 3x3 x phys damage in front of worm) Stone spider .3 phys def .2 magus def .3 phys damage .2 poison damage Stone spiders begin with rocky camoflauge that make it hard to see. Stone Fangs (Ignore x phys def. Strike foe with stone fangs digging at them dealing x damage physical) Stone Venom (strike foe dealing x damage phys. foe has 1/2ch. of turning to stone for 1trn) Stone Wall Creation (Spider creates a set of stone walls to block the way up to 8 foot tall in a 4x1 barrier, can break but must spend an action attempting to break 1/2ch.) Agile Poisonous Strike (Strike foe dealing x damage poison. if hit during attack, 1/2ch. to dodge. Does not count as a dodge) Tenturan: you approach Tenturan, the air becomes thick with the smell of sulfur, and the distant roar of molten lava fills your ears. The dark bricks that form the town’s structures appear almost obsidian, gleaming faintly under the red and orange glow of the lava pools that dot the landscape. Jagged, towering mountains loom behind the town, their peaks occasionally erupting with fiery streams that snake down the slopes, creating a stark contrast between the dark stone and the vibrant, flowing magma. Walking closer, the ground beneath your feet turns into a rough, blackened surface, as if the earth itself has been scorched by ancient fires. The buildings of Tenturan are built low and strong, their walls thick to withstand the occasional tremors and heat, with windows narrow and reinforced by iron to protect against bursts of molten rock. The town feels like it was carved out of the mountain itself, with narrow streets lined with small, smoldering forges and workshops, the clanging of metal echoing in the heated air. The glow from the lava pools casts an eerie light, making the town feel both alive and foreboding, as if the very ground could erupt at any moment. Despite the harsh environment, you notice an almost serene order to the place—residents move about with a calmness, accustomed to the heat and dangers of living so close to the volatile volcanoes. Make it to Tenturan to speak with Er-Giim, male magi of 10 feathers. Handed a piece of jewelry to recharge one of the 8 crystals of the Obice. They are to travel up the mountain and climb to the base summit. Er-Giim rests in an Inn called Efermeter's Mining Lodge - Inside Efermeter's Mining Lodge, the air is thick with the scent of sweat, smoke, and ale. The dimly lit room glows with the warm, flickering light of a few wall-mounted torches, casting dancing shadows over the dark wooden beams that support the low ceiling. Miners, covered in soot and grime from a hard day’s work, crowd around sturdy tables, their rough hands wrapped around overflowing tankards of mead and ale. Laughter and loud conversation fill the space, competing with the occasional clatter of mugs and the creak of chairs. The stone walls, like much of Tenturan, are built from the same dark bricks, making the lodge feel solid and protective. A large, roaring hearth dominates one corner, its fire providing both warmth and a place to roast slabs of meat for the hungry workers. Efermeter's Mining Lodge has Barron Yash - animal sapien, level 6. a towering figure, an animal-sapien from the distant land of Niseb. His upper body resembles that of a muscular, upright bear, with thick, dark brown fur covering his arms, chest, and neck. Miner's Grog (12L)(Was this dipped in charcoal? it's about as dark as a stout can get. At least it's cold. Side-quest inside the Ainlem's dungeon: Find the adventurers who mysteriously haven't returned from their mission. They were told to go to the Ainlem Dungeon to They must travel through a long winding cave path (map) leading to the cliff-face of Ainlem's Maw. "Adventurers you are to go to the fountain of Ainlem Dungeon and place this piece of jewelry in it. There, all will be completed. Place the Obice Praesidium right outside of the water, right after, if you will. Oh, and another thing. I sent a party if not but a week ago to address clearing out some of the dungeon to apply ease to those that pilgrimage. They have not returned. Can you do me a favor and find out what they were up to all this time? They are adventurers and so even if they died, they should be back by now, at least." Jewelry: Ainlem's Bane (s)(quest item)(Enchant the Ainlem's crystals to stave off the rage of Ainlem's spirit) Go up the Ainlem's spine through the Ainlem DungeonAinlem Dungeon
1. A beautiful ornate pot with plenty of water. Beautiful heavy ornate pot (g)(10k)(You are likely not taking this out of the Ainlem's dungeon. But it has a huge amount of water! 187:200 servings of water each worth 2L) 2. Smaller broken pots with dried fluid around it. 3. Broken pillar. Will this place fall down? 4. Get too close (within 1 block roll 1/2ch. to get hit from falling debris) 5. Broken pot with an ornate Accessory (item of level accessory) 6. A tablet in the shape of an anvil. Anvil Talisman (h)(quest item)(What's this for? It's nicely shaped) 7. Marble box covered with heavy rocks. Should it be removed to check inside to see 12 fire skeletons Flame skeleton x 12 (they pour out of the box, starting with 5, then pouring out 1 more per turn) Base Fire Spell Flame Sword (Stab at foe dealing x fire damage. If hit, -y fire damage for 2trn) Scream (1trn)(Scream at foe. 1/2ch. to cause fear, preventing foe from attacking that turn for next action) Fire Breath (create 1x3 flame breath dealing x fire damage) Flame Whip (whip foe dealing x fire damage, if hit, 1/2ch. to trip foe causing foe to spend 1 action to get back up. while fallen, foe can move only 2 blocks crawling) 8. Broken pillar. 9. Broken pot. Spilled wine now dried on the ground. 10. A table that has old papers along the side and then a pile of large leaves along the center. This is a puzzle requiring placing the anvil-shaped talisman back in 6 into the recess of 11 (the statue) 11. On the statue has written in Toteman: "Here lies Ar-gaar, Animal Sapien and Guardian of the Ainlem. Only through his authority may you pass, and be it to his authority that He lets you through. He holds no honor to those of authority, but after a day of smithing and a well-rolled pipe weed, may be of mood." Players are to translate this to get through a magical barrier that prevents them from going forward. The solution is to place the tablet from #7 in the shape of an anvil into the recess found on the statue. From there, you are to roll a tobacco leaf and light it for them for the barrier to open. If they try to exit without lighting the rolled pipeweed, they will hear a whisper: "No light...", upon lighting it, they will hear: "Thank you." If you light the pipeweed without giving the anvil, he will say: "No labor..." The Spirit of Ar-gaar will appear raising his pipe weed to them with a smile: 12. Electric shield that deals damage if you touch it. Only by clearing the puzzle of 11 can you go past the electric barrier. "You look upon what appears to be streams of electricity arcing itself across the path. it would be very dangerous to attempt touching this." Perma-lose 2h or 4m if you touch it. 13/14/15/16: The mage (13), the archer (14), the knight (15) are invulnerable. Only by exposing the mother and stabbing her will free you. Only by exposing any of the tombs will awaken the three fighters, the mother will stay asleep. There is a puzzle at the beginning scrawled on the side of the wall: "Only by death of the mother will her children hide and the path open." 13. The Mage .6 magus dam .3 magus def .1 phys def Base Spells Barrier (Block with a mirror barrier, if hit with magus damage minus damage by x and reflect that damage back dealing x damage of the element) Triple Arc (Strike foe dealing x fire damage, y blizzard damage, then z water damage) Blink (disappear in a puff of flame dealing x damage to those within 1 block of self, reappear up to 10 blocks away) 14. The Archer .3 phys damage .2 poison damage .2 phys def .3 magus def Poison Arrows (shoot arrow at foe dealing x damage phys. if hit, foe dealt additional y damage poison for 2trn) Slide and shoot (slide forward 4 blocks and shoot arrow at foe dealing x damage phys) Arrow Arc (shoot arrows forward 3 blocks wide dealing x damage to those in the field) Rain of Arrows (shoot arrows in a 3x3 block dealing x damage phys) 15. The Knight .4 phys def .4 mag def .2 phys dam Stabbing Strike (strike foe ignoring physical defense up to -x. Deal x damage phys) Blockade (hold shield in place. Should you get hit anyway, -x damage phys or magic) 2x strike (Strike foe dealing x damage, then y damage) Heal (1trn)(Heal self x health) 16. The Mother (has 1 health, must be stabbed) 17. You come across an invisible barrier. The barrier cannot be removed unless you stab the mother. (don't tell players that though.) 18. There is something inscribed on the floor: In toteman it reads: "The children are always protected by the mother." 19. Seal of Angelicus - sealed Berand the evil wizard 4 wizards are trying to free their friend Berand. Unfortunately, the evil wizards are stumped as to how to resolve the puzzle. Perhaps the adventurers can provide assistance. However, should they decide to fight, they can do so. They can also try to free the wizard to befriend the evil wizards for potential favors in the future. The wizards should act friendly but in reality are evil wizards that want to harm. But will temporarily hold their tongues in order to gain favor with the players. "You examine what appear to be four wizards that have black markings over their face. They look over with sinister looks only to quickly adjust their faces to smiles. 'Well well, we might be in luck to free our friend Berand. Come, are you able to assist us in this?" Wizard of Curr - 4 of them 1. Barnaby 2. Withrow 3. Demuran 4. Izzy .7 magus damage .1 phys def .2 magus def Arcane base spells Doom (1trn)(Cast on foe, no damage is dealt now, but at the end of 3 turn foe is dealt x damage arcane minus y resistances) Arcane Flame (cast 1x5 flame barrier that cannot be passed without taking x damage arcane. Remains on the field for 2trn) Arcane Barrier (create barrier of arcane energy, no energy or damage can pass other than arcane, counts as a block) 20/21/22: This is a puzzle that requires 2 people of good alignment to simultaneously drink from the purple liquid (if they are evil they will perma lose 2h or 4m depending if mage or not) and then move to 21 and 22 to sacrifice their own blood over the orange stones. The ritual will have been completed to remove the barrier of the evil wizard. 20: the inscription: In common: "Here lies Berand, destroyer of Adar-khan and fiend of Tenturan." Those of ill intent ought not attempt. First, be of unison by drinking of the lavendar peacewater. Second, step upon the blue panels. Thrice, use the sickle to shed blood on golden stones in unison, as it should. Should it be completed, the seal of angelicus will subside. 21 and 22: This is a sacrificial altar designed to sacrifice blood as per the inscription from 20/21/22. They can attempt taking the items if they please. Sacrificial Sickle (n)(22L)(Used in ceremonial sacrifices, but not sharp enough to kill anyone, but might if you slice quick, cannot be equipped) Orange-painted stones (s)(5L)(It glows faintly. What kind of paint is this?)-48 23: Fallen over pillar. Whatever this place is it looks to have been a place of sacrifice by the looks of this, as well as a scuffle. 24: Broken Pillar. Can pick up items: Pillar Piece (s)(5L)(Could this be made of marble?) - 3 Large Pillar Piece (h)(20L)(Could be made of marble) - 2 25: Stone pillars stacked all the way to the top of the cieling. 26: Giant Flaming Iguanas fight Giant iguana .3 phys def .3 magus def .2 fire damage .2 phys damage Gnaw (lunge forward up to 3 blocks and gnaw on foe dealing x damage physical) Fire breath (toss cone of a 1x1, 3x1, 5x1 cone dealing x damage fire) Tail Whip (Whip at foe up to 3 blocks away dealing x damage physical, if foe tries to block, it attacks along the side anyway) Two-Legs! (Stand up on two legs and attempt to run, those in the way get dealt x damage physical 3 blocks) 27: It becomes painfully apparent in this area that there will definitely be a cave in. It looks incredibly dangerous along the top. A huge set of boulders. If they try to get through it will indeed fall preventing them from going this way. It will cave in and impossible to traverse. 28: You walk by and see a faint blue light emanating from inside the rubble. If the players choose to remove the rubble, they find a bug lantern. Bug Lantern (s)(32L)(Lights up the way a faint blue glow) 29: A table that has a large stone leaf and stone coins. 30: A stone colossus that has his hand out expectantly 31: A stone colossus appearing like a farmer with hand outstretched to the side as if it is missing something. 29/30/31: The puzzle is that the 30 is expecting stone coins in its hand and the 31 is expecting the stone branch in its hand. Only by giving each what they want will the barrier dissipate. 32: Broken Pillar, crumbles when you try to pick it up. 33: Broken pillar, crumbles when you try to pick it up. 34: Chest under a bunch of rubble. 3 items would drop if they move the rubble out of the way. 35. Broken pillar, underneath is a ruined necklace Ruined Necklace (s)(12L)(Made of iron, it's dirty) 36: Broken pillar, crumbles when you try to pick it up. 37: Electric shield that deals damage if you touch it. Only by clearing the puzzle of 29/30/31 can you go past the electric barrier. 38-50: Puzzle: Must put items in a corresponding order. 38: Table that possesses the following: Raw Birdard Meat (s)(15L)(unsafe to eat raw, but its delicious if you cook it)-2 Lichen (45L) Bundle of Red Grapes (s)(15L)(sweet, juicy, delicious) Bundle of yellow grapes (s)(15L)(Little more sour compared to regular red grapes) Branch (s)(0L)-2 Dried Tiny Anchovies (t)(5L)(You could probably be full with 10 of these salty fish)-4 Tiny Pumpkin (s)(10L)(cook to make it tasty)-3 In Toteman written on the side: "The world operates on a cycle, even Gods. Items all around you but it must start somewhere. Starting in the ground, place the items that come from the ground in the northwest, cycle clockwise. Next, place that which grows out of trees. Next, the fruiting bodies. Then the flesh of the creature which eats the fruiting bodies. Then the coin on the table. Then and only then will you understand." Solution: Place the pumpkins in 42. Then put the branches in 39. Then the grapes in 43. then the meat in 44. then the coins in 38. 39: Pillar requiring branches as the second step 40: Anchovies, useless for the puzzle but used to confuse. 41: Purple grapes that are used to offer to 43 42: Description of 39/44/43/42 pillars: You see a hexagonal pillars that go all the way up to the ceiling. They are firm and have gold embroiderment on it with flowing water. It even looks drinkable to you. There are 4 identical pillars in this room. Pumpkins, not grapes will be places in 42. 43: Grapes go into 43. 44: Meat goes into 44. 45: Raw Birdard Meat (s)(15L)(unsafe to eat raw, but its delicious if you cook it) 46: Branch (s)(0L) 47: Lichen (27L) 48: Tiny Pumpkin (s)(10L)(cook to make it tasty)-3 49: Locked chest that will not unlock unless the puzzle is solved. Scrying Orb (offhand)(b)(legendary)(Communicate with creatures and beast that cannot speak your language up to 30 feet away) 50: Broken Pillar Broken Pillar Piece (5L)(n)(Broken, but is this made of marble?)-3 51: Pillar of stone leading to the top of the cieling 52: Blue carpet in rubble. Blue carpet (n)(50L)(It's a little dirty but I bet if you wash it, it could be worth over 60L) 53: The tomb of the father, who was cast away and looted. There is nothing inside the tomb itself as it had already been looted. 54: Rubble. There is nothing underneath 55: In common it is written: "Here lies Erbar, sired of children Elen, Praener, and Arthur." 56: An eaten table of items. It looks to have candles around it, adventurers must have left in a hurry. 57: A set of very heavy pillars. You don't believe you could move this save for a caravan. 58: A pile of broken pillar pieces. Dig inside to find a piece of armor or weapon of variant level. 59: A broken pillar. Nothing around it. 60: Broken clay pots. Watch your step. You could potentially hurt yourself. 61: Pile of rubble. Could be garbage, could be a piece of armor or equipment found in the rubble. Roll 1/4 dice: 1. Trash. 2. Low value item 3. Variant-level misc. item 4. Piece of armor or weapon. 62-76: A room that smells of some sort of sweet-smelling earthy aroma. You aren't sure what it is, but you see that there are 4 Magi adventurers that appear to be relaxing themselves on blue tapestry and yellow pillows and blankets smoking away. Magis stats of variant level. They aren't aggressive at first unless they say they will tell on them. They might fight to show that they are stronger and should let them take the glory for themselves. They will not want them to tell the tribunal of their actions. Magi 1: (Male) Abar-tan the dark mage, very wealthy, impressive trader. .6 magus damage .2 phys def .1 mag def You see a mage that has black along his eyes almost like mascara with a dimmer looking feather than what is typical in other magi. He posseses 4 feathers. 4 feathers base-magic spells Mirror Shield (1trn)(create shield of magus reflecting up to x damage magic and y damage phys for next hit) Conversion (1trn)(Convert magus damage into physical damage for 2trn, including bonuses) Blink (explode dealing x damage fire around self. Reappear 5 blocks away within visible location) Triple-Blizzard (strike foe with blizzard attack dealing x damage blizzard in three strikes at the same time) Energy Wave (release wave of energy in a 3x8 block dealing x damage lightning) Magi 2: (female) Sisen the Light Healer, together with Ferfan (magi 3) 6 feathers .5 healing .3 magus def .2 phys def base healing spell Healing Wave (heal self for x, then friend for y health) Blink (disappear from sight and reappear up to 5 blocks away) Light Strike (strike foe with dealing x damage light. If hit, foe is burning in light damage dealing y damage light for 2trn) Blocking light (blade comes out of arm of light blocking attack. If hit anyway, heal the amount by x. Does not work on arcane magicks) Magi 3: (male) Ferfan the Dark summoner 4 feathers .5 summoning defense .5 summoning damage Demonic Shadow (xh) --Shadow Step (disappear exploding in arcane damage dealing x damage, then reappear up to 5 blocks away dealing y damage within 1 block of self) --Hellfire Line (create 1x5 arcane fire dealing x damage arcane) --Soul Drain (1trn)(can only cast on one)(enchant foe. Next hit on self deals x damage shadow to foe) --Infernal Chain (Create chain that causes foe to fall if they move. Disappears shortly after. Deals x damage arcane) Hellhound (xh) -- Inferno breath (breath out dealing x damage fire in a 3x4 block) -- Flame Step (move forward 5 blocks leaving flames in your wake, those within 1 block of steps get dealt x damage fire) -- Soul Burn (1trn)(Enchant foe with soul burn. Foe takes x damage fire for 2trn) -- Howl of despair (1trn)(Reduce phys or magus damage of foe by x) Dark Armor Construct (xh) -- Void Strike (strike foe dealing x damage ignoring up to y damage phys strking at their very soul) -- Dark Aegis (get dealt x damage, if hit, reflect the damage back as arcane damage by x damage) -- Wailing Armor (1trn)(Increase phys or magus def. by x for 2trn) -- Corrupting Earth (1trn)(Walk up to 5 blocks creating arcane flames on ground. Foe is dealt x damage arcane if they start their turn in these blocks) Arcane Base spell Magi 4: (male) Inur-batan the dark mage (disease magicks)(Has key to 75) 4 feathers .6 poison damage .3 phys def .1 magus def Cloud of Pestilence (create 3x3 cloud for 3trn. Foes that start turn in cloud get dealt x damage poison) Virulent touch (1trn)(cannot be countered)(Touch foe if foe is within 1 block. Foe is dealt x damage poison for 3trn) Pestilent Bolt (1trn)(Cannot be countered)(Strike foe dealing x damage poison) Necrotic Swarm (Can only be cast if you cannot see foe)(Send pestilent insects to foe dealing x damage poison, then y damage poison, then z damage poison) 62: There is a large bowl of hot coals that seems to make this room much hotter. It feels nice in here, almost like one could take a nap. 63: A large bowl of water to potentially pour over the hot coals with. 64: An L shaped set of pillows and a tapestry over it. There appears to be a small comfortable yellow down pillow and a furred yellow blanket with tassels. 65: A resting blanket with a blue pillow, a yellow pillow, and a small yellow blanket. There appears to be a water bowl as well as hot coals beside it to use. The coals appear to be magical. 66: A resting blanket with a blue pillow, a yellow pillow, and a small yellow blanket. There appears to be a water bowl as well as hot coals beside it to use. The coals appear to be magical. 67: An L shaped set of pillows and a tapestry over it. There appears to be a small comfortable yellow down pillow and a furred yellow blanket with tassels. 68: A resting blanket with a blue pillow, a yellow pillow, and a small yellow blanket. There appears to be a water bowl as well as hot coals beside it to use. The coals appear to be magical. 69: Large pillow that appears to be on a rocky outcropping. Great spot to put a pet or even yourself on if you were a warrior. 70: A beautiful looking fountain bathe. It is currently not running, but has 6 statues of women holding a pot designed to pour into it. Yet, it is turned off and the water has something in it (it is a salt water to help exfoliate) 71: Large pillow that appears to be on a rocky outcropping. Great spot to put a pet or even yourself on if you were a warrior. 72: A large square pillow placed on a rocky outcropping. 73: A circular pillow placed on a rocky outcropping. 74: A circular pillow placed on a rocky outcropping. 75: A locked stone door where the key is held by Magi #4 Inur-batan. the door could also be broken through with enough force. 76-83: Large chamber that is the final chamber of the dungeon. They are to defeat the Ainlem acolytes and complete the quest here. Ainlem Assassin: .4 phys damage .3 phys def .3 magus def 3x knives (strike foe dealing x damage phys, then y damage phys, then z damage phys) Poison Bomb (throw poison bomb at foe that deals x damage. If hit, 1/2ch. to take y poison damage for 3trn) Death's mark (1trn)(Target 1 foe on the field. If foe is targeted with death's mark, they take additional x damage phys) Bomb (lay down 2 bombs. If foe moves by it, bomb explodes dealing x damage phys) Ainlem Healer: .8 healing .1 phys def .1 magus def Base Healing spells Healing Aura (1trn)(Create aura around ally, allies within 1 block of enchanted ally will receive x health for next 2trn) Blink (Disappear and reapper next to ally, healing ally by x) Ainlem Hammerman: .4 phys damage .6 phys def Slam Strike (Strike in front of self dealing damage in a 3x4 block dealing x damage phys) Swipe (Swipe on the ground dealing x damage, then y damage phys range up to 4 blocks away) Grapple (1/2ch)(Pull foe to self with grapple chain) Blocking Strike (counts as a block, not an attack: Block attack, then strike back dealing x damage phys) Ainlem Archer: .4 phys damage .3 magus def .3 phys def Piercing Strike (Strike foe dealing x damage. If foe has phys resistance, reduce phys resistance by y) Long Range (1trn)(cannot counter)(if foe is within visible range, deal x damage phys) Multi-arrow cone (Shoot arrows at foe dealing x damage phys. Foes within 1 block adjacent have 1/2ch. of being dealt y damage phys) Clear Field (must be next to effect by 1 block)(1/2ch)(attempt to clear the field of an effect or item) 76: 2 large bottles of water and a fountain containing an item of value. 77: a pillar that has several ornate elements of leaves and plants and a large dragon over it. 78: A large fountain that appears to have water flowing out of it out of 4 large pots. It appears a requirement to climb up this. This must be the Ainlem's fountain. 79: A leaf altar and a altair of blades and stone. Sacrifices are done here in the name of Ainlem. 80: Cinders and active magical hot coals that release a pleasant aroma. 81: An altar that contains 2 custom drops. 82: Water urn. Fresh. 83: Marble steps and staircase. When you reach the crystal, you enchant it. There is a final boss guarding it, a tribe of Ainlem worshipers. Reach back to Er-Giim, receive congradulations for dealing with the tribe who comes seldom. Receive blessing of Er-Giim Go back to the Deadbarren to speak to the Tribunal for a 5th feather.