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	<id>https://wiki.kelek.online/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dagwoodech</id>
	<title>Kelek - User contributions [en]</title>
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	<updated>2026-05-06T21:25:25Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=7200</id>
		<title>Expedition Logs</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=7200"/>
		<updated>2026-05-06T04:50:04Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Expedition Logs are written by players attending a session that chronicle the events that happen in the session. They can be written in or out of character.&lt;br /&gt;
&lt;br /&gt;
[[Expeditions#Expedition_Logs|Writing and posting a log to the wiki and this page]] rewards the player 1 [[Karma]].&lt;br /&gt;
&lt;br /&gt;
This list is organized in reverse chronologically order based upon when the session was run, not when it occurred in game, with the most recent sessions appearing at the top.&lt;br /&gt;
=2026=&lt;br /&gt;
==May - Summer 232==&lt;br /&gt;
*[[A Girl Worth Fighting For]], 5/4/26, Escorting Grinda across the mountains to find her partner Bola. Days of downtime: 30&lt;br /&gt;
&lt;br /&gt;
==April - Summer 232==&lt;br /&gt;
*[[New Associate Orientation 1]], 4/30/26, Introducing new associates to the world of Kelek, the city of Onadbyr the history of the associates and to have them introduce themselves. Days of downtime: 0&lt;br /&gt;
*[[Dune Eternal]], 4/29/26, Escort the Kreiter caravan safely through the desert. Days of downtime: 20&lt;br /&gt;
*[[Kiss the girl]], 4/29/26, The associates help Sir Egg to reignite love between two couples. Days of downtime: &lt;br /&gt;
*[[Paranoid Potheads Protecting Precious Plants]], 4/20/26, associates get high and fight a Treeblazer. Days of downtime: 0&lt;br /&gt;
*[[Flash of the Blade]], 4/16/26, associates get captured and then break out of a hryngar prison. Days of downtime: 8&lt;br /&gt;
*[[GIG Session: The Whole Ride Back]], 4/13/26, associates have a quiet ride back to town. Days of downtime: 8&lt;br /&gt;
*[[For Mother or Crown]], 4/11/26, associates go fishing to defeat fascism. Days of downtime: 10&lt;br /&gt;
*[[A Small Fragment of Hope]], 4/3/26, a small team infiltrates the Old Country to retrieve an important artifact. Days of downtime: 20&lt;br /&gt;
*[[Frayed Beginnings]], 4/2/26, the stranded associates learn a lot about another culture before returning home. Days of downtime: 15&lt;br /&gt;
&lt;br /&gt;
==March - Spring 232==&lt;br /&gt;
*[[Boared to Death]], 3/26/26, associates get gored by boars. Days of downtime: 5&lt;br /&gt;
*[[Supply Side (The Annex 2)]], 3/18/26, associates help a lumber company secure the surrounding forest. Days of downtime: 13&lt;br /&gt;
*[[Weirdest Wolves]], 3/16/26, associates track down Valideer on behalf of Maera and the werecreature camp. Days of downtime: 8&lt;br /&gt;
*[[Frayed Ends]], 3/12/26, associates help a planar traveler return home, only to find themselves stranded far from home. Days of downtime: 6&lt;br /&gt;
&lt;br /&gt;
==February - Winter 231==&lt;br /&gt;
* [[Stranger in a Strange Land]], 2/26/26, associates ascend an imperceptible mountain to gain knowledge from an ancient cyclops.  Days of downtime: 20&lt;br /&gt;
* [[Flesh &amp;amp; Metal]], 2/18/26, associates return to the Lost Temple to encounter more constructs. Days of downtime: 15&lt;br /&gt;
* [[A Little Help From My Friends]], 2/8/28, associates ambush a poor, unsuspecting ogre war party. Days of downtime: 25&lt;br /&gt;
&lt;br /&gt;
==January - Fall 231==&lt;br /&gt;
* [[Need More Lumber, Need Less Spiders]], 1/31/26, associates become master spider exterminators. Days of downtime: 6&lt;br /&gt;
* [[Dirty Deeds (The Annex 1)]], 1/29/26, associates flush the dangers in the sewers. Days of downtime: 0&lt;br /&gt;
* [[A Sighting of Giants]], 1/21/26, associates investigate rumors of hostile giants around a settlement. Days of downtime: 20&lt;br /&gt;
* [[Making Shortcuts, Taking Shortcuts]], 1/19/26, associates create a permanent teleportation method to and from The Old Country. Days of downtime: 8&lt;br /&gt;
* [[Cooking by the Book: Curing Hunger]], 1/16/26, associates have a hard time getting an infinite sausage machine. Days of downtime: 30&lt;br /&gt;
* [[Descent Into The Temple]], 1/9/26, associates encounter constructs underneath a temple. Days of downtime: 15&lt;br /&gt;
&lt;br /&gt;
=2025=&lt;br /&gt;
&lt;br /&gt;
==December - Summer 231==&lt;br /&gt;
* [[Look Alive, Sunshine]], 12/10/25, associates restore the natural order. Days of downtime: 0&lt;br /&gt;
* [[The Corn Have Eyes]], 12/4/25, associates investigate an abandoned farm and come across some rather unfriendly scarecrows. Days of downtime: 12&lt;br /&gt;
&lt;br /&gt;
==November - Spring 231==&lt;br /&gt;
* [[The Bad Neighbors]], 11/21/25, associates return to Senia to investigate an unusual howling coming from the town. Days of downtime: 20&lt;br /&gt;
* [[The Only Thing We Have To Fear|Fear Itself]], 11/19/25, associates clash with a beast of nightmarish creation. Days of downtime: +2 (7 total)&lt;br /&gt;
* [[Skittering Darkness]], 11/13/25, associates assemble a team to sabotage a crab farm in the Darklands. Days of downtime: 20&lt;br /&gt;
* [[The Monster Mash: The Sequel]], 10/1/25-11/11/25, associates experience Halloween 2. Days of downtime: 0&lt;br /&gt;
* [[The Only Thing We Have To Fear|Creeping Ever Closer]], 11/4/25, the Glass Desert crew does what it can for the town and heads off to continue the hunt. Days of downtime: +1 (5 days total so far)&lt;br /&gt;
&lt;br /&gt;
==October - Winter 230==&lt;br /&gt;
* [[Danse Macabre]], 10/30/25, associates lay low an army of the dead and its gargantuan threats. Days of downtime: 25&lt;br /&gt;
* [[Whatever Happened to That Scoundrel, The Wolf O&#039; Gold?]], 10/29/25, associates hunt down a new bandit with an old name. Days of downtime: 2&lt;br /&gt;
* [[The Monster Mash: The Sequel: The Trivia Game]], 10/27/25, associates play a trivia game. Days of downtime: 0&lt;br /&gt;
* [[The Only Thing We Have To Fear]], 10/24/25, [[Illiam Elro|Illiam]] and [[Vara]] lead a hunt against the nightmares plaguing [[The Glass Desert]]. Days of downtime: 4 (so far)&lt;br /&gt;
* [[Man or Machine]], 10/23/25, associates track down a killer metal man. Days of downtime: 18&lt;br /&gt;
* [[The Black Parade]], 10/21/25, associates eliminate a vampire&#039;s reflection. Days of downtime: 30&lt;br /&gt;
* [[Issues in Munavri Way]], 10/17/25, associates help Sir Galahad with some trouble deep underground. Days of downtime: 4&lt;br /&gt;
* [[Skol&#039;s Skolduggery]], 10/15/25, associates enter a ritualist&#039;s hole. Days of downtime: 10&lt;br /&gt;
* [[RAMPAGE!]], 10/13/25, associates track down a reckless, rampaging reptile, a clone of Clam. Days of downtime: 0 &lt;br /&gt;
* [[The History of Sacrifice]], 9/13/25 - 10/12/25 (PBP), a research team assembles to figure out a long-term plan to help Skol. Days of downtime: 8-9&lt;br /&gt;
* [[A Good Neighbor]], 10/5/25, the associates investigate a crazy, noisy, bizarre town. Days of downtime: 20&lt;br /&gt;
* [[Save Yourself, I&#039;ll Hold Them Back]], 10/4/25, associates discover a vampire&#039;s reflection on the top of a mountain. Days of downtime: 18&lt;br /&gt;
* [[It&#039;s Peak]], 10/1/25, associates escort an aging kobold to climb a mountain one last time. Days of downtime: 15&lt;br /&gt;
&lt;br /&gt;
==September - Fall 230==&lt;br /&gt;
* [[Monster Mash: The Sequel: The Prequel]], 9/30/25, associates plan activities for an upcoming festival. Days of downtime: 0&lt;br /&gt;
* [[Whispers in the Sand]], 9/26/25, associates track down nightmares in the Glass Desert. Days of downtime: 8&lt;br /&gt;
* [[The Hounds]], 9/25/25, associates discover a time anomaly. Days of downtime: 5&lt;br /&gt;
* [[Morning Shift, Day 2]], 9/23/25, associates complete errands for the Office of Environmental Magical Mishaps. Days of downtime: 1&lt;br /&gt;
* [[I NEED SCROLLS PLEASE FETCH ME SCROLLS]], 9/22/25, associates deliver urgently needed scrolls, urgently needed swords, and unneeded corpses to their various destinations. Days of downtime: 1&lt;br /&gt;
* [[Cooking by the Book: Getting this Bread]], 9/19/25, associates acquire a cloud giant&#039;s bread recipe. Days of downtime: 30&lt;br /&gt;
* [[Cut Your Losses]], 9/17/25, Associates procure poker chips for the Lucky A Lady Casino. Days of downtime: 10 &lt;br /&gt;
* [[Among Them]], 9/15/25, associates eventually eject an impostor after their meeting. Days of downtime: 1&lt;br /&gt;
* [[As Good As]], 9/14/25, in which our brave heroes finally give peace a chance, but will it extend them the same grace?  Days of downtime: 15&lt;br /&gt;
* [[Munchaucher&#039;s Proxy]], 9/5/25, associates visit the isolated town of Skol to establish relations. Days of downtime: 18&lt;br /&gt;
* [[Worth its Weight]], 9/4/25, associates get rocked at the mine. Days of downtime: 15&lt;br /&gt;
* [[GIG: Morning Shift]], 9/3/25, associates complete a series of simple chores around Onadbyr. Days of downtime: 1&lt;br /&gt;
* [[Have you heard of That Scoundrel, The Wolf O&#039; Gold?]], 9/1/25, associates hunt down some bandits. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==August - Summer 230==&lt;br /&gt;
* [[The Cold Below]], 8/31/25, associates investigate a series of blights. Days of downtime: 30&lt;br /&gt;
* [[It&#039;s a Trap!]], 8/30/25, associates clear out a crazy old man’s tower full of traps. Days of downtime: 5&lt;br /&gt;
* [[The Foundations of Decay]], 8/25/25, associates solve a few minor problems at the blood clinic. Days of downtime: 10&lt;br /&gt;
* [[A Taste of Tetanus, A Hint of Bubonic]], 8/23/25, associates make a diplomatic visit to an island of pestilence. Days of downtime: 20&lt;br /&gt;
* [[Vampires Will Never Hurt You]], 8/18/25, associates discover a vampire&#039;s reflection. Days of downtime: 3&lt;br /&gt;
* [[Kill Team: The Flesh Eaters]], 8/15/25, associates begin to deal with an oni camp in The Old Country. Days of downtime: 40&lt;br /&gt;
* [[Breaking the Chain]], 8/14/25, associates kill a dinosaur and clear some fiends from a homestead. Days of downtime: 14&lt;br /&gt;
* [[Cooking by the Book: Full Course]], 8/10/25, associates gather some more assorted meats. Days of downtime: 20&lt;br /&gt;
* [[Cooking by the Book: Proteanmaxxing]], 8/8/25, associates gather some meat for the kitchen. Days of downtime: 30&lt;br /&gt;
&lt;br /&gt;
==July - Spring 230==&lt;br /&gt;
* [[The Thing (That Should Not Be)]], 7/30/25, associates wipe out the cult and their monstrosity from the far reaches of space and sanity. Days of downtime: 2&lt;br /&gt;
* [[Eel Issues]], 7/28/25, associates have a relaxing fishing trip. Days of downtime: 6&lt;br /&gt;
* [[The Temple (Creature Culling 6)]], 7/27/25, associates hunt a monster and open a barrier. Days of downtime: 16&lt;br /&gt;
* [[Fantastic Adventure: Journey to the Lost Island of Shifting Spells!]], 7/25/25, associates plunder an island and slay a magus with too many names. Days of downtime: 30&lt;br /&gt;
* [[In the Mouth of Madness]], 7/23/25, associates raid a makeshift asylum and assassinate a Dark Tapestry cultist. Days of downtime: 2&lt;br /&gt;
* [[Gig: RUN]], 7/22/25, associates encounter a terrorist in the city. Days of downtime: 0&lt;br /&gt;
* [[A Bat Out of Hell]], 7/21/25, associates deal with some large bats in a cave. Days of downtime: 10&lt;br /&gt;
* [[A Gasp of Rot]], 7/19/25, associates investigate reports of death and disease. Days of downtime: 15&lt;br /&gt;
* [[Onadbyr Dragon Storm]], 7/18/25, associates in Desperate Hope face a wave of angry dragons. Days of downtime: 30&lt;br /&gt;
* [[Prince of Darkness]], 7/17/25, associates uncover a cult tampering with forces out of their control. Days of downtime: 1&lt;br /&gt;
* [[Battle on the Big Bridge]], 7/16/25, associates suffer an undead onslaught. Days of downtime: 21&lt;br /&gt;
* [[Birds of a Feather]], 7/14/25, associates round up some chickens for a local rancher. Days of downtime: 9&lt;br /&gt;
* [[The Seal Incident]], 7/12/25, associates play with some cute seals on the beach. Days of downtime: 15&lt;br /&gt;
* [[Decent Into War]], 7/11/25, associates regroup at The Wall in the Old Country and meet with some Oni. Days of downtime: 6&lt;br /&gt;
* [[On the Prowl]], 7/9/25, associates hunt some fiends with a new friend. Days of downtime: 20&lt;br /&gt;
* [[Betting the House]], 7/8/25, associates make a daring rescue at an illicit casino. Days of downtime: 10&lt;br /&gt;
* [[Please Help]], 7/7/25, associates face desperate odds in the Old Country. Days of downtime: 45&lt;br /&gt;
* [[A Moment Extended]], 7/4/25, associates clear a mindscape trapping some young adults in their final moments. Days of downtime: 1&lt;br /&gt;
&lt;br /&gt;
==June - Winter 229==&lt;br /&gt;
* [[Beware the Voyager]], 6/27/25, the city of Onadbyr witnesses the beginning of a new era. Days of downtime: 0&lt;br /&gt;
* [[Foulest Fowl]], 6/27/25, Associates investigate strange bird-related happenings. Days of downtime: 16&lt;br /&gt;
* [[Conquering Caligni (part 2)]], 6/26/25, Associates lift a shadow curse in the caves below. Days of downtime: 1&lt;br /&gt;
* [[Cooking by the Book: Extra Spicy]], 6/25/25, Associates retrieve a dragon egg from a particularly large dragon. Days of downtime: 10&lt;br /&gt;
* [[Cold Stone Thievery]], 6/24/25, Associates investigate a series of vandalized locations. Days of downtime: 1&lt;br /&gt;
* [[The Vampire&#039;s Vice: A Cult of Carnality]], 6/23/25, Associates investigate a concerned wife&#039;s plea. Days of downtime: 1&lt;br /&gt;
* [[Killer on the Rooftops]], 6/20/25, Associates investigate reports of a hooved prankster haunting a small town. Days of downtime: 8&lt;br /&gt;
* [[The Silent Audience]], 6/16/25, Associates perform an ill-fated wellness check on an elderly elf. Days of downtime: 3&lt;br /&gt;
* [[All That Glitters]], 6/15/25, Associates get wrapped up in a spider-infested mine. Days of downtime: 12&lt;br /&gt;
* [[Conquering Caligni (part 1)]], 6/13/25, a crack team of infiltrator associates break into a manor to steal a scroll. Days of downtime: 1&lt;br /&gt;
* [[Big Sibling Program]], 6/5/25, Legendary Associates take on mentorship for some brand new Trainees. Days of Downtime: 0&lt;br /&gt;
* [[hO ahWt A githN!]], 6/2/25, Associates explore a dark forest and help a mysterious lady with a forbidden ritual. Days of Downtime: 0&lt;br /&gt;
&lt;br /&gt;
==May - Fall 229==&lt;br /&gt;
* [[Looking for Keeps]], 5/30/25, Associates decimate half of a cult and release a god dragon. Days of downtime: 21&lt;br /&gt;
* [[The Feline at Fault]], 5/28/25, Associates are on the case to stop a cat burglar. Days of downtime: 1&lt;br /&gt;
* [[Wrigley&#039;s Birthday Bash]], 5/27/25, [[Wrigley the All-Powerful|Wrigley]] celebrates his adulthood. Days of downtime: 2&lt;br /&gt;
* [[Lost Loving Last]], 5/27/25, Associates put a not-quite-undead man to rest. Days of downtime: 8&lt;br /&gt;
* [[He is Risen?]], 5/26/25, Associates investigate The Father&#039;s disturbed grave and comes upon a shocking revelation. Days of downtime: 25 &lt;br /&gt;
* [[Echoes of Pain]], 5/25/25, Associates encounter an odd fiend while rescuing a village. Days of downtime: 12&lt;br /&gt;
* [[To Greener Pastures]], 5/17/25, Associates help a farmer with his cow problem. Days of downtime: 1&lt;br /&gt;
* [[Evil Dang Wizard]] part 2, 5/16/25, the Associates end the story. Days of downtime: 0&lt;br /&gt;
* [[Sentinels Unite: Sluagh on the Hunt]], 5/15/25, the Starlit Sentinels embark on a mission to rescue their contemporary&#039;s soul. Days of downtime: 11&lt;br /&gt;
* [[Three Nights at Lady&#039;s]], 5/14/25, Associates investigate a mysterious pop-up casino. Days of downtime: 3&lt;br /&gt;
* [[Evil Dang Wizard]], 5/9/25, Associates are pulled into an incorrect retelling of the tale of Clearasil. Days of downtime: 0&lt;br /&gt;
* [[This Heat, An Evil Heat]], 5/4/25, Associates put an end to the sinister secret behind the elemental invasion. Days of downtime: 16&lt;br /&gt;
* [[Strange Magic]], 5/2/25, Associates help a weird wizard and his strange scroll situation. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==April - Summer 229==&lt;br /&gt;
* [[Dance of The Sword Lord]], 4/27/25, a band of associates impresses a local lady. Days of downtime: 5&lt;br /&gt;
* [[Scorched Earth]], 4/25/25, The lerritan threat is ended by a small strike team. Days of downtime: 3&lt;br /&gt;
* [[Make a Deal With the Dero]], 4/22/25, Associates go parley with some Dero. Days of downtime: 1&lt;br /&gt;
* [[Army of the Knight]], 4/21/25, Associates command armies of Hellknights to fight back against King Graveknight’s forces. Days of downtime: 5&lt;br /&gt;
* [[Party at Budington Manor]], 4/20/25, weed. Days of downtime: 3&lt;br /&gt;
* [[The Aeons Are Back]], 4/18/25, Associates have a rematch with the rogue Pleroma. Days of downtime: 1&lt;br /&gt;
* [[Ring of Fire]], 4/17/25, Associates head underground once more to find the absentee elemental army. Days of downtime: 3&lt;br /&gt;
* [[Fight the Knight]], 4/14/25, Associates escort a bugbear turned graveknight to Kali for disintegration. Days of downtime: 10&lt;br /&gt;
* [[A Lord&#039;s Ransom]], 4/9/25, a ransom trade goes both better and worse than expected. Days of downtime: 2&lt;br /&gt;
* [[A Hell of Knight]], 4/4/25, The Hellknights receive an urgent request to save a Maralictor and his armgiers. Days of Downtime: 10&lt;br /&gt;
* [[You Will Know Our Name]], 4/1/25, the city gets infested with a hydra, but it gets better. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==March - Spring 229==&lt;br /&gt;
* [[Long Way Home]], 3/31/25, Associates work to locate the location of Siltmean&#039;s family burrow. Days of Downtime: 40&lt;br /&gt;
* [[Raked Over Hot Coals]], 3/30/25, Associates investigate a magma worm problem deep underground. Days of downtime: 4&lt;br /&gt;
* [[Speed Dating at Desperate Hope 4]], 3/28/25, Some associates find love, while the rest go home alone. Days of Downtime: 0&lt;br /&gt;
* [[Fly Me To The Moon (Part 3)]], 3/26/25, Associates flee the wrath of newly arisen King Hellknight. Days of downtime: 5&lt;br /&gt;
* [[Before Peter]], 3/25/25, Associates proceed to end the curse on Peter&#039;s lineage, by any means necessary. Days of downtime: 1&lt;br /&gt;
* [[The More the Hellknight-ier?]], 3/14/25, the [[Hellknights]] celebrate their new arena with a triple trial and public competition. Days of downtime: 0&lt;br /&gt;
* [[Hot Winds Blow]], 3/13/25, associates clear a swathe of the encroaching fire army. Days of downtime: 7&lt;br /&gt;
* [[Fly Me To The Moon (Part 2)]], 3/12/25, Associates infiltrate a Bugbear Fortress and seek a council with King Hellknight. Days of downtime: 0&lt;br /&gt;
* [[Heart of a Sentinel: The Training Arc Begins!]], 2/1/25 - 3/7/25, Associates find out they&#039;ve been chosen by the constellations. Days of downtime: 30&lt;br /&gt;
* [[An Explosive Arrival]], 3/8/25, Associates fight the explosive Caligni at the underground crossroads. Days of downtime: 1&lt;br /&gt;
* [[The Dawn? (Blighted City 26)]], 3/7/25, Associates aim to strike at Lancaster&#039;s heart. Days of downtime: Varies&lt;br /&gt;
* [[Fly Me To The Moon (Part 1)]], 3/5/25, Associates try to track down an aspiring rocketeer. Days of downtime: 6&lt;br /&gt;
* [[The Darkest Night (Blighted City 24)|The Darkest Night (continued) (Blighted City 24)]], 3/4/25, Associates come back for round 2. Days of downtime: Varies&lt;br /&gt;
* [[The Trail Goes Cold]], 3/2/25, Associates fight some water guys and some fire guys. Days of downtime: 12&lt;br /&gt;
&lt;br /&gt;
==February - Winter 228==&lt;br /&gt;
* [[The Darkest Hour (Blighted City 25)]], 2/28/25, associates to fight their way through [[Lancaster]]. Days of downtime: Varies&lt;br /&gt;
* [[At The Heart of Peter]], 2/27/25, associates summon some devils to get some answers about Peter. Days of downtime: 1&lt;br /&gt;
* [[Incense and Iron]], 2/25/25, associates plunder a tomb of Urgathoa. Days of downtime: 16&lt;br /&gt;
* [[The Darkest Night (Blighted City 24)]], 2/24/25, the first team of associates meet their match in [[Lancaster]]. Days of downtime: Varies&lt;br /&gt;
* [[Cat Village Arc 2|No Heads Are Better Than One]], 2/23/25, with the vorpal blade in hand, associates hunt the legendary Jabberwock. Days of downtime: 30&lt;br /&gt;
* [[Speed Dating at Desperate Hope 3]], 2/21/25, associates try again to find love. Days of downtime: 0&lt;br /&gt;
* [[The History of Peter]], 2/20/25, associates assist Sir Egg in learning how exactly Peter&#039;s curse works. Days of downtime: 0&lt;br /&gt;
* [[Rock on, Owlbears]], 2/18/25, associates keep a musical performance at [[Markmuse Theatre]] safe and orderly. Days of downtime: 1&lt;br /&gt;
* [[A Warm and Fuzzy Feeling]], 2/16/25, associates have a harrowing fight to close one portal to the Plane of Fire. Days of downtime: 14&lt;br /&gt;
* [[Traveling Through This World Below]], 2/12/25, [[Illiam Elro]] leads an expedition to reunite the concept of dreams. Days of downtime: ???&lt;br /&gt;
* [[Saving Peter.... again?]], 2/11/25, Associates proceed to not save Peter. Days of downtime: 1&lt;br /&gt;
* [[A Lukewarm Reception]], 2/9/25, a scouting party discovers a scorched village and an army of elementals. Days of downtime: 15&lt;br /&gt;
* [[Three&#039;s a Crowd, Four&#039;s a Conspiracy]], 2/7/25, Days of downtime: 7&lt;br /&gt;
* [[Saving Peter]], 2/7/25, Merchants have been kidnapped by bandits?. Days of downtime: 6&lt;br /&gt;
* [[Ice Cream Social]], 2/3/25, associates make some ice cream. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==January - Fall 228==&lt;br /&gt;
* [[Cat Village Arc 2|So No Head-Severing Sword?]], 1/31/25, Associates find and prepare a weapon to kill a Jabberwock. Days of downtime: 9&lt;br /&gt;
* [[Holy Sweepers]], 1/29/25, New Associates clean the sewers. Days of downtime: 0&lt;br /&gt;
* [[The King&#039;s Labyrinth: Once More, with Feeling!]], 1/28/25, Associates play an advanced game of hide-and-seek. Days of downtime: 1&lt;br /&gt;
* [[The Secret of Crackledamn Alley]], 1/26/25, The animal companions of some associates look into an issue. Days of downtime: 0&lt;br /&gt;
* [[Cat Village Arc 2|Tangling With The Thrasfyr]], 1/25/25, The party kills the Thrasfyr and learns where a vorpal blade might be. (Session 3 of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[The King&#039;s Labyrinth: Just Another Fun Game by Me, The King!]], 1/20/25, associates play a &amp;quot;multiple player game&amp;quot;. Days of downtime: 15&lt;br /&gt;
* [[I am a Poor Wayfaring Stranger...]], 11/27/24-1/20/25, Associates wander the [[Dreamlands]] to find answers. Days of Downtime: 28&lt;br /&gt;
* [[Cat Village Arc 2|The Walking Disaster]], 1/17/25, The second beast, the Sard, is slain. (Session 2 of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[Cooking by the Book: Shrimp Colors]], 1/14/25, Associates go looking for sea food. Days of downtime: 5&lt;br /&gt;
* [[Who Even Made These?]], 1/12/25, associates clear out a warehouse full of junk and some things living in there. Days of downtime: 7&lt;br /&gt;
* [[Cat Village Arc 2|Creeping in the Dark]], 1/10/25, Naughty cats unleash 4 mighty beasts upon the land. (start of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[An East-Side Haunting]], 1/8/25, associates put a ghost to rest. Days of downtime: 0&lt;br /&gt;
* [[Dirty Deeds Done Dirt Cheap]], 1/7/25, associates solve two mysteries at once. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
=2024=&lt;br /&gt;
==December - Summer 228==&lt;br /&gt;
*[[A Hole by Any Other Name Would Smell as Sweet]], 12/23/24, Legendary associates are hired to fill a hole. Days of downtime: 18&lt;br /&gt;
*[[The Oasis (Creature Culling 5)]], 12/22/24, Associates deal with a couple of big problems near a dig site. Days of downtime: 7&lt;br /&gt;
*[[Till the End: Poppet Finale]], 12/20/24, Associates finish helping with the job started in [[A Wandering Poppet (Poppet #3)|A Wandering Poppet]]. days of downtime: 0&lt;br /&gt;
* [[Creature Culling 4]], 12/12/24, Associates beat up another large flightless bird, for science! Days of Downtime: 10&lt;br /&gt;
* [[Treasure Hunting 3: The Family Black]], 12/6/24, Associates look into another treasure for Cutter and return with a baby. Downtime days: 21&lt;br /&gt;
* [[Pharasma&#039;s Peaches]], 12/4/24, Associates track down a missing peachwood shipment. Days of Downtime: 7&lt;br /&gt;
&lt;br /&gt;
==November - Spring 228==&lt;br /&gt;
* [[All Dogs Go To Heaven]], 11/25/24, [[Melfyra]] gathers people to help her with a ritual to bring back Adyrha, but fate is not on her side. Days of Downtime: 1&lt;br /&gt;
* [[Field Trip]], 11/22/24, [[Atticus]] overcomes his [[Hellknights|Hellknight]] Trial. Days of Downtime: 5&lt;br /&gt;
* [[Mazia&#039;s Fortune Shack: Orion Has A Competetor?|Mazia&#039;s Fortune Shack: Orion has a Competitor?]], 11/21/24, Associates investigate a mysterious new fortune teller. Days of Downtime: 0&lt;br /&gt;
* [[Home for the Hold]], 11/20/24, Associates clear a manor of a cult surrounding an ooze. Days of downtime: 4&lt;br /&gt;
* [[Cooking by the Book: Kicking Rocks]], 11/19/24, Associates kick some rock monsters around. Days of downtime: 10&lt;br /&gt;
* [[We Hate Moondays]], 11/17/24, Associates cleared a sizeable undead infestation from a remote cabin. Days of Downtime: 20&lt;br /&gt;
* [[A Particular Palate]], 11/17/24, Associates return to the infinite spider cave. Days of downtime: 3&lt;br /&gt;
* [[God&#039;s Willing, God-Fearing|So It Is Written, So It Shall Be Done]], 11/15/24, the spiritually devout attempt to aid [[Gregorios Jude]]&#039;s ordeal. Days of downtime: 0&lt;br /&gt;
* [[The Iron Sarcophagus]], 11/10/24, Associates return to Fort Soledad. Days of downtime: 28&lt;br /&gt;
* [[Evil Fucking Wizard]], 11/9/24, Associates halt a Lich&#039;s scheme. Days of downtime: 10&lt;br /&gt;
* [[The Beat 2: Night Watch]], 11/5/24, Associates experience nothing in particular. Days of downtime: 1&lt;br /&gt;
* [[Blood Runs Red]], 11/3/24, Associates save a village from an ogre and goblins. Days of downtime: 6&lt;br /&gt;
&lt;br /&gt;
== October - Winter 227==&lt;br /&gt;
* [[Monster Mash III]], 10/31/24, Associates go trick or treating... again! Days of downtime: 0&lt;br /&gt;
* [[Dare to Deal with the Dero]], 10/27/24, Associates go underground to deal with some shorties. Days of downtime: 2&lt;br /&gt;
* [[Monster Mash II]], 10/26/24, Associates go trick or treating. Days of downtime: 0&lt;br /&gt;
* [[Jumping at Shadows]], 10/19/24, Associates locate the cause of missing loggers. Days of downtime: 9&lt;br /&gt;
* [[The Lick]], 10/17/24, Associates enjoy some Thlipit. Days of downtime: 0&lt;br /&gt;
* [[Chasing the Breeze]], 10/11/24, Associates spend time fixing Amin&#039;s mistakes and finding Rotbeard. Days of Downtime: 7&lt;br /&gt;
* [[God&#039;s Willing, God-Fearing]], 10/11/24-10/31/24, Associates accompany [[Gregorios Jude]] on a harrowing spiritual journey. Days of Downtime: 4&lt;br /&gt;
* [[The Second Hellmouth: Under Siege|The Second Hellmouth: Ruin]], 10/10/24, Associates finish closing a hellmouth. Days of downtime: 0&lt;br /&gt;
* [[A Taste for Murder]], 10/9/24, Associates look into more hauntings at the theater. Days of downtime: 1&lt;br /&gt;
* [[Family Matters]], 10/6/24, Associates look into the case of a missing dryad. Days of downtime: 7&lt;br /&gt;
* [[Rock and Stone|Rock and Stone Part 2: The Revengeance]], 10/5/24, Associates clear out a mine filled with medusas and a funny rock. Days of downtime: 3&lt;br /&gt;
* [[Following the Threads]], 10/4/24, Associates rescue villagers from a spider-infested cavern. Days of downtime: 3&lt;br /&gt;
* [[A Frosty Stalemate (Creature Culling 3)]], 10/2/24, Associates clear out a dig site for Valera&#039;s elders and Phyl. Days of downtime: 4&lt;br /&gt;
* [[Stealing the Sun]], 10/1/24, Associates investigate a lack of sunlight up on a mountain. Days of downtime: 32&lt;br /&gt;
* [[The Monster Mash]], 10/01/2024-10/31/2024. Associates celebrate Halloween. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
== September - Fall 227==&lt;br /&gt;
* [[Cold-Iron Retrieval]], 9/28/24, Associates clear out an old mine so cold-iron production can begin. Days of Downtime: 7&lt;br /&gt;
* [[The Second Hellmouth: Under Siege]], 9/26/24, Associates join [[Fen Ergivald|Fen]] in an attempt to close the final Hellmouth. To be continued... Days of Downtime: 11&lt;br /&gt;
* [[Rock and Stone]], 9/21/24, Associates grudgingly assist a dwarf by killing a chimera and chasing away a medusa. They aren&#039;t done yet. Days of downtime: 3&lt;br /&gt;
* [[You Sunk My Puzzle!]], 9/20/24, Associates play Battle Ship with the Puzzlemaster. Days of downtime: 0&lt;br /&gt;
* [[A Wandering Poppet (Poppet #3)]], 9/17/24 - 10/13/24 PBP; Associates go on an adventure to have an adventure. Days of downtime: 20&lt;br /&gt;
* [[Alestorm]], 9/15/24, Associates make poor decisions while inebriated. Days of downtime: 2&lt;br /&gt;
* [[Defy Gnome Ann]], 9/14/24, Associates make something out of nothing. Days of downtime: 2&lt;br /&gt;
* [[Wails of the Damned (Blighted City 23)]], 9/13/24, Associates clear a haunted palace. Days of downtime: 8&lt;br /&gt;
* [[The Dig Site (Creature Culling 2)]], 9/12/24, Associates clear out a dig site for Valera&#039;s elders and Phyl. Days of downtime: 5&lt;br /&gt;
* [[Murder Of Crows]], 9/12/24, Associates investigate the murder of 3 crows in a goblin village. Days of downtime: 6&lt;br /&gt;
* [[Ascariasis]], 9/10/24, Associates kill a worm and put the entire city at risk. Days of downtime: 1&lt;br /&gt;
* [[It&#039;s Just Bandits]], 9/10/24, Associates are tasked with non-violently removing bandits north of the city. Days of downtime: 2&lt;br /&gt;
* [[The Rusted Edge|The Cleft Edge]], 9/8/24, Associates hunt down the rest of the bandits. Days of downtime: 0&lt;br /&gt;
* [[The Fine Omen]], 9/7/24, Associates work a LARP event. Days of downtime: 1&lt;br /&gt;
* [[The King&#039;s Labyrinth: Grand Opening]], 9/6/24, Associates test out the kings new labyrinth. Days of downtime: 15&lt;br /&gt;
* [[Slaves to Power]], 9/4/24. Associates delve into an undead fleshwarper&#039;s workshop. Days of downtime: 4&lt;br /&gt;
* [[Mushroom Investigation]], 9/4/24, Associates investigate strange mushrooms in a bog. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
== August - Summer 227==&lt;br /&gt;
* [[A World No Man can Imagine]], 8/31/24, Associates put down some land octopodes, some ogres, and an omen dragon. The last didn&#039;t actually exist, but provided future visions regardless. Days of downtime: 5&lt;br /&gt;
* [[Parted Puzzlers]], 8/30/24, Associates put up with the puzzlemaster&#039;s tricks once again. Days of downtime: 0&lt;br /&gt;
* [[Termination Clause]], 8/26/24, Associates close the second Hell Mouth. Days of downtime: 11&lt;br /&gt;
* [[The Rusted Edge]], 8/25/24, Associates investigate some ruins occupied by bandits. Days of downtime: 10&lt;br /&gt;
* [[A World Gnome Ann Can Imagine]], 8/24/2024, Associates prepare an event for the were-gnomes. Days of downtime: 5&lt;br /&gt;
* [[The Stoneblight&#039;s Peril]], 8/22/2024, Associates respond to an urgent request in [[The Stoneblight Forest]]. Days of downtime: 6&lt;br /&gt;
* [[Eyes Upon Blight]], 8/21/2024, Associates uncover an orb in Lancaster. Days of downtime: 2&lt;br /&gt;
* [[Where Once They Were, No Man Remains | Where Once They Were, Gnome Ann Remains]], 8/17/2024, Associates unscramble some names. Days of downtime: 0&lt;br /&gt;
* [[Descent into the Dark]], 8/16/2024, Associates investigate Drake&#039;s tunnel. Days of downtime: 1.&lt;br /&gt;
* [[Hellmouth Hysteria]], 8/15/2024, Associates go to Cincinnati to find [[Sahona Bright-Eyed|Sahona&#039;s]] hellmouth. Days of downtime: 11&lt;br /&gt;
* [[Smell of the Game]], 8/10/2024, Associates remove a stench disturbing a wanderer. They then remove bandits disturbing the source of the stench.  Days of downtime: 2&lt;br /&gt;
* [[Where Once They Were, No Man Remains]], 8/4/2024, Associates go on a bizarre rescue mission. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==July - Spring 227==&lt;br /&gt;
*[[Parliament of Owls]], 7/28/2024, Associates broker peace between a town of Sun Wukong worshipers and a forest of intelligent owls. Days of downtime: 6&lt;br /&gt;
*[[Finishing the Job (Blighted City 22)]], 7/27/2024, Associates finish off the undead and fiends in the outer palace. Days of downtime: 3&lt;br /&gt;
*[[Snakes in the Grass]], 7/27/2024, Associates fight the Dread Gazebo. Days of downtime: 0&lt;br /&gt;
*[[Rats in the Basement]], 7/19/2024, Associates clear out some rodents from an old church of Desna. Days of downtime: 2&lt;br /&gt;
*[[Storming the Sky]], 07/19/2024, Associates attempt to raid a temple, but Rotbeard does a better job than they did. Days of downtime: 4&lt;br /&gt;
*[[Creepy Crawlies]], 07/18/2024, Associates destroy hive headed creatures and eradicate an overgrown hive of wasps. Days of downtime: 2&lt;br /&gt;
*[[Crab Rave]], 07/18/2024, Associates give [[Victoria Honeystride | Victoria]] crabs. Days of downtime:10&lt;br /&gt;
*[[Creature Culling|Creature Culling 1]], 07/17/2024, Associates hunt a new threat deep in the lost valley of Valera. Days of downtime: 5&lt;br /&gt;
*[[Were-Gnome, Ann Dreads]], 07/12/2024, Associates play a game of cones. Days of downtime: 0&lt;br /&gt;
*[[The Reckoning]], 7/10/24, Associates touch a crystal and unlock Spellmaster. Days of downtime: 0&lt;br /&gt;
*[[A Home in Need]], 07/04/2024, Associates kill lightning elementals and poisonous snake folks that infested Drake the Bug Bear&#039;s home. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==June - Winter 226==&lt;br /&gt;
*[[Retribution]], 6/30/24, Associates stop monsters from destroying a lake-polluting factory, just so they could. Days of downtime: 5&lt;br /&gt;
*[[The King&#039;s Labyrinth]], 6/28/24, Associates investigate a maze and face the aberrations inside. Days of downtime: 8&lt;br /&gt;
*[[Into the Dark 2 (Blighted City 21)]], 06/26/24, Associates take an unfortunate turn in Lancaster. Days of downtime: 1&lt;br /&gt;
*[[The Rainbow Stronghold]], 6/20/24, Associates investigate a prismatic stronghold and face its many trials. Days of downtime: 20&lt;br /&gt;
*[[The Exchange]], 6/19/24, Associates touch the funny crystal again. Days of downtime: 0&lt;br /&gt;
*[[The Second Hellmouth: Early Signs]], 6/18/24, Associates fight a bunch of devil-controlled bandits, Days of Downtime: 3&lt;br /&gt;
*[[Rodents Run Rampant]], 6/17/24, Associates clear a warehouse of rats. Days of Downtime: 6&lt;br /&gt;
*[[The Gold Experience]], 6/15/2024, Associates steal from an auction. Days of Downtime: 0&lt;br /&gt;
*[[Stand Proud (Love and Loss Day II)]], 6/14/2024, Associates attend the Love and Loss Day festival. Days of Downtime: 0&lt;br /&gt;
*[[Cooking by the Book: Into the Light]], 6/13/2024, Associates struggle against a chicken. Days of Downtime: 3&lt;br /&gt;
*[[Into the Dark (Blighted City 20)]], 6/12/24, Associates crawl into a hole in Lancaster. Days of downtime: 2&lt;br /&gt;
*[[Bird-Brained Bandit]], 6/11/24, Associates hunt a Kulu-Ya-Ku causing trouble around a nearby settlement. Days of downtime: 8 &lt;br /&gt;
*[[Beg to Differ]], 6/9/24, Associates investigate a weird cave and a lot of crabs. Days of downtime: 3&lt;br /&gt;
*[[Bustin&#039;]], 6/8/2024, Associates bust some ghosts. Days of downtime: 0&lt;br /&gt;
*[[Kicking the Dog]], 6/6/2024, Associates watch Mutt fight a bone devil. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==May - Autumn 226==&lt;br /&gt;
*[[An Easy Mistake to Make]], 5/31/24, Associates help a Bugbear win a fight. Days of downtime: 0&lt;br /&gt;
*[[A Catastrophe in the Making|Just One More Thing]], 5/30/24, Associates run around in a big circle for no reason. Days of downtime: +3, total 33 days for Cat Village arc.&lt;br /&gt;
*[[The Apprentice]], 5/29/24, Associates touch a funny crystal. Days of downtime: 0&lt;br /&gt;
*[[Bargain Bin Basement]], 5/28/24, Associates clean up a basement. Days of downtime: 0&lt;br /&gt;
*[[Scary Monsters (And Super Creeps)]], 5/27/24, Associates separate real and false ghosts and collect the remains of the latter. Days of downtime: 0&lt;br /&gt;
*[[Star Pit: King of the Kobold DX]], 5/24/24, Associates defend a rock from kobolds, at the cost of an associate&#039;s life. Days of downtime: 1&lt;br /&gt;
*[[The Esteemed Cat Festival]], 5/23/24, The Cat Village festival arrives. Days of downtime: +1&lt;br /&gt;
*[[Territorial Dispute]], 5/19/24, Associates attempt to stop monsters from encroaching on new territory. Days of downtime: 0&lt;br /&gt;
*[[Where No Man Treads]], 5/19/24, Associates deal with grabby monsters and pull unusual objects out of a hole. Days of downtime: 4&lt;br /&gt;
*[[Little Lies]], 5/17/24, Associates investigate a broom maker shop in Desperate Hope. Days of downtime: 0&lt;br /&gt;
*[[Clear Cut Rules]], 5/17/24, Associates learn the horrors of capitalism. Days of downtime: 14&lt;br /&gt;
*[[A Catastrophe in the Making|No Dog in This Fight]], 5/16/24, the vacation to Cat Village takes a nearly deadly turn outside the Mayor&#039;s house. Days of downtime: +1&lt;br /&gt;
*[[Cooking By The Book: Monkey Madness]], 5/15/24, Associates track down fruity monkeys. Days of downtime: 7&lt;br /&gt;
*[[A Catastrophe in the Making]], 5/09/24, Associates go to Cat Village for a vacation? Days of downtime: 28+&lt;br /&gt;
*[[How the South Was Won]], 5/08/24, Associates win the south. Days of downtime: 4&lt;br /&gt;
*[[(Don&#039;t) Come to Onadbyr]], 5/4/24, Associates organize some books. Days of downtime: 6&lt;br /&gt;
*[[Whac-A-Monster]], 5/01/24, Associates get slimed. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==April - Summer 226==&lt;br /&gt;
*[[Star Pit: Spare No Expense]], 4/29/24, Associates go into the Star Pit to face off against more than expected. Days of downtime: 2&lt;br /&gt;
*[[Walking on Eggshells]], 4/28/24, Associates deal with some ornery beasts and an egg-stealing bird. Days of downtime: 2&lt;br /&gt;
*[[Inclement Weather]], 4/27/24, Associates faced off against storm creatures and stopped a ritual that made the area stormy. Days of downtime: 16&lt;br /&gt;
*[[The Making of a Hellknight]], 4/25/2024, Victoria attempts a Hellknight trial. Days of downtime: 15&lt;br /&gt;
*[[The Weed Session]], 4/20/2024, weed. Days of downtime: 0&lt;br /&gt;
*[[Final Investigations (Blighted City 19)]], 4/19/24, Associates finish their investigation of the depths. Days of downtime: 7&lt;br /&gt;
*[[The Slight Slab]], 4/17/24, Associates test themselves against the slab. Days of downtime: 0&lt;br /&gt;
*[[The Current Situation]], 4/14/24, Five Associates go hunting for a Tobi Kodachi. Days of downtime: 5&lt;br /&gt;
*[[Karkalicious]], 4/13/24, Miss Slitherslime&#039;s oozes were stolen by some weirdos! Days of downtime: 2&lt;br /&gt;
*[[Component Collection 12]], 4/11/24, got a bunch of shit for Isabella; we killed it, we rule, etc. Days of downtime: 7&lt;br /&gt;
*[[A Longing For Knowledge]], 4/10/24, Associates get a book surprisingly easily. Days of downtime: 6&lt;br /&gt;
*[[Shutting Hell Up]], 4/8/24, Associates close the first of three hellmouths. Days of downtime: 5&lt;br /&gt;
*[[Hard to Swallow]], 4/4/24, Associates follow reports about unidentified megafauna. Days of downtime: 5&lt;br /&gt;
*[[Cooking by the Book: Wild Dinosaur]], 4/3/24, Associates hunt down a stegosaurus to make some burgers. Days of downtime: 4&lt;br /&gt;
&lt;br /&gt;
==March - Spring 226==&lt;br /&gt;
*[[Polar Opposites]], 3/31/24, Associates investigate a confusing case of city-wide inversion. Days of downtime: 0&lt;br /&gt;
*[[Star Pit: Jumping the Shark]], 3/28/24, the Grippli Grappler makes his triumphant return to the Star Pit to pull some sick tricks. Days of downtime: 1&lt;br /&gt;
*[[Star Pit: Recruitment Day]], 3/27/24, another round of gladiators are recruited for the Star Pit. Days of downtime: 1&lt;br /&gt;
*[[A Trial, By All Accounts]], 3/26/24 - 04/29/24, Associates who died to the Pleroma face judgement. Days of downtime: 0&lt;br /&gt;
*[[An Exercise in Futility]], 3/25/24, Associates answer a challenge posed by a powerful entity. Days of downtime: 0&lt;br /&gt;
*[[Return of the Slab]], 3/24/24, Associates return to Slab Island to clean up a mistake and do some gardening. Days of downtime: 0&lt;br /&gt;
*[[Further Investigations 5 (Blighted City 18)]], 3/22/24, Associates delve even further into the curio shop. Days of downtime: 7&lt;br /&gt;
*[[Puzzles Revolving Around Puzzles]], 3/18/24, Associates investigate ANOTHER puzzle box. Days of downtime: 5&lt;br /&gt;
*[[Chicken on a Raft]] 3/17/24 Farmer Jenkins&#039; chicken is stuck on a raft! Days of downtime: 2&lt;br /&gt;
*[[Further Investigations 4 (Blighted City 17)]], 3/15/24, associates delve further into the curio shop. Days of downtime: 7&lt;br /&gt;
*[[Making a Name for Yourself]], 3/13/24, A Bug Bear needed to make a name for himself. They hunted down one for him. Days of downtime: 4&lt;br /&gt;
*[[Weirder Wolves]], 3/12/24, Associates are sent to recover stolen elemental summoning notes. Days of downtime: 1&lt;br /&gt;
*[[A Puzzling Puzzle (Puzzle Master|A Puzzling Puzzle]], 3/11/24, Associates investigate another puzzle box. Days of downtime: 7&lt;br /&gt;
*[[Dreams of Terror]], 3/8/24, Associates set out to finally save a child. Days of downtime: 7&lt;br /&gt;
*[[Heroes Wanted: The Menagerie Mauler]], 3/6/24, Six brave associates hunt down a herpetologist. Days of downtime: 1&lt;br /&gt;
*[[Bring Your Brain]], 3/6/24, a strange object has the guards stumped. Days of downtime: 0&lt;br /&gt;
*[[Fallen Star]] 3/3/24 A spacerock falls from the sky to the interest of many. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
==February - Winter 225==&lt;br /&gt;
*[[An Early-Morning Hunt]], 2/29/24, Zeal gathers associates to track down hellmouths. Days of downtime: 2&lt;br /&gt;
*[[A Grave Danger Returns]], 8/28/24, Associates bash some armor; find a crab. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose III]], 2/27/24 - 3/31/24 (PBP), Associates are recruited to relieve a besieged settlement. Days of downtime: 9 &lt;br /&gt;
*[[No Man Left Behind]], 2/25/24, Associates banish an orc and defeat a dragon. Days of downtime: 5&lt;br /&gt;
*[[A Stench Least Foul]], 2/24/24, Associates investigate shadows in the swamp. Days of downtime: 3&lt;br /&gt;
*[[Star Pit: XL Team Deathmatch]], 2/22/24, Associates return to the Star Pit for a big battle. Days of downtime: 2&lt;br /&gt;
*[[Speed Dating at Desperate Hope 2]], 2/21/24, Associates once again attempt to speed date. Days of downtime: 0&lt;br /&gt;
*[[Horrors from the Deep]], 2/19/24, Associates learn square keys don&#039;t fit in square holes. Days of downtime: 4&lt;br /&gt;
*[[Gnome Ann Left Behind]], 2/18/24, Associates learn the alphabet. Days of downtime: 5&lt;br /&gt;
*[[Century Twooze]], 2/17/24, Associates help out with training a Century Twooze. Days of downtime: 0&lt;br /&gt;
*[[Century Ooze]], 2/17/24, Associates help out with training a Century Ooze. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 11]], 2/16/24, Associates go to the desert to get some mutant scales.  Days of Downtime: 28&lt;br /&gt;
*[[Recall]], 2/16/24, an unofficial group of Associates find a secret underneath the city while searching for a cat. Days of Downtime: 0&lt;br /&gt;
*[[The Legendary Funeral]], 2/15/24 - 2/21/24, Onadbyr mourns &amp;quot;lost&amp;quot; associates. Days of Downtime: 0&lt;br /&gt;
*[[Dealing With Satori&#039;s Mistakes]], 2/15/24, Satori asks associates to help him take responsibility for his Devil Contract. Days of Downtime: 12&lt;br /&gt;
*[[Speed Dating at Desperate Hope]], 2/14/24, Associates attempt to partake in a speed dating event. Days of Downtime: 0&lt;br /&gt;
*[[Love-and-Loss Day]], 2/14/24, Associates visit the revival of an old festival and discover the unfair treatment of an innocent trader. Days of Downtime: 1&lt;br /&gt;
*[[Dreams of Extravagance]], 2/13/24, Associates help Alice with her dream problems, again. Days of Downtime: 7&lt;br /&gt;
*[[A Test]], 2/11/24, Associates investigate dreams of a falling meteorite. Days of downtime: 1&lt;br /&gt;
*[[A Stench Slightly Less Foul]], 2/07/24, Associates clean up the mess left behind by the Stench Most Foul group. They don&#039;t drown. Days of downtime: 3&lt;br /&gt;
*[[One Bad ___]], 2/07/24, Associates clean up a polluted well. Days of downtime: 8&lt;br /&gt;
*[[The Primeval Slab]], 2/05/24, Associates investigate the slab again. They barely survive again. Days of downtime: 0&lt;br /&gt;
*[[Lost Mutt#Let&#039;s make a Deal!|Let&#039;s make a deal!]], 2/04/24, Associates find a stick and nothing else. Days of downtime: 2&lt;br /&gt;
*[[Further Investigation 3 (Blighted City 16)]], 2/03/24, Associates continue to push through Lancaster and clear out Undead. Days of Downtime: 6&lt;br /&gt;
*[[A Stench Most Foul]], 2/01/24, Associates are sent to clear out a foul smelling area. Days of Downtime: 3&lt;br /&gt;
&lt;br /&gt;
==January - Autumn 225==&lt;br /&gt;
*[[Samara Slitherslimes Shifting Slime Shop]], 1/31/24, Samara Slitherslime asks Associates to train some slimes. Days of downtime: 1&lt;br /&gt;
*[[Star Pit: King of the Kobolds]], 1/30/24, the Star Pit calls upon Associates for a beloved annual event. Days of downtime: 2&lt;br /&gt;
*[[Lost Mutt]], 1/29/24, Associates set out to find their missing Hellknight. Days of downtime: 3 days&lt;br /&gt;
*[[No Man Knows]], 1/28/24, Associates finish exploring a garden, taking a nap along the way. Days of downtime: 1&lt;br /&gt;
*[[Lucky needs YOUR help]], 1/25/24, Lucky hires some associates to do her shopping for her. Days of downtime: 1&lt;br /&gt;
*[[The Weathered Slab]], 1/23/24, Associates explore the use of a magic slab for training purposes. They survive, but barely. Days of downtime: 0&lt;br /&gt;
*[[No Man&#039;s Land]], 1/21/24, Associates begin to delve into a dark and evil garden. Days of downtime: 1&lt;br /&gt;
*[[Conquering the Wilds]], 1/19/24, Associates confront and kill the Father. Days of downtime: 14 &lt;br /&gt;
*[[Gnome Ann&#039;s Land]], 1/19/24, Associates get a ghost fired without backpay. Days of downtime: 2&lt;br /&gt;
*[[It&#039;s Demons (Legendary)]], 1/16/24, Associates hunt demons as a show of force. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 10]], 1/15/24, Associates experience the beauty of Elysium. Days of downtime: 14&lt;br /&gt;
*[[Taming the Wilds]], 1/11/24, Associates scout out a way through the traps to the father lycanthrope. Days of downtime: 14&lt;br /&gt;
*[[Untitled Gooze Game]], 1/09/24, Associates help recover wayward gooze. Days of downtime: 0&lt;br /&gt;
*[[Dreams of Whimsy]], 1/08/24, Associates delve further into the mystery of a sleeping child. Days of downtime: 5&lt;br /&gt;
&lt;br /&gt;
=2023=&lt;br /&gt;
==December - Summer 225==&lt;br /&gt;
*[[Onadbyrs Legacy]], 12/29/23, Associates investigate a riddle discovered within the city. Days of downtime: 0&lt;br /&gt;
*[[Dream a Little Dream of Me]], 12/28/23, Illiam chooses only the most qualified associates to help make a love story reality. Days of downtime: 1&lt;br /&gt;
*[[Mary Had a Little Lamb (Poppet #2)]], 12/23/23, Associates look for a missing lamb. Days of downtime: 15&lt;br /&gt;
*[[It&#039;s Demons (Master)]], 12/22/23, Onadbyr sends out its best associates to solve this recurring issue permanently. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose|Threads on the Loose II]], 12/21/23 - 1/11/24, Associates set out to rescue kidnapped Associates. Days of downtime: 15+&lt;br /&gt;
*[[Tricksters of the Summer&#039;s Night]], 12/19/23, Associates look into a lack of spirits at a festival. Days of downtime: 6&lt;br /&gt;
*[[Component Collection 9]], 12/16/23, Associates remove 5+1 boars from a cave. Days of downtime: 5&lt;br /&gt;
*[[Dreams of Solace]], 12/13/23, Hedgewyn Brewery requests assistance with helping someone wake up from a dream. Days of downtime: 5&lt;br /&gt;
*[[Everything is Fine in Shaftesbury]], 12/13/23, People in town are recieving letters promising to be reunited with loved ones. Associates are sent to inspect. Days of downtime: 6&lt;br /&gt;
*[[Malicious Intent: Last Shot]], 12/11/23, The associates are sent out to take out the goblin fortress leader. Days of downtime: 14&lt;br /&gt;
*[[Lasst uns froh und munter sein]], 12/9/23, A job ends up being far more complicated than the Associates expected. Days of downtime: 7&lt;br /&gt;
*[[7 Deadly Runes]], 12/8/23, Associates set out to finish what they&#039;ve started and bring peace to the Thassilonians. Days of downtime: 7&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Goes]], 12/5/23, Associates finally end their chapter of learning Velborough&#039;s fate. Days of downtime: 1&lt;br /&gt;
*[[Kelek, Remastered 3]], 12/4/23, Associates have a strange dream. Days of Downtime: 0&lt;br /&gt;
*[[It&#039;s Demons (Expert)]], 12/4/23, Associates were tasked to intercept a band of demons. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose]], 12/3/23 - 12/20/23, PBP- Associated escort Nakaya the wool merchant on a trading run. Days of downtime: 14&lt;br /&gt;
*[[Weird Wolves]], 12/1/23, Associates are called last minute to deal with some &amp;quot;wolves&amp;quot; approaching the city. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==November - Spring 225==&lt;br /&gt;
*[[It&#039;s Demons (Trainee)]], 11/30/23, Associates are hired to check for small demons outside town. Days of Downtime: 0&lt;br /&gt;
*[[Welcome to the Star Pit]], 11/29/23, Associates are recruited to become gladiators. Days of Downtime: 2&lt;br /&gt;
*[[Spirit Bottle: Solutions]], 11/27/23, Associates set out to find Absinthe and end up back at the Spirit Bottle. Days of downtime: 2&lt;br /&gt;
*[[Black Sunday (Blighted City 15)]], 11/26/23, associates clean up Lancaster&#039;s streets. Days of downtime: 6&lt;br /&gt;
*[[Buried Knowledge]], 11/24/23, associates investigate a buried library not unlike Desperate Hope. Days of downtime: 8&lt;br /&gt;
*[[Thanks Not Received]], 11/23/23, associates search for a missing food shipment. One dies and comes back. Days of downtime: 0&lt;br /&gt;
*[[Kelek, Remastered 2]], 11/22/23, associates have a weird dream. Days of downtime: 0&lt;br /&gt;
*[[The Gnasher Horde]], 11/21/23, hunt down several roaming beaver behemoths. Days of downtime: 0&lt;br /&gt;
*[[The Gnasher&#039;s Den]], 11/21/23, hunt down the roaming beaver behemoth. Days of downtime: 7&lt;br /&gt;
*[[Kelek, Remastered 1]], 11/20/23, associates have a weird dream. Days of downtime: 0&lt;br /&gt;
*[[The Pun Session | The Pun Session™]], 11/20/23, associates save Gnome Ann, retrieve a potion, and restore Ogre Confidence to his former glory. Days of downtime: 4&lt;br /&gt;
*[[The Original Rune]], 11/17/23, the associates humble the runelord of pride. Days of downtime: 7&lt;br /&gt;
*[[The Miracle of Fertilization]], 11/12/23, the associates go on a magical wagon adventure. Days of downtime: 0&lt;br /&gt;
*[[Whispers Which Weep]], 11/10/23, The council received a letter asking for assistance in dealing with an evil witch. Days of downtime: 8&lt;br /&gt;
*[[Further Investigation 2 (Blighted City 14)]], 11/10/23, Associates clear out and loot the library at Lancaster. It&#039;s the best day ever for [[Kali]] and [[Cyrus Leyvald|Cyrus]]. Days of downtime: 6&lt;br /&gt;
*[[The Lost Soul]], 11/6/23, Associates help Illiam find their long-lost great great aunt Ruetha Elro. Days of downtime: 8&lt;br /&gt;
*[[Chestnuts Magic Flower]], 11/3/23, Associates find a flower for the poppet Chestnut. Days of downtime: 7&lt;br /&gt;
*[[Graveknight Knockdown: The Final Chapter]], 11/02/23 - 11/12/23, Associates finally deal with the Graveknight problem once and for all. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 8]], 11/2/23, Associates venture out to a Willow tree to collect samples. Days of downtime: 6&lt;br /&gt;
&lt;br /&gt;
==October - Winter 224==&lt;br /&gt;
*[[Graveknight Knockdown 4]], 10/31/23, Associates tend to Graveknights, again, again, again. Days of downtime: 0&lt;br /&gt;
*[[An Unclean Kill]], 10/30/23, Associates poke at a dead animal. Days of downtime: 2&lt;br /&gt;
*[[Call of the Wild 5]], 10/29/23, Associates hunt down the wereroc Hark near frozen ruins. Days of downtime: 7&lt;br /&gt;
*[[Let the Music Move You]], 10/3/23 - 10/26/23, A concert has come to Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[The Dark Side of the Moon]], 10/26/23, Associates set out to free Kit from their mother&#039;s influence. Days of downtime: 29&lt;br /&gt;
*[[When a Man loves a Woman]], 10/23/23, Help Sir Egg with his latest client. Days of Downtime: 13&lt;br /&gt;
*[[Spirit Night Horror]], 10/21/23, Associates make sure nobody gets hurt at the Spirit Night festival in Rommack. Days of downtime: 1&lt;br /&gt;
*[[Hate Like Rune]], 10/20/23, Associates return to the lost lands and learn of Wrath. Days of Downtime: 7&lt;br /&gt;
*[[Broken Hearts]], 10/20/23, Associates look into disappearing couples at Rivergrove. Days of downtime: 1&lt;br /&gt;
*[[Eclipsing the Night 2]], 10/19/23, Associates head into the Umbral Grotto to hunt down the night hag that has been attacking Onadbyr. Days of downtime: 4&lt;br /&gt;
*[[A Coup Against Aku]], 10/12/23, Associates gear up to finally take down Aku and the Oni incursion of The Grove. Days of downtime: 6&lt;br /&gt;
*[[Call of the Wild 4]], 10/11/23, Associates assassinate Hoggins the were-whale. Days of downtime: 8&lt;br /&gt;
*[[Component Collection 7]], 10/9/23, Associates save Wrigley from some Gathlain. Days of downtime: 2&lt;br /&gt;
*[[The Statue Garden]], 10/9/23, Associates deal with a flooded restaurant full of fish. Days of downtime: 1&lt;br /&gt;
*[[Pestilence]], 10/7/23, Associates investigate a sickness in nearby town. Days of downtime: 4&lt;br /&gt;
*[[The Bandit&#039;s King]], 10/7/23, Three Associates infiltrate a bandit camp to investigate them. Days of downtime: 14&lt;br /&gt;
*[[Malicious Intent: Target Sighted]], 10/6/23, Associates clear a goblin outpost and gain more information about the goblin big boss. Days of downtime: 7&lt;br /&gt;
*[[Journey to the West 2]], 10/6/23, Associates travel to the Old Country to assist with Maki&#039;s trials. Days of downtime: 60&lt;br /&gt;
*[[Are you Telling me Dr. Acula was a Vampire the Whole Time?!?]], 10/4/23, Associates try to get rid of Dr. Acula. Days of downtime: 0&lt;br /&gt;
*[[Eclipsing the Night]], 10/2/23, Associates investigate the lack of fae in the area. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
==September - Autumn 224==&lt;br /&gt;
*[[Return to Sane Sorik]], 9/29/2023, Associates exterminated a Gnagrif infestation from the Sane Sorik Library. Days of downtime: 1&lt;br /&gt;
*[[Please don&#039;t be spiders...]], 9/29/2023, Associates went to Pettyport to investigate a strange cart covered in webs and loaded with magic. Days of downtime: 0 &lt;br /&gt;
*[[Call of the Wild 3]], 9/26/2023, Associates meet with the daughter of &amp;quot;the Father&amp;quot; for a diplomatic meeting. Days of downtime: 4&lt;br /&gt;
*[[Last Stand of the Forgotten Pirate]], 9/25/23. Associates look for a missing person. Day of downtime: 1&lt;br /&gt;
*[[Spa Spies II]], 9/23/23. Associates return for a second spa day. Days of downtime: 0&lt;br /&gt;
*[[Return to the Spirit Bottle]], 9/22/23. Associates make an exchange for Absinthe at the Spirit Bottle. Days of downtime: 2&lt;br /&gt;
*[[It Was all a Dream?]] 9/21/23, Associates have some bad nightmare-inducing lasagna. Days of downtime: 0&lt;br /&gt;
*[[Besetting Rune]], 9/21/23. Associate take another plunge into the runelord&#039;s grave shaped portal. Days of downtime: 7&lt;br /&gt;
*[[Further Investigation 1 (Blighted City 13)]], 9/19/23. Associates decide to investigate a lead gotten from the Paravicar&#039;s journals. Days of Downtime: 3&lt;br /&gt;
*[[Runes of Flesh]], 9/15/23. Associate further investigate the portal in the mausoleum. Days of downtime: 7&lt;br /&gt;
*[[The Lady and Her Knight (Blighted City 12)]], 9/14/23. Associates gear up to take the graveyard for real this time. Days of downtime: 3&lt;br /&gt;
*[[Call of the Wild 2.5]] 9/13/23. Associates find a missing person in Under Bright. Days of downtime: 1&lt;br /&gt;
*[[Band of Poachers]] 9/12/23. Associates investigate overhunting outside of Onadbyr. Days of downtime: 2&lt;br /&gt;
*[[Escort Mission]]. 9/11/23. Associates escort LOC to Desperate Hope 2 days away. Days of downtime: 11&lt;br /&gt;
*[[Journey to the West]]. 9/11/23. Associates accompany Maki to the Old Country. Days of downtime: 60&lt;br /&gt;
*[[Graveknight Knockdown 3]], 9/10/23. Associates go down to deal with the Graveknights AGAIN. Days of downtime: 0&lt;br /&gt;
*[[Malicious Intent: In the Wind]], 9/10/23. Associates cleared a goblin ambush site that had been disrupting trade. Days of downtime: 2.&lt;br /&gt;
*[[The Oviposit Episode]], 9/8/23. The associates get together to experience oviposition. Days of downtime: 4&lt;br /&gt;
*[[Velborough O&#039;s|Velborough No&#039;s]] The master is defeated, the people of Velborough freed, and the demiplane destroyed. Maybe? 9/8/23.&lt;br /&gt;
*[[Onadbyr Arson Investigation|Onadbyr Arson Investigation Redux]] 9/7/23. The associates finally put an end to the arsons and Kasumi makes two new friends. Days of downtime: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Knows]] The first part of the assault on Velboroughs&#039; Statehouse to finally take down the master and free the people of Velborough. 9/6/23.&lt;br /&gt;
*[[Component Collection 6]] 9/6/23. Associates head back to Parmi&#039;s cave to clean it up. Days of downtime: 1&lt;br /&gt;
*[[Cows on Ice]] 9/5/23. Associates save some cows from dragons. Days of downtime: 3&lt;br /&gt;
*[[The Stone that Cuts]] 9/4/23. Associates cleared out an abandoned mine full of dangerous creatures. Days of downtime: 4 &lt;br /&gt;
*[[Pay for One&#039;s Runes]] 9/1/23. Associates further investigate the portal in the mausoleum. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==August - Summer 224==&lt;br /&gt;
*[[Shaking Earth]] 8/31/23. Associates investigate giant sightings outside of Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[Fall Into Rune]] 8/31/23. Associates investigate the portal previously found in a coffin. Days of downtime: 7&lt;br /&gt;
*[[The Walls are Closing In]] 8/30/23. Associates defend the city guard from being culled by extraplanar saboteurs. Days of downtime: 1&lt;br /&gt;
*[[Call of the Wild 2]] 8/29/23. Associates participate in a diplomatic encounter with the werecreatures in the woods. Days of downtime: 3&lt;br /&gt;
*[[Down and Drowned]] 8/28/23. Associates are called to deal with an aquatic creature. Days of Downtime: 3&lt;br /&gt;
*[[Spa Spies]] 8/27/23. Associates have a spa day. Days of downtime: 0&lt;br /&gt;
*[[Malicious Intent: Armed and Dangerous]] 8/26/23. Associates confronted the goblins who robbed the smithy. Days of downtime: 1&lt;br /&gt;
*[[The Slums (Blighted City 11)]] 8/25/23. Associated continue to move through Lancaster clearing out a burned neighborhood. Days of downtime: 1&lt;br /&gt;
*[[Runes of the Father]] 8/25/23. Associates investigated a corpse hung from a tree emanating an ominous aura. Days of downtime: 7&lt;br /&gt;
*[[The Treasure Map 2]], 8/23/23. Associates solved a poetic puzzle and recovered the treasure of an old wizard not far out from Pettyport. Days of downtime: 3&lt;br /&gt;
*[[Call of the Wild]], 8/22/23. Associates battled a group of werecreatures in the woods, rescued three hunters, and learned of a mysterious cult. Days of downtime: 5&lt;br /&gt;
*[[Mushroom Massacre]], 8/21/23. Associates ventured deep into the mushroom caves for supplies, death followed soon after. Days of downtime: 2&lt;br /&gt;
*[[Butter Cave]], 8/19/23. Associates cleared out dangerous creatures in a cave full of butter. Days of Downtime: 1&lt;br /&gt;
*[[Fear and Faith]], 8/18/23. Associates return to Tilfel and unravel the source behind the disease plaguing Horsk Meste. Days of downtime: 2&lt;br /&gt;
*[[The Beat of Kelek]], 8/17/23, Associates get the Beat. Days of Downtime: 0 or 7 (for alumini of Sutton&#039;s class)&lt;br /&gt;
*[[A Grave Affair]], 8/15/2023, We Associates investigate a nearby site reported to house one Necromancer. Days of Downtime: 4&lt;br /&gt;
*[[Underground Outpost]], 8/12/23 - 8/17/23, a large group of associates set out to the ruins found in [[Buried Treasure]] to begin establishing the land known as Desperate Hope. Days of downtime: 4&lt;br /&gt;
*[[Beyond the Palace Gates (Blighted City 10)]], 8/17/23, Associates infiltrate the palace of Lancaster to see just how bad it can get. Days of downtime: 1&lt;br /&gt;
*[[Graveknight Knockdown 2]], 8/11/23. Two experienced associates show newer associates the dangers of cursed items. Days of downtime: 0&lt;br /&gt;
*[[Aulrics Peak Hunting Grounds|Aulrics Peak Hunting Grounds I(PBP)]], 8/1/23-8/11/23, Associates head to Aulrics Peak to discover information on a behemoth known as the Shrike. Days of Downtime: 7&lt;br /&gt;
*[[Iron Falls Hunting Grounds 1]], 8/1/23-8/11/23.  Associates head out to search for signs of a giant beaver known as a gnasher. Days of downtime: 6&lt;br /&gt;
*[[Revelation Rock Hunting Grounds]], 8/1/23 - 8/11/23 (PBP). Associates search for information on a mutant porcupine known as the quillshot. Days of Downtime: 5&lt;br /&gt;
*[[First Last Steps]], 8/9/2023, Associates scout various locations within Little Monarch for Cutter Black to find one suitable for barracks. Days of Downtime: 0&lt;br /&gt;
*[[Component Collection 5]], 8/7/2023, Associates collect various mushrooms for Isabella de la Lune in the Mycelial Mines. Days of downtime: 5&lt;br /&gt;
*[[Malicious Intent: The Search]], 8/6/2023, Associates capture a gang of goblin thieves led by a bugbear in Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[Buried Treasure 5]], 8/5/2023, Associates finish clearing out the sunken village a day outside town. Days of downtime: 1&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 15]], 8/4/23, Associates head back into Rommack, this time to clear out a gnoll stronghold. Days of downtime: 2&lt;br /&gt;
*[[The Spirit Bottle]], 8/4/23, deliver Absinthe’s payment to Lady Sielu at the Spirit Bottle Tavern. Days of downtime: 2&lt;br /&gt;
*[[In the mouth of Cultists]], 8/2/23, associates destroy the remaining ooze cultists and their leader, Simon. Days of downtime: 4&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 14]], 8/1/23, the associates cleared out a gnoll fort and made contact with the leshy camp. Days of downtime: 3&lt;br /&gt;
&lt;br /&gt;
==July - Spring 224==&lt;br /&gt;
*[[The Treasure Map 1]], 7/31/23, Associates scoured Onadbyr for the location of a lost set of swords. Days of downtime: 1&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 13]], 7/30/23, Associates venture again to explore the area beneath Rommack and clear a cave of cave giants. Days of downtime: 2&lt;br /&gt;
*[[The Cabin]], 7/30/23, Associates venture up into the mountains to check on an inventor. Days of downtime: 4&lt;br /&gt;
*[[A Collector&#039;s Quarry]], 7/28/23, Associates help Collector Jericho recover a hidden stash of sixty-nine books. Days of Downtime: 4&lt;br /&gt;
*[[Heroic Gambit IV]], 7/26/23 Associates hurry to deal with an Erinys and her group looking for revenge. Days of Downtime: 4&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 12]], 7/25/23, Associates venture again to explore the area beneath Rommack. Days of downtime: 3&lt;br /&gt;
*[[The Citadel part 3 (Blighted City 9)]], 7/24/23, Associates return to the citadel once more to check for ways to deal with the Graveknights. Days of Downtime: 1&lt;br /&gt;
*[[Onadbyr Arson Investigation]], 7/22/2023, Associates investigate a string of arsons in the Upper Sacks. Days of Downtime: 1&lt;br /&gt;
*[[The Lost Library]], 7/22/2023, Associates look for a book in The Lost Library.  Days of Downtime: 0&lt;br /&gt;
*[[Buried Treasure 4]], 7/21/2023, Associates clear out a portion of the sunken village a day outside town. Days of downtime: 2&lt;br /&gt;
*[[Heroic Gambits III]], 7/20/23, Associates gather to reenact the historical founding of Clayfjord. Days of downtime: 4&lt;br /&gt;
*[[That Solemn Conquerer]], 7/19/2023, Associates dreams are invaded by a night hag. Days of downtime: 1&lt;br /&gt;
*[[Associate Meeting]], 7/11/23 - 7/20/23, The Associates are called together to discuss two major problems. Days of downtime: 0&lt;br /&gt;
*[[Heroic Gambits Reinvitation]], 7/17/2023, Associates put a nightmarish show at the Heroic Gambit. Days of downtime: 4&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Throes Redux]], 7/15/23, Associates finally capture Lady Maria at the cost of a party member. Days of downtime: 3&lt;br /&gt;
*[[Graveknight Knockdown]], 7/14/23, Associates head to the city storage to put them back down for a time. Days of downtime: 0&lt;br /&gt;
*[[Tifel: Journey into Horsk Meste]], 7/14/23, Associates try and find a shortcut through the mountains to reach Minzelwood. Days of downtime: 6&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Grows]], 7/13/23, Associates cut down living incubator trees in Velborough. Days of downtime: 3&lt;br /&gt;
*[[Curtains and Candles 2]], 7/13/23, Associates return to the Bently Manor to finish the job started in [[Curtains and Candles]]. Days of Downtime: 1&lt;br /&gt;
*[[The Citadel part 2 (Blighted City)]], 7/10/23, Associates clear out the Hellknight Citadel of Lancaster and the adjacent graveyard. Days of Downtime: 1&lt;br /&gt;
*[[Component Collection 4]], 7/7/23, Associates accept a bounty to get dragon scales for the apothecary. Days of Downtime required: 2&lt;br /&gt;
*[[A Falling Son]], 7/6/23, A team of associates return to finish what was started in [[House of the Rising Son]]. Days of downtime required: 3&lt;br /&gt;
*[[The Wolf who Cried Boy]], 7/5/23, Four Associates hunt down wolves of abnormal intellect. Days of downtime required: 4&lt;br /&gt;
*[[The Longer Night]], 7/5/23, Associates fight when fey forces that seem to be connected to [[Enemies at the Gates]] return to once again assault the city. Days of downtime required: -&lt;br /&gt;
*[[The Graveyard (Blighted City 7)]], 7/3/23, Associates meet a powerful guardian in a Lancaster graveyard and choose to retreat rather than risk death. Days of downtime required: 1&lt;br /&gt;
&lt;br /&gt;
==June - Winter 223==&lt;br /&gt;
*[[Frogs, Frogs? Frogs! Frogs.]], 6/30/23, Associates head into the hunting grounds to clear out a frog infestation. Days of downtime: 2&lt;br /&gt;
*[[The Streets (Blighted City 6)]], 6/26/23, Associates venture back to Lancaster to clear out some undead. Days of downtime required: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Throes]], 6/22/23, Days of downtime required: 3&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Lowest Lows]], 6/22/23, The associates return to Velborough once again, this time to collect The Tender of Space Below. Days of downtime required: 3&lt;br /&gt;
*[[House of the Rising Son]], 6/21/23, The associates attempt to take an outpost in the Grove. Days of downtime required: 6&lt;br /&gt;
*[[The Ninth Day]], 6/19/23, Clan Ashenforge is torn apart by Graveknights brought into the city by Sade. Days of downtime required: 0&lt;br /&gt;
*[[The Heroic Gambit]], 6/18/23, Associates from Onadbyr are hired to travel to the Heroic Gambit and put on a show. Days of downtime required: 4&lt;br /&gt;
*[[You&#039;ll Be in My Heart]], 6/17/23 - 6/23/23, Associates learn how marriage works. Days of downtime: 0?&lt;br /&gt;
*[[Finder of Paths Unseen]], 6/16/23, Associates finish scouting out the underground shortcut to Horsk Meste. Days of downtime required: -&lt;br /&gt;
*[[The Citadel part 1 (Blighted City)]], 6/16/23, Five associates assist Zeal in becoming a Hellknight. Days of downtime required: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Necrose]], 6/15/23, The Associates return to Velborough to collect the soul of Poinsetia, Wrending Rot and Regrowth. Days of downtime required: 3&lt;br /&gt;
*[[Flying High &amp;amp; Crashing Hard]], 6/12/23, Three Trainee and three Expert&#039;s head back to the grove to collect and repair some vehicles. Days of downtime required: 5&lt;br /&gt;
*[[Finder of Paths Unseen]], 6/9/23, Associates journey to Tilfel to begin scouting out an underground shortcut to Horsk Meste. Days of downtime required: 4&lt;br /&gt;
*[[Component Collection 3]], 6/08/23, [[Isabella de la Lune]] hires associates to collect samples from diseased or poisoned animals. Days of downtime required: 0&lt;br /&gt;
*[[Survival Training]], 6/08/23, The guard captain and an experienced associate teach fledgling associates how to survive in the wilderness. Days of downtime required: 7&lt;br /&gt;
*[[Screaming in Agony]], 6/07/23, The Associates investigate constant screaming from within the grove. Days of downtime required: 3.&lt;br /&gt;
*[[The Jail (Blighted City 4)]], 6/05/23, Associates delve further into Lancaster, exploring the long-forgotten jail. Days of downtime required: 1.&lt;br /&gt;
*[[Cleaning Up]], 6/01/23, A group of associates hurry to clear the trimarket of undead before sunrise. Days of downtime required: 0&lt;br /&gt;
&lt;br /&gt;
==May - Autumn 223==&lt;br /&gt;
*[[Behold a Black Sky]], 5/31/23, Associates finish the work of clearing the sewers, as begun in [[Beneath the Town]].&lt;br /&gt;
*[[Unbroken]], 5/29/23, A few open-minded Associates attempt to restore a Kodama.&lt;br /&gt;
*[[Beneath the Town]], 5/28/23, The Associates Attempt to clear a path through the sewers.&lt;br /&gt;
*[[The Hospital|The Hospital (Blighted City 3)]], 5/22/23, The Associates clear the hospital of Lancaster. Days of downtime required: 1.&lt;br /&gt;
*[[The Cat in the Hat]], 5/21/23, The Associates handle a hairy situation.&lt;br /&gt;
*[[Mongrels in the Streets]], 5/20/23, The Associates handle a stray problem.&lt;br /&gt;
*[[The Music of the Night]], 5/18/23, Four Associates investigate the Markmuse theater&#039;s ghost sightings.&lt;br /&gt;
*[[Black Snow in Snehov]], 5/12/23, Days of downtime required: 5.&lt;br /&gt;
*[[The Farmhouse (Blighted City 2)]], 5/16/23, The Associates return to the city of Lancaster to secure a forward base for future expeditions. Days of downtime required: 1.&lt;br /&gt;
*[[The Root of Our Problems]], 5/15/23, The Associates venture back to the grove to assist the local spirits.&lt;br /&gt;
*[[Descent into Rommack 11]], 5/13/23, The Associates descend back into the Underdark to explore the underground space.&lt;br /&gt;
*[[The Gates (Blighted City 1)]], 5/12/23, The Associates go to Lancaster to secure a path into the city. Days of downtime required: 1.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Droves]], 5/12/23, Days of downtime required: 3.&lt;br /&gt;
*[[Down the Rabbit Hole]], 5/11/23, The Associates return back to the Rat Mines to learn what remains&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Shows]], 5/11/23, Days of downtime required: 3.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Doughs]], 5/10/23, Days of downtime required: 3.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Doe&#039;s]], 5/8/23, Days of downtime required: 3.&lt;br /&gt;
*[[Cleanup Crew]], 5/7/23, The Associates fill in a sinkhole that is mutating the wildlife with its waters. Days of downtime required: 2.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Lows]], 5/6/23, Days of downtime required: 3.&lt;br /&gt;
*[[Component Collection 2]], 5/5/23, The Associates collect mudvines for The Apothecary. Days of downtime required: 1.&lt;br /&gt;
*[[Step 4: Ending this Devil tune]], 5/4/23, Associates descended once more into the caverns to end the banjo rat menace once and for all.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Woes]], 5/3/23, Days of downtime required: 3.&lt;br /&gt;
&lt;br /&gt;
==April - Summer 223==&lt;br /&gt;
*[[The King Must Fall]], 4/30/23, Associates go into the Underdark/Darktown/Shadesville/The Big Unseen/The Darkzone 2 to defeat the duergar king&lt;br /&gt;
*[[Buried Treasure 2]], 4/28/23, Associates delve back into the sunken village, seeking to explore further.&lt;br /&gt;
*[[Into the Snowscape]], 4/26/23, 4/28/23, Associates travel to the mysterious land of Tilfel.&lt;br /&gt;
*[[Storming the Fortress|Storming the Fortress II]], 4/25/23, Associates lead troops on behalf of Kind Frederick. &lt;br /&gt;
*[[Step 3: Live Bait]], 4/24/23, Associates serve as a distraction in the rat infested banjo mines to ease the way for the final assault team.&lt;br /&gt;
*[[Demons, Devils, and More 2]], 4/23/23, Associates wipe out the biloko remnants along with the devils that seem to be leading them.&lt;br /&gt;
*[[Buried Treasure]], 4/21/23, Associates investigate a sunken village, looking for supplies.&lt;br /&gt;
*[[The Burnt Leaf Festival]], 4/20/23, Associates get lit.&lt;br /&gt;
*[[Storming the Fortress]], 4/19/23, clearing out the second level of the WMMC&lt;br /&gt;
*[[Awaken in Ash (JtA 3)]], 4/17/23, the associates continued travelling far south and found missles and sand creatures.&lt;br /&gt;
*[[Demons, Devils And More]], 4/15/23, Associates clean up a temple of Pharasma.&lt;br /&gt;
*[[Pettyport Annual Fishing Competition!]], 4/14/23, A fishing contest to see who could catch the greatest fish.&lt;br /&gt;
*[[Icicle&#039;s in the Deep]], 4/13/23, associates finish clearing Melty&#039;s Basement and open a portal to the mysterious land &amp;quot;Tilfel&amp;quot;. &lt;br /&gt;
*[[Magic Surge]], 4/12/23, associates found the source of the magic surges seen in [[The Beat]].&lt;br /&gt;
*[[Far From Home (JtA 2)]], 4/11/23, associates continued travelling far south and found undead, and then more undead.&lt;br /&gt;
*[[Into the deep]], 4/11/23, associates finished clearing the first level of the White Mountain Mining Company.&lt;br /&gt;
*[[Wellspring of Wrath]], 4/10/23, associates located the source of the mutated animals.&lt;br /&gt;
*[[Descent into Rommack 8]], 4/8/23, associates cleared most of the top floor of the Rommack Mines.&lt;br /&gt;
*[[Component Collection 1]], 4/7/23, associates acquired components for [[Isabella de la Lune|Isabella]].&lt;br /&gt;
*[[Step 1: Getting the Band back Together ]], 4/6/23, Billy Bob has requested the assistance of the Associates in finding and recruiting his old bandmates.&lt;br /&gt;
*[[Melty&#039;s Mark Basement]], 4/5/23&lt;br /&gt;
*[[Mutant Hunt]], 4/4/23, the associates hunt down more mutant specimins for Councilwoman [[Sideun Ae-Geom]] to study.&lt;br /&gt;
*[[At the Edges of the Stoneblight Forest]], 4/3/23-4/10/23, Associates investigate petrified trees that have begun appearing on the edges of the Stoneblight.&lt;br /&gt;
*[[Romance Dawn (JtA 1)]], 4/3/23, Associates begin the long trek to uncover the mysteries behind Voml and the core, and to see if, perhaps, he could be resurrected.&lt;br /&gt;
*[[The Halfling]], 4/3/23, Associates sought to capture a halfling who may or may not have assisted in the murder of Clan Ashenforge.&lt;br /&gt;
*[[The Temple of Urgathoa Part 2]], 4/2/23, Associates returned to the temple, to slay the undead and necromancer.&lt;br /&gt;
*[[Descent into Rommack 7]], 4/1/23, Associates continued through the gnoll dungeon.&lt;br /&gt;
*[[Biloko Camp]], 4/1/23, Associates eliminated a small encampment of biloko that was threatening hunters from Onadbyr.&lt;br /&gt;
&lt;br /&gt;
==March - Spring 223==&lt;br /&gt;
March 2023 was the first month of Kelek.&lt;br /&gt;
*[[The Beat]], 3/31/23, Associates had an entirely boring guard duty in the Laybarons.&lt;br /&gt;
*[[The House that Dwarves Built]], 3/27/23, coming soon.&lt;br /&gt;
*[[The Temple of Urgathoa]], 3/26/23, Associates ventured into the 2nd layer of an Urgathoan Temple.&lt;br /&gt;
*[[Descent Into Rommack 5]], 3/25/23, associates continued through the gnoll dungeon. &lt;br /&gt;
*[[Trollhunt]], 3/25/23, associates cleared a troll lair.&lt;br /&gt;
*[[Descent Into Rommack 4]], 3/24/23, associates continued through the gnoll dungeon. This session led into Descent into Rommack 5&lt;br /&gt;
*[[Bear Season]], 3/24/23 Associates travel outside the walls, hunt some animals and take out mutated ones.&lt;br /&gt;
*[[The Church and The Steeple]], 3/23/23, Associates travel back to the Temple of Urgaotha to uncover more of its secrets&lt;br /&gt;
*[[The Digsite 1]], 3/22/23, associates traveled to the ruins of SUSS, and found maps to more locations of interest.&lt;br /&gt;
*[[Ruins in the woods|Ruins in the Woods]], 3/22/23, associates discovered a temple to Urgathoa, and cleared it. The temple contains large amounts of Basalt.&lt;br /&gt;
*[[Descent Into Rommack 3]], 3/20/23, associates continued through the gnoll dungeon. This session led into Descent into Rommack 4.&lt;br /&gt;
*[[Into the Den]], 3/20/23, associates killed some mutated animals nearby.&lt;br /&gt;
*[[Secure the Sewers]], 3/19/23, associates located the creatures responsible for dead sewer workers.&lt;br /&gt;
*[[Descent Into Rommack 2]], 3/17/23, associates cleared out more of the large underground gnoll encampment. This session led into Descent into Rommack 3.&lt;br /&gt;
*[[Bells in the Dark]], 3/17/23, associates clear out an encampment of crocodilian humanoids that attacked a caravan.&lt;br /&gt;
*[[The Beast]], 3/16/23-3/24/23, associates are dispatched to investigate a small cult investigating [[Rovagug|the Beast]].&lt;br /&gt;
*[[Of Mice and Men]], 3/15/23, associates explored a rat-filled cavern, and discovered a new threat.&lt;br /&gt;
*[[Descent Into Rommack 1]], 3/13/23, associates began clearing the large underground gnoll encampment. This session led into Descent into Rommack 2.&lt;br /&gt;
*[[Curtains and Candles]], 3/13/23, associates rescued an elven child from a haunted house.&lt;br /&gt;
*[[Onadbyr Cult Investigation]], 3/12/23, associates began investigating an old cult, and fought a local criminal gang.&lt;br /&gt;
*[[The Caravan]], 3/10/23, associates rescued a caravan from an orc ambush, and betrayal.&lt;br /&gt;
*[[Hunting Party]], 3/10/23, associates gathered food in the nearby woods for the town.&lt;br /&gt;
*[[Tainted Lands Guarding Spoiled Hands]], 3/9/23, associates traveled to a magical disturbance and cleared it.&lt;br /&gt;
*[[Infestation]], 3/8/23, associates destroyed several undead that had broken into the [[Hunter&#039;s Guild]].&lt;br /&gt;
*[[Condemned Clean-up]], 3/8/23, associates cleared out an old butcher&#039;s shop. This session led into Onadbyr Cult Investigations.&lt;br /&gt;
*[[Tiny Paws Taking Tiny Morsels]], 3/7/23, associates tracked down the source of city rats and began their investigation of it. This session led into Of Mice and Men.&lt;br /&gt;
*[[Rommack Defends]], 3/4/23, associates worked with other adventurers to stop a gnoll offensive. This session led into Descent Into Rommack 1.&lt;br /&gt;
*[[Rommack In Need]], 3/3/23, associates cleared a small group of gnolls from a cave that had attacked a nearby town. This session led into Rommack Defends.&lt;br /&gt;
*[[The Long Night]], 3/3/23, associates prevented marauders from coming in to town through a breach in the wall.&lt;br /&gt;
*[[Enemies at the Gates]], 3/1/23, associates defended the laybaron gates against a fey attack.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Creating_a_New_User_in_the_FoundryVTT&amp;diff=7161</id>
		<title>Creating a New User in the FoundryVTT</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Creating_a_New_User_in_the_FoundryVTT&amp;diff=7161"/>
		<updated>2026-05-04T03:25:31Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creating New Player Accounts==&lt;br /&gt;
Once a new player has passed their interview, they will need a [[FoundryVTT]] account. To generate an account for this user, follow these steps:&lt;br /&gt;
# Log in to your GM account.&lt;br /&gt;
# Click on the &#039;Game Settings&#039; tab.&lt;br /&gt;
# Click the &#039;User Management&#039; button.&lt;br /&gt;
# Click &#039;Create Additional User&#039;. A new user named &amp;quot;Player##&amp;quot; will be added to the bottom of the list.&lt;br /&gt;
# Edit the new user&#039;s name to match their &#039;&#039;username&#039;&#039; in Discord. This can be found underneath their nickname on their Discord profile.&lt;br /&gt;
# Generate a secure password for the user and type it into the &#039;Password&#039; box.&lt;br /&gt;
# Make sure their &#039;User Role&#039; is set to &#039;Player&#039;. It should do this automatically.&lt;br /&gt;
# Click &#039;Save and Return&#039;.&lt;br /&gt;
# Use the steps in [[Character_Approval_Checklist#Creating_a_Sheet_for_a_New_PC|Creating a Sheet for a New PC]] to generate a blank character sheet for them.&lt;br /&gt;
# Direct message the player their log in information (Username and Password) and let them know they&#039;re good to go!&lt;br /&gt;
&lt;br /&gt;
==Creating New GM Accounts==&lt;br /&gt;
New GMs need a second account with GM permissions. To generate the account, follow these steps:&lt;br /&gt;
# Follow steps 1-4 above.&lt;br /&gt;
# Edit the User Name to be &amp;quot;DM&amp;quot; + the name they commonly go by. For example, DM Dag or DM Foster.&lt;br /&gt;
# Generate a secure password for the user and type it into the &#039;Password&#039; box.&lt;br /&gt;
# Change their &#039;User Role&#039; to &#039;Assistant GM&#039;. &#039;&#039;&#039;Do not make them a &#039;Game Master&#039;.&#039;&#039;&#039;&lt;br /&gt;
# Click &#039;Save and Return&#039;.&lt;br /&gt;
# Go to the image browser and navigate to &#039;assets.&#039;&lt;br /&gt;
# Click on the folder icon (Create Directory) at the top of the window to create a GM folder for the new GM.&lt;br /&gt;
# Create a folder for them in the Scenes, Actors, and Compendium Packs tabs.&lt;br /&gt;
## In their compendium folder, create a compendium for Scenes, Actors, and Items.&lt;br /&gt;
# Direct message the new GM their log in information. Recommend they use the Update Your Password module to change the password to match their Player account.&lt;br /&gt;
&lt;br /&gt;
==Creating New Firekeeper Accounts==&lt;br /&gt;
Firekeepers that are not also GMs may want a second account with GM permissions to take care of certain tasks. To generate the account, follow these steps:&lt;br /&gt;
# Follow steps 1-4 above.&lt;br /&gt;
# Edit the User Name to be &amp;quot;FK&amp;quot; + the name they commonly go by. For example, FK Kodi or FK Illiam.&lt;br /&gt;
# Generate a secure password for the user and type it into the &#039;Password&#039; box.&lt;br /&gt;
# Change their &#039;User Role&#039; to &#039;Assistant GM&#039;. &#039;&#039;&#039;Do not make them a &#039;Game Master&#039;.&#039;&#039;&#039;&lt;br /&gt;
# Click &#039;Save and Return&#039;.&lt;br /&gt;
# Direct message the Firekeeper their log in information. Recommend they use the Update Your Password module to change the password to match their Player account.&lt;br /&gt;
&lt;br /&gt;
==Removing Accounts==&lt;br /&gt;
If for whatever reason a player or GM needs to lose access to their account (due to a ban, etc.), their access can be easily removed by following these steps:&lt;br /&gt;
# Go to the User Management page.&lt;br /&gt;
# Find the user that needs to be deleted.&lt;br /&gt;
# Click the delete/trash can icon on the far right.&lt;br /&gt;
# Confirm.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Creating_a_New_User_in_the_FoundryVTT&amp;diff=7160</id>
		<title>Creating a New User in the FoundryVTT</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Creating_a_New_User_in_the_FoundryVTT&amp;diff=7160"/>
		<updated>2026-05-04T03:24:39Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creating New Player Accounts==&lt;br /&gt;
Once a new player has passed their interview, they will need a [[FoundryVTT]] account. To generate an account for this user, follow these steps:&lt;br /&gt;
# Log in to your GM account.&lt;br /&gt;
# Click on the &#039;Game Settings&#039; tab.&lt;br /&gt;
# Click the &#039;User Management&#039; button.&lt;br /&gt;
# Click &#039;Create Additional User&#039;. A new user named &amp;quot;Player##&amp;quot; will be added to the bottom of the list.&lt;br /&gt;
# Edit the new user&#039;s name to match their &#039;&#039;username&#039;&#039; in Discord. This can be found underneath their nickname on their Discord profile.&lt;br /&gt;
# Generate a secure password for the user and type it into the &#039;Password&#039; box.&lt;br /&gt;
# Make sure their &#039;User Role&#039; is set to &#039;Player&#039;. It should do this automatically.&lt;br /&gt;
# Click &#039;Save and Return&#039;.&lt;br /&gt;
# Use the steps in [[Character_Approval_Checklist#Creating_a_Sheet_for_a_New_PC|Creating a Sheet for a New PC]] to generate a blank character sheet for them.&lt;br /&gt;
# Direct message the player their log in information (Username and Password) and let them know they&#039;re good to go!&lt;br /&gt;
&lt;br /&gt;
==Creating New GM Accounts==&lt;br /&gt;
New GMs need a second account with GM permissions. To generate the account, follow these steps:&lt;br /&gt;
# Follow steps 1-4 above.&lt;br /&gt;
# Edit the User Name to be &amp;quot;DM&amp;quot; + the name they commonly go by. For example, DM Dag or DM Foster.&lt;br /&gt;
# Generate a secure password for the user and type it into the &#039;Password&#039; box.&lt;br /&gt;
# Change their &#039;User Role&#039; to &#039;Assistant GM&#039;. &#039;&#039;&#039;Do not make them a &#039;Game Master&#039;.&#039;&#039;&#039;&lt;br /&gt;
# Go to the image browser and navigate to &#039;assets.&#039;&lt;br /&gt;
# Click on the folder icon (Create Directory) at the top of the window to create a GM folder for the new GM.&lt;br /&gt;
# Create a folder for them in the Scenes, Actors, and Compendium Packs tabs.&lt;br /&gt;
## In their compendium folder, create a compendium for Scenes, Actors, and Items.&lt;br /&gt;
# Direct message the new GM their log in information. Recommend they use the Update Your Password module to change the password to match their Player account.&lt;br /&gt;
&lt;br /&gt;
==Creating New Firekeeper Accounts==&lt;br /&gt;
Firekeepers that are not also GMs may want a second account with GM permissions to take care of certain tasks. To generate the account, follow these steps:&lt;br /&gt;
# Follow steps 1-4 above.&lt;br /&gt;
# Edit the User Name to be &amp;quot;FK&amp;quot; + the name they commonly go by. For example, FK Kodi or FK Illiam.&lt;br /&gt;
# Generate a secure password for the user and type it into the &#039;Password&#039; box.&lt;br /&gt;
# Change their &#039;User Role&#039; to &#039;Assistant GM&#039;. &#039;&#039;&#039;Do not make them a &#039;Game Master&#039;.&#039;&#039;&#039;&lt;br /&gt;
# Click &#039;Save and Return&#039;.&lt;br /&gt;
# Direct message the Firekeeper their log in information. Recommend they use the Update Your Password module to change the password to match their Player account.&lt;br /&gt;
&lt;br /&gt;
==Removing Accounts==&lt;br /&gt;
If for whatever reason a player or GM needs to lose access to their account (due to a ban, etc.), their access can be easily removed by following these steps:&lt;br /&gt;
# Go to the User Management page.&lt;br /&gt;
# Find the user that needs to be deleted.&lt;br /&gt;
# Click the delete/trash can icon on the far right.&lt;br /&gt;
# Confirm.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=7068</id>
		<title>Miscellaneous Rulings</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=7068"/>
		<updated>2026-04-27T00:54:48Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Mechanics==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=3351 Alternate Domains]&#039;&#039;&#039;&lt;br /&gt;
* The alternate domains for deities are available to all Clerics and Champions of that deity. [https://2e.aonprd.com/Feats.aspx?ID=7596 Splinter Faith] may still be taken (with Firekeeper approval) to access domains not associated with the character&#039;s deity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applying Tattoos/Grafts&#039;&#039;&#039;&lt;br /&gt;
* If the crafter elects to reduce cost by spending more days, the customer does not need to be present for those days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copying Spells and Formulas&#039;&#039;&#039;&lt;br /&gt;
* There is no material cost to copy a formula or spell from one book to another. For spells specifically, there is a material cost to &#039;&#039;learn&#039;&#039; the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime and Hero Points&#039;&#039;&#039;&lt;br /&gt;
* Hero Points may not be used for downtime rolls, as they take place outside of session and [https://2e.aonprd.com/Rules.aspx?ID=2260 over an extended period of time], with the exception of;&lt;br /&gt;
* Hero Points may be used to reroll saving throws for [https://2e.aonprd.com/Rules.aspx?ID=2389 Afflictions], provided the character had Hero Points remaining at the end of the session where they gained the Affliction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companion Independent Actions&#039;&#039;&#039;&lt;br /&gt;
* Can be used at any point during the turn, but cannot use [https://2e.aonprd.com/Actions.aspx?ID=2400 Command an Animal] once complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discovering Recipes&#039;&#039;&#039;&lt;br /&gt;
* You can learn cooking recipes following the rules for the [https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor] feat&lt;br /&gt;
* Crafting them likewise would work like any consumable following the [[Crafting]] rules&lt;br /&gt;
* Collecting Ingredients would require the [https://2e.aonprd.com/Actions.aspx?ID=1476 Hunt and Gather] activity against a [[Difficulty Classes|standard DC of your level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duplicate Skills&#039;&#039;&#039;&lt;br /&gt;
* If you become Trained in a non-Lore skill from two separate sources (such as a Background, Class, Dedication, or Ancestry feat), you may replace one of the skills with another of your choice.&lt;br /&gt;
** This does not apply to skill &#039;&#039;increases&#039;&#039;, only initial trainings, unless otherwise specified.&lt;br /&gt;
* If a character gains the same Lore skill from multiple sources (such as their Background, an Animist Apparition, Additional Lore, or [Ancestry] Lore), they may not take an extra lore or skill to replace the duplicate(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 20+ Permanent Items&#039;&#039;&#039;&lt;br /&gt;
* Must be approved by Storytellers prior to rewarding.&lt;br /&gt;
* May only be rewarded in Legendary sessions, and may only be used by Legendary characters.&lt;br /&gt;
* May be used at their full strength at level 20, and a modified version before that.&lt;br /&gt;
* Storytellers determine on a per-item basis what the weaker, usable version of the item looks like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Ancestries that get &#039;&#039;&#039;Additional languages equal to your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039; will instead receive &#039;&#039;&#039;Additional languages equal to 1 + your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039;&lt;br /&gt;
** This ruling currently affects Kitsune, Poppets, and Fleshwarps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Traits.aspx?ID=641 Lineages]&#039;&#039;&#039;&lt;br /&gt;
* At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past level 3, per our [[Creating a Character#Changes_to_Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=37&amp;amp;Subcategory=40 Specific Magic Weapons]&#039;&#039;&#039;&lt;br /&gt;
* You may upgrade existing property runes on specific magic weapons with the same requirements as upgrading runes in general: You must provide the difference in cost between what the original rune would be and the upgraded version, and you must have the formula for the rune or otherwise be able to craft it.&lt;br /&gt;
* This does not change any of the other specific magic weapon rules, such as allowing etching of runes not already included or removing runes.&lt;br /&gt;
* To upgrade a SMW, you must open a [[Ticket]].&lt;br /&gt;
* Any weapons with two or more damaging runes (such as the Sky Hammer) are not permitted to be upgraded in this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Strikes&#039;&#039;&#039;&lt;br /&gt;
* The following can apply to Unarmed Strikes as well as Weapon Strikes:&lt;br /&gt;
** Energy Mutagen&lt;br /&gt;
** Silver Salve&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncommon Archetypes&#039;&#039;&#039;&lt;br /&gt;
* If a character is approved to take an Uncommon Dedication, blanket permission is assumed for subsequent Uncommon feats within that archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead Healing&#039;&#039;&#039;&lt;br /&gt;
* Any healing that doesn&#039;t have the &amp;quot;Vitality&amp;quot; trait (i.e., Healing Potions) or target/affect &amp;quot;a living creature&amp;quot; (i.e., Treat Wounds, Elixirs of Life) can heal undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=2305 Stride]&#039;&#039;&#039;&lt;br /&gt;
* A Stride action can only be done using land Speed, per the [https://2e.aonprd.com/Rules.aspx?ID=2347 Speed rules].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Vehicles.aspx Vehicles]&#039;&#039;&#039;&lt;br /&gt;
* Vehicles larger than Large size can be crafted now. Contact [[Siltmean the Craftrat|Siltmean]] for further information.&lt;br /&gt;
* Vehicles require an amount of downtime to craft equal to the normal Days of Setup times the number of crew required to man the vehicle (pilot+crew). These days can be spread out amongst characters or completed by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=34 Wands]&#039;&#039;&#039;&lt;br /&gt;
* Wands can be upgraded to contain a higher rank of the existing spell by paying the difference in cost, as long as the higher rank casting is still provided in the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=2439 Drowning and Suffocating]&#039;&#039;&#039;&lt;br /&gt;
* When you run out of air, you fall unconscious and start suffocating. You can&#039;t recover from being unconscious and must attempt a DC 14 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you take double damage and become Dying. If you are already Dying, you progress the value as you would normally after taking damage. On each check after the first, the DC increases by 3 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious or Dying (unless you&#039;re at 0 Hit Points). You do not gain or increase your Wounded condition. If you have a feature that improves critical failures into failures, such as a barbarian&#039;s Greater Juggernaut, critically failing will still cause you to become Dying, though you won’t take double damage.&lt;br /&gt;
* You begin holding your breath as a free action triggered by losing access to air. Auditory actions, as well as spells with the Concentrate trait (or Verbal components for legacy spells) cause you to lose all air, immediately falling unconscious. Spells with the Subtle trait, including spells that gain it from spellshapes such as Conceal Spell, do not cause you to fall unconscious immediately, but do cause you to lose 2 rounds of air, as described in the Suffocation and Drowning rules. Casting spells without Concentrate or Legacy Verbal components will also cause you to lose 2 rounds of air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;&lt;br /&gt;
* For the purposes of any ability that references diseases, consider any disease with an Onset duration to have a &amp;quot;stage 0&amp;quot; for progressing disease, which lasts the duration listed in the Onset entry and has no other effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=1694 Basic Undead Benefits]&#039;&#039;&#039;&lt;br /&gt;
* Undead Vision: If your ancestry has no low-light vision (such as humans) and you possess low-light vision as part of a heritage or ancestry feat, the Basic Undead Benefits will upgrade your vision to darkvision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concealment&#039;&#039;&#039;&lt;br /&gt;
* If you are within unarmed reach (typically 5 feet, or otherwise adjacent) of a willing ally who is Concealed or Hidden (but not Unnoticed or Undetected), you do not need to perform the flat check to target that ally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Precious Materials]] Crafting&#039;&#039;&#039;&lt;br /&gt;
* [https://2e.aonprd.com/Rules.aspx?ID=3191 Crafting With Precious Materials rules reference]&lt;br /&gt;
* To create an item utilizing precious materials such as Cold Iron or Adamantine, you must have access to or otherwise possess the material in question. &lt;br /&gt;
* Crafting an item out of a precious material costs an amount of that material, as listed in the description of the type of item. For example, [https://2e.aonprd.com/Equipment.aspx?ID=2797 Standard-Grade Adamantine Armor] requires 200 gp + 20 gp per bulk of Adamantine. You do not need to have an equivalent amount of bulk for the item, as long as you have enough to cover the initial raw material cost. &lt;br /&gt;
* If the crafter possesses an amount of material in excess of the item being crafted, they can reduce the cost of the material in their inventory to the remaining amount. For example, crafting a suit of Standard-Grade Adamantine Full Plate will cost 280 gp worth of Adamantine; a chunk of Adamantine has an original value of 500 gp; the crafter can create the armor and reduce the value of the chunk by 280 gp, leaving its value at 220 gp, which can then be used to continue crafting until its value is fully depleted.&lt;br /&gt;
* At firekeeper discretion, some items may require more than the minimum amount of material, but these will typically not be weapons, armors, or shields. For example, you may require more Silver in order to create jewelry of a higher quality, or sterling silver cutlery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Companions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/AnimalCompanions.aspx?ID=115 Chetamog]&#039;&#039;&#039;&lt;br /&gt;
* Change the animal companion chetamog&#039;s speed entry to 35 feet, climb 15 feet&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===General/Skill Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5124 Battle Cry]&#039;&#039;&#039;&lt;br /&gt;
* When using Battle Cry, ignore the requirement for Demoralize that the enemy be within 30ft (at DM&#039;s discretion).&lt;br /&gt;
* When using Battle Cry, allow for the character to roll Intimidation for initiative (at DM&#039;s discretion).&lt;br /&gt;
* Even if the character has Intimidating Glare or Intimidating Prowess, the Demoralize gains the Auditory trait, though the language requirement may still be bypassed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5139 Craft Anything]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon/rare spell items (scrolls/wands) cannot be crafted without access as normal.&lt;br /&gt;
* Formulas cannot be crafted without the Inventor feat, and only Common formulas may be crafted as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor Feat (Remaster)]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon and Rare formulas may only be invented using this feat if one of the two conditions are met:&amp;lt;br&amp;gt;&lt;br /&gt;
# They have the item in their possession.&amp;lt;br&amp;gt;&lt;br /&gt;
# They have a Means of Access to the item.&amp;lt;br&amp;gt;&lt;br /&gt;
* The DCs for inventing Uncommon and Rare formulas follow the DC difficulty adjustments listed [[Difficulty Classes#Difficulty_Adjustments|here]] (normally not used for crafting in Kelek).&lt;br /&gt;
* Inventing a formula for an item in the character&#039;s possession will not require the disassembly of the item nor consume the item, so the character may try again as long as they maintain possession of the item. See [[Crafting#Crafting_a_Formula|Crafting a Formula]] for more information on crafting formulas.&lt;br /&gt;
* Inventing a formula through Means of Access requires opening a [[Ticket]] for [[Firekeeper]] verification, even if using Assurance.&lt;br /&gt;
* Characters are not permitted to invent the formulas for Unique or homebrewed items using this feat, even if they have possession of the item.&lt;br /&gt;
* Monks have Access to uncommon weapons with the Monk trait&lt;br /&gt;
* Inventors have Access to uncommon items with the Gadget trait&lt;br /&gt;
* Gunslingers have Access to uncommon firearms and uncommon firearm attachments up to level 1&lt;br /&gt;
* Characters can gain Access to uncommon ancestry weapons through Weapon Familiarity feats&lt;br /&gt;
* Characters can gain Access to organization-specific uncommon items through that organization&#039;s dedication feat.&lt;br /&gt;
* Examples of means of Access are: Gnome Weapon Familiarity for the gnome flickmace, the Hellknight Dedication for Hellknight Half-Plate, or the Inventor class for items with the Gadget trait.&lt;br /&gt;
* Per AoN: &amp;quot;Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5171 Legendary Performer]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as follows (changes bolded):&lt;br /&gt;
* &amp;quot;When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. &#039;&#039;&#039;You receive a +1 status bonus to the roll&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5172 Legendary Professional]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as Legendary Performer, but when you Earn Income with Lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6498 Risky Surgery]&#039;&#039;&#039;&lt;br /&gt;
* Risky Surgery cannot be used to gain a bonus to Earn Income.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5208 Scare to Death]&#039;&#039;&#039;&lt;br /&gt;
* Feats and abilities that refer specifically to the Demoralize action do not apply to Scare to Death- including Intimidating Glare, Intimidating Prowess, and the Braggart style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6504 Signature Crafting]&#039;&#039;&#039;&lt;br /&gt;
* The use of Signature Crafting is optional, one may decide to craft an item as if the character didn&#039;t have this feat.&lt;br /&gt;
* The [https://2e.aonprd.com/Rules.aspx?ID=1083 d100 table] for item quirks may optionally be used instead of the d10 table included in the feat.&lt;br /&gt;
&lt;br /&gt;
===Ancestry Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5233 Untrained Improvisation]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, instead of -2, the Untrained proficiency becomes -1 until 7th level, and +0 after.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4480&amp;amp;Redirected=1 Unconventional Weaponry]&#039;&#039;&#039;&lt;br /&gt;
* This feat is available for all ancestries, and gains the tag for the ancestry it is taken for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ancestry Lore&amp;quot;-type feats&#039;&#039;&#039;&lt;br /&gt;
* With the Player Core series and Howl of the Wild&#039;s new ancestries, the trend is that &amp;quot;Ancestry Lore&amp;quot;-type feats (e.g., [https://2e.aonprd.com/Feats.aspx?ID=4388 Dwarven Lore]) now grant [https://2e.aonprd.com/Feats.aspx?ID=5114 Additional Lore] of that Ancestry. Ancestries that have not been reprinted as of Player Core 2&#039;s release (e.g., Kitsune) now gain the Additional Lore feat of that Ancestry, receiving an automatically scaling Lore skill. This must match what is granted by the specific Ancestry Lore feat (e.g., Fetchlings gain the Additional Lore feat for Shadow Plane Lore, as listed in [https://2e.aonprd.com/Feats.aspx?ID=2500 Fetchling Lore]).&lt;br /&gt;
&lt;br /&gt;
===Class/Archetype Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6391 Efficient Rituals]&#039;&#039;&#039;&lt;br /&gt;
* Efficient Rituals will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You can perform particularly extensive rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. &#039;&#039;&#039;If a ritual has a casting time of less than 1 day, you can instead cast it in 1 hour.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4873 Far Shot]&#039;&#039;&#039;&lt;br /&gt;
* Far Shot cannot extend the range of the [https://2e.aonprd.com/Spells.aspx?ID=2062 Monk&#039;s Wild Wind stance]&#039;s Wind Crash Strikes.&lt;br /&gt;
* Far Shot cannot extend the range of a Kitsune&#039;s [https://2e.aonprd.com/Feats.aspx?ID=2617 Foxfire].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4158 Harrow Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* The rituals learned through this feat cannot be taught to others, keeping in line with the language of the [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication] and the [https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist] class feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4646 Healing Hands]&#039;&#039;&#039;&lt;br /&gt;
* A Heal spell cast from a scroll by a cleric with the Healing Hands feat will roll d10s.&lt;br /&gt;
* A spell scroll created using a Heal cast by a cleric with the Healing Hands feat will be a normal Heal scroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3112 Inventor Dedication]&#039;&#039;&#039;&lt;br /&gt;
* A character who is not trained in Medium Armor may take the Inventor Dedication and select the Armor Innovation. In this case, they will be considered trained in their Armor Innovation, though not any other Medium Armor.&lt;br /&gt;
* When taken as part of the Inventor Dedication, the Subterfuge Suit will be considered either Light Armor or Medium Armor for the sake of proficiency scaling, whichever would be more beneficial to the character. The Power Suit will remain Medium Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4838 Lunging Stance]&#039;&#039;&#039;&lt;br /&gt;
* The range for Lunging Stance does not apply flanking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6741 Majestic Proclamation]&#039;&#039;&#039;&lt;br /&gt;
* Majestic Proclamation will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 &#039;&#039;&#039;round&#039;&#039;&#039; on a successful check (&#039;&#039;&#039;dazzled for 1 minute&#039;&#039;&#039; on a critical success).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3484 Necromancer&#039;s Visage]&#039;&#039;&#039;&lt;br /&gt;
* The prerequisites for Necromancer&#039;s Visage will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;Ability to create or control undead; &#039;&#039;&#039;ability to cast spells from spell slots&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=7635 Operatic Adventurer]&#039;&#039;&#039;&lt;br /&gt;
* Operatic Adventurer may only be taken as a regular archetype feat, not as a skill feat.&lt;br /&gt;
* The feat has the additional requirement Expert Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=871 Pathfinder Agent Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=307 Razmiran Priest Dedication]&#039;&#039;&#039;&lt;br /&gt;
* The basic activation of the Razmiri Mask (Call Upon Razmir&#039;s Benevolence) will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;Activate—Call Upon Razmir’s Benevolence (concentrate, manipulate, occult) Frequency once per minute; Effect You bend &amp;quot;divine&amp;quot; power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. &#039;&#039;&#039;The target is then immune to this activation until your next daily preparations.&#039;&#039;&#039; If the target was unconscious, it regains consciousness and doesn’t lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3010 Shadow Spells]&#039;&#039;&#039;&lt;br /&gt;
* Shadow Spells will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;Hidden darkness whispers to you, teaching you secrets of shadow beyond other spellcasters of your tradition. Add replicate, shadow army, shadow blast, shadow projectile, shadow raid, shadow siphon, and &#039;&#039;&#039;umbral journey&#039;&#039;&#039; to your &#039;&#039;&#039;list of known spells, including your spellbook or familiar. If you have a spell repertoire, these spells are NOT automatically added to your repertoire, nor do they add to the number of spells you can have in your repertoire, but can be changed out as any other spell of your tradition&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3717 Share Weakness]&#039;&#039;&#039;&lt;br /&gt;
* Share Weakness can be applied to allies within the Thaumaturge&#039;s reach.&lt;br /&gt;
* Share Weakness also applies to enemies under the effect of Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5025 Spellbook Prodigy]&#039;&#039;&#039;&lt;br /&gt;
* Characters with this feat are expected to succeed at some point during the 90 days of downtime, and thus do not need their rolls witnessed in order to Learn a Spell. They must still log their activity in a [[Ticket]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3714 Sympathetic Vulnerabilities]&lt;br /&gt;
* The weaknesses granted by Sympathetic Vulnerabilities persist even after the initial target dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official remaster, the text of this feat has been adjusted to be in line with the remastered [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication]:&lt;br /&gt;
* &amp;quot;You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can&#039;t teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6244 Tumbling Strike]&#039;&#039;&#039;&lt;br /&gt;
* Succeeding at both the Acrobatics check and the Strike will grant Panache to those with the Panache class feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4271 Winter Sleet]&#039;&#039;&#039;&lt;br /&gt;
* The uneven ground movement restrictions apply when you move while on a square of uneven ground, not when you move onto the square. You don&#039;t have to balance to move into the aura, just to move within the aura/out of the aura.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=318 Wylderheart Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Access and prerequisites changed to &amp;quot;member of the [[Holdfasts]]&amp;quot;&lt;br /&gt;
* Due to the change in context for the Wylderheart archetype, you can choose any family of fiends for the Additional Lore granted by this dedication. This can be retrained, but it will cost 30 days of downtime (as it is changing based on the dedication feat).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=224 Thlipit Contestant Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Prerequisite reworded: You have a long prehensile tongue or tail. At the GM’s discretion, similar flexible appendages, such as tentacles, can be used to qualify instead.&lt;br /&gt;
** Simply possessing a tail is not enough to qualify to take the thlipit contestant. Ancestries who are noted for possessing or being described as having prehensile tongues or tails (such as tripkee or lizardfolk), heritage or ancestry feat selection that grants such an appendage (such as [https://2e.aonprd.com/Feats.aspx?ID=4548 Bestial Manifestation] or [https://2e.aonprd.com/Feats.aspx?ID=4557 Skillful Tail] for nephilim), or possessing a [https://2e.aonprd.com/Equipment.aspx?ID=3195 Whip Tail] or other similar graft all satisfy the prerequisite. As normal, if you are unsure, open a ticket to ask the Firekeeper team.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=58 Champion]===&lt;br /&gt;
&#039;&#039;&#039;Blessed Armament&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official ruling, the rune granted by Blessed Armament grants an effect &#039;&#039;in addition to&#039;&#039; existing runes or special properties of the weapon, rather than suppressing or replacing them.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=60 Monk]===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1867 Flurrying Rune]&#039;&#039;&#039;&lt;br /&gt;
* In addition to melee weapons with the Monk trait, the Flurrying rune may also be etched onto [https://2e.aonprd.com/Equipment.aspx?ID=3086 Handwraps of Mighty Blows].&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=22 Thaumaturge]===&lt;br /&gt;
&#039;&#039;&#039;Exploit Vulnerability&#039;&#039;&#039;&lt;br /&gt;
* The &amp;quot;target of Exploit Vulnerability&amp;quot; refers only to the initial creature Exploited, not to any under the effect of the weakness by other means, such as Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Hand&#039;&#039;&#039;&lt;br /&gt;
* If a summoning effect, such as a [https://2e.aonprd.com/Equipment.aspx?ID=1032 Retrieval Prism], has a requirement of &amp;quot;You have a free hand.&amp;quot;, you may use it to summon items that can be used with the same hand in which you are holding your implement. For example, scrolls could be summoned if the character has the feat [https://2e.aonprd.com/Feats.aspx?ID=3703 Scroll Thaumaturgy].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=1232 Mirror&#039;s Reflection]&#039;&#039;&#039;&lt;br /&gt;
* Emanations only extend out of one copy, but which one it is can be changed freely between each action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Implements.aspx?ID=5 Mirror Adept Benefit]&#039;&#039;&#039;&lt;br /&gt;
* The player can choose whether or not the reflection shatters.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=18 Summoner]===&lt;br /&gt;
&#039;&#039;&#039;Reaction Spells&#039;&#039;&#039;&lt;br /&gt;
* Reaction spells (such as Blood Vendetta) that trigger on taking damage can only trigger if the Summoner themselves took the damage, not their Eidolon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime&#039;&#039;&#039;&lt;br /&gt;
* Since Eidolons and Summoners share actions, they cannot perform separate Downtime activities. However, the Eidolon may perform Downtime in lieu of the Summoner, and either may support the other, granting a +1 circumstance bonus to any skill in which they share proficiency. As normal, this cannot modify checks which use Assurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sanctification&#039;&#039;&#039;&lt;br /&gt;
* Angel and Demon Eidolons, due to their nature, gain the holy and unholy traits respectively. This does not grant their strikes the holy or unholy trait, but they count for abilities or other effects that work on holy/unholy creatures, such as the Cleric&#039;s [https://2e.aonprd.com/Feats.aspx?ID=4643 Divine Castigation]&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=67 Guardian]===&lt;br /&gt;
&#039;&#039;&#039;Intercept Attack&#039;&#039;&#039;&lt;br /&gt;
* The Guardian can perform Intercept Attack up to 15 feet away, as long as the Step they take makes them adjacent to their ally, following the rules for [https://2e.aonprd.com/Rules.aspx?ID=2379 reach and diagonals].&lt;br /&gt;
* The Guardian takes the attack and all the associated riders. They also serve as the target for follow-ups that require doing damage/attacking a target such as Grab/Knockdown. The reaction does not work when the Guardian would not fulfill a requirement for the initial attack (ie, attacks that require the target be Grabbed, Frightened, Prone, etc).&lt;br /&gt;
&lt;br /&gt;
==Spells and Rituals==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=170 Butterfly Bender]&#039;&#039;&#039;&lt;br /&gt;
* The number of beneficiaries is equal to the primary caster + five others (two of whom must be secondary casters), for a total party of 3-6.&lt;br /&gt;
* For &amp;quot;A convenient opportunity&amp;quot;, if the gain/loss is of Earn Income, then the characters will receive as Early Downtime;&lt;br /&gt;
** &#039;&#039;Gain:&#039;&#039; Seven (7) days of Earn Income at one level above the character&#039;s current level.&lt;br /&gt;
** &#039;&#039;Lose:&#039;&#039; Seven (7) days of Earn Income at one level below the character&#039;s current level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=888 Corrosive Body]&#039;&#039;&#039;&lt;br /&gt;
* To clarify: the temporary HP granted by this spell&#039;s effect applies both when performing an unarmed strike and when being struck in the way described by the spell, as long as Acid damage is dealt. Creatures with an acid immunity do not activate the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=117 Create Undead]&#039;&#039;&#039;&lt;br /&gt;
* Minions created with a critical success on the Create Undead ritual can be assigned to anyone present at least 4 levels higher than the undead. Undead minions can thus be created for other people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=81 Divine Aura]&#039;&#039;&#039;&lt;br /&gt;
* The spell will be adjusted as follows to bring it in line with the remaster (changes bolded):&lt;br /&gt;
* &amp;quot;Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. Choose a &#039;&#039;&#039;sanctification&#039;&#039;&#039; your deity allows. You can&#039;t cast this spell if you don&#039;t have a deity or your deity &#039;&#039;&#039;does not allow sanctification&#039;&#039;&#039;. This spell gains the trait of the &#039;&#039;&#039;sanctification&#039;&#039;&#039; you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with the &#039;&#039;&#039;trait&#039;&#039;&#039; opposite to the spell &#039;&#039;&#039;(unholy if you chose holy, holy if you chose unholy)&#039;&#039;&#039;. These bonuses increase to +4 against effects created by such creatures that attempt to impose the @UUID[Compendium.pf2e.conditionitems.Item.9qGBRpbX9NEwtAAr]{Controlled} condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything &#039;&#039;&#039;opposite in sanctification&#039;&#039;&#039; to your divine aura. When a creature of &#039;&#039;&#039;opposite trait&#039;&#039;&#039; hits a target with a melee attack, the creature must succeed at a Will save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 minute. It&#039;s then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura&#039;s radius grows 10 feet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=57 Elemental Sentinel]&#039;&#039;&#039;&lt;br /&gt;
* Instead of being telepathically linked to the caster, the Elemental Sentinel may instead by linked to another party present for the entirety of the ritual. The alternate party must be high enough level to have been able to cast the ritual themselves (level 7 for a 4th rank ritual, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]&#039;&#039;&#039;&lt;br /&gt;
* The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=152 Reincarnate]&#039;&#039;&#039;&lt;br /&gt;
* When successfully reincarnated, the player rolls a 1d20. On a 1-14, the character reincarnates into a Common ancestry. On a 15-20, the character reincarnates into an Uncommon/Rare ancestry. This roll cannot be adjusted or rerolled.&lt;br /&gt;
* For Common ancestries, the options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, and Orc. The player can remove a single ancestry from the pool, then rolls 2d6. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Leshy has been removed from the Common ancestry pool due to their nature as immortal spirits.&lt;br /&gt;
* For Uncommon/Rare ancestries, the options are Athmaru, Azarketi, Catfolk, Centaur, Fetchling, Hobgoblin, Kholo, Kitsune, Kobold, Lizardfolk, Merfolk, Minotaur, Nagaji, Poppet, Ratfolk, Samsaran, Sprite, Tanuki, Tengu, Tripkee, Vanara, and Wayang. The player can remove two ancestries, then rolls 2d20. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Only unlocked Rare ancestries are included.&lt;br /&gt;
** Automaton has been removed due to being a construct.&lt;br /&gt;
* Players may select from the Common heritages for their new ancestry. Versatile heritages are subject to [[Storyteller]] approval, and require story justification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoning Spells&#039;&#039;&#039;&lt;br /&gt;
* Spells with the &amp;quot;[https://2e.aonprd.com/Traits.aspx?ID=520 Summon]&amp;quot; trait can be used to summon legacy creatures who do not have a 1-to-1 equivalent in the remaster. Clarifications as to what counts as a &amp;quot;1-to-1 equivalent&amp;quot; can be discussed with the [[Firekeeper]] team.&lt;br /&gt;
** Example 1: The [https://2e.aonprd.com/Monsters.aspx?ID=4618 War Wraith], despite having slightly altered stats and abilities, is a 1-to-1 equivalent to the legacy [https://2e.aonprd.com/Monsters.aspx?ID=865&amp;amp;NoRedirect=1 Dread Wraith]. As a result, the Dread Wraith cannot be summoned, only the War Wraith.&lt;br /&gt;
** Example 2: The [https://2e.aonprd.com/Monsters.aspx?ID=2906 Vordine] and [https://2e.aonprd.com/Monsters.aspx?ID=110&amp;amp;NoRedirect=1 Barbazu], despite both being level 5 devils with similar footsoldier roles, they are different enough in practice and can both be summoned individually.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1865 Coating Rune]&#039;&#039;&#039;&lt;br /&gt;
* [https://2e.aonprd.com/Equipment.aspx?ID=3358 Silver Salves] and [https://2e.aonprd.com/Equipment.aspx?ID=861 Cold Iron Blanches] may also be stored and applied using the Coating rune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3027 Marvelous Medicines]&#039;&#039;&#039;&lt;br /&gt;
* You may continue to Treat Poison/Treat Disease using the Marvelous Medicines, but they will only attempt to counteract the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3117 Shining Wayfinder]&#039;&#039;&#039;&lt;br /&gt;
* The radius can be increased by 10ft at a time, in accordance with the remastered Bless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=1510 Spellhearts]&#039;&#039;&#039;&lt;br /&gt;
* A spellheart&#039;s spells can be used by any character, regardless of spellcasting ability or tradition, as long as they are of the appropriate level to use the item as usual.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Creating_a_Page_on_the_Wiki&amp;diff=7023</id>
		<title>Creating a Page on the Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Creating_a_Page_on_the_Wiki&amp;diff=7023"/>
		<updated>2026-04-21T19:07:23Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating pages on the wiki can earn any player [[Karma]]. However, some types of pages should be linked within other pages, such as linking a [[Creating_a_Character#Creating_a_Wiki_Page|character page]] to the [[Associates]] list. This page is meant to serve as a quick reference on how to create each kind of page, and to ensure that when you create a page it is linked in all the right places.&lt;br /&gt;
&lt;br /&gt;
Rule of thumb: Every page should be accessible through the Main Page in two or fewer clicks. If you aren&#039;t sure how to achieve this, open a [[Ticket]]!&lt;br /&gt;
&lt;br /&gt;
==Expedition Logs==&lt;br /&gt;
Information on writing an Expedition Log can be found on the [[Expeditions#Expedition_Logs|Expeditions]] page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required&#039;&#039;&#039;&lt;br /&gt;
* [[Expedition Logs]] - A chronological list of all expedition logs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If Applicable&#039;&#039;&#039;&lt;br /&gt;
* [[Notable Events]] - A chronological list of events that are important to the lore of the world. Most expeditions do not go on this page.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
Information on creating a character page can be found on the [[Creating_a_Character#Creating_a_Wiki_Page|Creating a Character]] page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required&#039;&#039;&#039;&lt;br /&gt;
* [[Associates]] - A list of past and present Associates organized by Class.&lt;br /&gt;
* [[Onadbyr#Residents_of_Onadbyr|Residents of Onadbyr]] - A list of all known residents of [[Onadbyr]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If Applicable&#039;&#039;&#039;&lt;br /&gt;
* [[Notable Organizations]] - If your character is a part of an organization such as the [[Hellknights]], they should be added to that organization&#039;s page.&lt;br /&gt;
* [[Shops]] - If your character owns a shop, their page should be linked in their shop&#039;s page.&lt;br /&gt;
* [[NPCs]] - If your character is related to an NPC, consider adding them to that NPC&#039;s page.&lt;br /&gt;
* [[Associates]] - If your character is related to another Associate, consider asking their player to add it to their page.&lt;br /&gt;
&lt;br /&gt;
==Users==&lt;br /&gt;
User pages can be created by clicking on your wiki username at the top of the page. It&#039;s purely optional, but can be a good way to collect the links to your characters, sessions, or just information about you as a player/GM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
* [[Associates]] - You can add a link to your user page in the &#039;Player&#039; field of the infobox of your character pages.&lt;br /&gt;
* [[Expedition Logs]] - You can add a link to your user page in the &#039;Storyteller&#039; field of the infobox of expedition logs for sessions you&#039;ve ran.&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
&#039;&#039;&#039;Required&#039;&#039;&#039;&lt;br /&gt;
* [[Shops]] - A list of NPC and PC shops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If Applicable&#039;&#039;&#039;&lt;br /&gt;
* [[Onadbyr#Shops_of_Onadbyr|Shops of Onadbyr]] (if in Onadbyr) - A list of shops within the city of [[Onadbyr]].&lt;br /&gt;
* [[Notable Locations]] (if outside of Onadbyr) - If a shop exists in a notable location, it is good to add it to that page.&lt;br /&gt;
* [[NPCs]] / [[Associates]] - NPC pages should link back to their shops, Associates have the option to do so.&lt;br /&gt;
* [[Notable Organizations]] - If a shop is associated with an organization, it should be added to that organization&#039;s page.&lt;br /&gt;
* Add to Map of Onadbyr in Foundry (if in Onadbyr) (GM only)&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
&#039;&#039;&#039;Required&#039;&#039;&#039;&lt;br /&gt;
* [[NPCs]] - A list of all NPCs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If Applicable&#039;&#039;&#039;&lt;br /&gt;
* [[Onadbyr#Residents_of_Onadbyr|Residents of Onadbyr]] (if a resident of Onadbyr)&lt;br /&gt;
* [[Notable Locations]] (if not a resident of Onadbyr)&lt;br /&gt;
* [[Shops]] - Shops should link back to their proprietor.&lt;br /&gt;
* [[Notable Organizations]] - If the character is a part of an organization such as the [[Hellknights]], they should be added to that organization&#039;s page.&lt;br /&gt;
* [[NPCs]] - If the character is related to another NPC, consider adding them to that NPC&#039;s page.&lt;br /&gt;
* [[Associates]] - If the character is related to another Associate, consider asking their player to add it to their page.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
&#039;&#039;&#039;Required&#039;&#039;&#039;&lt;br /&gt;
* [[Notable Organizations]] - A list of the notable organizations known to [[Onadbyr]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If Applicable&#039;&#039;&#039;&lt;br /&gt;
* [[Notable Locations]] - Locations may want to include any organizations based out of that location.&lt;br /&gt;
* [[NPCs]] - NPCs associated with a specific organization should link to that organization.&lt;br /&gt;
* [[Associates]] - Players may want to include a link to the organization on their character&#039;s page.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&#039;&#039;&#039;Required&#039;&#039;&#039;&lt;br /&gt;
* [[Notable Locations]] - A list of locations known to [[Onadbyr]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If Applicable&#039;&#039;&#039;&lt;br /&gt;
* [[Onadbyr]] (if in Onadbyr)&lt;br /&gt;
* [[Established_Lore#Geography|Geography]] (if integral to life/work of many associates)&lt;br /&gt;
* [[Notable Organizations]] - Organizations should link to their location.&lt;br /&gt;
* [[NPCs]] - NPCs should link to their location (if not in Onadbyr).&lt;br /&gt;
* [[Associates]] - Players may want to include a link to where they come from on their character&#039;s page.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
&#039;&#039;&#039;Required&#039;&#039;&#039;&lt;br /&gt;
* [[Gods of Kelek]]&lt;br /&gt;
&lt;br /&gt;
==Holidays==&lt;br /&gt;
&#039;&#039;&#039;Required&#039;&#039;&#039;&lt;br /&gt;
* [[Established Lore]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* Core information - Add to [[Main Page]] (Wiki Admin only).&lt;br /&gt;
* Secondary information - Linked to a more general page already linked on the Main Page.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Creating_a_Character&amp;diff=7012</id>
		<title>Creating a Character</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Creating_a_Character&amp;diff=7012"/>
		<updated>2026-04-19T23:54:26Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All new characters start at level 3 with 15gp to use on any level 0-1 equipment and 60gp to use within Onadbyr.&lt;br /&gt;
&lt;br /&gt;
==Planning out your character idea==&lt;br /&gt;
The first step to making a character is finding an idea that interests you. Doing so makes it much easier to pick your Ancestry, Background, and Class (ABCs). Are you a smooth-talking duelist? Swashbuckler or Rogue might be a good choice. Do you come from a swamp commune that worships a froghemoth? Maybe the tripkee ancestry would interest you. When you&#039;re choosing a character idea make sure to also think about how they interact with other player characters, the town of [[Onadbyr]], and the world as a whole. You can find a brief overview of the setting in the [[World introduction]].&lt;br /&gt;
&lt;br /&gt;
If you want to introduce new locations, concepts, religions, communities, or anything else to the world you can discuss your backstory with a [[Storyteller]] to see where it can fit into the world. Your backstory might have hooks that other players or [[GM|GMs]] take interest in!&lt;br /&gt;
&lt;br /&gt;
===Free Archetype Variant Rule===&lt;br /&gt;
Characters are made using the [https://2e.aonprd.com/Rules.aspx?ID=1333 Free Archetype Variant Rule]. This rule comes into play beginning at level 2. The Free Archetype allows for greater variation in character creation and allows you to better fulfill your class fantasy.&lt;br /&gt;
&lt;br /&gt;
We understand some archetypes may not be available directly at level 2. Exceptions can be made to rules in these cases. Please open a [[Ticket]] to discuss if this is something that impacts your character.&lt;br /&gt;
&lt;br /&gt;
==Filling out the ABCs in Pathbuilder 2e==&lt;br /&gt;
If you&#039;re new to FoundryVTT, Pathfinder 2e, or tabletop RPGs in general it would be best to have a guiding hand through Pathfinder 2e character creation. [https://pathbuilder2e.com/ Pathbuilder2e] is an excellent web application that makes creating a pathfinder 2e character simple. If you feel confident with Pathfinder 2e and want to go straight to importing things into the FoundryVTT, you can skip ahead to the next section. Some other useful resources to look at include * [https://2e.aonprd.com/ Archives of Nethys]; the standard pathfinder 2e wiki or a good old fashioned hardcopy or PDF of the Advanced Players Guide and other supplements you can reference those. The west marches tries to stick as close to RAW as possible.&lt;br /&gt;
&lt;br /&gt;
Within Pathbuilder2e: Focus your attention to the bar on the left side of the page. There should be Ancestry, Background, and Class listed at the top. Work from the very top downwards, selecting what features you want to take. If you want to read more about a specific option you can click the &amp;quot;PRD&amp;quot; button at the bottom whenever you have an option selected to read the relevant Archives of Nethys page. Continue filling out the steps until you reach the end of the Level 3 section. These choices you&#039;ve made are all the features you&#039;ll be importing into the FoundryVTT.&lt;br /&gt;
&lt;br /&gt;
==Ancestry, Background, and Class restrictions==&lt;br /&gt;
For any rare ABCs, please refer to the [[Rare Options Guide]] for a guideline on what things need to be met for it to be considered for approval.&lt;br /&gt;
&lt;br /&gt;
===Ancestry===&lt;br /&gt;
Making a character with an ancestry that has the common tag, like humans and dwarves, can be done at any time with no requirements. Ancestries (and Heritages) with the Uncommon tag require you to write a backstory for the character, explaining where they originate from and how they got to the town of [[Onadbyr]]. The backstory should be at least a paragraph but no longer than a page or two. Taking an Ancestry or Heritage with the Rare tag requires approval by the majority of storytellers and would require you to open a [[Ticket]] to request it. In addition, only a limited number of Rare Ancestries and Heritages have been unlocked. To see the unlocked options, go to the [[Rare Options Guide]]. You should work with the Storyteller associated with the unlock to have a thorough backstory and a good reason for choosing that Ancestry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Ancestries that get &#039;&#039;&#039;Additional languages equal to your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039; instead receive &#039;&#039;&#039;Additional languages equal to 1 + your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039;&lt;br /&gt;
* This currently affects Kitsune, Poppets, and Fleshwarps.&lt;br /&gt;
&lt;br /&gt;
====Lineage====&lt;br /&gt;
Certain Versatile Heritages have access to [https://2e.aonprd.com/Traits.aspx?ID=641 Lineage feats], which are a type of Ancestry feat that indicate a character descending from or influenced by a particular plane or type of creature.&lt;br /&gt;
&lt;br /&gt;
At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past your character&#039;s 3rd level, per our [[#Changes to Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Any Background with the Common or Uncommon tag can be used with no requirements. Backgrounds with the Rare tag cost [[Karma]] and require [[Firekeeper]] approval through a [[Ticket]]. Keep in mind to pick a background that meshes well with the setting. In addition, Rare background require the spending of 4 [[Karma]] to us, as they require extra story telling by the [[GM|GMs]].&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
Any Class, with the exception of Exemplar, can be used with no requirements. At higher levels you will have the opportunity to take Dedication feats, which is Pathfinder 2e&#039;s way of multiclassing. Some of these dedication feats may be locked. Refer to the [[Available Dedications]] if you&#039;re planning on a specific one ahead of time.&lt;br /&gt;
&lt;br /&gt;
===Spells, Items, and other things with Rarity===&lt;br /&gt;
*Spells of Common rarity can be taken without approval. Spells of Uncommon tag require firekeeper approval and an in-character reason to be taken.&lt;br /&gt;
*Any items level 0-1 that your character is capable of using or wielding can be bought with 15gp of your starting wealth, including Uncommon/Rare items and Common items not available in the [[Shops]]. However, these items cannot be turned into formulas. The remaining 60gp of starting wealth must be used within the city, whether through the [[Shops]] or commissioning an [[Associates|Associate]].&lt;br /&gt;
*For anything not explicitly mentioned use the following rule of thumb: Common can be taken, Uncommon requires [[Firekeeper]] approval, Rare requires unanimous [[Storyteller]] approval.&lt;br /&gt;
&lt;br /&gt;
==Getting it Approved==&lt;br /&gt;
If you&#039;re a new player creating your first character or a veteran on your 5th Kelek resident, you&#039;ll need to get the character approved before you&#039;re able to start importing it into the FoundryVTT server. To do so, open a Firekeeper [[Ticket]] in the Discord server and explain your character concept, a [[Firekeeper]] or [[Storyteller]] will look over it and ask any follow-up questions. If you aren&#039;t taking anything restricted this process will be very quick, so if you&#039;re eager to get playing - maybe don&#039;t socket in 4 different rare features. Once that&#039;s all well and good you&#039;ll be given a new character sheet in the FoundryVTT.&lt;br /&gt;
&lt;br /&gt;
===Character Portrait and Token===&lt;br /&gt;
Once you have a character sheet, you should upload a portrait and token for your character to your [[Ticket]]. Your portrait should be in .png or .webp file format, and should be formatted as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[CharacterName]_portrait&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (e.g., SereneLeyvald_portrait). To create a token, there are several online tools, the most popular being [https://rolladvantage.com/tokenstamp/| Token Stamp 2]. You can also edit it yourself. Tokens should be in .webp file format to reduce loading times on the server. Tokens should be formatted as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[CharacterName_token]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (e.g., SereneLeyvald_token).&lt;br /&gt;
&lt;br /&gt;
==Importing it into FoundryVTT==&lt;br /&gt;
Open the [[FoundryVTT]] and log into your account. You should find a new character sheet in the New Residents folder of the Actors tab. There are a couple ways to import your Pathfinder 2e character into FoundryVTT. Regardless of which option you pick, always be sure to check everything is correct. If you want a second set of eyes, a [[Firekeeper]] will always be happy to look over it for you.&lt;br /&gt;
&lt;br /&gt;
===Importing from Pathbuilder2e using Pathmuncher===&lt;br /&gt;
Importing directly from Pathbuilder2e is now possible thanks to [https://foundryvtt.com/packages/pathmuncher| Pathmuncher]. However, only GMs have access to this functionality. To have your character be imported from Pathbuilder, you will need to provide the JSON ID for your character. This can be found in Pathmuncher by opening the upper left menu and clicking &#039;Export JSON&#039;. A six-digit code (the JSON ID) will be shown on the screen. Open a [[Ticket]] (or go to the ticket that&#039;s already open for your character approval) and paste that code, and a GM will get your character imported.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Once your character is imported in this way, you will still have to double-check that all of your character choices are correct.&lt;br /&gt;
&lt;br /&gt;
===Importing Manually===&lt;br /&gt;
If you didn&#039;t use Pathbuilder2e or want to go through the process manually you can import features piecemeal by clicking the various buttons inside your character sheet. Clicking on an option will open the compendium; to add your selection to your sheet, drag and drop it from the compendium to the spot on your sheet. When importing manually, the sheet will automatically &#039;pull&#039; content from the compendiums into your sheet for you. If you make a mistake, or just want to replace a selection, you can delete the selection and repeat the process, or navigate to the Compendiums tab of Foundry and drag and drop the selection to its specific location on the character sheet. To look through all of the variety of options, navigate to the Compendiums tab of Foundry and look for the proper category.&lt;br /&gt;
&lt;br /&gt;
==Final Approval==&lt;br /&gt;
Once you have verified that your character sheet is how you&#039;d like it, open a [[Ticket]] (or go to the ticket that&#039;s already open for your character approval) and let the Firekeepers know. One of them will go over your sheet and make sure everything is OK. There may be some adjustments that are needed, and once all of them are taken care of, the character will be approved.&lt;br /&gt;
&lt;br /&gt;
==You&#039;re all Set!==&lt;br /&gt;
With your character created and approved you&#039;re ready to start playing in Expeditions. When you join an [[Expeditions|Expedition]], one be sure to inform the [[GM]] that it&#039;s your first one so they can move your character sheet to the proper folder.&lt;br /&gt;
&lt;br /&gt;
===Changes to Characters===&lt;br /&gt;
At any point during a character&#039;s first 3 levels you can make changes to any part of your character by opening a [[Ticket]]. At [[Firekeeper]] discretion, these changes require no [[Downtime]] cost.&lt;br /&gt;
&lt;br /&gt;
Past this point, changes can be done using the [[Downtime#Retrain|Retrain]] Downtime activity.&lt;br /&gt;
&lt;br /&gt;
== Creating a Wiki Page ==&lt;br /&gt;
While not required, it is highly recommended that you create a wiki page for your character. This can contain basic information about the character as well as their portrait. It also gets you a [[Karma]] for putting in the effort.&lt;br /&gt;
&lt;br /&gt;
To create the wiki page, use the search bar in the upper right-hand corner of the wiki to search for your character&#039;s name, spelled as you would like the name to be in the title of the article. You will get a message that says &amp;quot;Create the page &amp;quot;(name)&amp;quot; on this wiki!&amp;quot; Click on the name, and it will bring you to the create an article page.&lt;br /&gt;
&lt;br /&gt;
For ease of use, character wiki pages have their own [[Template:Infobox_Associate|Infobox]]. Copy and paste it into the body of the article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Infobox Associate&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| name                 = &amp;lt;br&amp;gt;&lt;br /&gt;
| image                = &amp;lt;nowiki&amp;gt;[[File:FILENAME|300px|frameless|center]]&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| class                = &amp;lt;br&amp;gt;&lt;br /&gt;
| occupation           = &amp;lt;br&amp;gt;&lt;br /&gt;
| tier_of_play         = &amp;lt;br&amp;gt;&lt;br /&gt;
| adopting_storyteller = &amp;lt;br&amp;gt;&lt;br /&gt;
| ancestry             = &amp;lt;br&amp;gt;&lt;br /&gt;
| heritage             = &amp;lt;br&amp;gt;&lt;br /&gt;
| aliases              = &amp;lt;br&amp;gt;&lt;br /&gt;
| pronouns             = &amp;lt;br&amp;gt;&lt;br /&gt;
| age                  = &amp;lt;br&amp;gt;&lt;br /&gt;
| height               = &amp;lt;br&amp;gt;&lt;br /&gt;
| partner              = &amp;lt;br&amp;gt;&lt;br /&gt;
| relatives            = &amp;lt;br&amp;gt;&lt;br /&gt;
| status               = &amp;lt;br&amp;gt;&lt;br /&gt;
| player               = &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;(CHARACTER NAME HERE) is an [[Associates|Associate]] of [[the Round Table]] … (MORE INFO WHATEVER YOU WANT)&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Name, Class, Tier of Play, Pronouns,&#039;&#039;&#039; and &#039;&#039;&#039;Player&#039;&#039;&#039; fields are required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status&#039;&#039;&#039; refers to whether your character is alive, dead, or something else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adopting Storyteller&#039;&#039;&#039; refers to which (if any) [[GM]] or [[Storyteller]] has taken on your character&#039;s personal story. It is not common.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Character Portrait ===&lt;br /&gt;
To add an image, click the &#039;Images and Media&#039; icon at the top of the text editor. Click the &#039;Upload&#039; button at the bottom left. Select a file from your computer, then click &#039;This is my own work&#039;. You will be required to give the image a name and description. Click &#039;Save&#039;. The Caption and Alternative Text are not required. Set the Size to &#039;300px&#039;, Align to &#039;Center&#039;, and Format to &#039;Frameless&#039;. Click &#039;Insert&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Linking to the Character Page ===&lt;br /&gt;
Once posted, add the link to this character to the [[Associates]] page under their class, and to the [[Onadbyr#Residents_of_Onadbyr|Residents of Onadbyr section of the Onadbyr page]]. Then post the link to the page in the [[Discord]] to receive a [[Karma]] for your work!&lt;br /&gt;
&lt;br /&gt;
== Second Characters and Beyond ==&lt;br /&gt;
When you get enough [[Karma]] you can purchase an additional character slot using the /shop command in the #bot-stuff channel in the [[Discord]]. The approval process is then same for your first character.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Creating_a_Character&amp;diff=7011</id>
		<title>Creating a Character</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Creating_a_Character&amp;diff=7011"/>
		<updated>2026-04-19T23:34:15Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All new characters start at level 3 with 15gp to use on any level 0-1 equipment and 60gp to use within Onadbyr.&lt;br /&gt;
&lt;br /&gt;
==Planning out your character idea==&lt;br /&gt;
The first step to making a character is finding an idea that interests you. Doing so makes it much easier to pick your Ancestry, Background, and Class (ABCs). Are you a smooth-talking duelist? Swashbuckler or Rogue might be a good choice. Do you come from a swamp commune that worships a froghemoth? Maybe the tripkee ancestry would interest you. When you&#039;re choosing a character idea make sure to also think about how they interact with other player characters, the town of [[Onadbyr]], and the world as a whole. You can find a brief overview of the setting in the [[World introduction]].&lt;br /&gt;
&lt;br /&gt;
If you want to introduce new locations, concepts, religions, communities, or anything else to the world you can discuss your backstory with a [[Storyteller]] to see where it can fit into the world. Your backstory might have hooks that other players or [[GM|GMs]] take interest in!&lt;br /&gt;
&lt;br /&gt;
===Free Archetype Variant Rule===&lt;br /&gt;
Characters are made using the [https://2e.aonprd.com/Rules.aspx?ID=1333 Free Archetype Variant Rule]. This rule comes into play beginning at level 2. The Free Archetype allows for greater variation in character creation and allows you to better fulfill your class fantasy.&lt;br /&gt;
&lt;br /&gt;
We understand some archetypes may not be available directly at level 2. Exceptions can be made to rules in these cases. Please open a [[Ticket]] to discuss if this is something that impacts your character.&lt;br /&gt;
&lt;br /&gt;
==Filling out the ABCs in Pathbuilder 2e==&lt;br /&gt;
If you&#039;re new to FoundryVTT, Pathfinder 2e, or tabletop RPGs in general it would be best to have a guiding hand through Pathfinder 2e character creation. [https://pathbuilder2e.com/ Pathbuilder2e] is an excellent web application that makes creating a pathfinder 2e character simple. If you feel confident with Pathfinder 2e and want to go straight to importing things into the FoundryVTT, you can skip ahead to the next section. Some other useful resources to look at include * [https://2e.aonprd.com/ Archives of Nethys]; the standard pathfinder 2e wiki or a good old fashioned hardcopy or PDF of the Advanced Players Guide and other supplements you can reference those. The west marches tries to stick as close to RAW as possible.&lt;br /&gt;
&lt;br /&gt;
Within Pathbuilder2e: Focus your attention to the bar on the left side of the page. There should be Ancestry, Background, and Class listed at the top. Work from the very top downwards, selecting what features you want to take. If you want to read more about a specific option you can click the &amp;quot;PRD&amp;quot; button at the bottom whenever you have an option selected to read the relevant Archives of Nethys page. Continue filling out the steps until you reach the end of the Level 1 section. These choices you&#039;ve made are all the features you&#039;ll be importing into the FoundryVTT.&lt;br /&gt;
&lt;br /&gt;
==Ancestry, Background, and Class restrictions==&lt;br /&gt;
For any rare ABCs, please refer to the [[Rare Options Guide]] for a guideline on what things need to be met for it to be considered for approval.&lt;br /&gt;
&lt;br /&gt;
===Ancestry===&lt;br /&gt;
Making a character with an ancestry that has the common tag, like humans and dwarves, can be done at any time with no requirements. Ancestries (and Heritages) with the Uncommon tag require you to write a backstory for the character, explaining where they originate from and how they got to the town of [[Onadbyr]]. The backstory should be at least a paragraph but no longer than a page or two. Taking an Ancestry or Heritage with the Rare tag requires approval by the majority of storytellers and would require you to open a [[Ticket]] to request it. In addition, only a limited number of Rare Ancestries and Heritages have been unlocked. To see the unlocked options, go to the [[Rare Options Guide]]. You should work with the Storyteller associated with the unlock to have a thorough backstory and a good reason for choosing that Ancestry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Ancestries that get &#039;&#039;&#039;Additional languages equal to your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039; instead receive &#039;&#039;&#039;Additional languages equal to 1 + your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039;&lt;br /&gt;
* This currently affects Kitsune, Poppets, and Fleshwarps.&lt;br /&gt;
&lt;br /&gt;
====Lineage====&lt;br /&gt;
Certain Versatile Heritages have access to [https://2e.aonprd.com/Traits.aspx?ID=641 Lineage feats], which are a type of Ancestry feat that indicate a character descending from or influenced by a particular plane or type of creature.&lt;br /&gt;
&lt;br /&gt;
At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past your character&#039;s 3rd level, per our [[#Changes to Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Any Background with the Common or Uncommon tag can be used with no requirements. Backgrounds with the Rare tag cost [[Karma]] and require [[Firekeeper]] approval through a [[Ticket]]. Keep in mind to pick a background that meshes well with the setting. In addition, Rare background require the spending of 4 [[Karma]] to us, as they require extra story telling by the [[GM|GMs]].&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
Any Class, with the exception of Exemplar, can be used with no requirements. At higher levels you will have the opportunity to take Dedication feats, which is Pathfinder 2e&#039;s way of multiclassing. Some of these dedication feats may be locked. Refer to the [[Available Dedications]] if you&#039;re planning on a specific one ahead of time.&lt;br /&gt;
&lt;br /&gt;
===Spells, Items, and other things with Rarity===&lt;br /&gt;
*Spells of Common rarity can be taken without approval. Spells of Uncommon tag require firekeeper approval and an in-character reason to be taken.&lt;br /&gt;
*Any items level 0-1 that your character is capable of using or wielding can be bought with 15gp of your starting wealth, including Uncommon/Rare items and Common items not available in the [[Shops]]. However, these items cannot be turned into formulas. The remaining 60gp of starting wealth must be used within the city, whether through the [[Shops]] or commissioning an [[Associates|Associate]].&lt;br /&gt;
*For anything not explicitly mentioned use the following rule of thumb: Common can be taken, Uncommon requires [[Firekeeper]] approval, Rare requires unanimous [[Storyteller]] approval.&lt;br /&gt;
&lt;br /&gt;
==Getting it Approved==&lt;br /&gt;
If you&#039;re a new player creating your first character or a veteran on your 5th Kelek resident, you&#039;ll need to get the character approved before you&#039;re able to start importing it into the FoundryVTT server. To do so, open a Firekeeper [[Ticket]] in the Discord server and explain your character concept, a [[Firekeeper]] or [[Storyteller]] will look over it and ask any follow-up questions. If you aren&#039;t taking anything restricted this process will be very quick, so if you&#039;re eager to get playing - maybe don&#039;t socket in 4 different rare features. Once that&#039;s all well and good you&#039;ll be given a new character sheet in the FoundryVTT.&lt;br /&gt;
&lt;br /&gt;
===Character Portrait and Token===&lt;br /&gt;
Once you have a character sheet, you should upload a portrait and token for your character to your [[Ticket]]. Your portrait should be in .png or .webp file format, and should be formatted as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[CharacterName]_portrait&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (e.g., SereneLeyvald_portrait). To create a token, there are several online tools, the most popular being [https://rolladvantage.com/tokenstamp/| Token Stamp 2]. You can also edit it yourself. Tokens should be in .webp file format to reduce loading times on the server. Tokens should be formatted as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[CharacterName_token]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (e.g., SereneLeyvald_token).&lt;br /&gt;
&lt;br /&gt;
==Importing it into FoundryVTT==&lt;br /&gt;
Open the [[FoundryVTT]] and log into your account. You should find a new character sheet in the New Residents folder of the Actors tab. There are a couple ways to import your Pathfinder 2e character into FoundryVTT. Regardless of which option you pick, always be sure to check everything is correct. If you want a second set of eyes, a [[Firekeeper]] will always be happy to look over it for you.&lt;br /&gt;
&lt;br /&gt;
===Importing from Pathbuilder2e using Pathmuncher===&lt;br /&gt;
Importing directly from Pathbuilder2e is now possible thanks to [https://foundryvtt.com/packages/pathmuncher| Pathmuncher]. However, only GMs have access to this functionality. To have your character be imported from Pathbuilder, you will need to provide the JSON ID for your character. This can be found in Pathmuncher by opening the upper left menu and clicking &#039;Export JSON&#039;. A six-digit code (the JSON ID) will be shown on the screen. Open a [[Ticket]] (or go to the ticket that&#039;s already open for your character approval) and paste that code, and a GM will get your character imported.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Once your character is imported in this way, you will still have to double-check that all of your character choices are correct.&lt;br /&gt;
&lt;br /&gt;
===Importing Manually===&lt;br /&gt;
If you didn&#039;t use Pathbuilder2e or want to go through the process manually you can import features piecemeal by clicking the various buttons inside your character sheet. Clicking on an option will open the compendium; to add your selection to your sheet, drag and drop it from the compendium to the spot on your sheet. When importing manually, the sheet will automatically &#039;pull&#039; content from the compendiums into your sheet for you. If you make a mistake, or just want to replace a selection, you can delete the selection and repeat the process, or navigate to the Compendiums tab of Foundry and drag and drop the selection to its specific location on the character sheet. To look through all of the variety of options, navigate to the Compendiums tab of Foundry and look for the proper category.&lt;br /&gt;
&lt;br /&gt;
==Final Approval==&lt;br /&gt;
Once you have verified that your character sheet is how you&#039;d like it, open a [[Ticket]] (or go to the ticket that&#039;s already open for your character approval) and let the Firekeepers know. One of them will go over your sheet and make sure everything is OK. There may be some adjustments that are needed, and once all of them are taken care of, the character will be approved.&lt;br /&gt;
&lt;br /&gt;
==You&#039;re all Set!==&lt;br /&gt;
With your character created and approved you&#039;re ready to start playing in Expeditions. When you join an [[Expeditions|Expedition]], one be sure to inform the [[GM]] that it&#039;s your first one so they can move your character sheet to the proper folder.&lt;br /&gt;
&lt;br /&gt;
===Changes to Characters===&lt;br /&gt;
At any point during a character&#039;s first 3 levels you can make changes to any part of your character by opening a [[Ticket]]. At [[Firekeeper]] discretion, these changes require no [[Downtime]] cost.&lt;br /&gt;
&lt;br /&gt;
Past this point, changes can be done using the [[Downtime#Retrain|Retrain]] Downtime activity.&lt;br /&gt;
&lt;br /&gt;
== Creating a Wiki Page ==&lt;br /&gt;
While not required, it is highly recommended that you create a wiki page for your character. This can contain basic information about the character as well as their portrait. It also gets you a [[Karma]] for putting in the effort.&lt;br /&gt;
&lt;br /&gt;
To create the wiki page, use the search bar in the upper right-hand corner of the wiki to search for your character&#039;s name, spelled as you would like the name to be in the title of the article. You will get a message that says &amp;quot;Create the page &amp;quot;(name)&amp;quot; on this wiki!&amp;quot; Click on the name, and it will bring you to the create an article page.&lt;br /&gt;
&lt;br /&gt;
For ease of use, character wiki pages have their own [[Template:Infobox_Associate|Infobox]]. Copy and paste it into the body of the article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Infobox Associate&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| name                 = &amp;lt;br&amp;gt;&lt;br /&gt;
| image                = &amp;lt;nowiki&amp;gt;[[File:FILENAME|300px|frameless|center]]&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| class                = &amp;lt;br&amp;gt;&lt;br /&gt;
| occupation           = &amp;lt;br&amp;gt;&lt;br /&gt;
| tier_of_play         = &amp;lt;br&amp;gt;&lt;br /&gt;
| adopting_storyteller = &amp;lt;br&amp;gt;&lt;br /&gt;
| ancestry             = &amp;lt;br&amp;gt;&lt;br /&gt;
| heritage             = &amp;lt;br&amp;gt;&lt;br /&gt;
| aliases              = &amp;lt;br&amp;gt;&lt;br /&gt;
| pronouns             = &amp;lt;br&amp;gt;&lt;br /&gt;
| age                  = &amp;lt;br&amp;gt;&lt;br /&gt;
| height               = &amp;lt;br&amp;gt;&lt;br /&gt;
| partner              = &amp;lt;br&amp;gt;&lt;br /&gt;
| relatives            = &amp;lt;br&amp;gt;&lt;br /&gt;
| status               = &amp;lt;br&amp;gt;&lt;br /&gt;
| player               = &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;(CHARACTER NAME HERE) is an [[Associates|Associate]] of [[the Round Table]] … (MORE INFO WHATEVER YOU WANT)&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Name, Class, Tier of Play, Pronouns,&#039;&#039;&#039; and &#039;&#039;&#039;Player&#039;&#039;&#039; fields are required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status&#039;&#039;&#039; refers to whether your character is alive, dead, or something else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adopting Storyteller&#039;&#039;&#039; refers to which (if any) [[GM]] or [[Storyteller]] has taken on your character&#039;s personal story. It is not common.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Character Portrait ===&lt;br /&gt;
To add an image, click the &#039;Images and Media&#039; icon at the top of the text editor. Click the &#039;Upload&#039; button at the bottom left. Select a file from your computer, then click &#039;This is my own work&#039;. You will be required to give the image a name and description. Click &#039;Save&#039;. The Caption and Alternative Text are not required. Set the Size to &#039;300px&#039;, Align to &#039;Center&#039;, and Format to &#039;Frameless&#039;. Click &#039;Insert&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Linking to the Character Page ===&lt;br /&gt;
Once posted, add the link to this character to the [[Associates]] page under their class, and to the [[Onadbyr#Residents_of_Onadbyr|Residents of Onadbyr section of the Onadbyr page]]. Then post the link to the page in the [[Discord]] to receive a [[Karma]] for your work!&lt;br /&gt;
&lt;br /&gt;
== Second Characters and Beyond ==&lt;br /&gt;
When you get enough [[Karma]] you can purchase an additional character slot using the /shop command in the #bot-stuff channel in the [[Discord]]. The approval process is then same for your first character.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=New_Player_Pipeline&amp;diff=7010</id>
		<title>New Player Pipeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=New_Player_Pipeline&amp;diff=7010"/>
		<updated>2026-04-19T23:28:51Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a potential new player joins the [[Discord]] server, there are a few steps they must complete before they can participate in sessions.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Character Concept &amp;amp; Opening Ticket ==&lt;br /&gt;
Before starting the process, the player should have a general idea for a character in mind. They can read the [[Creating a Character]] page for guidelines specific to Kelek. Once that is done, they should go to the #open-a-ticket channel and open an &amp;quot;Interviewer&amp;quot; ticket. A ticket is a channel that opens at the top of the Discord server which includes all Interviewers/[[Firekeeper|Firekeepers]]/[[Storyteller|Storytellers]] (depending on the ticket type), and the individual who opened the ticket.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Interview ==&lt;br /&gt;
Using the ticket, the player schedules an interview with an Interviewer. The interview is used to get a feel for how the player would fit in in the server, as well as identify any potential red flags. The interview itself should take about 15 minutes, but it&#039;s recommended to leave time for questions on the server or the world.&lt;br /&gt;
&lt;br /&gt;
If the Interviewer determines that the player would be a good fit, the Interviewer approves the player.&lt;br /&gt;
&lt;br /&gt;
== Step 3: Player Set Up ==&lt;br /&gt;
Once a player is approved, a Storyteller must:&lt;br /&gt;
* Give them the Resident role&lt;br /&gt;
* Remove the Recruit role&lt;br /&gt;
* Create a Foundry login for the player&lt;br /&gt;
** Username = Discord username (NOT nickname)&lt;br /&gt;
** Randomly generate a password and send it to the player in DMs&lt;br /&gt;
** Note: Passwords can be changed using the [[Explaining_the_FoundryVTT_Server#Changing_your_Password|Update your Password]] module, but Storytellers will still be able to view it.&lt;br /&gt;
* [[Character_Approval_Checklist#Creating_a_Sheet_for_a_New_PC|Create a blank character sheet]].&lt;br /&gt;
** Note: Ask if the player will need a sheet for a Familiar, Animal Companion, or Eidolon.&lt;br /&gt;
&lt;br /&gt;
== Step 4: Character Approval ==&lt;br /&gt;
The player creates a character in the Foundry or has them imported from Pathbuilder using the steps outlined in [[Creating a Character]].&lt;br /&gt;
&lt;br /&gt;
A [[Firekeeper]] will review the character sheet ([[Character_Approval_Checklist|using this checklist]]) and make sure that everything is in order. If approvals are necessary (such as for Uncommon or Rare options), they will be handled in that ticket as well.&lt;br /&gt;
&lt;br /&gt;
Once the character is fully approved, a [[GM]] will move the character sheet (and any minion sheets) to the Residents folder, and the ticket can be closed.&lt;br /&gt;
&lt;br /&gt;
The player and character are now ready to sign up for their first [[Expeditions|expedition]]!&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=User:Dagwoodech&amp;diff=7009</id>
		<title>User:Dagwoodech</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=User:Dagwoodech&amp;diff=7009"/>
		<updated>2026-04-19T22:48:43Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dag (they/them) has been a [[Storyteller]] since before [[World introduction|Kelek]] began. They can be reached through [[Discord]] with the username dagwoodech. They tend to run more combat-heavy sessions, with less of a focus on exploration, but they also like to run [[Component Collection 4|stupid sessions about dragons who hate shiny things]].&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
*[[Serene Leyvald]]&lt;br /&gt;
*[[Kit Calloway]] (retired)&lt;br /&gt;
*[[Orion Argyros]]&lt;br /&gt;
*[[Chrysanthemum Lavandula Orchidaceae Delphinium Helianthus]]&lt;br /&gt;
*[[Boophis Bright-Eyed]]&lt;br /&gt;
*[[Carrion]]&lt;br /&gt;
*[[Peaches]]&lt;br /&gt;
*[[Sanguine]]&lt;br /&gt;
*[[Crows]]&lt;br /&gt;
*[[Husk]]&lt;br /&gt;
&lt;br /&gt;
== Adopted Characters ==&lt;br /&gt;
*[[Damian Brooks]] (retired)&lt;br /&gt;
*[[Zeal]]&lt;br /&gt;
*[[Nho]] (retired)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
*[[Nashi&#039;a Myr]], Councilwoman of Defense&lt;br /&gt;
*[[Isabella de la Lune]], Onadbyr Apothecary potionmaker.&lt;br /&gt;
*[[Wes Everflower]], Onadbyr Apothecary shopkeeper.&lt;br /&gt;
*[[Parmi]] the Nyktera.&lt;br /&gt;
*[[Wrigley the All-Powerful]] the Crystal Dragon&lt;br /&gt;
*[[The Lady]], necromancer of the Graveyard (deceased).&lt;br /&gt;
*[[The Knight]], knight of the Graveyard (deceased).&lt;br /&gt;
*[[Gronky]], a hero of legend (deceased?).&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
*[[Lancaster]], AKA the Blighted City&lt;br /&gt;
*[[Parmi&#039;s Cave]]&lt;br /&gt;
*[[Cavern of the Vast Hoard]]&lt;br /&gt;
*[[Mycelial Mines]]&lt;br /&gt;
*[[The Glass Desert]]&lt;br /&gt;
&lt;br /&gt;
== Arcs ==&lt;br /&gt;
*The Blighted City (ongoing)&lt;br /&gt;
** Further Investigations (ended)&lt;br /&gt;
*The Graveknight Saga (ended)&lt;br /&gt;
*Mutant Hunt (ended)&lt;br /&gt;
*Component Collections (on hiatus)&lt;br /&gt;
*The Hags and the Shard of Groetus (ended)&lt;br /&gt;
*Death (ongoing)&lt;br /&gt;
*Fleshwarp Unlock (pending)&lt;br /&gt;
*Starlit Sentinel Unlock (ended)&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Creating_a_Character&amp;diff=7008</id>
		<title>Creating a Character</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Creating_a_Character&amp;diff=7008"/>
		<updated>2026-04-19T22:45:48Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All new characters start at level 3 with 15gp to use on any level 0-1 equipment and 60gp to use within Onadbyr.&lt;br /&gt;
&lt;br /&gt;
==Planning out your character idea==&lt;br /&gt;
The first step to making a character is finding an idea that interests you. Doing so makes it much easier to pick your Ancestry, Background, and Class (ABCs). Are you a smooth-talking duelist? Swashbuckler or Rogue might be a good choice. Do you come from a swamp commune that worships a froghemoth? Maybe the tripkee ancestry would interest you. When you&#039;re choosing a character idea make sure to also think about how they interact with other player characters, the town of [[Onadbyr]], and the world as a whole. You can find a brief overview of the setting in the [[World introduction]].&lt;br /&gt;
&lt;br /&gt;
If you want to introduce new locations, concepts, religions, communities, or anything else to the world you can discuss your backstory with a [[Storyteller]] to see where it can fit into the world. Your backstory might have hooks that other players or [[GM|GMs]] take interest in!&lt;br /&gt;
&lt;br /&gt;
===Free Archetype Variant Rule===&lt;br /&gt;
Characters are made using the [https://2e.aonprd.com/Rules.aspx?ID=1333 Free Archetype Variant Rule]. This rule comes into play beginning at level 2. The Free Archetype allows for greater variation in character creation and allows you to better fulfill your class fantasy.&lt;br /&gt;
&lt;br /&gt;
We understand some archetypes may not be available directly at level 2. Exceptions can be made to rules in these cases. Please open a [[Ticket]] to discuss if this is something that impacts your character.&lt;br /&gt;
&lt;br /&gt;
==Filling out the ABCs in Pathbuilder 2e==&lt;br /&gt;
If you&#039;re new to FoundryVTT, Pathfinder 2e, or tabletop RPGs in general it would be best to have a guiding hand through Pathfinder 2e character creation. [https://pathbuilder2e.com/ Pathbuilder2e] is an excellent web application that makes creating a pathfinder 2e character simple. If you feel confident with Pathfinder 2e and want to go straight to importing things into the FoundryVTT, you can skip ahead to the next section. Some other useful resources to look at include * [https://2e.aonprd.com/ Archives of Nethys]; the standard pathfinder 2e wiki or a good old fashioned hardcopy or PDF of the Advanced Players Guide and other supplements you can reference those. The west marches tries to stick as close to RAW as possible.&lt;br /&gt;
&lt;br /&gt;
Within Pathbuilder2e: Focus your attention to the bar on the left side of the page. There should be Ancestry, Background, and Class listed at the top. Work from the very top downwards, selecting what features you want to take. If you want to read more about a specific option you can click the &amp;quot;PRD&amp;quot; button at the bottom whenever you have an option selected to read the relevant Archives of Nethys page. Continue filling out the steps until you reach the end of the Level 1 section. These choices you&#039;ve made are all the features you&#039;ll be importing into the FoundryVTT.&lt;br /&gt;
&lt;br /&gt;
==Ancestry, Background, and Class restrictions==&lt;br /&gt;
For any rare ABCs, please refer to the [[Rare Options Guide]] for a guideline on what things need to be met for it to be considered for approval.&lt;br /&gt;
&lt;br /&gt;
===Ancestry===&lt;br /&gt;
Making a character with an ancestry that has the common tag, like humans and dwarves, can be done at any time with no requirements. Ancestries (and Heritages) with the Uncommon tag require you to write a backstory for the character, explaining where they originate from and how they got to the town of [[Onadbyr]]. The backstory should be at least a paragraph but no longer than a page or two. Taking an Ancestry or Heritage with the Rare tag requires approval by the majority of storytellers and would require you to open a [[Ticket]] to request it. In addition, only a limited number of Rare Ancestries and Heritages have been unlocked. To see the unlocked options, go to the [[Rare Options Guide]]. You should work with the Storyteller associated with the unlock to have a thorough backstory and a good reason for choosing that Ancestry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Ancestries that get &#039;&#039;&#039;Additional languages equal to your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039; instead receive &#039;&#039;&#039;Additional languages equal to 1 + your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039;&lt;br /&gt;
* This currently affects Kitsune, Poppets, and Fleshwarps.&lt;br /&gt;
&lt;br /&gt;
====Lineage====&lt;br /&gt;
Certain Versatile Heritages have access to [https://2e.aonprd.com/Traits.aspx?ID=641 Lineage feats], which are a type of Ancestry feat that indicate a character descending from or influenced by a particular plane or type of creature.&lt;br /&gt;
&lt;br /&gt;
At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past your character&#039;s 3rd level, per our [[#Changes to Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Any Background with the Common or Uncommon tag can be used with no requirements. Backgrounds with the Rare tag cost [[Karma]] and require [[Firekeeper]] approval through a [[Ticket]]. Keep in mind to pick a background that meshes well with the setting. In addition, Rare background require the spending of 4 [[Karma]] to us, as they require extra story telling by the [[GM|GMs]].&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
Any Class, with the exception of Exemplar, can be used with no requirements. At higher levels you will have the opportunity to take Dedication feats, which is Pathfinder 2e&#039;s way of multiclassing. Some of these dedication feats may be locked. Refer to the [[Available Dedications]] if you&#039;re planning on a specific one ahead of time.&lt;br /&gt;
&lt;br /&gt;
===Spells, Items, and other things with Rarity===&lt;br /&gt;
*Spells of Common rarity can be taken without approval. Spells of Uncommon tag require firekeeper approval and an in-character reason to be taken.&lt;br /&gt;
*Any items your character is capable of using or wielding can be bought with your 15gp starting wealth, including Uncommon/Rare items and Common items not available in the [[Shops]]. However, these items cannot be turned into formulas.&lt;br /&gt;
*For anything not explicitly mentioned use the following rule of thumb: Common can be taken, Uncommon requires [[Firekeeper]] approval, Rare requires unanimous [[Storyteller]] approval.&lt;br /&gt;
&lt;br /&gt;
==Getting it Approved==&lt;br /&gt;
If you&#039;re a new player creating your first character or a veteran on your 5th Kelek resident, you&#039;ll need to get the character approved before you&#039;re able to start importing it into the FoundryVTT server. To do so, open a Firekeeper [[Ticket]] in the Discord server and explain your character concept, a [[Firekeeper]] or [[Storyteller]] will look over it and ask any follow-up questions. If you aren&#039;t taking anything restricted this process will be very quick, so if you&#039;re eager to get playing - maybe don&#039;t socket in 4 different rare features. Once that&#039;s all well and good you&#039;ll be given a new character sheet in the FoundryVTT.&lt;br /&gt;
&lt;br /&gt;
===Character Portrait and Token===&lt;br /&gt;
Once you have a character sheet, you should upload a portrait and token for your character to your [[Ticket]]. Your portrait should be in .png or .webp file format, and should be formatted as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[CharacterName]_portrait&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (e.g., SereneLeyvald_portrait). To create a token, there are several online tools, the most popular being [https://rolladvantage.com/tokenstamp/| Token Stamp 2]. You can also edit it yourself. Tokens should be in .webp file format to reduce loading times on the server. Tokens should be formatted as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[CharacterName_token]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (e.g., SereneLeyvald_token).&lt;br /&gt;
&lt;br /&gt;
==Importing it into FoundryVTT==&lt;br /&gt;
Open the [[FoundryVTT]] and log into your account. You should find a new character sheet in the New Residents folder of the Actors tab. There are a couple ways to import your Pathfinder 2e character into FoundryVTT. Regardless of which option you pick, always be sure to check everything is correct. If you want a second set of eyes, a [[Firekeeper]] will always be happy to look over it for you.&lt;br /&gt;
&lt;br /&gt;
===Importing from Pathbuilder2e using Pathmuncher===&lt;br /&gt;
Importing directly from Pathbuilder2e is now possible thanks to [https://foundryvtt.com/packages/pathmuncher| Pathmuncher]. However, only GMs have access to this functionality. To have your character be imported from Pathbuilder, you will need to provide the JSON ID for your character. This can be found in Pathmuncher by opening the upper left menu and clicking &#039;Export JSON&#039;. A six-digit code (the JSON ID) will be shown on the screen. Open a [[Ticket]] (or go to the ticket that&#039;s already open for your character approval) and paste that code, and a GM will get your character imported.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Once your character is imported in this way, you will still have to double-check that all of your character choices are correct.&lt;br /&gt;
&lt;br /&gt;
===Importing Manually===&lt;br /&gt;
If you didn&#039;t use Pathbuilder2e or want to go through the process manually you can import features piecemeal by clicking the various buttons inside your character sheet. Clicking on an option will open the compendium; to add your selection to your sheet, drag and drop it from the compendium to the spot on your sheet. When importing manually, the sheet will automatically &#039;pull&#039; content from the compendiums into your sheet for you. If you make a mistake, or just want to replace a selection, you can delete the selection and repeat the process, or navigate to the Compendiums tab of Foundry and drag and drop the selection to its specific location on the character sheet. To look through all of the variety of options, navigate to the Compendiums tab of Foundry and look for the proper category.&lt;br /&gt;
&lt;br /&gt;
==Final Approval==&lt;br /&gt;
Once you have verified that your character sheet is how you&#039;d like it, open a [[Ticket]] (or go to the ticket that&#039;s already open for your character approval) and let the Firekeepers know. One of them will go over your sheet and make sure everything is OK. There may be some adjustments that are needed, and once all of them are taken care of, the character will be approved.&lt;br /&gt;
&lt;br /&gt;
==You&#039;re all Set!==&lt;br /&gt;
With your character created and approved you&#039;re ready to start playing in Expeditions. When you join an [[Expeditions|Expedition]], one be sure to inform the [[GM]] that it&#039;s your first one so they can move your character sheet to the proper folder.&lt;br /&gt;
&lt;br /&gt;
===Changes to Characters===&lt;br /&gt;
At any point during a character&#039;s first 3 levels you can make changes to any part of your character by opening a [[Ticket]]. At [[Firekeeper]] discretion, these changes require no [[Downtime]] cost.&lt;br /&gt;
&lt;br /&gt;
Past this point, changes can be done using the [[Downtime#Retrain|Retrain]] Downtime activity.&lt;br /&gt;
&lt;br /&gt;
== Creating a Wiki Page ==&lt;br /&gt;
While not required, it is highly recommended that you create a wiki page for your character. This can contain basic information about the character as well as their portrait. It also gets you a [[Karma]] for putting in the effort.&lt;br /&gt;
&lt;br /&gt;
To create the wiki page, use the search bar in the upper right-hand corner of the wiki to search for your character&#039;s name, spelled as you would like the name to be in the title of the article. You will get a message that says &amp;quot;Create the page &amp;quot;(name)&amp;quot; on this wiki!&amp;quot; Click on the name, and it will bring you to the create an article page.&lt;br /&gt;
&lt;br /&gt;
For ease of use, character wiki pages have their own [[Template:Infobox_Associate|Infobox]]. Copy and paste it into the body of the article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Infobox Associate&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| name                 = &amp;lt;br&amp;gt;&lt;br /&gt;
| image                = &amp;lt;nowiki&amp;gt;[[File:FILENAME|300px|frameless|center]]&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| class                = &amp;lt;br&amp;gt;&lt;br /&gt;
| occupation           = &amp;lt;br&amp;gt;&lt;br /&gt;
| tier_of_play         = &amp;lt;br&amp;gt;&lt;br /&gt;
| adopting_storyteller = &amp;lt;br&amp;gt;&lt;br /&gt;
| ancestry             = &amp;lt;br&amp;gt;&lt;br /&gt;
| heritage             = &amp;lt;br&amp;gt;&lt;br /&gt;
| aliases              = &amp;lt;br&amp;gt;&lt;br /&gt;
| pronouns             = &amp;lt;br&amp;gt;&lt;br /&gt;
| age                  = &amp;lt;br&amp;gt;&lt;br /&gt;
| height               = &amp;lt;br&amp;gt;&lt;br /&gt;
| partner              = &amp;lt;br&amp;gt;&lt;br /&gt;
| relatives            = &amp;lt;br&amp;gt;&lt;br /&gt;
| status               = &amp;lt;br&amp;gt;&lt;br /&gt;
| player               = &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;(CHARACTER NAME HERE) is an [[Associates|Associate]] of [[the Round Table]] … (MORE INFO WHATEVER YOU WANT)&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Name, Class, Tier of Play, Pronouns,&#039;&#039;&#039; and &#039;&#039;&#039;Player&#039;&#039;&#039; fields are required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status&#039;&#039;&#039; refers to whether your character is alive, dead, or something else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adopting Storyteller&#039;&#039;&#039; refers to which (if any) [[GM]] or [[Storyteller]] has taken on your character&#039;s personal story. It is not common.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Character Portrait ===&lt;br /&gt;
To add an image, click the &#039;Images and Media&#039; icon at the top of the text editor. Click the &#039;Upload&#039; button at the bottom left. Select a file from your computer, then click &#039;This is my own work&#039;. You will be required to give the image a name and description. Click &#039;Save&#039;. The Caption and Alternative Text are not required. Set the Size to &#039;300px&#039;, Align to &#039;Center&#039;, and Format to &#039;Frameless&#039;. Click &#039;Insert&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Linking to the Character Page ===&lt;br /&gt;
Once posted, add the link to this character to the [[Associates]] page under their class, and to the [[Onadbyr#Residents_of_Onadbyr|Residents of Onadbyr section of the Onadbyr page]]. Then post the link to the page in the [[Discord]] to receive a [[Karma]] for your work!&lt;br /&gt;
&lt;br /&gt;
== Second Characters and Beyond ==&lt;br /&gt;
When you get enough [[Karma]] you can purchase an additional character slot using the /shop command in the #bot-stuff channel in the [[Discord]]. The approval process is then same for your first character.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Crows&amp;diff=7007</id>
		<title>Crows</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Crows&amp;diff=7007"/>
		<updated>2026-04-19T22:36:50Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Crows&lt;br /&gt;
| image = &lt;br /&gt;
[[File:Crows portrait.png|300px|frameless|center]]&lt;br /&gt;
| class = Witch (Devourer of Decay)&lt;br /&gt;
| occupation = Wilderness Guide&lt;br /&gt;
| tier_of_play = Expert&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Elf&lt;br /&gt;
| heritage = Ardande&lt;br /&gt;
| aliases = The Creature&lt;br /&gt;
| pronouns = He/They/It&lt;br /&gt;
| age = ?&lt;br /&gt;
| height = 6&#039;1&amp;quot; (6&#039;7&amp;quot; with the horns), add 6&amp;quot; if they stand up straight&lt;br /&gt;
| partner = None&lt;br /&gt;
| relatives = Serenity (Familiar)&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = [[User:dagwoodech|Dag]]&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox Associate&lt;br /&gt;
| name = Serenity&lt;br /&gt;
| image = &lt;br /&gt;
[[File:Serenity portrait.png|300px|frameless|center]]&lt;br /&gt;
| ancestry = Firefly (but not really)&lt;br /&gt;
| pronouns = She/Her&lt;br /&gt;
| height = 6&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
Crows is an [[Associates|Associate]] of [[the Round Table]] who wandered into town one day during their travels. He never seems to be in any type of hurry, and seems to follow the motto that &amp;quot;all things must die.&amp;quot; Accompanying it is a large firefly named Serenity that looks like it might just crumble to dust at any moment. While Crows is just about the most tolerant person around, Serenity is quite opinionated, making it known any time she disagrees with Crows. Or anyone else, for that matter. She always has the Speech familiar ability. Crows carries around a lantern of fireflies, none of which are magical, but just serve to light the way. He is also often seen leaving an ethereal, ephemeral trail behind him that marks his path.&lt;br /&gt;
&lt;br /&gt;
With the Devourer of Decay as his patron, Crows focuses his efforts on preserving the natural cycles of life and death, seeing death as the natural and welcome end to all things. Once dead, his soul would not consent to returning to its body, and they aren&#039;t inclined to help anyone complete that process for another, either. While Serenity makes it well known that undeath is unnatural, Crows sees it more his duty to shepherd those who have pursued it onto the next life. Though, as with all things, he feels no real urgency to do so.&lt;br /&gt;
&lt;br /&gt;
As a primal caster, Crows prefers to buff, debuff, and heal, rather than deal the killing blow. It is uncommon to see them do damage at all, in fact. That said, don&#039;t expect any Hasting to go on. What are you in such a hurry for, anyways?&lt;br /&gt;
&lt;br /&gt;
==Mission History==&lt;br /&gt;
Spring 229&lt;br /&gt;
* [[Fly Me To The Moon (Part 1)]]&lt;br /&gt;
* [[An Explosive Arrival]]&lt;br /&gt;
* [[Fly Me To The Moon (Part 2)]]&lt;br /&gt;
* [[Fly Me To The Moon (Part 3)]]&lt;br /&gt;
&lt;br /&gt;
Summer 229&lt;br /&gt;
* [[Party at Budington Manor]]&lt;br /&gt;
&lt;br /&gt;
Autumn 229&lt;br /&gt;
* [[To Greener Pastures]]&lt;br /&gt;
&lt;br /&gt;
Winter 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 230&lt;br /&gt;
* [[Prince of Darkness]]&lt;br /&gt;
&lt;br /&gt;
Summer 230&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 230&lt;br /&gt;
* [[Worth Its Weight]]&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Sanguine&amp;diff=7006</id>
		<title>Sanguine</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Sanguine&amp;diff=7006"/>
		<updated>2026-04-19T22:36:28Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Sanguine&lt;br /&gt;
| image = &lt;br /&gt;
[[File:SanguineSignifier portrait-removebg-preview.png|frameless|center]]&lt;br /&gt;
[[File:Sanguine portrait.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Summoner (Demon)&lt;br /&gt;
| occupation = Vicarius of the Order of the Gate, Warden of Desperate Hope&lt;br /&gt;
| tier_of_play = Master&lt;br /&gt;
| adopting_storyteller = Open&lt;br /&gt;
| ancestry = Human&lt;br /&gt;
| heritage = Versatile&lt;br /&gt;
| pronouns = She/Her&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 5&#039;8&amp;quot;&lt;br /&gt;
| partner = [[Anima]]?&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = [[User:Dagwoodech|Dag]]&lt;br /&gt;
}}&lt;br /&gt;
Sanguine is the Vicarius of the [[Hellknights|Hellknight]] [[Order of the Gate]] and an [[Associates|Associate]] of [[the Round Table]]. She has an unhealthy fascination with devils of all kinds, and follows the Archdevil Barbatos. Her summoned eidolon is a weakened Marilith named Valena, who appears to have been tricked into a contract with Sanguine. Currently known stipulations of the contract include that Valena is not permitted to take any action that Sanguine does not will, and if Sanguine is killed the contract ends, and Valena returns to her full power.&lt;br /&gt;
&lt;br /&gt;
After the events of [[God&#039;s Willing, God-Fearing]], Sanguine received a Moderate Boon from Barbatos. Sanguine became a Hellknight Vicarius after defeating a Barbazu in [[The More the Hellknight-ier?]].&lt;br /&gt;
{{Infobox Associate&lt;br /&gt;
| name = Valena&lt;br /&gt;
| image = &lt;br /&gt;
[[File:Valena portrait.jpg|300px|frameless|center]]&lt;br /&gt;
| ancestry = Marilith&lt;br /&gt;
| pronouns = She/Her&lt;br /&gt;
| height = 7&#039;6&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mission History==&lt;br /&gt;
Winter 226&lt;br /&gt;
* [[Kicking the Dog]]&lt;br /&gt;
* [[Rodents Run Rampant]]&lt;br /&gt;
&lt;br /&gt;
Spring 227&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 227&lt;br /&gt;
* [[Eyes Upon Blight]]&lt;br /&gt;
&lt;br /&gt;
Autumn 227&lt;br /&gt;
* [[The Dig Site (Creature Culling 2)]]&lt;br /&gt;
&lt;br /&gt;
Winter 227&lt;br /&gt;
* [[God&#039;s Willing, God-Fearing]]/So It Is Written, So It Shall Be Done&lt;br /&gt;
&lt;br /&gt;
Spring 228&lt;br /&gt;
* [[Field Trip]]&lt;br /&gt;
&lt;br /&gt;
Summer 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 228&lt;br /&gt;
* [[A Lukewarm Reception]]&lt;br /&gt;
* [[A Warm and Fuzzy Feeling]]&lt;br /&gt;
* [[Speed Dating at Desperate Hope 3]]&lt;br /&gt;
&lt;br /&gt;
Spring 229&lt;br /&gt;
* [[The Trail Goes Cold]]&lt;br /&gt;
* [[The More the Hellknight-ier?]]&lt;br /&gt;
&lt;br /&gt;
Summer 229&lt;br /&gt;
* [[A Hell of Knight]]&lt;br /&gt;
&lt;br /&gt;
Autumn 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 229&lt;br /&gt;
* [[He is Risen?]]&lt;br /&gt;
&lt;br /&gt;
Spring 230&lt;br /&gt;
* [[On the Prowl]]&lt;br /&gt;
&lt;br /&gt;
Summer 230&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 230&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Boophis_Bright-Eyed&amp;diff=7005</id>
		<title>Boophis Bright-Eyed</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Boophis_Bright-Eyed&amp;diff=7005"/>
		<updated>2026-04-19T22:28:53Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name                 = Boophis Bright-Eyed&lt;br /&gt;
| image                =  &lt;br /&gt;
[[File:Boophis portrait 2.jpg|300px|frameless|center]]&lt;br /&gt;
| class                = Wizard (Protean Form)&lt;br /&gt;
| tier_of_play         = Master&lt;br /&gt;
| adopting_storyteller = Open&lt;br /&gt;
| ancestry             = Human&lt;br /&gt;
| heritage             = Versatile&lt;br /&gt;
| pronouns             = He/Him&lt;br /&gt;
| age                  = 27&lt;br /&gt;
| height               = 5&#039;9&amp;quot;&lt;br /&gt;
| relatives            = [[Mantella Bright-Eyed]] (brother), [[Sahona Bright-Eyed]] (brother), [[Breeki Bright-Eyed]] (brother), [[Pomba Bright-Eyed]] (brother)&lt;br /&gt;
| status               = Alive&lt;br /&gt;
| player               = [[User:Dagwoodech|Dag]]&lt;br /&gt;
}}&lt;br /&gt;
Boophis is an [[Associates|Associate]] of [[the Round Table]] and the youngest of the Bright-Eyed quintuplets. He was a 2&#039; tall, stout Windweb Grippli with large yellow eyes and tough skin, but after his reincarnation he&#039;s now just a human. He has an insatiable thirst for knowledge.&lt;br /&gt;
&lt;br /&gt;
Boophis came to [[Onadbyr]] with his brothers in search of members of their scattered tribe.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Boophis is a wizard of the School of Protean Form who specializes in buffs, happy to sit back and let his teammates do the damage while providing support in his own way. His Medic dedication also allows him to serve as a healer in a pinch, and his Alchemist dedication gives him some extra versatility.&lt;br /&gt;
&lt;br /&gt;
== Mission History ==&lt;br /&gt;
Winter 223&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Survival Training]]&lt;br /&gt;
&lt;br /&gt;
Spring 224&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Summer 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Spa Spies]]&lt;br /&gt;
&lt;br /&gt;
Autumn 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Last Stand of the Forgotten Pirate]]&lt;br /&gt;
&lt;br /&gt;
Winter 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Are you Telling me Dr. Acula was a Vampire the Whole Time?!?]]&lt;br /&gt;
*[[An Unclean Kill]]&lt;br /&gt;
&lt;br /&gt;
Spring 225&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Summer 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Tricksters of the Summer&#039;s Night]]&lt;br /&gt;
&lt;br /&gt;
Autumn 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[The Weathered Slab]]&lt;br /&gt;
&lt;br /&gt;
Winter 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[The Primeval Slab]]&lt;br /&gt;
*[[Recall]]&lt;br /&gt;
*[[A Stench Least Foul]]&lt;br /&gt;
*[[An Early-Morning Hunt]]&lt;br /&gt;
&lt;br /&gt;
Spring 226&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Heroes Wanted: The Menagerie Mauler]] (death)&lt;br /&gt;
*[[A Puzzling Puzzle]]&lt;br /&gt;
*[[Making a Name for Yourself]]&lt;br /&gt;
*[[Return of the Slab]]&lt;br /&gt;
*[[Star Pit: Jumping the Shark]]&lt;br /&gt;
&lt;br /&gt;
Summer 226&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Cooking by the Book: Wild Dinosaur]]&lt;br /&gt;
*[[Karkalicious]]&lt;br /&gt;
&lt;br /&gt;
Autumn 226&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Clear Cut Rules]]&lt;br /&gt;
*[[Scary Monsters (And Super Creeps)]]&lt;br /&gt;
&lt;br /&gt;
Winter 226&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Bustin&#039;]]&lt;br /&gt;
* [[Beg to Differ]]&lt;br /&gt;
&lt;br /&gt;
Spring 227&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 227&lt;br /&gt;
* [[Asciariasis]]&lt;br /&gt;
&lt;br /&gt;
Winter 227&lt;br /&gt;
* [[The Monster Mash]]&lt;br /&gt;
&lt;br /&gt;
Spring 228&lt;br /&gt;
* [[We Hate Moondays]]&lt;br /&gt;
&lt;br /&gt;
Summer 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 229&lt;br /&gt;
* [[Foulest Fowl]]&lt;br /&gt;
&lt;br /&gt;
Spring 230&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 230&lt;br /&gt;
* [[It&#039;s a Trap!]]&lt;br /&gt;
&lt;br /&gt;
Autumn 230&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Main_Page&amp;diff=7004</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Main_Page&amp;diff=7004"/>
		<updated>2026-04-19T22:03:26Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Welcome to [[World introduction|Kelek]]!=&lt;br /&gt;
&lt;br /&gt;
Journey to the dangerous and wonderful world of [[World introduction|Kelek]], a land beset upon by an enigmatic curse that continuously brings civilization to its knees - be it climate catastrophe, undead apocalypse, magical blights or otherworldly invaders. It has been {{#expr:floor((({{CURRENTYEAR}}-2023)*36-9+{{CURRENTMONTH}}*3)/12)+40}} years since [[The Collapse]] and {{#expr:floor((({{CURRENTYEAR}}-2023)*36-9+{{CURRENTMONTH}}*3)/12)+7}} since the town of [[Onadbyr]] was reclaimed since its destruction in the last cycle. Here a large band of travelers, strangers, and survivors must stake their claim and secure the life and happiness of themselves, the town, and those they love. Who knows how long we&#039;ll still have it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLEASE READ:&#039;&#039;&#039; [[The Remaster|Updates to Kelek following the 8/1/24 and 11/15/23 remaster changes.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=First Steps=&lt;br /&gt;
As a new player it&#039;s a good idea to familiarize yourself with how things work and the steps you need to take before joining the townsfolk on expeditions.&lt;br /&gt;
&lt;br /&gt;
*Read the world introduction and take a peek around the various lore pages on the wiki. Kelek is a homebrew world that takes only loose inspiration from Pathfinder 2e&#039;s Golarion setting.&lt;br /&gt;
*Find out about [[Creating a Character]] and start thinking about what you would like to play. In Kelek we use the [https://2e.aonprd.com/Rules.aspx?ID=2762 Proficiency without Level (PWL)] and [https://2e.aonprd.com/Rules.aspx?ID=2751 Free Archetype] variant rules, but otherwise use standard Pathfinder 2e rules. This includes no 3rd-party content. [[Storyteller|Storytellers]], [[GM|GMs]], [[Firekeeper|Firekeepers]], and other players are always on hand to answer questions in our [[Discord]] server. Either ask in a channel or open a [[Ticket]].&lt;br /&gt;
*Players looking to engage with other townsfolk through text RP should make sure to read [[Text RP etiquette]].&lt;br /&gt;
*We use a [[Modules and their Uses|modified]] FoundryVTT instance as our virtual tabletop of choice. Once you have completed your interview you&#039;ll be granted an account. In the mean time you can familiarize yourself with Foundry through [[Explaining the FoundryVTT Server]] and the [[FoundryVTT Deep Dive]]. You can find the server at https://foundry.kelek.online/&lt;br /&gt;
&lt;br /&gt;
=New Player Orientation=&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [[New Player Pipeline]]&lt;br /&gt;
* [[Pathfinder 2 Resources]]&lt;br /&gt;
* [[Creating a Character]]&lt;br /&gt;
* [[Discord]]&lt;br /&gt;
* [[Expeditions]]&lt;br /&gt;
* [[Session Etiquette]]&lt;br /&gt;
* [[Text RP etiquette]]&lt;br /&gt;
* [[World introduction|Kelek]]&lt;br /&gt;
* [[The Collapse]]&lt;br /&gt;
* [[Onadbyr]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links&#039;&#039;&#039;&lt;br /&gt;
* [https://foundry.kelek.online/join Foundry]&lt;br /&gt;
* [https://discord.gg/6jBc2WjJ6X Discord]&lt;br /&gt;
&lt;br /&gt;
=Quick Reference=&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* [[Expedition Logs]]&lt;br /&gt;
* [[Associates]]&lt;br /&gt;
* [[Creating a Character]]&lt;br /&gt;
* [[Useful Keybinds]]&lt;br /&gt;
* [[Difficulty Classes]]&lt;br /&gt;
* [[Expeditions]]&lt;br /&gt;
* [[Downtime]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links&#039;&#039;&#039;&lt;br /&gt;
* [https://foundry.kelek.online/join Foundry]&lt;br /&gt;
* [https://discord.gg/6jBc2WjJ6X Discord]&lt;br /&gt;
&lt;br /&gt;
=World Reference=&lt;br /&gt;
==World Lore==&lt;br /&gt;
* [[World introduction|Kelek]]&lt;br /&gt;
* [[The Collapse]]&lt;br /&gt;
* [[Gods of Kelek]]&lt;br /&gt;
* [[Established Lore]]&lt;br /&gt;
&lt;br /&gt;
==Onadbyr==&lt;br /&gt;
* [[Onadbyr]]&lt;br /&gt;
* [[The Round Table]]&lt;br /&gt;
* [[Round Table Council]]&lt;br /&gt;
* [[Onadbyr#Residents of Onadbyr|Residents]]&lt;br /&gt;
* [[Shops]]&lt;br /&gt;
&lt;br /&gt;
==Associate Reference==&lt;br /&gt;
* [[Associates]]&lt;br /&gt;
* [[Expedition Logs]]&lt;br /&gt;
* [[Notable Locations]]&lt;br /&gt;
* [[Notable Events]]&lt;br /&gt;
* [[Notable Organizations]]&lt;br /&gt;
* [[NPCs]]&lt;br /&gt;
&lt;br /&gt;
=Player Reference=&lt;br /&gt;
==General==&lt;br /&gt;
* [[Pathfinder 2 Resources]]&lt;br /&gt;
* [[Discord]]&lt;br /&gt;
* [[Karma]]&lt;br /&gt;
* [[Ticket]]&lt;br /&gt;
* [[Session Etiquette]]&lt;br /&gt;
* [[Text RP etiquette]]&lt;br /&gt;
* [[Expeditions]]&lt;br /&gt;
* [[Tier of Play]]&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
* [[Creating a Character]]&lt;br /&gt;
* [[Available Dedications]]&lt;br /&gt;
* [[Rare Options Guide]]&lt;br /&gt;
* [[Purchasing Items]]&lt;br /&gt;
* [[Player Shops]]&lt;br /&gt;
* [[Experience Points]]&lt;br /&gt;
* [[Leveling Up]]&lt;br /&gt;
* [[Death and Retirement]]&lt;br /&gt;
* [[Downtime]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Learn a Spell]]&lt;br /&gt;
&lt;br /&gt;
==Foundry==&lt;br /&gt;
* [[Explaining the FoundryVTT Server]]&lt;br /&gt;
* [[Useful Keybinds]]&lt;br /&gt;
* [[Useful Settings]]&lt;br /&gt;
* [[Modules and their Uses]]&lt;br /&gt;
* [[FoundryVTT Deep Dive]]&lt;br /&gt;
&lt;br /&gt;
=GM Reference=&lt;br /&gt;
* [[Expeditions|How to run an expedition]]&lt;br /&gt;
* [[Difficulty]]&lt;br /&gt;
* [[Expedition Rewards]]&lt;br /&gt;
* [[Difficulty Classes]]&lt;br /&gt;
&lt;br /&gt;
=Firekeeper Reference=&lt;br /&gt;
* [[New Player Pipeline]]&lt;br /&gt;
* [[Character Approval Checklist]]&lt;br /&gt;
* [[Player Shops|How to add a player shop to Foundry]]&lt;br /&gt;
* [[Miscellaneous Rulings]]&lt;br /&gt;
* [[Creating a Page on the Wiki]]&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6981</id>
		<title>Miscellaneous Rulings</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6981"/>
		<updated>2026-04-07T02:13:13Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Mechanics==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=3351 Alternate Domains]&#039;&#039;&#039;&lt;br /&gt;
* The alternate domains for deities are available to all Clerics and Champions of that deity. [https://2e.aonprd.com/Feats.aspx?ID=7596 Splinter Faith] may still be taken (with Firekeeper approval) to access domains not associated with the character&#039;s deity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applying Tattoos/Grafts&#039;&#039;&#039;&lt;br /&gt;
* If the crafter elects to reduce cost by spending more days, the customer does not need to be present for those days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copying Spells and Formulas&#039;&#039;&#039;&lt;br /&gt;
* There is no material cost to copy a formula or spell from one book to another. For spells specifically, there is a material cost to &#039;&#039;learn&#039;&#039; the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime and Hero Points&#039;&#039;&#039;&lt;br /&gt;
* Hero Points may not be used for downtime rolls, as they take place outside of session and [https://2e.aonprd.com/Rules.aspx?ID=2260 over an extended period of time], with the exception of;&lt;br /&gt;
* Hero Points may be used to reroll saving throws for [https://2e.aonprd.com/Rules.aspx?ID=2389 Afflictions], provided the character had Hero Points remaining at the end of the session where they gained the Affliction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companion Independent Actions&#039;&#039;&#039;&lt;br /&gt;
* Can be used at any point during the turn, but cannot use [https://2e.aonprd.com/Actions.aspx?ID=2400 Command an Animal] once complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discovering Recipes&#039;&#039;&#039;&lt;br /&gt;
* You can learn cooking recipes following the rules for the [https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor] feat&lt;br /&gt;
* Crafting them likewise would work like any consumable following the [[Crafting]] rules&lt;br /&gt;
* Collecting Ingredients would require the [https://2e.aonprd.com/Actions.aspx?ID=1476 Hunt and Gather] activity against a [[Difficulty Classes|standard DC of your level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duplicate Skills&#039;&#039;&#039;&lt;br /&gt;
* If you become Trained in a non-Lore skill from two separate sources (such as a Background, Class, Dedication, or Ancestry feat), you may replace one of the skills with another of your choice.&lt;br /&gt;
** This does not apply to skill &#039;&#039;increases&#039;&#039;, only initial trainings, unless otherwise specified.&lt;br /&gt;
* If a character gains the same Lore skill from multiple sources (such as their Background, an Animist Apparition, Additional Lore, or [Ancestry] Lore), they may not take an extra lore or skill to replace the duplicate(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 20+ Permanent Items&#039;&#039;&#039;&lt;br /&gt;
* Must be approved by Storytellers prior to rewarding.&lt;br /&gt;
* May only be rewarded in Legendary sessions, and may only be used by Legendary characters.&lt;br /&gt;
* May be used at their full strength at level 20, and a modified version before that.&lt;br /&gt;
* Storytellers determine on a per-item basis what the weaker, usable version of the item looks like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Ancestries that get &#039;&#039;&#039;Additional languages equal to your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039; will instead receive &#039;&#039;&#039;Additional languages equal to 1 + your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039;&lt;br /&gt;
** This ruling currently affects Kitsune, Poppets, and Fleshwarps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Traits.aspx?ID=641 Lineages]&#039;&#039;&#039;&lt;br /&gt;
* At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past level 3, per our [[Creating a Character#Changes_to_Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells with Multiple AoEs&#039;&#039;&#039;&lt;br /&gt;
* For abilities or spells that produce multiple areas of effect and do not specifically state they cannot affect the same target with multiple areas (such as Whirling Flames), the target must make multiple saves equal to the number of areas they are affected by, and take the worst result, but only taking damage once. Abilities or spells that produce multiple areas of effect and do specifically state they cannot affect the same target (such as Telekinetic Rend) remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=37&amp;amp;Subcategory=40 Specific Magic Weapons]&#039;&#039;&#039;&lt;br /&gt;
* You may upgrade existing property runes on specific magic weapons with the same requirements as upgrading runes in general: You must provide the difference in cost between what the original rune would be and the upgraded version, and you must have the formula for the rune or otherwise be able to craft it.&lt;br /&gt;
* This does not change any of the other specific magic weapon rules, such as allowing etching of runes not already included or removing runes.&lt;br /&gt;
* To upgrade a SMW, you must open a [[Ticket]].&lt;br /&gt;
* Any weapons with two or more damaging runes (such as the Sky Hammer) are not permitted to be upgraded in this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Strikes&#039;&#039;&#039;&lt;br /&gt;
* The following can apply to Unarmed Strikes as well as Weapon Strikes:&lt;br /&gt;
** Energy Mutagen&lt;br /&gt;
** Silver Salve&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncommon Archetypes&#039;&#039;&#039;&lt;br /&gt;
* If a character is approved to take an Uncommon Dedication, blanket permission is assumed for subsequent Uncommon feats within that archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead Healing&#039;&#039;&#039;&lt;br /&gt;
* Any healing that doesn&#039;t have the &amp;quot;Vitality&amp;quot; trait (i.e., Healing Potions) or target/affect &amp;quot;a living creature&amp;quot; (i.e., Treat Wounds, Elixirs of Life) can heal undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=2305 Stride]&#039;&#039;&#039;&lt;br /&gt;
* A Stride action can only be done using land Speed, per the [https://2e.aonprd.com/Rules.aspx?ID=2347 Speed rules].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Vehicles.aspx Vehicles]&#039;&#039;&#039;&lt;br /&gt;
* Vehicles larger than Large size can be crafted now. Contact [[Siltmean the Craftrat|Siltmean]] for further information.&lt;br /&gt;
* Vehicles require an amount of downtime to craft equal to the normal Days of Setup times the number of crew required to man the vehicle (pilot+crew). These days can be spread out amongst characters or completed by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=34 Wands]&#039;&#039;&#039;&lt;br /&gt;
* Wands can be upgraded to contain a higher rank of the existing spell by paying the difference in cost, as long as the higher rank casting is still provided in the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=2439 Drowning and Suffocating]&#039;&#039;&#039;&lt;br /&gt;
* When you run out of air, you fall unconscious and start suffocating. You can&#039;t recover from being unconscious and must attempt a DC 14 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you take double damage and become Dying. If you are already Dying, you progress the value as you would normally after taking damage. On each check after the first, the DC increases by 3 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious or Dying (unless you&#039;re at 0 Hit Points). You do not gain or increase your Wounded condition. If you have a feature that improves critical failures into failures, such as a barbarian&#039;s Greater Juggernaut, critically failing will still cause you to become Dying, though you won’t take double damage.&lt;br /&gt;
* You begin holding your breath as a free action triggered by losing access to air. Auditory actions, as well as spells with the Concentrate trait (or Verbal components for legacy spells) cause you to lose all air, immediately falling unconscious. Spells with the Subtle trait, including spells that gain it from spellshapes such as Conceal Spell, do not cause you to fall unconscious immediately, but do cause you to lose 2 rounds of air, as described in the Suffocation and Drowning rules. Casting spells without Concentrate or Legacy Verbal components will also cause you to lose 2 rounds of air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;&lt;br /&gt;
* For the purposes of any ability that references diseases, consider any disease with an Onset duration to have a &amp;quot;stage 0&amp;quot; for progressing disease, which lasts the duration listed in the Onset entry and has no other effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=1694 Basic Undead Benefits]&#039;&#039;&#039;&lt;br /&gt;
* Undead Vision: If your ancestry has no low-light vision (such as humans) and you possess low-light vision as part of a heritage or ancestry feat, the Basic Undead Benefits will upgrade your vision to darkvision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concealment&#039;&#039;&#039;&lt;br /&gt;
* If you are within unarmed reach (typically 5 feet, or otherwise adjacent) of a willing ally who is Concealed or Hidden (but not Unnoticed or Undetected), you do not need to perform the flat check to target that ally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Precious Materials]] Crafting&#039;&#039;&#039;&lt;br /&gt;
* [https://2e.aonprd.com/Rules.aspx?ID=3191 Crafting With Precious Materials rules reference]&lt;br /&gt;
* To create an item utilizing precious materials such as Cold Iron or Adamantine, you must have access to or otherwise possess the material in question. &lt;br /&gt;
* Crafting an item out of a precious material costs an amount of that material, as listed in the description of the type of item. For example, [https://2e.aonprd.com/Equipment.aspx?ID=2797 Standard-Grade Adamantine Armor] requires 200 gp + 20 gp per bulk of Adamantine. You do not need to have an equivalent amount of bulk for the item, as long as you have enough to cover the initial raw material cost. &lt;br /&gt;
* If the crafter possesses an amount of material in excess of the item being crafted, they can reduce the cost of the material in their inventory to the remaining amount. For example, crafting a suit of Standard-Grade Adamantine Full Plate will cost 280 gp worth of Adamantine; a chunk of Adamantine has an original value of 500 gp; the crafter can create the armor and reduce the value of the chunk by 280 gp, leaving its value at 220 gp, which can then be used to continue crafting until its value is fully depleted.&lt;br /&gt;
* At firekeeper discretion, some items may require more than the minimum amount of material, but these will typically not be weapons, armors, or shields. For example, you may require more Silver in order to create jewelry of a higher quality, or sterling silver cutlery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Companions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/AnimalCompanions.aspx?ID=115 Chetamog]&#039;&#039;&#039;&lt;br /&gt;
* Change the animal companion chetamog&#039;s speed entry to 35 feet, climb 15 feet&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===General/Skill Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5124 Battle Cry]&#039;&#039;&#039;&lt;br /&gt;
* When using Battle Cry, ignore the requirement for Demoralize that the enemy be within 30ft (at DM&#039;s discretion).&lt;br /&gt;
* When using Battle Cry, allow for the character to roll Intimidation for initiative (at DM&#039;s discretion).&lt;br /&gt;
* Even if the character has Intimidating Glare or Intimidating Prowess, the Demoralize gains the Auditory trait, though the language requirement may still be bypassed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5139 Craft Anything]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon/rare spell items (scrolls/wands) cannot be crafted without access as normal.&lt;br /&gt;
* Formulas cannot be crafted without the Inventor feat, and only Common formulas may be crafted as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor Feat (Remaster)]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon and Rare formulas may only be invented using this feat if one of the two conditions are met:&amp;lt;br&amp;gt;&lt;br /&gt;
# They have the item in their possession.&amp;lt;br&amp;gt;&lt;br /&gt;
# They have a Means of Access to the item.&amp;lt;br&amp;gt;&lt;br /&gt;
* The DCs for inventing Uncommon and Rare formulas follow the DC difficulty adjustments listed [[Difficulty Classes#Difficulty_Adjustments|here]] (normally not used for crafting in Kelek).&lt;br /&gt;
* Inventing a formula for an item in the character&#039;s possession will not require the disassembly of the item nor consume the item, so the character may try again as long as they maintain possession of the item. See [[Crafting#Crafting_a_Formula|Crafting a Formula]] for more information on crafting formulas.&lt;br /&gt;
* Inventing a formula through Means of Access requires opening a [[Ticket]] for [[Firekeeper]] verification, even if using Assurance.&lt;br /&gt;
* Characters are not permitted to invent the formulas for Unique or homebrewed items using this feat, even if they have possession of the item.&lt;br /&gt;
* Monks have Access to uncommon weapons with the Monk trait&lt;br /&gt;
* Inventors have Access to uncommon items with the Gadget trait&lt;br /&gt;
* Gunslingers have Access to uncommon firearms and uncommon firearm attachments up to level 1&lt;br /&gt;
* Characters can gain Access to uncommon ancestry weapons through Weapon Familiarity feats&lt;br /&gt;
* Characters can gain Access to organization-specific uncommon items through that organization&#039;s dedication feat.&lt;br /&gt;
* Examples of means of Access are: Gnome Weapon Familiarity for the gnome flickmace, the Hellknight Dedication for Hellknight Half-Plate, or the Inventor class for items with the Gadget trait.&lt;br /&gt;
* Per AoN: &amp;quot;Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5171 Legendary Performer]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as follows (changes bolded):&lt;br /&gt;
* &amp;quot;When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. &#039;&#039;&#039;You receive a +1 status bonus to the roll&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5172 Legendary Professional]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as Legendary Performer, but when you Earn Income with Lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6498 Risky Surgery]&#039;&#039;&#039;&lt;br /&gt;
* Risky Surgery cannot be used to gain a bonus to Earn Income.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5208 Scare to Death]&#039;&#039;&#039;&lt;br /&gt;
* Feats and abilities that refer specifically to the Demoralize action do not apply to Scare to Death- including Intimidating Glare, Intimidating Prowess, and the Braggart style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6504 Signature Crafting]&#039;&#039;&#039;&lt;br /&gt;
* The use of Signature Crafting is optional, one may decide to craft an item as if the character didn&#039;t have this feat.&lt;br /&gt;
* The [https://2e.aonprd.com/Rules.aspx?ID=1083 d100 table] for item quirks may optionally be used instead of the d10 table included in the feat.&lt;br /&gt;
&lt;br /&gt;
===Ancestry Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5233 Untrained Improvisation]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, instead of -2, the Untrained proficiency becomes -1 until 7th level, and +0 after.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ancestry Lore&amp;quot;-type feats&#039;&#039;&#039;&lt;br /&gt;
* With the Player Core series and Howl of the Wild&#039;s new ancestries, the trend is that &amp;quot;Ancestry Lore&amp;quot;-type feats (e.g., [https://2e.aonprd.com/Feats.aspx?ID=4388 Dwarven Lore]) now grant [https://2e.aonprd.com/Feats.aspx?ID=5114 Additional Lore] of that Ancestry. Ancestries that have not been reprinted as of Player Core 2&#039;s release (e.g., Kitsune) now gain the Additional Lore feat of that Ancestry, receiving an automatically scaling Lore skill. This must match what is granted by the specific Ancestry Lore feat (e.g., Fetchlings gain the Additional Lore feat for Shadow Plane Lore, as listed in [https://2e.aonprd.com/Feats.aspx?ID=2500 Fetchling Lore]).&lt;br /&gt;
&lt;br /&gt;
===Class/Archetype Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6391 Efficient Rituals]&#039;&#039;&#039;&lt;br /&gt;
* Efficient Rituals will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You can perform particularly extensive rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. &#039;&#039;&#039;If a ritual has a casting time of less than 1 day, you can instead cast it in 1 hour.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4873 Far Shot]&#039;&#039;&#039;&lt;br /&gt;
* Far Shot cannot extend the range of the [https://2e.aonprd.com/Spells.aspx?ID=2062 Monk&#039;s Wild Wind stance]&#039;s Wind Crash Strikes.&lt;br /&gt;
* Far Shot cannot extend the range of a Kitsune&#039;s [https://2e.aonprd.com/Feats.aspx?ID=2617 Foxfire].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4158 Harrow Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* The rituals learned through this feat cannot be taught to others, keeping in line with the language of the [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication] and the [https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist] class feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4646 Healing Hands]&#039;&#039;&#039;&lt;br /&gt;
* A Heal spell cast from a scroll by a cleric with the Healing Hands feat will roll d10s.&lt;br /&gt;
* A spell scroll created using a Heal cast by a cleric with the Healing Hands feat will be a normal Heal scroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3112 Inventor Dedication]&#039;&#039;&#039;&lt;br /&gt;
* A character who is not trained in Medium Armor may take the Inventor Dedication and select the Armor Innovation. In this case, they will be considered trained in their Armor Innovation, though not any other Medium Armor.&lt;br /&gt;
* When taken as part of the Inventor Dedication, the Subterfuge Suit will be considered either Light Armor or Medium Armor for the sake of proficiency scaling, whichever would be more beneficial to the character. The Power Suit will remain Medium Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4838 Lunging Stance]&#039;&#039;&#039;&lt;br /&gt;
* The range for Lunging Stance does not apply flanking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6741 Majestic Proclamation]&#039;&#039;&#039;&lt;br /&gt;
* Majestic Proclamation will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 &#039;&#039;&#039;round&#039;&#039;&#039; on a successful check (&#039;&#039;&#039;dazzled for 1 minute&#039;&#039;&#039; on a critical success).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3484 Necromancer&#039;s Visage]&#039;&#039;&#039;&lt;br /&gt;
* The prerequisites for Necromancer&#039;s Visage will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;Ability to create or control undead; &#039;&#039;&#039;ability to cast spells from spell slots&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=7635 Operatic Adventurer]&#039;&#039;&#039;&lt;br /&gt;
* Operatic Adventurer may only be taken as a regular archetype feat, not as a skill feat.&lt;br /&gt;
* The feat has the additional requirement Expert Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=871 Pathfinder Agent Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=307 Razmiran Priest Dedication]&#039;&#039;&#039;&lt;br /&gt;
* The basic activation of the Razmiri Mask (Call Upon Razmir&#039;s Benevolence) will be adjusted as follows (changes bolded):&lt;br /&gt;
* Activate—Call Upon Razmir’s Benevolence (concentrate, manipulate, occult) Frequency once per minute; Effect You bend &amp;quot;divine&amp;quot; power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. &#039;&#039;&#039;The target is then immune to this activation until your next daily preparations.&#039;&#039;&#039; If the target was unconscious, it regains consciousness and doesn’t lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3717 Share Weakness]&#039;&#039;&#039;&lt;br /&gt;
* Share Weakness can be applied to allies within the Thaumaturge&#039;s reach.&lt;br /&gt;
* Share Weakness also applies to enemies under the effect of Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5025 Spellbook Prodigy]&#039;&#039;&#039;&lt;br /&gt;
* Characters with this feat are expected to succeed at some point during the 90 days of downtime, and thus do not need their rolls witnessed in order to Learn a Spell. They must still log their activity in a [[Ticket]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3714 Sympathetic Vulnerabilities]&lt;br /&gt;
* The weaknesses granted by Sympathetic Vulnerabilities persist even after the initial target dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official remaster, the text of this feat has been adjusted to be in line with the remastered [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication]:&lt;br /&gt;
* &amp;quot;You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can&#039;t teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6244 Tumbling Strike]&#039;&#039;&#039;&lt;br /&gt;
* Succeeding at both the Acrobatics check and the Strike will grant Panache to those with the Panache class feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4271 Winter Sleet]&#039;&#039;&#039;&lt;br /&gt;
* The uneven ground movement restrictions apply when you move while on a square of uneven ground, not when you move onto the square. You don&#039;t have to balance to move into the aura, just to move within the aura/out of the aura.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=318 Wylderheart Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Access and prerequisites changed to &amp;quot;member of the [[Holdfasts]]&amp;quot;&lt;br /&gt;
* Due to the change in context for the Wylderheart archetype, you can choose any family of fiends for the Additional Lore granted by this dedication. This can be retrained, but it will cost 30 days of downtime (as it is changing based on the dedication feat).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=224 Thlipit Contestant Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Prerequisite reworded: You have a long prehensile tongue or tail. At the GM’s discretion, similar flexible appendages, such as tentacles, can be used to qualify instead.&lt;br /&gt;
** Simply possessing a tail is not enough to qualify to take the thlipit contestant. Ancestries who are noted for possessing or being described as having prehensile tongues or tails (such as tripkee or lizardfolk), heritage or ancestry feat selection that grants such an appendage (such as [https://2e.aonprd.com/Feats.aspx?ID=4548 Bestial Manifestation] or [https://2e.aonprd.com/Feats.aspx?ID=4557 Skillful Tail] for nephilim), or possessing a [https://2e.aonprd.com/Equipment.aspx?ID=3195 Whip Tail] or other similar graft all satisfy the prerequisite. As normal, if you are unsure, open a ticket to ask the Firekeeper team.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=58 Champion]===&lt;br /&gt;
&#039;&#039;&#039;Blessed Armament&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official ruling, the rune granted by Blessed Armament grants an effect &#039;&#039;in addition to&#039;&#039; existing runes or special properties of the weapon, rather than suppressing or replacing them.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=60 Monk]===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1867 Flurrying Rune]&#039;&#039;&#039;&lt;br /&gt;
* In addition to melee weapons with the Monk trait, the Flurrying rune may also be etched onto [https://2e.aonprd.com/Equipment.aspx?ID=3086 Handwraps of Mighty Blows].&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=22 Thaumaturge]===&lt;br /&gt;
&#039;&#039;&#039;Exploit Vulnerability&#039;&#039;&#039;&lt;br /&gt;
* The &amp;quot;target of Exploit Vulnerability&amp;quot; refers only to the initial creature Exploited, not to any under the effect of the weakness by other means, such as Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Hand&#039;&#039;&#039;&lt;br /&gt;
* If a summoning effect, such as a [https://2e.aonprd.com/Equipment.aspx?ID=1032 Retrieval Prism], has a requirement of &amp;quot;You have a free hand.&amp;quot;, you may use it to summon items that can be used with the same hand in which you are holding your implement. For example, scrolls could be summoned if the character has the feat [https://2e.aonprd.com/Feats.aspx?ID=3703 Scroll Thaumaturgy].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=1232 Mirror&#039;s Reflection]&#039;&#039;&#039;&lt;br /&gt;
* Emanations only extend out of one copy, but which one it is can be changed freely between each action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Implements.aspx?ID=5 Mirror Adept Benefit]&#039;&#039;&#039;&lt;br /&gt;
* The player can choose whether or not the reflection shatters.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=18 Summoner]===&lt;br /&gt;
&#039;&#039;&#039;Reaction Spells&#039;&#039;&#039;&lt;br /&gt;
* Reaction spells (such as Blood Vendetta) that trigger on taking damage can only trigger if the Summoner themselves took the damage, not their Eidolon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime&#039;&#039;&#039;&lt;br /&gt;
* Since Eidolons and Summoners share actions, they cannot perform separate Downtime activities. However, the Eidolon may perform Downtime in lieu of the Summoner, and either may support the other, granting a +1 circumstance bonus to any skill in which they share proficiency. As normal, this cannot modify checks which use Assurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sanctification&#039;&#039;&#039;&lt;br /&gt;
* Angel and Demon Eidolons, due to their nature, gain the holy and unholy traits respectively. This does not grant their strikes the holy or unholy trait, but they count for abilities or other effects that work on holy/unholy creatures, such as the Cleric&#039;s [https://2e.aonprd.com/Feats.aspx?ID=4643 Divine Castigation]&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=67 Guardian]===&lt;br /&gt;
&#039;&#039;&#039;Intercept Attack&#039;&#039;&#039;&lt;br /&gt;
* The Guardian can perform Intercept Attack up to 15 feet away, as long as the Step they take makes them adjacent to their ally, following the rules for [https://2e.aonprd.com/Rules.aspx?ID=2379 reach and diagonals].&lt;br /&gt;
* The Guardian takes the attack and all the associated riders. They also serve as the target for follow-ups that require doing damage/attacking a target such as Grab/Knockdown. The reaction does not work when the Guardian would not fulfill a requirement for the initial attack (ie, attacks that require the target be Grabbed, Frightened, Prone, etc).&lt;br /&gt;
&lt;br /&gt;
==Spells and Rituals==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=170 Butterfly Bender]&#039;&#039;&#039;&lt;br /&gt;
* The number of beneficiaries is equal to the primary caster + five others (two of whom must be secondary casters), for a total party of 3-6.&lt;br /&gt;
* For &amp;quot;A convenient opportunity&amp;quot;, if the gain/loss is of Earn Income, then the characters will receive as Early Downtime;&lt;br /&gt;
** &#039;&#039;Gain:&#039;&#039; Seven (7) days of Earn Income at one level above the character&#039;s current level.&lt;br /&gt;
** &#039;&#039;Lose:&#039;&#039; Seven (7) days of Earn Income at one level below the character&#039;s current level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=888 Corrosive Body]&#039;&#039;&#039;&lt;br /&gt;
* To clarify: the temporary HP granted by this spell&#039;s effect applies both when performing an unarmed strike and when being struck in the way described by the spell, as long as Acid damage is dealt. Creatures with an acid immunity do not activate the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=117 Create Undead]&#039;&#039;&#039;&lt;br /&gt;
* Minions created with a critical success on the Create Undead ritual can be assigned to anyone present at least 4 levels higher than the undead. Undead minions can thus be created for other people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=81 Divine Aura]&#039;&#039;&#039;&lt;br /&gt;
* The spell will be adjusted as follows to bring it in line with the remaster (changes bolded):&lt;br /&gt;
* &amp;quot;Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. Choose a &#039;&#039;&#039;sanctification&#039;&#039;&#039; your deity allows. You can&#039;t cast this spell if you don&#039;t have a deity or your deity &#039;&#039;&#039;does not allow sanctification&#039;&#039;&#039;. This spell gains the trait of the &#039;&#039;&#039;sanctification&#039;&#039;&#039; you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with the &#039;&#039;&#039;trait&#039;&#039;&#039; opposite to the spell &#039;&#039;&#039;(unholy if you chose holy, holy if you chose unholy)&#039;&#039;&#039;. These bonuses increase to +4 against effects created by such creatures that attempt to impose the @UUID[Compendium.pf2e.conditionitems.Item.9qGBRpbX9NEwtAAr]{Controlled} condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything &#039;&#039;&#039;opposite in sanctification&#039;&#039;&#039; to your divine aura. When a creature of &#039;&#039;&#039;opposite trait&#039;&#039;&#039; hits a target with a melee attack, the creature must succeed at a Will save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 minute. It&#039;s then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura&#039;s radius grows 10 feet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=57 Elemental Sentinel]&#039;&#039;&#039;&lt;br /&gt;
* Instead of being telepathically linked to the caster, the Elemental Sentinel may instead by linked to another party present for the entirety of the ritual. The alternate party must be high enough level to have been able to cast the ritual themselves (level 7 for a 4th rank ritual, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]&#039;&#039;&#039;&lt;br /&gt;
* The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=152 Reincarnate]&#039;&#039;&#039;&lt;br /&gt;
* When successfully reincarnated, the player rolls a 1d20. On a 1-14, the character reincarnates into a Common ancestry. On a 15-20, the character reincarnates into an Uncommon/Rare ancestry. This roll cannot be adjusted or rerolled.&lt;br /&gt;
* For Common ancestries, the options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, and Orc. The player can remove a single ancestry from the pool, then rolls 2d6. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Leshy has been removed from the Common ancestry pool due to their nature as immortal spirits.&lt;br /&gt;
* For Uncommon/Rare ancestries, the options are Athmaru, Azarketi, Catfolk, Centaur, Fetchling, Hobgoblin, Kholo, Kitsune, Kobold, Lizardfolk, Merfolk, Minotaur, Nagaji, Poppet, Ratfolk, Samsaran, Sprite, Tanuki, Tengu, Tripkee, Vanara, and Wayang. The player can remove two ancestries, then rolls 2d20. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Only unlocked Rare ancestries are included.&lt;br /&gt;
** Automaton has been removed due to being a construct.&lt;br /&gt;
* Players may select from the Common heritages for their new ancestry. Versatile heritages are subject to [[Storyteller]] approval, and require story justification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoning Spells&#039;&#039;&#039;&lt;br /&gt;
* Spells with the &amp;quot;[https://2e.aonprd.com/Traits.aspx?ID=520 Summon]&amp;quot; trait can be used to summon legacy creatures who do not have a 1-to-1 equivalent in the remaster. Clarifications as to what counts as a &amp;quot;1-to-1 equivalent&amp;quot; can be discussed with the [[Firekeeper]] team.&lt;br /&gt;
** Example 1: The [https://2e.aonprd.com/Monsters.aspx?ID=4618 War Wraith], despite having slightly altered stats and abilities, is a 1-to-1 equivalent to the legacy [https://2e.aonprd.com/Monsters.aspx?ID=865&amp;amp;NoRedirect=1 Dread Wraith]. As a result, the Dread Wraith cannot be summoned, only the War Wraith.&lt;br /&gt;
** Example 2: The [https://2e.aonprd.com/Monsters.aspx?ID=2906 Vordine] and [https://2e.aonprd.com/Monsters.aspx?ID=110&amp;amp;NoRedirect=1 Barbazu], despite both being level 5 devils with similar footsoldier roles, they are different enough in practice and can both be summoned individually.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1865 Coating Rune]&#039;&#039;&#039;&lt;br /&gt;
* [https://2e.aonprd.com/Equipment.aspx?ID=3358 Silver Salves] and [https://2e.aonprd.com/Equipment.aspx?ID=861 Cold Iron Blanches] may also be stored and applied using the Coating rune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3027 Marvelous Medicines]&#039;&#039;&#039;&lt;br /&gt;
* You may continue to Treat Poison/Treat Disease using the Marvelous Medicines, but they will only attempt to counteract the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3117 Shining Wayfinder]&#039;&#039;&#039;&lt;br /&gt;
* The radius can be increased by 10ft at a time, in accordance with the remastered Bless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=1510 Spellhearts]&#039;&#039;&#039;&lt;br /&gt;
* A spellheart&#039;s spells can be used by any character, regardless of spellcasting ability or tradition, as long as they are of the appropriate level to use the item as usual.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=6951</id>
		<title>Expedition Logs</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=6951"/>
		<updated>2026-03-11T22:45:58Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Expedition Logs are written by players attending a session that chronicle the events that happen in the session. They can be written in or out of character.&lt;br /&gt;
&lt;br /&gt;
[[Expeditions#Expedition_Logs|Writing and posting a log to the wiki and this page]] rewards the player 1 [[Karma]].&lt;br /&gt;
&lt;br /&gt;
This list is organized in reverse chronologically order based upon when the session was run, not when it occurred in game, with the most recent sessions appearing at the top.&lt;br /&gt;
=2026=&lt;br /&gt;
==February - Winter 231==&lt;br /&gt;
* [[Stranger in a Strange Land]], 2/26/26, associates ascend an imperceptible mountain to gain knowledge from an ancient cyclops.  Days of downtime: 20&lt;br /&gt;
* [[Flesh &amp;amp; Metal]], 2/18/26, associates return to the Lost Temple to encounter more constructs. Days of downtime: 15&lt;br /&gt;
* [[A Little Help From My Friends]], 2/8/28, associates ambush a poor, unsuspecting ogre war party. Days of downtime: 25&lt;br /&gt;
&lt;br /&gt;
==January - Fall 231==&lt;br /&gt;
* [[Need More Lumber, Need Less Spiders]], 1/31/26, associates become master spider exterminators. Days of downtime: 6&lt;br /&gt;
* [[Dirty Deeds (The Annex 1)]], 1/29/26, associates flush the dangers in the sewers. Days of downtime: 0&lt;br /&gt;
* [[A Sighting of Giants]], 1/21/26, associates investigate rumors of hostile giants around a settlement. Days of downtime: 20&lt;br /&gt;
* [[Making Shortcuts, Taking Shortcuts]], 1/19/26, associates create a permanent teleportation method to and from The Old Country. Days of downtime: 8&lt;br /&gt;
* [[Cooking by the Book: Curing Hunger]], 1/16/26, associates have a hard time getting an infinite sausage machine. Days of downtime: 30&lt;br /&gt;
* [[Descent Into The Temple]], 1/9/26, associates encounter constructs underneath a temple. Days of downtime: 15&lt;br /&gt;
&lt;br /&gt;
=2025=&lt;br /&gt;
&lt;br /&gt;
==December - Summer 231==&lt;br /&gt;
* [[Look Alive, Sunshine]], 12/10/25, associates restore the natural order. Days of downtime: 0&lt;br /&gt;
* [[The Corn Have Eyes]], 12/4/25, associates investigate an abandoned farm and come across some rather unfriendly scarecrows. Days of downtime: 12&lt;br /&gt;
&lt;br /&gt;
==November - Spring 231==&lt;br /&gt;
* [[The Bad Neighbors]], 11/21/25, associates return to Senia to investigate an unusual howling coming from the town. Days of downtime: 20&lt;br /&gt;
* [[The Only Thing We Have To Fear|Fear Itself]], 11/19/25, associates clash with a beast of nightmarish creation. Days of downtime: +2 (7 total)&lt;br /&gt;
* [[Skittering Darkness]], 11/13/25, associates assemble a team to sabotage a crab farm in the Darklands. Days of downtime: 20&lt;br /&gt;
* [[The Monster Mash: The Sequel]], 10/1/25-11/11/25, associates experience Halloween 2. Days of downtime: 0&lt;br /&gt;
* [[The Only Thing We Have To Fear|Creeping Ever Closer]], 11/4/25, the Glass Desert crew does what it can for the town and heads off to continue the hunt. Days of downtime: +1 (5 days total so far)&lt;br /&gt;
&lt;br /&gt;
==October - Winter 230==&lt;br /&gt;
* [[Danse Macabre]], 10/30/25, associates lay low an army of the dead and its gargantuan threats. Days of downtime: 25&lt;br /&gt;
* [[Whatever Happened to That Scoundrel, The Wolf O&#039; Gold?]], 10/29/25, associates hunt down a new bandit with an old name. Days of downtime: 2&lt;br /&gt;
* [[The Monster Mash: The Sequel: The Trivia Game]], 10/27/25, associates play a trivia game. Days of downtime: 0&lt;br /&gt;
* [[The Only Thing We Have To Fear]], 10/24/25, [[Illiam Elro|Illiam]] and [[Vara]] lead a hunt against the nightmares plaguing [[The Glass Desert]]. Days of downtime: 4 (so far)&lt;br /&gt;
* [[Man or Machine]], 10/23/25, associates track down a killer metal man. Days of downtime: 18&lt;br /&gt;
* [[The Black Parade]], 10/21/25, associates eliminate a vampire&#039;s reflection. Days of downtime: 30&lt;br /&gt;
* [[Issues in Munavri Way]], 10/17/25, associates help Sir Galahad with some trouble deep underground. Days of downtime: 4&lt;br /&gt;
* [[Skol&#039;s Skolduggery]], 10/15/25, associates enter a ritualist&#039;s hole. Days of downtime: 10&lt;br /&gt;
* [[RAMPAGE!]], 10/13/25, associates track down a reckless, rampaging reptile, a clone of Clam. Days of downtime: 0 &lt;br /&gt;
* [[The History of Sacrifice]], 9/13/25 - 10/12/25 (PBP), a research team assembles to figure out a long-term plan to help Skol. Days of downtime: 8-9&lt;br /&gt;
* [[A Good Neighbor]], 10/5/25, the associates investigate a crazy, noisy, bizarre town. Days of downtime: 20&lt;br /&gt;
* [[Save Yourself, I&#039;ll Hold Them Back]], 10/4/25, associates discover a vampire&#039;s reflection on the top of a mountain. Days of downtime: 18&lt;br /&gt;
* [[It&#039;s Peak]], 10/1/25, associates escort an aging kobold to climb a mountain one last time. Days of downtime: 15&lt;br /&gt;
&lt;br /&gt;
==September - Fall 230==&lt;br /&gt;
* [[Monster Mash: The Sequel: The Prequel]], 9/30/25, associates plan activities for an upcoming festival. Days of downtime: 0&lt;br /&gt;
* [[Whispers in the Sand]], 9/26/25, associates track down nightmares in the Glass Desert. Days of downtime: 8&lt;br /&gt;
* [[The Hounds]], 9/25/25, associates discover a time anomaly. Days of downtime: 5&lt;br /&gt;
* [[Morning Shift, Day 2]], 9/23/25, associates complete errands for the Office of Environmental Magical Mishaps. Days of downtime: 1&lt;br /&gt;
* [[I NEED SCROLLS PLEASE FETCH ME SCROLLS]], 9/22/25, associates deliver urgently needed scrolls, urgently needed swords, and unneeded corpses to their various destinations. Days of downtime: 1&lt;br /&gt;
* [[Cooking by the Book: Getting this Bread]], 9/19/25, associates acquire a cloud giant&#039;s bread recipe. Days of downtime: 30&lt;br /&gt;
* [[Cut Your Losses]], 9/17/25, Associates procure poker chips for the Lucky A Lady Casino. Days of downtime: 10 &lt;br /&gt;
* [[Among Them]], 9/15/25, associates eventually eject an impostor after their meeting. Days of downtime: 1&lt;br /&gt;
* [[As Good As]], 9/14/25, in which our brave heroes finally give peace a chance, but will it extend them the same grace?  Days of downtime: 15&lt;br /&gt;
* [[Munchaucher&#039;s Proxy]], 9/5/25, associates visit the isolated town of Skol to establish relations. Days of downtime: 18&lt;br /&gt;
* [[Worth its Weight]], 9/4/25, associates get rocked at the mine. Days of downtime: 15&lt;br /&gt;
* [[GIG: Morning Shift]], 9/3/25, associates complete a series of simple chores around Onadbyr. Days of downtime: 1&lt;br /&gt;
* [[Have you heard of That Scoundrel, The Wolf O&#039; Gold?]], 9/1/25, associates hunt down some bandits. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==August - Summer 230==&lt;br /&gt;
* [[The Cold Below]], 8/31/25, associates investigate a series of blights. Days of downtime: 30&lt;br /&gt;
* [[It&#039;s a Trap!]], 8/30/25, associates clear out a crazy old man’s tower full of traps. Days of downtime: 5&lt;br /&gt;
* [[The Foundations of Decay]], 8/25/25, associates solve a few minor problems at the blood clinic. Days of downtime: 10&lt;br /&gt;
* [[A Taste of Tetanus, A Hint of Bubonic]], 8/23/25, associates make a diplomatic visit to an island of pestilence. Days of downtime: 20&lt;br /&gt;
* [[Vampires Will Never Hurt You]], 8/18/25, associates discover a vampire&#039;s reflection. Days of downtime: 3&lt;br /&gt;
* [[Kill Team: The Flesh Eaters]], 8/15/25, associates begin to deal with an oni camp in The Old Country. Days of downtime: 40&lt;br /&gt;
* [[Breaking the Chain]], 8/14/25, associates kill a dinosaur and clear some fiends from a homestead. Days of downtime: 14&lt;br /&gt;
* [[Cooking by the Book: Full Course]], 8/10/25, associates gather some more assorted meats. Days of downtime: 20&lt;br /&gt;
* [[Cooking by the Book: Proteanmaxxing]], 8/8/25, associates gather some meat for the kitchen. Days of downtime: 30&lt;br /&gt;
&lt;br /&gt;
==July - Spring 230==&lt;br /&gt;
* [[The Thing (That Should Not Be)]], 7/30/25, associates wipe out the cult and their monstrosity from the far reaches of space and sanity. Days of downtime: 2&lt;br /&gt;
* [[Eel Issues]], 7/28/25, associates have a relaxing fishing trip. Days of downtime: 6&lt;br /&gt;
* [[The Temple (Creature Culling 6)]], 7/27/25, associates hunt a monster and open a barrier. Days of downtime: 16&lt;br /&gt;
* [[Fantastic Adventure: Journey to the Lost Island of Shifting Spells!]], 7/25/25, associates plunder an island and slay a magus with too many names. Days of downtime: 30&lt;br /&gt;
* [[In the Mouth of Madness]], 7/23/25, associates raid a makeshift asylum and assassinate a Dark Tapestry cultist. Days of downtime: 2&lt;br /&gt;
* [[Gig: RUN]], 7/22/25, associates encounter a terrorist in the city. Days of downtime: 0&lt;br /&gt;
* [[A Bat Out of Hell]], 7/21/25, associates deal with some large bats in a cave. Days of downtime: 10&lt;br /&gt;
* [[A Gasp of Rot]], 7/19/25, associates investigate reports of death and disease. Days of downtime: 15&lt;br /&gt;
* [[Onadbyr Dragon Storm]], 7/18/25, associates in Desperate Hope face a wave of angry dragons. Days of downtime: 30&lt;br /&gt;
* [[Prince of Darkness]], 7/17/25, associates uncover a cult tampering with forces out of their control. Days of downtime: 1&lt;br /&gt;
* [[Battle on the Big Bridge]], 7/16/25, associates suffer an undead onslaught. Days of downtime: 21&lt;br /&gt;
* [[Birds of a Feather]], 7/14/25, associates round up some chickens for a local rancher. Days of downtime: 9&lt;br /&gt;
* [[The Seal Incident]], 7/12/25, associates play with some cute seals on the beach. Days of downtime: 15&lt;br /&gt;
* [[Decent Into War]], 7/11/25, associates regroup at The Wall in the Old Country and meet with some Oni. Days of downtime: 6&lt;br /&gt;
* [[On the Prowl]], 7/9/25, associates hunt some fiends with a new friend. Days of downtime: 20&lt;br /&gt;
* [[Betting the House]], 7/8/25, associates make a daring rescue at an illicit casino. Days of downtime: 10&lt;br /&gt;
* [[Please Help]], 7/7/25, associates face desperate odds in the Old Country. Days of downtime: 45&lt;br /&gt;
* [[A Moment Extended]], 7/4/25, associates clear a mindscape trapping some young adults in their final moments. Days of downtime: 1&lt;br /&gt;
&lt;br /&gt;
==June - Winter 229==&lt;br /&gt;
* [[Beware the Voyager]], 6/27/25, the city of Onadbyr witnesses the beginning of a new era. Days of downtime: 0&lt;br /&gt;
* [[Foulest Fowl]], 6/27/25, Associates investigate strange bird-related happenings. Days of downtime: 16&lt;br /&gt;
* [[Conquering Caligni (part 2)]], 6/26/25, Associates lift a shadow curse in the caves below. Days of downtime: 1&lt;br /&gt;
* [[Cooking by the Book: Extra Spicy]], 6/25/25, Associates retrieve a dragon egg from a particularly large dragon. Days of downtime: 10&lt;br /&gt;
* [[Cold Stone Thievery]], 6/24/25, Associates investigate a series of vandalized locations. Days of downtime: 1&lt;br /&gt;
* [[The Vampire&#039;s Vice: A Cult of Carnality]], 6/23/25, Associates investigate a concerned wife&#039;s plea. Days of downtime: 1&lt;br /&gt;
* [[Killer on the Rooftops]], 6/20/25, Associates investigate reports of a hooved prankster haunting a small town. Days of downtime: 8&lt;br /&gt;
* [[The Silent Audience]], 6/16/25, Associates perform an ill-fated wellness check on an elderly elf. Days of downtime: 3&lt;br /&gt;
* [[All That Glitters]], 6/15/25, Associates get wrapped up in a spider-infested mine. Days of downtime: 12&lt;br /&gt;
* [[Conquering Caligni (part 1)]], 6/13/25, a crack team of infiltrator associates break into a manor to steal a scroll. Days of downtime: 1&lt;br /&gt;
* [[Big Sibling Program]], 6/5/25, Legendary Associates take on mentorship for some brand new Trainees. Days of Downtime: 0&lt;br /&gt;
* [[hO ahWt A githN!]], 6/2/25, Associates explore a dark forest and help a mysterious lady with a forbidden ritual. Days of Downtime: 0&lt;br /&gt;
&lt;br /&gt;
==May - Fall 229==&lt;br /&gt;
* [[Looking for Keeps]], 5/30/25, Associates decimate half of a cult and release a god dragon. Days of downtime: 21&lt;br /&gt;
* [[The Feline at Fault]], 5/28/25, Associates are on the case to stop a cat burglar. Days of downtime: 1&lt;br /&gt;
* [[Wrigley&#039;s Birthday Bash]], 5/27/25, [[Wrigley the All-Powerful|Wrigley]] celebrates his adulthood. Days of downtime: 2&lt;br /&gt;
* [[Lost Loving Last]], 5/27/25, Associates put a not-quite-undead man to rest. Days of downtime: 8&lt;br /&gt;
* [[He is Risen?]], 5/26/25, Associates investigate The Father&#039;s disturbed grave and comes upon a shocking revelation. Days of downtime: 25 &lt;br /&gt;
* [[Echoes of Pain]], 5/25/25, Associates encounter an odd fiend while rescuing a village. Days of downtime: 12&lt;br /&gt;
* [[To Greener Pastures]], 5/17/25, Associates help a farmer with his cow problem. Days of downtime: 1&lt;br /&gt;
* [[Evil Dang Wizard]] part 2, 5/16/25, the Associates end the story. Days of downtime: 0&lt;br /&gt;
* [[Sentinels Unite: Sluagh on the Hunt]], 5/15/25, the Starlit Sentinels embark on a mission to rescue their contemporary&#039;s soul. Days of downtime: 11&lt;br /&gt;
* [[Three Nights at Lady&#039;s]], 5/14/25, Associates investigate a mysterious pop-up casino. Days of downtime: 3&lt;br /&gt;
* [[Evil Dang Wizard]], 5/9/25, Associates are pulled into an incorrect retelling of the tale of Clearasil. Days of downtime: 0&lt;br /&gt;
* [[This Heat, An Evil Heat]], 5/4/25, Associates put an end to the sinister secret behind the elemental invasion. Days of downtime: 16&lt;br /&gt;
* [[Strange Magic]], 5/2/25, Associates help a weird wizard and his strange scroll situation. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==April - Summer 229==&lt;br /&gt;
* [[Dance of The Sword Lord]], 4/27/25, a band of associates impresses a local lady. Days of downtime: 5&lt;br /&gt;
* [[Scorched Earth]], 4/25/25, The lerritan threat is ended by a small strike team. Days of downtime: 3&lt;br /&gt;
* [[Make a Deal With the Dero]], 4/22/25, Associates go parley with some Dero. Days of downtime: 1&lt;br /&gt;
* [[Army of the Knight]], 4/21/25, Associates command armies of Hellknights to fight back against King Graveknight’s forces. Days of downtime: 5&lt;br /&gt;
* [[Party at Budington Manor]], 4/20/25, weed. Days of downtime: 3&lt;br /&gt;
* [[The Aeons Are Back]], 4/18/25, Associates have a rematch with the rogue Pleroma. Days of downtime: 1&lt;br /&gt;
* [[Ring of Fire]], 4/17/25, Associates head underground once more to find the absentee elemental army. Days of downtime: 3&lt;br /&gt;
* [[Fight the Knight]], 4/14/25, Associates escort a bugbear turned graveknight to Kali for disintegration. Days of downtime: 10&lt;br /&gt;
* [[A Lord&#039;s Ransom]], 4/9/25, a ransom trade goes both better and worse than expected. Days of downtime: 2&lt;br /&gt;
* [[A Hell of Knight]], 4/4/25, The Hellknights receive an urgent request to save a Maralictor and his armgiers. Days of Downtime: 10&lt;br /&gt;
* [[You Will Know Our Name]], 4/1/25, the city gets infested with a hydra, but it gets better. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==March - Spring 229==&lt;br /&gt;
* [[Long Way Home]], 3/31/25, Associates work to locate the location of Siltmean&#039;s family burrow. Days of Downtime: 40&lt;br /&gt;
* [[Raked Over Hot Coals]], 3/30/25, Associates investigate a magma worm problem deep underground. Days of downtime: 4&lt;br /&gt;
* [[Speed Dating at Desperate Hope 4]], 3/28/25, Some associates find love, while the rest go home alone. Days of Downtime: 0&lt;br /&gt;
* [[Fly Me To The Moon (Part 3)]], 3/26/25, Associates flee the wrath of newly arisen King Hellknight. Days of downtime: 5&lt;br /&gt;
* [[Before Peter]], 3/25/25, Associates proceed to end the curse on Peter&#039;s lineage, by any means necessary. Days of downtime: 1&lt;br /&gt;
* [[The More the Hellknight-ier?]], 3/14/25, the [[Hellknights]] celebrate their new arena with a triple trial and public competition. Days of downtime: 0&lt;br /&gt;
* [[Hot Winds Blow]], 3/13/25, associates clear a swathe of the encroaching fire army. Days of downtime: 7&lt;br /&gt;
* [[Fly Me To The Moon (Part 2)]], 3/12/25, Associates infiltrate a Bugbear Fortress and seek a council with King Hellknight. Days of downtime: 0&lt;br /&gt;
* [[Heart of a Sentinel: The Training Arc Begins!]], 2/1/25 - 3/7/25, Associates find out they&#039;ve been chosen by the constellations. Days of downtime: 30&lt;br /&gt;
* [[An Explosive Arrival]], 3/8/25, Associates fight the explosive Caligni at the underground crossroads. Days of downtime: 1&lt;br /&gt;
* [[The Dawn? (Blighted City 26)]], 3/7/25, Associates aim to strike at Lancaster&#039;s heart. Days of downtime: Varies&lt;br /&gt;
* [[Fly Me To The Moon (Part 1)]], 3/5/25, Associates try to track down an aspiring rocketeer. Days of downtime: 6&lt;br /&gt;
* [[The Darkest Night (Blighted City 24)|The Darkest Night (continued) (Blighted City 24)]], 3/4/25, Associates come back for round 2. Days of downtime: Varies&lt;br /&gt;
* [[The Trail Goes Cold]], 3/2/25, Associates fight some water guys and some fire guys. Days of downtime: 12&lt;br /&gt;
&lt;br /&gt;
==February - Winter 228==&lt;br /&gt;
* [[The Darkest Hour (Blighted City 25)]], 2/28/25, associates to fight their way through [[Lancaster]]. Days of downtime: Varies&lt;br /&gt;
* [[At The Heart of Peter]], 2/27/25, associates summon some devils to get some answers about Peter. Days of downtime: 1&lt;br /&gt;
* [[Incense and Iron]], 2/25/25, associates plunder a tomb of Urgathoa. Days of downtime: 16&lt;br /&gt;
* [[The Darkest Night (Blighted City 24)]], 2/24/25, the first team of associates meet their match in [[Lancaster]]. Days of downtime: Varies&lt;br /&gt;
* [[Cat Village Arc 2|No Heads Are Better Than One]], 2/23/25, with the vorpal blade in hand, associates hunt the legendary Jabberwock. Days of downtime: 30&lt;br /&gt;
* [[Speed Dating at Desperate Hope 3]], 2/21/25, associates try again to find love. Days of downtime: 0&lt;br /&gt;
* [[The History of Peter]], 2/20/25, associates assist Sir Egg in learning how exactly Peter&#039;s curse works. Days of downtime: 0&lt;br /&gt;
* [[Rock on, Owlbears]], 2/18/25, associates keep a musical performance at [[Markmuse Theatre]] safe and orderly. Days of downtime: 1&lt;br /&gt;
* [[A Warm and Fuzzy Feeling]], 2/16/25, associates have a harrowing fight to close one portal to the Plane of Fire. Days of downtime: 14&lt;br /&gt;
* [[Traveling Through This World Below]], 2/12/25, [[Illiam Elro]] leads an expedition to reunite the concept of dreams. Days of downtime: ???&lt;br /&gt;
* [[Saving Peter.... again?]], 2/11/25, Associates proceed to not save Peter. Days of downtime: 1&lt;br /&gt;
* [[A Lukewarm Reception]], 2/9/25, a scouting party discovers a scorched village and an army of elementals. Days of downtime: 15&lt;br /&gt;
* [[Three&#039;s a Crowd, Four&#039;s a Conspiracy]], 2/7/25, Days of downtime: 7&lt;br /&gt;
* [[Saving Peter]], 2/7/25, Merchants have been kidnapped by bandits?. Days of downtime: 6&lt;br /&gt;
* [[Ice Cream Social]], 2/3/25, associates make some ice cream. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==January - Fall 228==&lt;br /&gt;
* [[Cat Village Arc 2|So No Head-Severing Sword?]], 1/31/25, Associates find and prepare a weapon to kill a Jabberwock. Days of downtime: 9&lt;br /&gt;
* [[Holy Sweepers]], 1/29/25, New Associates clean the sewers. Days of downtime: 0&lt;br /&gt;
* [[The King&#039;s Labyrinth: Once More, with Feeling!]], 1/28/25, Associates play an advanced game of hide-and-seek. Days of downtime: 1&lt;br /&gt;
* [[The Secret of Crackledamn Alley]], 1/26/25, The animal companions of some associates look into an issue. Days of downtime: 0&lt;br /&gt;
* [[Cat Village Arc 2|Tangling With The Thrasfyr]], 1/25/25, The party kills the Thrasfyr and learns where a vorpal blade might be. (Session 3 of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[The King&#039;s Labyrinth: Just Another Fun Game by Me, The King!]], 1/20/25, associates play a &amp;quot;multiple player game&amp;quot;. Days of downtime: 15&lt;br /&gt;
* [[I am a Poor Wayfaring Stranger...]], 11/27/24-1/20/25, Associates wander the [[Dreamlands]] to find answers. Days of Downtime: 28&lt;br /&gt;
* [[Cat Village Arc 2|The Walking Disaster]], 1/17/25, The second beast, the Sard, is slain. (Session 2 of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[Cooking by the Book: Shrimp Colors]], 1/14/25, Associates go looking for sea food. Days of downtime: 5&lt;br /&gt;
* [[Who Even Made These?]], 1/12/25, associates clear out a warehouse full of junk and some things living in there. Days of downtime: 7&lt;br /&gt;
* [[Cat Village Arc 2|Creeping in the Dark]], 1/10/25, Naughty cats unleash 4 mighty beasts upon the land. (start of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[An East-Side Haunting]], 1/8/25, associates put a ghost to rest. Days of downtime: 0&lt;br /&gt;
* [[Dirty Deeds Done Dirt Cheap]], 1/7/25, associates solve two mysteries at once. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
=2024=&lt;br /&gt;
==December - Summer 228==&lt;br /&gt;
*[[A Hole by Any Other Name Would Smell as Sweet]], 12/23/24, Legendary associates are hired to fill a hole. Days of downtime: 18&lt;br /&gt;
*[[The Oasis (Creature Culling 5)]], 12/22/24, Associates deal with a couple of big problems near a dig site. Days of downtime: 7&lt;br /&gt;
*[[Till the End: Poppet Finale]], 12/20/24, Associates finish helping with the job started in [[A Wandering Poppet (Poppet #3)|A Wandering Poppet]]. days of downtime: 0&lt;br /&gt;
* [[Creature Culling 4]], 12/12/24, Associates beat up another large flightless bird, for science! Days of Downtime: 10&lt;br /&gt;
* [[Treasure Hunting 3: The Family Black]], 12/6/24, Associates look into another treasure for Cutter and return with a baby. Downtime days: 21&lt;br /&gt;
* [[Pharasma&#039;s Peaches]], 12/4/24, Associates track down a missing peachwood shipment. Days of Downtime: 7&lt;br /&gt;
&lt;br /&gt;
==November - Spring 228==&lt;br /&gt;
* [[All Dogs Go To Heaven]], 11/25/24, [[Melfyra]] gathers people to help her with a ritual to bring back Adyrha, but fate is not on her side. Days of Downtime: 1&lt;br /&gt;
* [[Field Trip]], 11/22/24, [[Atticus]] overcomes his [[Hellknights|Hellknight]] Trial. Days of Downtime: 5&lt;br /&gt;
* [[Mazia&#039;s Fortune Shack: Orion Has A Competetor?|Mazia&#039;s Fortune Shack: Orion has a Competitor?]], 11/21/24, Associates investigate a mysterious new fortune teller. Days of Downtime: 0&lt;br /&gt;
* [[Home for the Hold]], 11/20/24, Associates clear a manor of a cult surrounding an ooze. Days of downtime: 4&lt;br /&gt;
* [[Cooking by the Book: Kicking Rocks]], 11/19/24, Associates kick some rock monsters around. Days of downtime: 10&lt;br /&gt;
* [[We Hate Moondays]], 11/17/24, Associates cleared a sizeable undead infestation from a remote cabin. Days of Downtime: 20&lt;br /&gt;
* [[A Particular Palate]], 11/17/24, Associates return to the infinite spider cave. Days of downtime: 3&lt;br /&gt;
* [[God&#039;s Willing, God-Fearing|So It Is Written, So It Shall Be Done]], 11/15/24, the spiritually devout attempt to aid [[Gregorios Jude]]&#039;s ordeal. Days of downtime: 0&lt;br /&gt;
* [[The Iron Sarcophagus]], 11/10/24, Associates return to Fort Soledad. Days of downtime: 28&lt;br /&gt;
* [[Evil Fucking Wizard]], 11/9/24, Associates halt a Lich&#039;s scheme. Days of downtime: 10&lt;br /&gt;
* [[The Beat 2: Night Watch]], 11/5/24, Associates experience nothing in particular. Days of downtime: 1&lt;br /&gt;
* [[Blood Runs Red]], 11/3/24, Associates save a village from an ogre and goblins. Days of downtime: 6&lt;br /&gt;
&lt;br /&gt;
== October - Winter 227==&lt;br /&gt;
* [[Monster Mash III]], 10/31/24, Associates go trick or treating... again! Days of downtime: 0&lt;br /&gt;
* [[Dare to Deal with the Dero]], 10/27/24, Associates go underground to deal with some shorties. Days of downtime: 2&lt;br /&gt;
* [[Monster Mash II]], 10/26/24, Associates go trick or treating. Days of downtime: 0&lt;br /&gt;
* [[Jumping at Shadows]], 10/19/24, Associates locate the cause of missing loggers. Days of downtime: 9&lt;br /&gt;
* [[The Lick]], 10/17/24, Associates enjoy some Thlipit. Days of downtime: 0&lt;br /&gt;
* [[Chasing the Breeze]], 10/11/24, Associates spend time fixing Amin&#039;s mistakes and finding Rotbeard. Days of Downtime: 7&lt;br /&gt;
* [[God&#039;s Willing, God-Fearing]], 10/11/24-10/31/24, Associates accompany [[Gregorios Jude]] on a harrowing spiritual journey. Days of Downtime: 4&lt;br /&gt;
* [[The Second Hellmouth: Under Siege|The Second Hellmouth: Ruin]], 10/10/24, Associates finish closing a hellmouth. Days of downtime: 0&lt;br /&gt;
* [[A Taste for Murder]], 10/9/24, Associates look into more hauntings at the theater. Days of downtime: 1&lt;br /&gt;
* [[Family Matters]], 10/6/24, Associates look into the case of a missing dryad. Days of downtime: 7&lt;br /&gt;
* [[Rock and Stone|Rock and Stone Part 2: The Revengeance]], 10/5/24, Associates clear out a mine filled with medusas and a funny rock. Days of downtime: 3&lt;br /&gt;
* [[Following the Threads]], 10/4/24, Associates rescue villagers from a spider-infested cavern. Days of downtime: 3&lt;br /&gt;
* [[A Frosty Stalemate (Creature Culling 3)]], 10/2/24, Associates clear out a dig site for Valera&#039;s elders and Phyl. Days of downtime: 4&lt;br /&gt;
* [[Stealing the Sun]], 10/1/24, Associates investigate a lack of sunlight up on a mountain. Days of downtime: 32&lt;br /&gt;
* [[The Monster Mash]], 10/01/2024-10/31/2024. Associates celebrate Halloween. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
== September - Fall 227==&lt;br /&gt;
* [[Cold-Iron Retrieval]], 9/28/24, Associates clear out an old mine so cold-iron production can begin. Days of Downtime: 7&lt;br /&gt;
* [[The Second Hellmouth: Under Siege]], 9/26/24, Associates join [[Fen Ergivald|Fen]] in an attempt to close the final Hellmouth. To be continued... Days of Downtime: 11&lt;br /&gt;
* [[Rock and Stone]], 9/21/24, Associates grudgingly assist a dwarf by killing a chimera and chasing away a medusa. They aren&#039;t done yet. Days of downtime: 3&lt;br /&gt;
* [[You Sunk My Puzzle!]], 9/20/24, Associates play Battle Ship with the Puzzlemaster. Days of downtime: 0&lt;br /&gt;
* [[A Wandering Poppet (Poppet #3)]], 9/17/24 - 10/13/24 PBP; Associates go on an adventure to have an adventure. Days of downtime: 20&lt;br /&gt;
* [[Alestorm]], 9/15/24, Associates make poor decisions while inebriated. Days of downtime: 2&lt;br /&gt;
* [[Defy Gnome Ann]], 9/14/24, Associates make something out of nothing. Days of downtime: 2&lt;br /&gt;
* [[Wails of the Damned (Blighted City 23)]], 9/13/24, Associates clear a haunted palace. Days of downtime: 8&lt;br /&gt;
* [[The Dig Site (Creature Culling 2)]], 9/12/24, Associates clear out a dig site for Valera&#039;s elders and Phyl. Days of downtime: 5&lt;br /&gt;
* [[Murder Of Crows]], 9/12/24, Associates investigate the murder of 3 crows in a goblin village. Days of downtime: 6&lt;br /&gt;
* [[Ascariasis]], 9/10/24, Associates kill a worm and put the entire city at risk. Days of downtime: 1&lt;br /&gt;
* [[It&#039;s Just Bandits]], 9/10/24, Associates are tasked with non-violently removing bandits north of the city. Days of downtime: 2&lt;br /&gt;
* [[The Rusted Edge|The Cleft Edge]], 9/8/24, Associates hunt down the rest of the bandits. Days of downtime: 0&lt;br /&gt;
* [[The Fine Omen]], 9/7/24, Associates work a LARP event. Days of downtime: 1&lt;br /&gt;
* [[The King&#039;s Labyrinth: Grand Opening]], 9/6/24, Associates test out the kings new labyrinth. Days of downtime: 15&lt;br /&gt;
* [[Slaves to Power]], 9/4/24. Associates delve into an undead fleshwarper&#039;s workshop. Days of downtime: 4&lt;br /&gt;
* [[Mushroom Investigation]], 9/4/24, Associates investigate strange mushrooms in a bog. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
== August - Summer 227==&lt;br /&gt;
* [[A World No Man can Imagine]], 8/31/24, Associates put down some land octopodes, some ogres, and an omen dragon. The last didn&#039;t actually exist, but provided future visions regardless. Days of downtime: 5&lt;br /&gt;
* [[Parted Puzzlers]], 8/30/24, Associates put up with the puzzlemaster&#039;s tricks once again. Days of downtime: 0&lt;br /&gt;
* [[Termination Clause]], 8/26/24, Associates close the second Hell Mouth. Days of downtime: 11&lt;br /&gt;
* [[The Rusted Edge]], 8/25/24, Associates investigate some ruins occupied by bandits. Days of downtime: 10&lt;br /&gt;
* [[A World Gnome Ann Can Imagine]], 8/24/2024, Associates prepare an event for the were-gnomes. Days of downtime: 5&lt;br /&gt;
* [[The Stoneblight&#039;s Peril]], 8/22/2024, Associates respond to an urgent request in [[The Stoneblight Forest]]. Days of downtime: 6&lt;br /&gt;
* [[Eyes Upon Blight]], 8/21/2024, Associates uncover an orb in Lancaster. Days of downtime: 2&lt;br /&gt;
* [[Where Once They Were, No Man Remains | Where Once They Were, Gnome Ann Remains]], 8/17/2024, Associates unscramble some names. Days of downtime: 0&lt;br /&gt;
* [[Descent into the Dark]], 8/16/2024, Associates investigate Drake&#039;s tunnel. Days of downtime: 1.&lt;br /&gt;
* [[Hellmouth Hysteria]], 8/15/2024, Associates go to Cincinnati to find [[Sahona Bright-Eyed|Sahona&#039;s]] hellmouth. Days of downtime: 11&lt;br /&gt;
* [[Smell of the Game]], 8/10/2024, Associates remove a stench disturbing a wanderer. They then remove bandits disturbing the source of the stench.  Days of downtime: 2&lt;br /&gt;
* [[Where Once They Were, No Man Remains]], 8/4/2024, Associates go on a bizarre rescue mission. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==July - Spring 227==&lt;br /&gt;
*[[Parliament of Owls]], 7/28/2024, Associates broker peace between a town of Sun Wukong worshipers and a forest of intelligent owls. Days of downtime: 6&lt;br /&gt;
*[[Finishing the Job (Blighted City 22)]], 7/27/2024, Associates finish off the undead and fiends in the outer palace. Days of downtime: 3&lt;br /&gt;
*[[Snakes in the Grass]], 7/27/2024, Associates fight the Dread Gazebo. Days of downtime: 0&lt;br /&gt;
*[[Rats in the Basement]], 7/19/2024, Associates clear out some rodents from an old church of Desna. Days of downtime: 2&lt;br /&gt;
*[[Storming the Sky]], 07/19/2024, Associates attempt to raid a temple, but Rotbeard does a better job than they did. Days of downtime: 4&lt;br /&gt;
*[[Creepy Crawlies]], 07/18/2024, Associates destroy hive headed creatures and eradicate an overgrown hive of wasps. Days of downtime: 2&lt;br /&gt;
*[[Crab Rave]], 07/18/2024, Associates give [[Victoria Honeystride | Victoria]] crabs. Days of downtime:10&lt;br /&gt;
*[[Creature Culling|Creature Culling 1]], 07/17/2024, Associates hunt a new threat deep in the lost valley of Valera. Days of downtime: 5&lt;br /&gt;
*[[Were-Gnome, Ann Dreads]], 07/12/2024, Associates play a game of cones. Days of downtime: 0&lt;br /&gt;
*[[The Reckoning]], 7/10/24, Associates touch a crystal and unlock Spellmaster. Days of downtime: 0&lt;br /&gt;
*[[A Home in Need]], 07/04/2024, Associates kill lightning elementals and poisonous snake folks that infested Drake the Bug Bear&#039;s home. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==June - Winter 226==&lt;br /&gt;
*[[Retribution]], 6/30/24, Associates stop monsters from destroying a lake-polluting factory, just so they could. Days of downtime: 5&lt;br /&gt;
*[[The King&#039;s Labyrinth]], 6/28/24, Associates investigate a maze and face the aberrations inside. Days of downtime: 8&lt;br /&gt;
*[[Into the Dark 2 (Blighted City 21)]], 06/26/24, Associates take an unfortunate turn in Lancaster. Days of downtime: 1&lt;br /&gt;
*[[The Rainbow Stronghold]], 6/20/24, Associates investigate a prismatic stronghold and face its many trials. Days of downtime: 20&lt;br /&gt;
*[[The Exchange]], 6/19/24, Associates touch the funny crystal again. Days of downtime: 0&lt;br /&gt;
*[[The Second Hellmouth: Early Signs]], 6/18/24, Associates fight a bunch of devil-controlled bandits, Days of Downtime: 3&lt;br /&gt;
*[[Rodents Run Rampant]], 6/17/24, Associates clear a warehouse of rats. Days of Downtime: 6&lt;br /&gt;
*[[The Gold Experience]], 6/15/2024, Associates steal from an auction. Days of Downtime: 0&lt;br /&gt;
*[[Stand Proud (Love and Loss Day II)]], 6/14/2024, Associates attend the Love and Loss Day festival. Days of Downtime: 0&lt;br /&gt;
*[[Cooking by the Book: Into the Light]], 6/13/2024, Associates struggle against a chicken. Days of Downtime: 3&lt;br /&gt;
*[[Into the Dark (Blighted City 20)]], 6/12/24, Associates crawl into a hole in Lancaster. Days of downtime: 2&lt;br /&gt;
*[[Bird-Brained Bandit]], 6/11/24, Associates hunt a Kulu-Ya-Ku causing trouble around a nearby settlement. Days of downtime: 8 &lt;br /&gt;
*[[Beg to Differ]], 6/9/24, Associates investigate a weird cave and a lot of crabs. Days of downtime: 3&lt;br /&gt;
*[[Bustin&#039;]], 6/8/2024, Associates bust some ghosts. Days of downtime: 0&lt;br /&gt;
*[[Kicking the Dog]], 6/6/2024, Associates watch Mutt fight a bone devil. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==May - Autumn 226==&lt;br /&gt;
*[[An Easy Mistake to Make]], 5/31/24, Associates help a Bugbear win a fight. Days of downtime: 0&lt;br /&gt;
*[[A Catastrophe in the Making|Just One More Thing]], 5/30/24, Associates run around in a big circle for no reason. Days of downtime: +3, total 33 days for Cat Village arc.&lt;br /&gt;
*[[The Apprentice]], 5/29/24, Associates touch a funny crystal. Days of downtime: 0&lt;br /&gt;
*[[Bargain Bin Basement]], 5/28/24, Associates clean up a basement. Days of downtime: 0&lt;br /&gt;
*[[Scary Monsters (And Super Creeps)]], 5/27/24, Associates separate real and false ghosts and collect the remains of the latter. Days of downtime: 0&lt;br /&gt;
*[[Star Pit: King of the Kobold DX]], 5/24/24, Associates defend a rock from kobolds, at the cost of an associate&#039;s life. Days of downtime: 1&lt;br /&gt;
*[[The Esteemed Cat Festival]], 5/23/24, The Cat Village festival arrives. Days of downtime: +1&lt;br /&gt;
*[[Territorial Dispute]], 5/19/24, Associates attempt to stop monsters from encroaching on new territory. Days of downtime: 0&lt;br /&gt;
*[[Where No Man Treads]], 5/19/24, Associates deal with grabby monsters and pull unusual objects out of a hole. Days of downtime: 4&lt;br /&gt;
*[[Little Lies]], 5/17/24, Associates investigate a broom maker shop in Desperate Hope. Days of downtime: 0&lt;br /&gt;
*[[Clear Cut Rules]], 5/17/24, Associates learn the horrors of capitalism. Days of downtime: 14&lt;br /&gt;
*[[A Catastrophe in the Making|No Dog in This Fight]], 5/16/24, the vacation to Cat Village takes a nearly deadly turn outside the Mayor&#039;s house. Days of downtime: +1&lt;br /&gt;
*[[Cooking By The Book: Monkey Madness]], 5/15/24, Associates track down fruity monkeys. Days of downtime: 7&lt;br /&gt;
*[[A Catastrophe in the Making]], 5/09/24, Associates go to Cat Village for a vacation? Days of downtime: 28+&lt;br /&gt;
*[[How the South Was Won]], 5/08/24, Associates win the south. Days of downtime: 4&lt;br /&gt;
*[[(Don&#039;t) Come to Onadbyr]], 5/4/24, Associates organize some books. Days of downtime: 6&lt;br /&gt;
*[[Whac-A-Monster]], 5/01/24, Associates get slimed. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==April - Summer 226==&lt;br /&gt;
*[[Star Pit: Spare No Expense]], 4/29/24, Associates go into the Star Pit to face off against more than expected. Days of downtime: 2&lt;br /&gt;
*[[Walking on Eggshells]], 4/28/24, Associates deal with some ornery beasts and an egg-stealing bird. Days of downtime: 2&lt;br /&gt;
*[[Inclement Weather]], 4/27/24, Associates faced off against storm creatures and stopped a ritual that made the area stormy. Days of downtime: 16&lt;br /&gt;
*[[The Making of a Hellknight]], 4/25/2024, Victoria attempts a Hellknight trial. Days of downtime: 15&lt;br /&gt;
*[[The Weed Session]], 4/20/2024, weed. Days of downtime: 0&lt;br /&gt;
*[[Final Investigations (Blighted City 19)]], 4/19/24, Associates finish their investigation of the depths. Days of downtime: 7&lt;br /&gt;
*[[The Slight Slab]], 4/17/24, Associates test themselves against the slab. Days of downtime: 0&lt;br /&gt;
*[[The Current Situation]], 4/14/24, Five Associates go hunting for a Tobi Kodachi. Days of downtime: 5&lt;br /&gt;
*[[Karkalicious]], 4/13/24, Miss Slitherslime&#039;s oozes were stolen by some weirdos! Days of downtime: 2&lt;br /&gt;
*[[Component Collection 12]], 4/11/24, got a bunch of shit for Isabella; we killed it, we rule, etc. Days of downtime: 7&lt;br /&gt;
*[[A Longing For Knowledge]], 4/10/24, Associates get a book surprisingly easily. Days of downtime: 6&lt;br /&gt;
*[[Shutting Hell Up]], 4/8/24, Associates close the first of three hellmouths. Days of downtime: 5&lt;br /&gt;
*[[Hard to Swallow]], 4/4/24, Associates follow reports about unidentified megafauna. Days of downtime: 5&lt;br /&gt;
*[[Cooking by the Book: Wild Dinosaur]], 4/3/24, Associates hunt down a stegosaurus to make some burgers. Days of downtime: 4&lt;br /&gt;
&lt;br /&gt;
==March - Spring 226==&lt;br /&gt;
*[[Polar Opposites]], 3/31/24, Associates investigate a confusing case of city-wide inversion. Days of downtime: 0&lt;br /&gt;
*[[Star Pit: Jumping the Shark]], 3/28/24, the Grippli Grappler makes his triumphant return to the Star Pit to pull some sick tricks. Days of downtime: 1&lt;br /&gt;
*[[Star Pit: Recruitment Day]], 3/27/24, another round of gladiators are recruited for the Star Pit. Days of downtime: 1&lt;br /&gt;
*[[A Trial, By All Accounts]], 3/26/24 - 04/29/24, Associates who died to the Pleroma face judgement. Days of downtime: 0&lt;br /&gt;
*[[An Exercise in Futility]], 3/25/24, Associates answer a challenge posed by a powerful entity. Days of downtime: 0&lt;br /&gt;
*[[Return of the Slab]], 3/24/24, Associates return to Slab Island to clean up a mistake and do some gardening. Days of downtime: 0&lt;br /&gt;
*[[Further Investigations 5 (Blighted City 18)]], 3/22/24, Associates delve even further into the curio shop. Days of downtime: 7&lt;br /&gt;
*[[Puzzles Revolving Around Puzzles]], 3/18/24, Associates investigate ANOTHER puzzle box. Days of downtime: 5&lt;br /&gt;
*[[Chicken on a Raft]] 3/17/24 Farmer Jenkins&#039; chicken is stuck on a raft! Days of downtime: 2&lt;br /&gt;
*[[Further Investigations 4 (Blighted City 17)]], 3/15/24, associates delve further into the curio shop. Days of downtime: 7&lt;br /&gt;
*[[Making a Name for Yourself]], 3/13/24, A Bug Bear needed to make a name for himself. They hunted down one for him. Days of downtime: 4&lt;br /&gt;
*[[Weirder Wolves]], 3/12/24, Associates are sent to recover stolen elemental summoning notes. Days of downtime: 1&lt;br /&gt;
*[[A Puzzling Puzzle (Puzzle Master|A Puzzling Puzzle]], 3/11/24, Associates investigate another puzzle box. Days of downtime: 7&lt;br /&gt;
*[[Dreams of Terror]], 3/8/24, Associates set out to finally save a child. Days of downtime: 7&lt;br /&gt;
*[[Heroes Wanted: The Menagerie Mauler]], 3/6/24, Six brave associates hunt down a herpetologist. Days of downtime: 1&lt;br /&gt;
*[[Bring Your Brain]], 3/6/24, a strange object has the guards stumped. Days of downtime: 0&lt;br /&gt;
*[[Fallen Star]] 3/3/24 A spacerock falls from the sky to the interest of many. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
==February - Winter 225==&lt;br /&gt;
*[[An Early-Morning Hunt]], 2/29/24, Zeal gathers associates to track down hellmouths. Days of downtime: 2&lt;br /&gt;
*[[A Grave Danger Returns]], 8/28/24, Associates bash some armor; find a crab. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose III]], 2/27/24 - 3/31/24 (PBP), Associates are recruited to relieve a besieged settlement. Days of downtime: 9 &lt;br /&gt;
*[[No Man Left Behind]], 2/25/24, Associates banish an orc and defeat a dragon. Days of downtime: 5&lt;br /&gt;
*[[A Stench Least Foul]], 2/24/24, Associates investigate shadows in the swamp. Days of downtime: 3&lt;br /&gt;
*[[Star Pit: XL Team Deathmatch]], 2/22/24, Associates return to the Star Pit for a big battle. Days of downtime: 2&lt;br /&gt;
*[[Speed Dating at Desperate Hope 2]], 2/21/24, Associates once again attempt to speed date. Days of downtime: 0&lt;br /&gt;
*[[Horrors from the Deep]], 2/19/24, Associates learn square keys don&#039;t fit in square holes. Days of downtime: 4&lt;br /&gt;
*[[Gnome Ann Left Behind]], 2/18/24, Associates learn the alphabet. Days of downtime: 5&lt;br /&gt;
*[[Century Twooze]], 2/17/24, Associates help out with training a Century Twooze. Days of downtime: 0&lt;br /&gt;
*[[Century Ooze]], 2/17/24, Associates help out with training a Century Ooze. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 11]], 2/16/24, Associates go to the desert to get some mutant scales.  Days of Downtime: 28&lt;br /&gt;
*[[Recall]], 2/16/24, an unofficial group of Associates find a secret underneath the city while searching for a cat. Days of Downtime: 0&lt;br /&gt;
*[[The Legendary Funeral]], 2/15/24 - 2/21/24, Onadbyr mourns &amp;quot;lost&amp;quot; associates. Days of Downtime: 0&lt;br /&gt;
*[[Dealing With Satori&#039;s Mistakes]], 2/15/24, Satori asks associates to help him take responsibility for his Devil Contract. Days of Downtime: 12&lt;br /&gt;
*[[Speed Dating at Desperate Hope]], 2/14/24, Associates attempt to partake in a speed dating event. Days of Downtime: 0&lt;br /&gt;
*[[Love-and-Loss Day]], 2/14/24, Associates visit the revival of an old festival and discover the unfair treatment of an innocent trader. Days of Downtime: 1&lt;br /&gt;
*[[Dreams of Extravagance]], 2/13/24, Associates help Alice with her dream problems, again. Days of Downtime: 7&lt;br /&gt;
*[[A Test]], 2/11/24, Associates investigate dreams of a falling meteorite. Days of downtime: 1&lt;br /&gt;
*[[A Stench Slightly Less Foul]], 2/07/24, Associates clean up the mess left behind by the Stench Most Foul group. They don&#039;t drown. Days of downtime: 3&lt;br /&gt;
*[[One Bad ___]], 2/07/24, Associates clean up a polluted well. Days of downtime: 8&lt;br /&gt;
*[[The Primeval Slab]], 2/05/24, Associates investigate the slab again. They barely survive again. Days of downtime: 0&lt;br /&gt;
*[[Lost Mutt#Let&#039;s make a Deal!|Let&#039;s make a deal!]], 2/04/24, Associates find a stick and nothing else. Days of downtime: 2&lt;br /&gt;
*[[Further Investigation 3 (Blighted City 16)]], 2/03/24, Associates continue to push through Lancaster and clear out Undead. Days of Downtime: 6&lt;br /&gt;
*[[A Stench Most Foul]], 2/01/24, Associates are sent to clear out a foul smelling area. Days of Downtime: 3&lt;br /&gt;
&lt;br /&gt;
==January - Autumn 225==&lt;br /&gt;
*[[Samara Slitherslimes Shifting Slime Shop]], 1/31/24, Samara Slitherslime asks Associates to train some slimes. Days of downtime: 1&lt;br /&gt;
*[[Star Pit: King of the Kobolds]], 1/30/24, the Star Pit calls upon Associates for a beloved annual event. Days of downtime: 2&lt;br /&gt;
*[[Lost Mutt]], 1/29/24, Associates set out to find their missing Hellknight. Days of downtime: 3 days&lt;br /&gt;
*[[No Man Knows]], 1/28/24, Associates finish exploring a garden, taking a nap along the way. Days of downtime: 1&lt;br /&gt;
*[[Lucky needs YOUR help]], 1/25/24, Lucky hires some associates to do her shopping for her. Days of downtime: 1&lt;br /&gt;
*[[The Weathered Slab]], 1/23/24, Associates explore the use of a magic slab for training purposes. They survive, but barely. Days of downtime: 0&lt;br /&gt;
*[[No Man&#039;s Land]], 1/21/24, Associates begin to delve into a dark and evil garden. Days of downtime: 1&lt;br /&gt;
*[[Conquering the Wilds]], 1/19/24, Associates confront and kill the Father. Days of downtime: 14 &lt;br /&gt;
*[[Gnome Ann&#039;s Land]], 1/19/24, Associates get a ghost fired without backpay. Days of downtime: 2&lt;br /&gt;
*[[It&#039;s Demons (Legendary)]], 1/16/24, Associates hunt demons as a show of force. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 10]], 1/15/24, Associates experience the beauty of Elysium. Days of downtime: 14&lt;br /&gt;
*[[Taming the Wilds]], 1/11/24, Associates scout out a way through the traps to the father lycanthrope. Days of downtime: 14&lt;br /&gt;
*[[Untitled Gooze Game]], 1/09/24, Associates help recover wayward gooze. Days of downtime: 0&lt;br /&gt;
*[[Dreams of Whimsy]], 1/08/24, Associates delve further into the mystery of a sleeping child. Days of downtime: 5&lt;br /&gt;
&lt;br /&gt;
=2023=&lt;br /&gt;
==December - Summer 225==&lt;br /&gt;
*[[Onadbyrs Legacy]], 12/29/23, Associates investigate a riddle discovered within the city. Days of downtime: 0&lt;br /&gt;
*[[Dream a Little Dream of Me]], 12/28/23, Illiam chooses only the most qualified associates to help make a love story reality. Days of downtime: 1&lt;br /&gt;
*[[Mary Had a Little Lamb (Poppet #2)]], 12/23/23, Associates look for a missing lamb. Days of downtime: 15&lt;br /&gt;
*[[It&#039;s Demons (Master)]], 12/22/23, Onadbyr sends out its best associates to solve this recurring issue permanently. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose|Threads on the Loose II]], 12/21/23 - 1/11/24, Associates set out to rescue kidnapped Associates. Days of downtime: 15+&lt;br /&gt;
*[[Tricksters of the Summer&#039;s Night]], 12/19/23, Associates look into a lack of spirits at a festival. Days of downtime: 6&lt;br /&gt;
*[[Component Collection 9]], 12/16/23, Associates remove 5+1 boars from a cave. Days of downtime: 5&lt;br /&gt;
*[[Dreams of Solace]], 12/13/23, Hedgewyn Brewery requests assistance with helping someone wake up from a dream. Days of downtime: 5&lt;br /&gt;
*[[Everything is Fine in Shaftesbury]], 12/13/23, People in town are recieving letters promising to be reunited with loved ones. Associates are sent to inspect. Days of downtime: 6&lt;br /&gt;
*[[Malicious Intent: Last Shot]], 12/11/23, The associates are sent out to take out the goblin fortress leader. Days of downtime: 14&lt;br /&gt;
*[[Lasst uns froh und munter sein]], 12/9/23, A job ends up being far more complicated than the Associates expected. Days of downtime: 7&lt;br /&gt;
*[[7 Deadly Runes]], 12/8/23, Associates set out to finish what they&#039;ve started and bring peace to the Thassilonians. Days of downtime: 7&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Goes]], 12/5/23, Associates finally end their chapter of learning Velborough&#039;s fate. Days of downtime: 1&lt;br /&gt;
*[[Kelek, Remastered 3]], 12/4/23, Associates have a strange dream. Days of Downtime: 0&lt;br /&gt;
*[[It&#039;s Demons (Expert)]], 12/4/23, Associates were tasked to intercept a band of demons. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose]], 12/3/23 - 12/20/23, PBP- Associated escort Nakaya the wool merchant on a trading run. Days of downtime: 14&lt;br /&gt;
*[[Weird Wolves]], 12/1/23, Associates are called last minute to deal with some &amp;quot;wolves&amp;quot; approaching the city. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==November - Spring 225==&lt;br /&gt;
*[[It&#039;s Demons (Trainee)]], 11/30/23, Associates are hired to check for small demons outside town. Days of Downtime: 0&lt;br /&gt;
*[[Welcome to the Star Pit]], 11/29/23, Associates are recruited to become gladiators. Days of Downtime: 2&lt;br /&gt;
*[[Spirit Bottle: Solutions]], 11/27/23, Associates set out to find Absinthe and end up back at the Spirit Bottle. Days of downtime: 2&lt;br /&gt;
*[[Black Sunday (Blighted City 15)]], 11/26/23, associates clean up Lancaster&#039;s streets. Days of downtime: 6&lt;br /&gt;
*[[Buried Knowledge]], 11/24/23, associates investigate a buried library not unlike Desperate Hope. Days of downtime: 8&lt;br /&gt;
*[[Thanks Not Received]], 11/23/23, associates search for a missing food shipment. One dies and comes back. Days of downtime: 0&lt;br /&gt;
*[[Kelek, Remastered 2]], 11/22/23, associates have a weird dream. Days of downtime: 0&lt;br /&gt;
*[[The Gnasher Horde]], 11/21/23, hunt down several roaming beaver behemoths. Days of downtime: 0&lt;br /&gt;
*[[The Gnasher&#039;s Den]], 11/21/23, hunt down the roaming beaver behemoth. Days of downtime: 7&lt;br /&gt;
*[[Kelek, Remastered 1]], 11/20/23, associates have a weird dream. Days of downtime: 0&lt;br /&gt;
*[[The Pun Session | The Pun Session™]], 11/20/23, associates save Gnome Ann, retrieve a potion, and restore Ogre Confidence to his former glory. Days of downtime: 4&lt;br /&gt;
*[[The Original Rune]], 11/17/23, the associates humble the runelord of pride. Days of downtime: 7&lt;br /&gt;
*[[The Miracle of Fertilization]], 11/12/23, the associates go on a magical wagon adventure. Days of downtime: 0&lt;br /&gt;
*[[Whispers Which Weep]], 11/10/23, The council received a letter asking for assistance in dealing with an evil witch. Days of downtime: 8&lt;br /&gt;
*[[Further Investigation 2 (Blighted City 14)]], 11/10/23, Associates clear out and loot the library at Lancaster. It&#039;s the best day ever for [[Kali]] and [[Cyrus Leyvald|Cyrus]]. Days of downtime: 6&lt;br /&gt;
*[[The Lost Soul]], 11/6/23, Associates help Illiam find their long-lost great great aunt Ruetha Elro. Days of downtime: 8&lt;br /&gt;
*[[Chestnuts Magic Flower]], 11/3/23, Associates find a flower for the poppet Chestnut. Days of downtime: 7&lt;br /&gt;
*[[Graveknight Knockdown: The Final Chapter]], 11/02/23 - 11/12/23, Associates finally deal with the Graveknight problem once and for all. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 8]], 11/2/23, Associates venture out to a Willow tree to collect samples. Days of downtime: 6&lt;br /&gt;
&lt;br /&gt;
==October - Winter 224==&lt;br /&gt;
*[[Graveknight Knockdown 4]], 10/31/23, Associates tend to Graveknights, again, again, again. Days of downtime: 0&lt;br /&gt;
*[[An Unclean Kill]], 10/30/23, Associates poke at a dead animal. Days of downtime: 2&lt;br /&gt;
*[[Call of the Wild 5]], 10/29/23, Associates hunt down the wereroc Hark near frozen ruins. Days of downtime: 7&lt;br /&gt;
*[[Let the Music Move You]], 10/3/23 - 10/26/23, A concert has come to Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[The Dark Side of the Moon]], 10/26/23, Associates set out to free Kit from their mother&#039;s influence. Days of downtime: 29&lt;br /&gt;
*[[When a Man loves a Woman]], 10/23/23, Help Sir Egg with his latest client. Days of Downtime: 13&lt;br /&gt;
*[[Spirit Night Horror]], 10/21/23, Associates make sure nobody gets hurt at the Spirit Night festival in Rommack. Days of downtime: 1&lt;br /&gt;
*[[Hate Like Rune]], 10/20/23, Associates return to the lost lands and learn of Wrath. Days of Downtime: 7&lt;br /&gt;
*[[Broken Hearts]], 10/20/23, Associates look into disappearing couples at Rivergrove. Days of downtime: 1&lt;br /&gt;
*[[Eclipsing the Night 2]], 10/19/23, Associates head into the Umbral Grotto to hunt down the night hag that has been attacking Onadbyr. Days of downtime: 4&lt;br /&gt;
*[[A Coup Against Aku]], 10/12/23, Associates gear up to finally take down Aku and the Oni incursion of The Grove. Days of downtime: 6&lt;br /&gt;
*[[Call of the Wild 4]], 10/11/23, Associates assassinate Hoggins the were-whale. Days of downtime: 8&lt;br /&gt;
*[[Component Collection 7]], 10/9/23, Associates save Wrigley from some Gathlain. Days of downtime: 2&lt;br /&gt;
*[[The Statue Garden]], 10/9/23, Associates deal with a flooded restaurant full of fish. Days of downtime: 1&lt;br /&gt;
*[[Pestilence]], 10/7/23, Associates investigate a sickness in nearby town. Days of downtime: 4&lt;br /&gt;
*[[The Bandit&#039;s King]], 10/7/23, Three Associates infiltrate a bandit camp to investigate them. Days of downtime: 14&lt;br /&gt;
*[[Malicious Intent: Target Sighted]], 10/6/23, Associates clear a goblin outpost and gain more information about the goblin big boss. Days of downtime: 7&lt;br /&gt;
*[[Journey to the West 2]], 10/6/23, Associates travel to the Old Country to assist with Maki&#039;s trials. Days of downtime: 60&lt;br /&gt;
*[[Are you Telling me Dr. Acula was a Vampire the Whole Time?!?]], 10/4/23, Associates try to get rid of Dr. Acula. Days of downtime: 0&lt;br /&gt;
*[[Eclipsing the Night]], 10/2/23, Associates investigate the lack of fae in the area. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
==September - Autumn 224==&lt;br /&gt;
*[[Return to Sane Sorik]], 9/29/2023, Associates exterminated a Gnagrif infestation from the Sane Sorik Library. Days of downtime: 1&lt;br /&gt;
*[[Please don&#039;t be spiders...]], 9/29/2023, Associates went to Pettyport to investigate a strange cart covered in webs and loaded with magic. Days of downtime: 0 &lt;br /&gt;
*[[Call of the Wild 3]], 9/26/2023, Associates meet with the daughter of &amp;quot;the Father&amp;quot; for a diplomatic meeting. Days of downtime: 4&lt;br /&gt;
*[[Last Stand of the Forgotten Pirate]], 9/25/23. Associates look for a missing person. Day of downtime: 1&lt;br /&gt;
*[[Spa Spies II]], 9/23/23. Associates return for a second spa day. Days of downtime: 0&lt;br /&gt;
*[[Return to the Spirit Bottle]], 9/22/23. Associates make an exchange for Absinthe at the Spirit Bottle. Days of downtime: 2&lt;br /&gt;
*[[It Was all a Dream?]] 9/21/23, Associates have some bad nightmare-inducing lasagna. Days of downtime: 0&lt;br /&gt;
*[[Besetting Rune]], 9/21/23. Associate take another plunge into the runelord&#039;s grave shaped portal. Days of downtime: 7&lt;br /&gt;
*[[Further Investigation 1 (Blighted City 13)]], 9/19/23. Associates decide to investigate a lead gotten from the Paravicar&#039;s journals. Days of Downtime: 3&lt;br /&gt;
*[[Runes of Flesh]], 9/15/23. Associate further investigate the portal in the mausoleum. Days of downtime: 7&lt;br /&gt;
*[[The Lady and Her Knight (Blighted City 12)]], 9/14/23. Associates gear up to take the graveyard for real this time. Days of downtime: 3&lt;br /&gt;
*[[Call of the Wild 2.5]] 9/13/23. Associates find a missing person in Under Bright. Days of downtime: 1&lt;br /&gt;
*[[Band of Poachers]] 9/12/23. Associates investigate overhunting outside of Onadbyr. Days of downtime: 2&lt;br /&gt;
*[[Escort Mission]]. 9/11/23. Associates escort LOC to Desperate Hope 2 days away. Days of downtime: 11&lt;br /&gt;
*[[Journey to the West]]. 9/11/23. Associates accompany Maki to the Old Country. Days of downtime: 60&lt;br /&gt;
*[[Graveknight Knockdown 3]], 9/10/23. Associates go down to deal with the Graveknights AGAIN. Days of downtime: 0&lt;br /&gt;
*[[Malicious Intent: In the Wind]], 9/10/23. Associates cleared a goblin ambush site that had been disrupting trade. Days of downtime: 2.&lt;br /&gt;
*[[The Oviposit Episode]], 9/8/23. The associates get together to experience oviposition. Days of downtime: 4&lt;br /&gt;
*[[Velborough O&#039;s|Velborough No&#039;s]] The master is defeated, the people of Velborough freed, and the demiplane destroyed. Maybe? 9/8/23.&lt;br /&gt;
*[[Onadbyr Arson Investigation|Onadbyr Arson Investigation Redux]] 9/7/23. The associates finally put an end to the arsons and Kasumi makes two new friends. Days of downtime: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Knows]] The first part of the assault on Velboroughs&#039; Statehouse to finally take down the master and free the people of Velborough. 9/6/23.&lt;br /&gt;
*[[Component Collection 6]] 9/6/23. Associates head back to Parmi&#039;s cave to clean it up. Days of downtime: 1&lt;br /&gt;
*[[Cows on Ice]] 9/5/23. Associates save some cows from dragons. Days of downtime: 3&lt;br /&gt;
*[[The Stone that Cuts]] 9/4/23. Associates cleared out an abandoned mine full of dangerous creatures. Days of downtime: 4 &lt;br /&gt;
*[[Pay for One&#039;s Runes]] 9/1/23. Associates further investigate the portal in the mausoleum. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==August - Summer 224==&lt;br /&gt;
*[[Shaking Earth]] 8/31/23. Associates investigate giant sightings outside of Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[Fall Into Rune]] 8/31/23. Associates investigate the portal previously found in a coffin. Days of downtime: 7&lt;br /&gt;
*[[The Walls are Closing In]] 8/30/23. Associates defend the city guard from being culled by extraplanar saboteurs. Days of downtime: 1&lt;br /&gt;
*[[Call of the Wild 2]] 8/29/23. Associates participate in a diplomatic encounter with the werecreatures in the woods. Days of downtime: 3&lt;br /&gt;
*[[Down and Drowned]] 8/28/23. Associates are called to deal with an aquatic creature. Days of Downtime: 3&lt;br /&gt;
*[[Spa Spies]] 8/27/23. Associates have a spa day. Days of downtime: 0&lt;br /&gt;
*[[Malicious Intent: Armed and Dangerous]] 8/26/23. Associates confronted the goblins who robbed the smithy. Days of downtime: 1&lt;br /&gt;
*[[The Slums (Blighted City 11)]] 8/25/23. Associated continue to move through Lancaster clearing out a burned neighborhood. Days of downtime: 1&lt;br /&gt;
*[[Runes of the Father]] 8/25/23. Associates investigated a corpse hung from a tree emanating an ominous aura. Days of downtime: 7&lt;br /&gt;
*[[The Treasure Map 2]], 8/23/23. Associates solved a poetic puzzle and recovered the treasure of an old wizard not far out from Pettyport. Days of downtime: 3&lt;br /&gt;
*[[Call of the Wild]], 8/22/23. Associates battled a group of werecreatures in the woods, rescued three hunters, and learned of a mysterious cult. Days of downtime: 5&lt;br /&gt;
*[[Mushroom Massacre]], 8/21/23. Associates ventured deep into the mushroom caves for supplies, death followed soon after. Days of downtime: 2&lt;br /&gt;
*[[Butter Cave]], 8/19/23. Associates cleared out dangerous creatures in a cave full of butter. Days of Downtime: 1&lt;br /&gt;
*[[Fear and Faith]], 8/18/23. Associates return to Tilfel and unravel the source behind the disease plaguing Horsk Meste. Days of downtime: 2&lt;br /&gt;
*[[The Beat of Kelek]], 8/17/23, Associates get the Beat. Days of Downtime: 0 or 7 (for alumini of Sutton&#039;s class)&lt;br /&gt;
*[[A Grave Affair]], 8/15/2023, We Associates investigate a nearby site reported to house one Necromancer. Days of Downtime: 4&lt;br /&gt;
*[[Underground Outpost]], 8/12/23 - 8/17/23, a large group of associates set out to the ruins found in [[Buried Treasure]] to begin establishing the land known as Desperate Hope. Days of downtime: 4&lt;br /&gt;
*[[Beyond the Palace Gates (Blighted City 10)]], 8/17/23, Associates infiltrate the palace of Lancaster to see just how bad it can get. Days of downtime: 1&lt;br /&gt;
*[[Graveknight Knockdown 2]], 8/11/23. Two experienced associates show newer associates the dangers of cursed items. Days of downtime: 0&lt;br /&gt;
*[[Aulrics Peak Hunting Grounds|Aulrics Peak Hunting Grounds I(PBP)]], 8/1/23-8/11/23, Associates head to Aulrics Peak to discover information on a behemoth known as the Shrike. Days of Downtime: 7&lt;br /&gt;
*[[Iron Falls Hunting Grounds 1]], 8/1/23-8/11/23.  Associates head out to search for signs of a giant beaver known as a gnasher. Days of downtime: 6&lt;br /&gt;
*[[Revelation Rock Hunting Grounds]], 8/1/23 - 8/11/23 (PBP). Associates search for information on a mutant porcupine known as the quillshot. Days of Downtime: 5&lt;br /&gt;
*[[First Last Steps]], 8/9/2023, Associates scout various locations within Little Monarch for Cutter Black to find one suitable for barracks. Days of Downtime: 0&lt;br /&gt;
*[[Component Collection 5]], 8/7/2023, Associates collect various mushrooms for Isabella de la Lune in the Mycelial Mines. Days of downtime: 5&lt;br /&gt;
*[[Malicious Intent: The Search]], 8/6/2023, Associates capture a gang of goblin thieves led by a bugbear in Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[Buried Treasure 5]], 8/5/2023, Associates finish clearing out the sunken village a day outside town. Days of downtime: 1&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 15]], 8/4/23, Associates head back into Rommack, this time to clear out a gnoll stronghold. Days of downtime: 2&lt;br /&gt;
*[[The Spirit Bottle]], 8/4/23, deliver Absinthe’s payment to Lady Sielu at the Spirit Bottle Tavern. Days of downtime: 2&lt;br /&gt;
*[[In the mouth of Cultists]], 8/2/23, associates destroy the remaining ooze cultists and their leader, Simon. Days of downtime: 4&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 14]], 8/1/23, the associates cleared out a gnoll fort and made contact with the leshy camp. Days of downtime: 3&lt;br /&gt;
&lt;br /&gt;
==July - Spring 224==&lt;br /&gt;
*[[The Treasure Map 1]], 7/31/23, Associates scoured Onadbyr for the location of a lost set of swords. Days of downtime: 1&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 13]], 7/30/23, Associates venture again to explore the area beneath Rommack and clear a cave of cave giants. Days of downtime: 2&lt;br /&gt;
*[[The Cabin]], 7/30/23, Associates venture up into the mountains to check on an inventor. Days of downtime: 4&lt;br /&gt;
*[[A Collector&#039;s Quarry]], 7/28/23, Associates help Collector Jericho recover a hidden stash of sixty-nine books. Days of Downtime: 4&lt;br /&gt;
*[[Heroic Gambit IV]], 7/26/23 Associates hurry to deal with an Erinys and her group looking for revenge. Days of Downtime: 4&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 12]], 7/25/23, Associates venture again to explore the area beneath Rommack. Days of downtime: 3&lt;br /&gt;
*[[The Citadel part 3 (Blighted City 9)]], 7/24/23, Associates return to the citadel once more to check for ways to deal with the Graveknights. Days of Downtime: 1&lt;br /&gt;
*[[Onadbyr Arson Investigation]], 7/22/2023, Associates investigate a string of arsons in the Upper Sacks. Days of Downtime: 1&lt;br /&gt;
*[[The Lost Library]], 7/22/2023, Associates look for a book in The Lost Library.  Days of Downtime: 0&lt;br /&gt;
*[[Buried Treasure 4]], 7/21/2023, Associates clear out a portion of the sunken village a day outside town. Days of downtime: 2&lt;br /&gt;
*[[Heroic Gambits III]], 7/20/23, Associates gather to reenact the historical founding of Clayfjord. Days of downtime: 4&lt;br /&gt;
*[[That Solemn Conquerer]], 7/19/2023, Associates dreams are invaded by a night hag. Days of downtime: 1&lt;br /&gt;
*[[Associate Meeting]], 7/11/23 - 7/20/23, The Associates are called together to discuss two major problems. Days of downtime: 0&lt;br /&gt;
*[[Heroic Gambits Reinvitation]], 7/17/2023, Associates put a nightmarish show at the Heroic Gambit. Days of downtime: 4&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Throes Redux]], 7/15/23, Associates finally capture Lady Maria at the cost of a party member. Days of downtime: 3&lt;br /&gt;
*[[Graveknight Knockdown]], 7/14/23, Associates head to the city storage to put them back down for a time. Days of downtime: 0&lt;br /&gt;
*[[Tifel: Journey into Horsk Meste]], 7/14/23, Associates try and find a shortcut through the mountains to reach Minzelwood. Days of downtime: 6&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Grows]], 7/13/23, Associates cut down living incubator trees in Velborough. Days of downtime: 3&lt;br /&gt;
*[[Curtains and Candles 2]], 7/13/23, Associates return to the Bently Manor to finish the job started in [[Curtains and Candles]]. Days of Downtime: 1&lt;br /&gt;
*[[The Citadel part 2 (Blighted City)]], 7/10/23, Associates clear out the Hellknight Citadel of Lancaster and the adjacent graveyard. Days of Downtime: 1&lt;br /&gt;
*[[Component Collection 4]], 7/7/23, Associates accept a bounty to get dragon scales for the apothecary. Days of Downtime required: 2&lt;br /&gt;
*[[A Falling Son]], 7/6/23, A team of associates return to finish what was started in [[House of the Rising Son]]. Days of downtime required: 3&lt;br /&gt;
*[[The Wolf who Cried Boy]], 7/5/23, Four Associates hunt down wolves of abnormal intellect. Days of downtime required: 4&lt;br /&gt;
*[[The Longer Night]], 7/5/23, Associates fight when fey forces that seem to be connected to [[Enemies at the Gates]] return to once again assault the city. Days of downtime required: -&lt;br /&gt;
*[[The Graveyard (Blighted City 7)]], 7/3/23, Associates meet a powerful guardian in a Lancaster graveyard and choose to retreat rather than risk death. Days of downtime required: 1&lt;br /&gt;
&lt;br /&gt;
==June - Winter 223==&lt;br /&gt;
*[[Frogs, Frogs? Frogs! Frogs.]], 6/30/23, Associates head into the hunting grounds to clear out a frog infestation. Days of downtime: 2&lt;br /&gt;
*[[The Streets (Blighted City 6)]], 6/26/23, Associates venture back to Lancaster to clear out some undead. Days of downtime required: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Throes]], 6/22/23, Days of downtime required: 3&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Lowest Lows]], 6/22/23, The associates return to Velborough once again, this time to collect The Tender of Space Below. Days of downtime required: 3&lt;br /&gt;
*[[House of the Rising Son]], 6/21/23, The associates attempt to take an outpost in the Grove. Days of downtime required: 6&lt;br /&gt;
*[[The Ninth Day]], 6/19/23, Clan Ashenforge is torn apart by Graveknights brought into the city by Sade. Days of downtime required: 0&lt;br /&gt;
*[[The Heroic Gambit]], 6/18/23, Associates from Onadbyr are hired to travel to the Heroic Gambit and put on a show. Days of downtime required: 4&lt;br /&gt;
*[[You&#039;ll Be in My Heart]], 6/17/23 - 6/23/23, Associates learn how marriage works. Days of downtime: 0?&lt;br /&gt;
*[[Finder of Paths Unseen]], 6/16/23, Associates finish scouting out the underground shortcut to Horsk Meste. Days of downtime required: -&lt;br /&gt;
*[[The Citadel part 1 (Blighted City)]], 6/16/23, Five associates assist Zeal in becoming a Hellknight. Days of downtime required: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Necrose]], 6/15/23, The Associates return to Velborough to collect the soul of Poinsetia, Wrending Rot and Regrowth. Days of downtime required: 3&lt;br /&gt;
*[[Flying High &amp;amp; Crashing Hard]], 6/12/23, Three Trainee and three Expert&#039;s head back to the grove to collect and repair some vehicles. Days of downtime required: 5&lt;br /&gt;
*[[Finder of Paths Unseen]], 6/9/23, Associates journey to Tilfel to begin scouting out an underground shortcut to Horsk Meste. Days of downtime required: 4&lt;br /&gt;
*[[Component Collection 3]], 6/08/23, [[Isabella de la Lune]] hires associates to collect samples from diseased or poisoned animals. Days of downtime required: 0&lt;br /&gt;
*[[Survival Training]], 6/08/23, The guard captain and an experienced associate teach fledgling associates how to survive in the wilderness. Days of downtime required: 7&lt;br /&gt;
*[[Screaming in Agony]], 6/07/23, The Associates investigate constant screaming from within the grove. Days of downtime required: 3.&lt;br /&gt;
*[[The Jail (Blighted City 4)]], 6/05/23, Associates delve further into Lancaster, exploring the long-forgotten jail. Days of downtime required: 1.&lt;br /&gt;
*[[Cleaning Up]], 6/01/23, A group of associates hurry to clear the trimarket of undead before sunrise. Days of downtime required: 0&lt;br /&gt;
&lt;br /&gt;
==May - Autumn 223==&lt;br /&gt;
*[[Behold a Black Sky]], 5/31/23, Associates finish the work of clearing the sewers, as begun in [[Beneath the Town]].&lt;br /&gt;
*[[Unbroken]], 5/29/23, A few open-minded Associates attempt to restore a Kodama.&lt;br /&gt;
*[[Beneath the Town]], 5/28/23, The Associates Attempt to clear a path through the sewers.&lt;br /&gt;
*[[The Hospital|The Hospital (Blighted City 3)]], 5/22/23, The Associates clear the hospital of Lancaster. Days of downtime required: 1.&lt;br /&gt;
*[[The Cat in the Hat]], 5/21/23, The Associates handle a hairy situation.&lt;br /&gt;
*[[Mongrels in the Streets]], 5/20/23, The Associates handle a stray problem.&lt;br /&gt;
*[[The Music of the Night]], 5/18/23, Four Associates investigate the Markmuse theater&#039;s ghost sightings.&lt;br /&gt;
*[[Black Snow in Snehov]], 5/12/23, Days of downtime required: 5.&lt;br /&gt;
*[[The Farmhouse (Blighted City 2)]], 5/16/23, The Associates return to the city of Lancaster to secure a forward base for future expeditions. Days of downtime required: 1.&lt;br /&gt;
*[[The Root of Our Problems]], 5/15/23, The Associates venture back to the grove to assist the local spirits.&lt;br /&gt;
*[[Descent into Rommack 11]], 5/13/23, The Associates descend back into the Underdark to explore the underground space.&lt;br /&gt;
*[[The Gates (Blighted City 1)]], 5/12/23, The Associates go to Lancaster to secure a path into the city. Days of downtime required: 1.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Droves]], 5/12/23, Days of downtime required: 3.&lt;br /&gt;
*[[Down the Rabbit Hole]], 5/11/23, The Associates return back to the Rat Mines to learn what remains&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Shows]], 5/11/23, Days of downtime required: 3.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Doughs]], 5/10/23, Days of downtime required: 3.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Doe&#039;s]], 5/8/23, Days of downtime required: 3.&lt;br /&gt;
*[[Cleanup Crew]], 5/7/23, The Associates fill in a sinkhole that is mutating the wildlife with its waters. Days of downtime required: 2.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Lows]], 5/6/23, Days of downtime required: 3.&lt;br /&gt;
*[[Component Collection 2]], 5/5/23, The Associates collect mudvines for The Apothecary. Days of downtime required: 1.&lt;br /&gt;
*[[Step 4: Ending this Devil tune]], 5/4/23, Associates descended once more into the caverns to end the banjo rat menace once and for all.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Woes]], 5/3/23, Days of downtime required: 3.&lt;br /&gt;
&lt;br /&gt;
==April - Summer 223==&lt;br /&gt;
*[[The King Must Fall]], 4/30/23, Associates go into the Underdark/Darktown/Shadesville/The Big Unseen/The Darkzone 2 to defeat the duergar king&lt;br /&gt;
*[[Buried Treasure 2]], 4/28/23, Associates delve back into the sunken village, seeking to explore further.&lt;br /&gt;
*[[Into the Snowscape]], 4/26/23, 4/28/23, Associates travel to the mysterious land of Tilfel.&lt;br /&gt;
*[[Storming the Fortress|Storming the Fortress II]], 4/25/23, Associates lead troops on behalf of Kind Frederick. &lt;br /&gt;
*[[Step 3: Live Bait]], 4/24/23, Associates serve as a distraction in the rat infested banjo mines to ease the way for the final assault team.&lt;br /&gt;
*[[Demons, Devils, and More 2]], 4/23/23, Associates wipe out the biloko remnants along with the devils that seem to be leading them.&lt;br /&gt;
*[[Buried Treasure]], 4/21/23, Associates investigate a sunken village, looking for supplies.&lt;br /&gt;
*[[The Burnt Leaf Festival]], 4/20/23, Associates get lit.&lt;br /&gt;
*[[Storming the Fortress]], 4/19/23, clearing out the second level of the WMMC&lt;br /&gt;
*[[Awaken in Ash (JtA 3)]], 4/17/23, the associates continued travelling far south and found missles and sand creatures.&lt;br /&gt;
*[[Demons, Devils And More]], 4/15/23, Associates clean up a temple of Pharasma.&lt;br /&gt;
*[[Pettyport Annual Fishing Competition!]], 4/14/23, A fishing contest to see who could catch the greatest fish.&lt;br /&gt;
*[[Icicle&#039;s in the Deep]], 4/13/23, associates finish clearing Melty&#039;s Basement and open a portal to the mysterious land &amp;quot;Tilfel&amp;quot;. &lt;br /&gt;
*[[Magic Surge]], 4/12/23, associates found the source of the magic surges seen in [[The Beat]].&lt;br /&gt;
*[[Far From Home (JtA 2)]], 4/11/23, associates continued travelling far south and found undead, and then more undead.&lt;br /&gt;
*[[Into the deep]], 4/11/23, associates finished clearing the first level of the White Mountain Mining Company.&lt;br /&gt;
*[[Wellspring of Wrath]], 4/10/23, associates located the source of the mutated animals.&lt;br /&gt;
*[[Descent into Rommack 8]], 4/8/23, associates cleared most of the top floor of the Rommack Mines.&lt;br /&gt;
*[[Component Collection 1]], 4/7/23, associates acquired components for [[Isabella de la Lune|Isabella]].&lt;br /&gt;
*[[Step 1: Getting the Band back Together ]], 4/6/23, Billy Bob has requested the assistance of the Associates in finding and recruiting his old bandmates.&lt;br /&gt;
*[[Melty&#039;s Mark Basement]], 4/5/23&lt;br /&gt;
*[[Mutant Hunt]], 4/4/23, the associates hunt down more mutant specimins for Councilwoman [[Sideun Ae-Geom]] to study.&lt;br /&gt;
*[[At the Edges of the Stoneblight Forest]], 4/3/23-4/10/23, Associates investigate petrified trees that have begun appearing on the edges of the Stoneblight.&lt;br /&gt;
*[[Romance Dawn (JtA 1)]], 4/3/23, Associates begin the long trek to uncover the mysteries behind Voml and the core, and to see if, perhaps, he could be resurrected.&lt;br /&gt;
*[[The Halfling]], 4/3/23, Associates sought to capture a halfling who may or may not have assisted in the murder of Clan Ashenforge.&lt;br /&gt;
*[[The Temple of Urgathoa Part 2]], 4/2/23, Associates returned to the temple, to slay the undead and necromancer.&lt;br /&gt;
*[[Descent into Rommack 7]], 4/1/23, Associates continued through the gnoll dungeon.&lt;br /&gt;
*[[Biloko Camp]], 4/1/23, Associates eliminated a small encampment of biloko that was threatening hunters from Onadbyr.&lt;br /&gt;
&lt;br /&gt;
==March - Spring 223==&lt;br /&gt;
March 2023 was the first month of Kelek.&lt;br /&gt;
*[[The Beat]], 3/31/23, Associates had an entirely boring guard duty in the Laybarons.&lt;br /&gt;
*[[The House that Dwarves Built]], 3/27/23, coming soon.&lt;br /&gt;
*[[The Temple of Urgathoa]], 3/26/23, Associates ventured into the 2nd layer of an Urgathoan Temple.&lt;br /&gt;
*[[Descent Into Rommack 5]], 3/25/23, associates continued through the gnoll dungeon. &lt;br /&gt;
*[[Trollhunt]], 3/25/23, associates cleared a troll lair.&lt;br /&gt;
*[[Descent Into Rommack 4]], 3/24/23, associates continued through the gnoll dungeon. This session led into Descent into Rommack 5&lt;br /&gt;
*[[Bear Season]], 3/24/23 Associates travel outside the walls, hunt some animals and take out mutated ones.&lt;br /&gt;
*[[The Church and The Steeple]], 3/23/23, Associates travel back to the Temple of Urgaotha to uncover more of its secrets&lt;br /&gt;
*[[The Digsite 1]], 3/22/23, associates traveled to the ruins of SUSS, and found maps to more locations of interest.&lt;br /&gt;
*[[Ruins in the woods|Ruins in the Woods]], 3/22/23, associates discovered a temple to Urgathoa, and cleared it. The temple contains large amounts of Basalt.&lt;br /&gt;
*[[Descent Into Rommack 3]], 3/20/23, associates continued through the gnoll dungeon. This session led into Descent into Rommack 4.&lt;br /&gt;
*[[Into the Den]], 3/20/23, associates killed some mutated animals nearby.&lt;br /&gt;
*[[Secure the Sewers]], 3/19/23, associates located the creatures responsible for dead sewer workers.&lt;br /&gt;
*[[Descent Into Rommack 2]], 3/17/23, associates cleared out more of the large underground gnoll encampment. This session led into Descent into Rommack 3.&lt;br /&gt;
*[[Bells in the Dark]], 3/17/23, associates clear out an encampment of crocodilian humanoids that attacked a caravan.&lt;br /&gt;
*[[The Beast]], 3/16/23-3/24/23, associates are dispatched to investigate a small cult investigating [[Rovagug|the Beast]].&lt;br /&gt;
*[[Of Mice and Men]], 3/15/23, associates explored a rat-filled cavern, and discovered a new threat.&lt;br /&gt;
*[[Descent Into Rommack 1]], 3/13/23, associates began clearing the large underground gnoll encampment. This session led into Descent into Rommack 2.&lt;br /&gt;
*[[Curtains and Candles]], 3/13/23, associates rescued an elven child from a haunted house.&lt;br /&gt;
*[[Onadbyr Cult Investigation]], 3/12/23, associates began investigating an old cult, and fought a local criminal gang.&lt;br /&gt;
*[[The Caravan]], 3/10/23, associates rescued a caravan from an orc ambush, and betrayal.&lt;br /&gt;
*[[Hunting Party]], 3/10/23, associates gathered food in the nearby woods for the town.&lt;br /&gt;
*[[Tainted Lands Guarding Spoiled Hands]], 3/9/23, associates traveled to a magical disturbance and cleared it.&lt;br /&gt;
*[[Infestation]], 3/8/23, associates destroyed several undead that had broken into the [[Hunter&#039;s Guild]].&lt;br /&gt;
*[[Condemned Clean-up]], 3/8/23, associates cleared out an old butcher&#039;s shop. This session led into Onadbyr Cult Investigations.&lt;br /&gt;
*[[Tiny Paws Taking Tiny Morsels]], 3/7/23, associates tracked down the source of city rats and began their investigation of it. This session led into Of Mice and Men.&lt;br /&gt;
*[[Rommack Defends]], 3/4/23, associates worked with other adventurers to stop a gnoll offensive. This session led into Descent Into Rommack 1.&lt;br /&gt;
*[[Rommack In Need]], 3/3/23, associates cleared a small group of gnolls from a cave that had attacked a nearby town. This session led into Rommack Defends.&lt;br /&gt;
*[[The Long Night]], 3/3/23, associates prevented marauders from coming in to town through a breach in the wall.&lt;br /&gt;
*[[Enemies at the Gates]], 3/1/23, associates defended the laybaron gates against a fey attack.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Stranger_in_a_Strange_Land&amp;diff=6950</id>
		<title>Stranger in a Strange Land</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Stranger_in_a_Strange_Land&amp;diff=6950"/>
		<updated>2026-03-11T22:45:31Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Stranger in a Strange Land&lt;br /&gt;
| date = 2/26/26&lt;br /&gt;
| storyteller = Tire&lt;br /&gt;
| tier_of_play = Master&lt;br /&gt;
| player_characters = [[Sanguine]], [[Radari]], [[Vliegen the Windborne]], [[Rowyn Lloch]]&lt;br /&gt;
| rewards = 300xp, Energy-Absorbing (Fire) Rune, Transmuting Ingots (Adamantine) x2, 261pp&lt;br /&gt;
| result = Success&lt;br /&gt;
| author = [[Sanguine]] ([[User:dagwoodech|Dag]])&lt;br /&gt;
| downtime_days = 20&lt;br /&gt;
}}&lt;br /&gt;
Associates ascend an imperceptible mountain to gain knowledge from an ancient cyclops.&lt;br /&gt;
== Log ==&lt;br /&gt;
If I did not know I had the gods’ favor, I might have thought that this party was some kind of divine punishment. Still, I have to commend the tengu for winning the heart of a Phistophilus, despite his chaotic disposition. Lictor Radari as well remains reliable, despite his flaws. In the leshy, however, I have found no redeeming qualities. I was fortunate to have brought with me more than enough reading material to pass the time during our ten days of travel.&lt;br /&gt;
&lt;br /&gt;
We met the Jotunborn Groth, and he informed us of our quarry: an ancient cyclops ally of the Jotunborn named Anei-Ra, whom he hoped will hold the secrets to traversing the planes back to his home in the “Fray”. The cyclops&#039; powers of divination were once unmatched, except by the Bearded Lord, but over the centuries their powers have dwindled significantly, especially since the unforeseen downfall of their own society.&lt;br /&gt;
&lt;br /&gt;
The mountain on which Anei-Ra was said to reside was nowhere to be seen, nor sensed. Fortunately, it was no issue for the Atlas Arcane, which led us to its base. There seemed to be a magical barrier keeping out any light from the sun, moon, and stars. On the mountain, however, was a trail of lanterns leading up a trail to a monastery. With our goal of diplomacy in mind, we made our way up the path properly, rather than using the tengu&#039;s gift of flight. Some long-forgotten undead guards sought to stop our ascent, and we were able to avoid an obvious haunt- until the leshy triggered it, making everyone else’s lives that much more difficult. Moreover, it seemed that I was the only one with half a brain to be able to disable it, which I did with ease.&lt;br /&gt;
&lt;br /&gt;
After we dispatched the undead, I suggested that Groth lead our ascent, to avoid further aggression. We encountered nothing more until we reach the monastery. Stepping inside, we were met with Soul Skelms, fiends created on the Material Plane. Valena, in her weakness, succumbed to their power, making her undetectable to all but myself, and I summoned a foot soldier of Hell to pick up the slack. And indeed she did, crushing the skelms beneath her hooves with ease.&lt;br /&gt;
&lt;br /&gt;
Once the skelms were dealt with, we made our way through the rest of the building, encountering only Shadow Guardians who seemed not to care about our presence.&lt;br /&gt;
&lt;br /&gt;
Seeing nothing in this building, we crossed a bridge to another structure. A papery cyclops claimed himself to be Anei-Ra, but denied any knowledge of Jotunborn. Alongside him were Sakhil, fiends who delight in causing fear in mortals. The combat was routine, though Lictor Radari saw fit to abandon our group near the end and pursue a Dracolisk outside using the tengu’s powers of flight. The tengu investigated the body of the cyclops, and pocketed the red gem of its eye as a gift for his beloved. We were able to determine that the cyclops we encountered was not a true cyclops, but instead a golem in the shape of the cyclops lich.&lt;br /&gt;
&lt;br /&gt;
Radari returned, disappointed in his inability to catch the Dracolisk.&lt;br /&gt;
&lt;br /&gt;
The real Anei-Ra entered from the bridge, by all accounts appearing as though he had just awoken from a deep slumber. Indeed, by his telling he had been asleep for long enough to be unaware of the current methods of marking the years. This Anei-Ra was familiar with Jotunborn, and greeted Groth warmly. We informed him of the ongoing events regarding the Four Horsemen, and despite his survival through countless calamities this still seemed to cause him concern. He offered to grant us knowledge, as though out of obligation. It is unknown what knowledge was conferred.&lt;br /&gt;
&lt;br /&gt;
Fortunately for Groth, this Anei-Ra did seem to be able to aid him, so our mission was not in vain. Evidently, there is a group of Tooth Fairies who have the knowledge to create portals to any plane, including those not thought possible, such as “Spider”.&lt;br /&gt;
&lt;br /&gt;
We are granted some platinum pieces and esoterica for our troubles, and suffer another long journey home.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Stranger_in_a_Strange_Land&amp;diff=6949</id>
		<title>Stranger in a Strange Land</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Stranger_in_a_Strange_Land&amp;diff=6949"/>
		<updated>2026-03-11T22:43:43Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: Created page with &amp;quot;{{Infobox expedition log | title = Stranger in a Strange Land | date = | storyteller = Tire | tier_of_play = Master | player_characters = Sanguine, Radari, Vliegen the Windborne, Rowyn Lloch | rewards = 300xp, Energy-Absorbing (Fire) Rune, Transmuting Ingots (Adamantine) x2, 261pp | result = Success | author = Sanguine (Dag) | downtime_days = 20 }} Associates ascend an imperceptible mountain to gain knowledge from an ancient cyclop...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Stranger in a Strange Land&lt;br /&gt;
| date =&lt;br /&gt;
| storyteller = Tire&lt;br /&gt;
| tier_of_play = Master&lt;br /&gt;
| player_characters = [[Sanguine]], [[Radari]], [[Vliegen the Windborne]], [[Rowyn Lloch]]&lt;br /&gt;
| rewards = 300xp, Energy-Absorbing (Fire) Rune, Transmuting Ingots (Adamantine) x2, 261pp&lt;br /&gt;
| result = Success&lt;br /&gt;
| author = [[Sanguine]] ([[User:dagwoodech|Dag]])&lt;br /&gt;
| downtime_days = 20&lt;br /&gt;
}}&lt;br /&gt;
Associates ascend an imperceptible mountain to gain knowledge from an ancient cyclops.&lt;br /&gt;
== Log ==&lt;br /&gt;
If I did not know I had the gods’ favor, I might have thought that this party was some kind of divine punishment. Still, I have to commend the tengu for winning the heart of a Phistophilus, despite his chaotic disposition. Lictor Radari as well remains reliable, despite his flaws. In the leshy, however, I have found no redeeming qualities. I was fortunate to have brought with me more than enough reading material to pass the time during our ten days of travel.&lt;br /&gt;
&lt;br /&gt;
We met the Jotunborn Groth, and he informed us of our quarry: an ancient cyclops ally of the Jotunborn named Anei-Ra, whom he hoped will hold the secrets to traversing the planes back to his home in the “Fray”. The cyclops&#039; powers of divination were once unmatched, except by the Bearded Lord, but over the centuries their powers have dwindled significantly, especially since the unforeseen downfall of their own society.&lt;br /&gt;
&lt;br /&gt;
The mountain on which Anei-Ra was said to reside was nowhere to be seen, nor sensed. Fortunately, it was no issue for the Atlas Arcane, which led us to its base. There seemed to be a magical barrier keeping out any light from the sun, moon, and stars. On the mountain, however, was a trail of lanterns leading up a trail to a monastery. With our goal of diplomacy in mind, we made our way up the path properly, rather than using the tengu&#039;s gift of flight. Some long-forgotten undead guards sought to stop our ascent, and we were able to avoid an obvious haunt- until the leshy triggered it, making everyone else’s lives that much more difficult. Moreover, it seemed that I was the only one with half a brain to be able to disable it, which I did with ease.&lt;br /&gt;
&lt;br /&gt;
After we dispatched the undead, I suggested that Groth lead our ascent, to avoid further aggression. We encountered nothing more until we reach the monastery. Stepping inside, we were met with Soul Skelms, fiends created on the Material Plane. Valena, in her weakness, succumbed to their power, making her undetectable to all but myself, and I summoned a foot soldier of Hell to pick up the slack. And indeed she did, crushing the skelms beneath her hooves with ease.&lt;br /&gt;
&lt;br /&gt;
Once the skelms were dealt with, we made our way through the rest of the building, encountering only Shadow Guardians who seemed not to care about our presence.&lt;br /&gt;
&lt;br /&gt;
Seeing nothing in this building, we crossed a bridge to another structure. A papery cyclops claimed himself to be Anei-Ra, but denied any knowledge of Jotunborn. Alongside him were Sakhil, fiends who delight in causing fear in mortals. The combat was routine, though Lictor Radari saw fit to abandon our group near the end and pursue a Dracolisk outside using the tengu’s powers of flight. The tengu investigated the body of the cyclops, and pocketed the red gem of its eye as a gift for his beloved. We were able to determine that the cyclops we encountered was not a true cyclops, but instead a golem in the shape of the cyclops lich.&lt;br /&gt;
&lt;br /&gt;
Radari returned, disappointed in his inability to catch the Dracolisk.&lt;br /&gt;
&lt;br /&gt;
The real Anei-Ra entered from the bridge, by all accounts appearing as though he had just awoken from a deep slumber. Indeed, by his telling he had been asleep for long enough to be unaware of the current methods of marking the years. This Anei-Ra was familiar with Jotunborn, and greeted Groth warmly. We informed him of the ongoing events regarding the Four Horsemen, and despite his survival through countless calamities this still seemed to cause him concern. He offered to grant us knowledge, as though out of obligation. It is unknown what knowledge was conferred.&lt;br /&gt;
&lt;br /&gt;
Fortunately for Groth, this Anei-Ra did seem to be able to aid him, so our mission was not in vain. Evidently, there is a group of Tooth Fairies who have the knowledge to create portals to any plane, including those not thought possible, such as “Spider”.&lt;br /&gt;
&lt;br /&gt;
We are granted some platinum pieces and esoterica for our troubles, and suffer another long journey home.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Orion_Argyros&amp;diff=6912</id>
		<title>Orion Argyros</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Orion_Argyros&amp;diff=6912"/>
		<updated>2026-02-10T01:54:54Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name                 = Orion Argyros&lt;br /&gt;
| image                = &lt;br /&gt;
[[File:Orion Argyros portrait.png|300px|frameless|center]]&lt;br /&gt;
| class                = Thaumaturge (Mirror, Tome, Chalice)&lt;br /&gt;
| occupation           = Astronomer, Astrologer, Harrower&lt;br /&gt;
| tier_of_play         = Legendary&lt;br /&gt;
| adopting_storyteller = Open&lt;br /&gt;
| ancestry             = Human&lt;br /&gt;
| heritage             = Pitborn Nephilim&lt;br /&gt;
| aliases              = That Idiot Tiefling I Married&lt;br /&gt;
| pronouns             = He/Him&lt;br /&gt;
| age                  = 43&lt;br /&gt;
| height               = 5&#039;5&amp;quot;&lt;br /&gt;
| partner              = [[Gwenevere]]&lt;br /&gt;
| relatives            = &lt;br /&gt;
| status               = Alive&lt;br /&gt;
| player               = [[User:Dagwoodech|Dag]]&lt;br /&gt;
}}&lt;br /&gt;
Orion Argyros, one of the [[Associates]] of [[the Round Table]], is a fiendish nephilim human man with no relatives to speak of. He sees himself as “blessed by the stars” and often spends nights charting the sky above. He believes that some things are predestined. He has a perhaps unhealthy fascination with the occult, finding the wonder in things that might turn away others. He uses a starknife, the favored weapon of the Cosmic Caravan, but doesn&#039;t appear to closely follow their edicts.&lt;br /&gt;
&lt;br /&gt;
Orion has dark violet skin and horns similar to those of an ox. His skin is dotted with tattooed silver stars, connected by thin lines into constellations in places. His eyes are a pale silver and almost seem to glow, and he has short, black hair. He dresses in several layers of blacks and greys, accented with silver jewelry, particularly rings.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Orion uses his Mirror implement to manipulate the battlefield to his advantage- allowing himself to be where he needs to be to create optimal scenarios for his team. His Esoteric Lore and Exploit Vulnerability features allow him to be a versatile ally in combat and exploration, and his Scroll Thaumaturgy allows him to supplement other casters. His interests mainly lie outside of combat, as he devotes himself to the studies of Harrow and Astrology, specializing in Occultism. He is bad at strength, bad at constitution, and bad at wisdom, but by gods does he know how to tell fortunes. His Harrower dedication allows him to be really good at [https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]. (And only for 10 gold, too!) He also has the Ritualist Dedication to really broaden his scope (by like five degrees), Flexible Ritualist which allows him to take on two aspects of a ritual at once, and Assured Ritualist to cover for others&#039; mistakes.&lt;br /&gt;
&lt;br /&gt;
== Mission History ==&lt;br /&gt;
Spring 223&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Summer 223&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Step 1: Getting the Band back Together]]&lt;br /&gt;
*[[The Burnt Leaf Festival]]&lt;br /&gt;
&lt;br /&gt;
Autumn 223&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Winter 223&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Frogs, Frogs? Frogs! Frogs.]]&lt;br /&gt;
&lt;br /&gt;
Spring 224&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Summer 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Butter Cave]]&lt;br /&gt;
*[[Malicious Intent: Armed and Dangerous]]&lt;br /&gt;
&lt;br /&gt;
Autumn 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[It Was all a Dream?]]&lt;br /&gt;
&lt;br /&gt;
Winter 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Hate Like Rune]]&lt;br /&gt;
&lt;br /&gt;
Spring 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[The Original Rune]]&lt;br /&gt;
*[[Buried Knowledge]]&lt;br /&gt;
&lt;br /&gt;
Summer 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[7 Deadly Runes]]&lt;br /&gt;
*[[Everything is Fine in Shaftesbury]]&lt;br /&gt;
*[[Dreams of Solace]]&lt;br /&gt;
*[[Onadbyrs Legacy]]&lt;br /&gt;
&lt;br /&gt;
Autumn 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[No Man&#039;s Land]]&lt;br /&gt;
*[[No Man Knows]]&lt;br /&gt;
*[[Dreams of Whimsy]]&lt;br /&gt;
&lt;br /&gt;
Winter 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[A Stench Most Foul]]&lt;br /&gt;
*[[Dreams of Extravagance]]&lt;br /&gt;
&lt;br /&gt;
Spring 226&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dreams of Terror]]&lt;br /&gt;
&lt;br /&gt;
Summer 226&amp;lt;br&amp;gt;&lt;br /&gt;
*[[A Longing For Knowledge]]&lt;br /&gt;
&lt;br /&gt;
Autumn 226&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Winter 226&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 227&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 227&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 227&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Slaves to Power]]&lt;br /&gt;
*[[You Sunk My Puzzle!]]&lt;br /&gt;
&lt;br /&gt;
Winter 227&amp;lt;br&amp;gt;&lt;br /&gt;
*[[A Frosty Stalemate (Creature Culling 3)]]&lt;br /&gt;
&lt;br /&gt;
Spring 228&amp;lt;br&amp;gt;&lt;br /&gt;
*[[All Dogs Go To Heaven]]&lt;br /&gt;
&lt;br /&gt;
Summer 228&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 230&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 230&lt;br /&gt;
* [[Kill Team: The Flesh Eaters]]&lt;br /&gt;
&lt;br /&gt;
Autumn 230&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 230&lt;br /&gt;
* [[Man or Machine]]&lt;br /&gt;
* [[The Monster Mash: The Sequel: The Trivia Game]]&lt;br /&gt;
&lt;br /&gt;
Spring 231&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 231&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 231&lt;br /&gt;
* [[Making Shortcuts, Taking Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
Winter 231&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=6911</id>
		<title>Expedition Logs</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=6911"/>
		<updated>2026-02-10T01:49:26Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Expedition Logs are written by players attending a session that chronicle the events that happen in the session. They can be written in or out of character.&lt;br /&gt;
&lt;br /&gt;
[[Expeditions#Expedition_Logs|Writing and posting a log to the wiki and this page]] rewards the player 1 [[Karma]].&lt;br /&gt;
&lt;br /&gt;
This list is organized in reverse chronologically order based upon when the session was run, not when it occurred in game, with the most recent sessions appearing at the top.&lt;br /&gt;
=2026=&lt;br /&gt;
==February - Winter 231==&lt;br /&gt;
* [[A Little Help From My Friends]], 2/8/28, associates ambush a poor, unsuspecting ogre war party. Days of downtime: 20&lt;br /&gt;
&lt;br /&gt;
==January - Fall 231==&lt;br /&gt;
* [[Need More Lumber, Need Less Spiders]], 1/31/26, associates become master spider exterminators. Days of downtime: 6&lt;br /&gt;
* [[Dirty Deeds (The Annex 1)]], 1/29/26, associates flush the dangers in the sewers. Days of downtime: 0&lt;br /&gt;
* [[A Sighting of Giants]], 1/21/26, associates investigate rumors of hostile giants around a settlement. Days of downtime: 20&lt;br /&gt;
* [[Making Shortcuts, Taking Shortcuts]], 1/19/26, associates create a permanent teleportation method to and from The Old Country. Days of downtime: 8&lt;br /&gt;
* [[Cooking by the Book: Curing Hunger]], 1/16/26, associates have a hard time getting an infinite sausage machine. Days of downtime: 30&lt;br /&gt;
* [[Descent Into The Temple]], 1/9/26, associates encounter constructs underneath a temple. Days of downtime: 15&lt;br /&gt;
&lt;br /&gt;
=2025=&lt;br /&gt;
&lt;br /&gt;
==December - Summer 231==&lt;br /&gt;
* [[Look Alive, Sunshine]], 12/10/25, associates restore the natural order. Days of downtime: 0&lt;br /&gt;
* [[The Corn Have Eyes]], 12/4/25, associates investigate an abandoned farm and come across some rather unfriendly scarecrows. Days of downtime: 12&lt;br /&gt;
&lt;br /&gt;
==November - Spring 231==&lt;br /&gt;
* [[The Bad Neighbors]], 11/21/25, associates return to Senia to investigate an unusual howling coming from the town. Days of downtime: 20&lt;br /&gt;
* [[The Only Thing We Have To Fear|Fear Itself]], 11/19/25, associates clash with a beast of nightmarish creation. Days of downtime: +2 (7 total)&lt;br /&gt;
* [[Skittering Darkness]], 11/13/25, associates assemble a team to sabotage a crab farm in the Darklands. Days of downtime: 20&lt;br /&gt;
* [[The Monster Mash: The Sequel]], 10/1/25-11/11/25, associates experience Halloween 2. Days of downtime: 0&lt;br /&gt;
* [[The Only Thing We Have To Fear|Creeping Ever Closer]], 11/4/25, the Glass Desert crew does what it can for the town and heads off to continue the hunt. Days of downtime: +1 (5 days total so far)&lt;br /&gt;
&lt;br /&gt;
==October - Winter 230==&lt;br /&gt;
* [[Danse Macabre]], 10/30/25, associates lay low an army of the dead and its gargantuan threats. Days of downtime: 25&lt;br /&gt;
* [[Whatever Happened to That Scoundrel, The Wolf O&#039; Gold?]], 10/29/25, associates hunt down a new bandit with an old name. Days of downtime: 2&lt;br /&gt;
* [[The Monster Mash: The Sequel: The Trivia Game]], 10/27/25, associates play a trivia game. Days of downtime: 0&lt;br /&gt;
* [[The Only Thing We Have To Fear]], 10/24/25, [[Illiam Elro|Illiam]] and [[Vara]] lead a hunt against the nightmares plaguing [[The Glass Desert]]. Days of downtime: 4 (so far)&lt;br /&gt;
* [[Man or Machine]], 10/23/25, associates track down a killer metal man. Days of downtime: 18&lt;br /&gt;
* [[The Black Parade]], 10/21/25, associates eliminate a vampire&#039;s reflection. Days of downtime: 30&lt;br /&gt;
* [[Issues in Munavri Way]], 10/17/25, associates help Sir Galahad with some trouble deep underground. Days of downtime: 4&lt;br /&gt;
* [[Skol&#039;s Skolduggery]], 10/15/25, associates enter a ritualist&#039;s hole. Days of downtime: 10&lt;br /&gt;
* [[RAMPAGE!]], 10/13/25, associates track down a reckless, rampaging reptile, a clone of Clam. Days of downtime: 0 &lt;br /&gt;
* [[The History of Sacrifice]], 9/13/25 - 10/12/25 (PBP), a research team assembles to figure out a long-term plan to help Skol. Days of downtime: 8-9&lt;br /&gt;
* [[A Good Neighbor]], 10/5/25, the associates investigate a crazy, noisy, bizarre town. Days of downtime: 20&lt;br /&gt;
* [[Save Yourself, I&#039;ll Hold Them Back]], 10/4/25, associates discover a vampire&#039;s reflection on the top of a mountain. Days of downtime: 18&lt;br /&gt;
* [[It&#039;s Peak]], 10/1/25, associates escort an aging kobold to climb a mountain one last time. Days of downtime: 15&lt;br /&gt;
&lt;br /&gt;
==September - Fall 230==&lt;br /&gt;
* [[Monster Mash: The Sequel: The Prequel]], 9/30/25, associates plan activities for an upcoming festival. Days of downtime: 0&lt;br /&gt;
* [[Whispers in the Sand]], 9/26/25, associates track down nightmares in the Glass Desert. Days of downtime: 8&lt;br /&gt;
* [[The Hounds]], 9/25/25, associates discover a time anomaly. Days of downtime: 5&lt;br /&gt;
* [[Morning Shift, Day 2]], 9/23/25, associates complete errands for the Office of Environmental Magical Mishaps. Days of downtime: 1&lt;br /&gt;
* [[I NEED SCROLLS PLEASE FETCH ME SCROLLS]], 9/22/25, associates deliver urgently needed scrolls, urgently needed swords, and unneeded corpses to their various destinations. Days of downtime: 1&lt;br /&gt;
* [[Cooking by the Book: Getting this Bread]], 9/19/25, associates acquire a cloud giant&#039;s bread recipe. Days of downtime: 30&lt;br /&gt;
* [[Cut Your Losses]], 9/17/25, Associates procure poker chips for the Lucky A Lady Casino. Days of downtime: 10 &lt;br /&gt;
* [[Among Them]], 9/15/25, associates eventually eject an impostor after their meeting. Days of downtime: 1&lt;br /&gt;
* [[As Good As]], 9/14/25, in which our brave heroes finally give peace a chance, but will it extend them the same grace?  Days of downtime: 15&lt;br /&gt;
* [[Munchaucher&#039;s Proxy]], 9/5/25, associates visit the isolated town of Skol to establish relations. Days of downtime: 18&lt;br /&gt;
* [[Worth its Weight]], 9/4/25, associates get rocked at the mine. Days of downtime: 15&lt;br /&gt;
* [[GIG: Morning Shift]], 9/3/25, associates complete a series of simple chores around Onadbyr. Days of downtime: 1&lt;br /&gt;
* [[Have you heard of That Scoundrel, The Wolf O&#039; Gold?]], 9/1/25, associates hunt down some bandits. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==August - Summer 230==&lt;br /&gt;
* [[The Cold Below]], 8/31/25, associates investigate a series of blights. Days of downtime: 30&lt;br /&gt;
* [[It&#039;s a Trap!]], 8/30/25, associates clear out a crazy old man’s tower full of traps. Days of downtime: 5&lt;br /&gt;
* [[The Foundations of Decay]], 8/25/25, associates solve a few minor problems at the blood clinic. Days of downtime: 10&lt;br /&gt;
* [[A Taste of Tetanus, A Hint of Bubonic]], 8/23/25, associates make a diplomatic visit to an island of pestilence. Days of downtime: 20&lt;br /&gt;
* [[Vampires Will Never Hurt You]], 8/18/25, associates discover a vampire&#039;s reflection. Days of downtime: 3&lt;br /&gt;
* [[Kill Team: The Flesh Eaters]], 8/15/25, associates begin to deal with an oni camp in The Old Country. Days of downtime: 40&lt;br /&gt;
* [[Breaking the Chain]], 8/14/25, associates kill a dinosaur and clear some fiends from a homestead. Days of downtime: 14&lt;br /&gt;
* [[Cooking by the Book: Full Course]], 8/10/25, associates gather some more assorted meats. Days of downtime: 20&lt;br /&gt;
* [[Cooking by the Book: Proteanmaxxing]], 8/8/25, associates gather some meat for the kitchen. Days of downtime: 30&lt;br /&gt;
&lt;br /&gt;
==July - Spring 230==&lt;br /&gt;
* [[The Thing (That Should Not Be)]], 7/30/25, associates wipe out the cult and their monstrosity from the far reaches of space and sanity. Days of downtime: 2&lt;br /&gt;
* [[Eel Issues]], 7/28/25, associates have a relaxing fishing trip. Days of downtime: 6&lt;br /&gt;
* [[The Temple (Creature Culling 6)]], 7/27/25, associates hunt a monster and open a barrier. Days of downtime: 16&lt;br /&gt;
* [[Fantastic Adventure: Journey to the Lost Island of Shifting Spells!]], 7/25/25, associates plunder an island and slay a magus with too many names. Days of downtime: 30&lt;br /&gt;
* [[In the Mouth of Madness]], 7/23/25, associates raid a makeshift asylum and assassinate a Dark Tapestry cultist. Days of downtime: 2&lt;br /&gt;
* [[Gig: RUN]], 7/22/25, associates encounter a terrorist in the city. Days of downtime: 0&lt;br /&gt;
* [[A Bat Out of Hell]], 7/21/25, associates deal with some large bats in a cave. Days of downtime: 10&lt;br /&gt;
* [[A Gasp of Rot]], 7/19/25, associates investigate reports of death and disease. Days of downtime: 15&lt;br /&gt;
* [[Onadbyr Dragon Storm]], 7/18/25, associates in Desperate Hope face a wave of angry dragons. Days of downtime: 30&lt;br /&gt;
* [[Prince of Darkness]], 7/17/25, associates uncover a cult tampering with forces out of their control. Days of downtime: 1&lt;br /&gt;
* [[Battle on the Big Bridge]], 7/16/25, associates suffer an undead onslaught. Days of downtime: 21&lt;br /&gt;
* [[Birds of a Feather]], 7/14/25, associates round up some chickens for a local rancher. Days of downtime: 9&lt;br /&gt;
* [[The Seal Incident]], 7/12/25, associates play with some cute seals on the beach. Days of downtime: 15&lt;br /&gt;
* [[Decent Into War]], 7/11/25, associates regroup at The Wall in the Old Country and meet with some Oni. Days of downtime: 6&lt;br /&gt;
* [[On the Prowl]], 7/9/25, associates hunt some fiends with a new friend. Days of downtime: 20&lt;br /&gt;
* [[Betting the House]], 7/8/25, associates make a daring rescue at an illicit casino. Days of downtime: 10&lt;br /&gt;
* [[Please Help]], 7/7/25, associates face desperate odds in the Old Country. Days of downtime: 45&lt;br /&gt;
* [[A Moment Extended]], 7/4/25, associates clear a mindscape trapping some young adults in their final moments. Days of downtime: 1&lt;br /&gt;
&lt;br /&gt;
==June - Winter 229==&lt;br /&gt;
* [[Beware the Voyager]], 6/27/25, the city of Onadbyr witnesses the beginning of a new era. Days of downtime: 0&lt;br /&gt;
* [[Foulest Fowl]], 6/27/25, Associates investigate strange bird-related happenings. Days of downtime: 16&lt;br /&gt;
* [[Conquering Caligni (part 2)]], 6/26/25, Associates lift a shadow curse in the caves below. Days of downtime: 1&lt;br /&gt;
* [[Cooking by the Book: Extra Spicy]], 6/25/25, Associates retrieve a dragon egg from a particularly large dragon. Days of downtime: 10&lt;br /&gt;
* [[Cold Stone Thievery]], 6/24/25, Associates investigate a series of vandalized locations. Days of downtime: 1&lt;br /&gt;
* [[The Vampire&#039;s Vice: A Cult of Carnality]], 6/23/25, Associates investigate a concerned wife&#039;s plea. Days of downtime: 1&lt;br /&gt;
* [[Killer on the Rooftops]], 6/20/25, Associates investigate reports of a hooved prankster haunting a small town. Days of downtime: 8&lt;br /&gt;
* [[The Silent Audience]], 6/16/25, Associates perform an ill-fated wellness check on an elderly elf. Days of downtime: 3&lt;br /&gt;
* [[All That Glitters]], 6/15/25, Associates get wrapped up in a spider-infested mine. Days of downtime: 12&lt;br /&gt;
* [[Conquering Caligni (part 1)]], 6/13/25, a crack team of infiltrator associates break into a manor to steal a scroll. Days of downtime: 1&lt;br /&gt;
* [[Big Sibling Program]], 6/5/25, Legendary Associates take on mentorship for some brand new Trainees. Days of Downtime: 0&lt;br /&gt;
* [[hO ahWt A githN!]], 6/2/25, Associates explore a dark forest and help a mysterious lady with a forbidden ritual. Days of Downtime: 0&lt;br /&gt;
&lt;br /&gt;
==May - Fall 229==&lt;br /&gt;
* [[Looking for Keeps]], 5/30/25, Associates decimate half of a cult and release a god dragon. Days of downtime: 21&lt;br /&gt;
* [[The Feline at Fault]], 5/28/25, Associates are on the case to stop a cat burglar. Days of downtime: 1&lt;br /&gt;
* [[Wrigley&#039;s Birthday Bash]], 5/27/25, [[Wrigley the All-Powerful|Wrigley]] celebrates his adulthood. Days of downtime: 2&lt;br /&gt;
* [[Lost Loving Last]], 5/27/25, Associates put a not-quite-undead man to rest. Days of downtime: 8&lt;br /&gt;
* [[He is Risen?]], 5/26/25, Associates investigate The Father&#039;s disturbed grave and comes upon a shocking revelation. Days of downtime: 25 &lt;br /&gt;
* [[Echoes of Pain]], 5/25/25, Associates encounter an odd fiend while rescuing a village. Days of downtime: 12&lt;br /&gt;
* [[To Greener Pastures]], 5/17/25, Associates help a farmer with his cow problem. Days of downtime: 1&lt;br /&gt;
* [[Evil Dang Wizard]] part 2, 5/16/25, the Associates end the story. Days of downtime: 0&lt;br /&gt;
* [[Sentinels Unite: Sluagh on the Hunt]], 5/15/25, the Starlit Sentinels embark on a mission to rescue their contemporary&#039;s soul. Days of downtime: 11&lt;br /&gt;
* [[Three Nights at Lady&#039;s]], 5/14/25, Associates investigate a mysterious pop-up casino. Days of downtime: 3&lt;br /&gt;
* [[Evil Dang Wizard]], 5/9/25, Associates are pulled into an incorrect retelling of the tale of Clearasil. Days of downtime: 0&lt;br /&gt;
* [[This Heat, An Evil Heat]], 5/4/25, Associates put an end to the sinister secret behind the elemental invasion. Days of downtime: 16&lt;br /&gt;
* [[Strange Magic]], 5/2/25, Associates help a weird wizard and his strange scroll situation. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==April - Summer 229==&lt;br /&gt;
* [[Dance of The Sword Lord]], 4/27/25, a band of associates impresses a local lady. Days of downtime: 5&lt;br /&gt;
* [[Scorched Earth]], 4/25/25, The lerritan threat is ended by a small strike team. Days of downtime: 3&lt;br /&gt;
* [[Make a Deal With the Dero]], 4/22/25, Associates go parley with some Dero. Days of downtime: 1&lt;br /&gt;
* [[Army of the Knight]], 4/21/25, Associates command armies of Hellknights to fight back against King Graveknight’s forces. Days of downtime: 5&lt;br /&gt;
* [[Party at Budington Manor]], 4/20/25, weed. Days of downtime: 3&lt;br /&gt;
* [[The Aeons Are Back]], 4/18/25, Associates have a rematch with the rogue Pleroma. Days of downtime: 1&lt;br /&gt;
* [[Ring of Fire]], 4/17/25, Associates head underground once more to find the absentee elemental army. Days of downtime: 3&lt;br /&gt;
* [[Fight the Knight]], 4/14/25, Associates escort a bugbear turned graveknight to Kali for disintegration. Days of downtime: 10&lt;br /&gt;
* [[A Lord&#039;s Ransom]], 4/9/25, a ransom trade goes both better and worse than expected. Days of downtime: 2&lt;br /&gt;
* [[A Hell of Knight]], 4/4/25, The Hellknights receive an urgent request to save a Maralictor and his armgiers. Days of Downtime: 10&lt;br /&gt;
* [[You Will Know Our Name]], 4/1/25, the city gets infested with a hydra, but it gets better. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==March - Spring 229==&lt;br /&gt;
* [[Long Way Home]], 3/31/25, Associates work to locate the location of Siltmean&#039;s family burrow. Days of Downtime: 40&lt;br /&gt;
* [[Raked Over Hot Coals]], 3/30/25, Associates investigate a magma worm problem deep underground. Days of downtime: 4&lt;br /&gt;
* [[Speed Dating at Desperate Hope 4]], 3/28/25, Some associates find love, while the rest go home alone. Days of Downtime: 0&lt;br /&gt;
* [[Fly Me To The Moon (Part 3)]], 3/26/25, Associates flee the wrath of newly arisen King Hellknight. Days of downtime: 5&lt;br /&gt;
* [[Before Peter]], 3/25/25, Associates proceed to end the curse on Peter&#039;s lineage, by any means necessary. Days of downtime: 1&lt;br /&gt;
* [[The More the Hellknight-ier?]], 3/14/25, the [[Hellknights]] celebrate their new arena with a triple trial and public competition. Days of downtime: 0&lt;br /&gt;
* [[Hot Winds Blow]], 3/13/25, associates clear a swathe of the encroaching fire army. Days of downtime: 7&lt;br /&gt;
* [[Fly Me To The Moon (Part 2)]], 3/12/25, Associates infiltrate a Bugbear Fortress and seek a council with King Hellknight. Days of downtime: 0&lt;br /&gt;
* [[Heart of a Sentinel: The Training Arc Begins!]], 2/1/25 - 3/7/25, Associates find out they&#039;ve been chosen by the constellations. Days of downtime: 30&lt;br /&gt;
* [[An Explosive Arrival]], 3/8/25, Associates fight the explosive Caligni at the underground crossroads. Days of downtime: 1&lt;br /&gt;
* [[The Dawn? (Blighted City 26)]], 3/7/25, Associates aim to strike at Lancaster&#039;s heart. Days of downtime: Varies&lt;br /&gt;
* [[Fly Me To The Moon (Part 1)]], 3/5/25, Associates try to track down an aspiring rocketeer. Days of downtime: 6&lt;br /&gt;
* [[The Darkest Night (Blighted City 24)|The Darkest Night (continued) (Blighted City 24)]], 3/4/25, Associates come back for round 2. Days of downtime: Varies&lt;br /&gt;
* [[The Trail Goes Cold]], 3/2/25, Associates fight some water guys and some fire guys. Days of downtime: 12&lt;br /&gt;
&lt;br /&gt;
==February - Winter 228==&lt;br /&gt;
* [[The Darkest Hour (Blighted City 25)]], 2/28/25, associates to fight their way through [[Lancaster]]. Days of downtime: Varies&lt;br /&gt;
* [[At The Heart of Peter]], 2/27/25, associates summon some devils to get some answers about Peter. Days of downtime: 1&lt;br /&gt;
* [[Incense and Iron]], 2/25/25, associates plunder a tomb of Urgathoa. Days of downtime: 16&lt;br /&gt;
* [[The Darkest Night (Blighted City 24)]], 2/24/25, the first team of associates meet their match in [[Lancaster]]. Days of downtime: Varies&lt;br /&gt;
* [[Cat Village Arc 2|No Heads Are Better Than One]], 2/23/25, with the vorpal blade in hand, associates hunt the legendary Jabberwock. Days of downtime: 30&lt;br /&gt;
* [[Speed Dating at Desperate Hope 3]], 2/21/25, associates try again to find love. Days of downtime: 0&lt;br /&gt;
* [[The History of Peter]], 2/20/25, associates assist Sir Egg in learning how exactly Peter&#039;s curse works. Days of downtime: 0&lt;br /&gt;
* [[Rock on, Owlbears]], 2/18/25, associates keep a musical performance at [[Markmuse Theatre]] safe and orderly. Days of downtime: 1&lt;br /&gt;
* [[A Warm and Fuzzy Feeling]], 2/16/25, associates have a harrowing fight to close one portal to the Plane of Fire. Days of downtime: 14&lt;br /&gt;
* [[Traveling Through This World Below]], 2/12/25, [[Illiam Elro]] leads an expedition to reunite the concept of dreams. Days of downtime: ???&lt;br /&gt;
* [[Saving Peter.... again?]], 2/11/25, Associates proceed to not save Peter. Days of downtime: 1&lt;br /&gt;
* [[A Lukewarm Reception]], 2/9/25, a scouting party discovers a scorched village and an army of elementals. Days of downtime: 15&lt;br /&gt;
* [[Three&#039;s a Crowd, Four&#039;s a Conspiracy]], 2/7/25, Days of downtime: 7&lt;br /&gt;
* [[Saving Peter]], 2/7/25, Merchants have been kidnapped by bandits?. Days of downtime: 6&lt;br /&gt;
* [[Ice Cream Social]], 2/3/25, associates make some ice cream. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==January - Fall 228==&lt;br /&gt;
* [[Cat Village Arc 2|So No Head-Severing Sword?]], 1/31/25, Associates find and prepare a weapon to kill a Jabberwock. Days of downtime: 9&lt;br /&gt;
* [[Holy Sweepers]], 1/29/25, New Associates clean the sewers. Days of downtime: 0&lt;br /&gt;
* [[The King&#039;s Labyrinth: Once More, with Feeling!]], 1/28/25, Associates play an advanced game of hide-and-seek. Days of downtime: 1&lt;br /&gt;
* [[The Secret of Crackledamn Alley]], 1/26/25, The animal companions of some associates look into an issue. Days of downtime: 0&lt;br /&gt;
* [[Cat Village Arc 2|Tangling With The Thrasfyr]], 1/25/25, The party kills the Thrasfyr and learns where a vorpal blade might be. (Session 3 of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[The King&#039;s Labyrinth: Just Another Fun Game by Me, The King!]], 1/20/25, associates play a &amp;quot;multiple player game&amp;quot;. Days of downtime: 15&lt;br /&gt;
* [[I am a Poor Wayfaring Stranger...]], 11/27/24-1/20/25, Associates wander the [[Dreamlands]] to find answers. Days of Downtime: 28&lt;br /&gt;
* [[Cat Village Arc 2|The Walking Disaster]], 1/17/25, The second beast, the Sard, is slain. (Session 2 of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[Cooking by the Book: Shrimp Colors]], 1/14/25, Associates go looking for sea food. Days of downtime: 5&lt;br /&gt;
* [[Who Even Made These?]], 1/12/25, associates clear out a warehouse full of junk and some things living in there. Days of downtime: 7&lt;br /&gt;
* [[Cat Village Arc 2|Creeping in the Dark]], 1/10/25, Naughty cats unleash 4 mighty beasts upon the land. (start of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[An East-Side Haunting]], 1/8/25, associates put a ghost to rest. Days of downtime: 0&lt;br /&gt;
* [[Dirty Deeds Done Dirt Cheap]], 1/7/25, associates solve two mysteries at once. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
=2024=&lt;br /&gt;
==December - Summer 228==&lt;br /&gt;
*[[A Hole by Any Other Name Would Smell as Sweet]], 12/23/24, Legendary associates are hired to fill a hole. Days of downtime: 18&lt;br /&gt;
*[[The Oasis (Creature Culling 5)]], 12/22/24, Associates deal with a couple of big problems near a dig site. Days of downtime: 7&lt;br /&gt;
*[[Till the End: Poppet Finale]], 12/20/24, Associates finish helping with the job started in [[A Wandering Poppet (Poppet #3)|A Wandering Poppet]]. days of downtime: 0&lt;br /&gt;
* [[Creature Culling 4]], 12/12/24, Associates beat up another large flightless bird, for science! Days of Downtime: 10&lt;br /&gt;
* [[Treasure Hunting 3: The Family Black]], 12/6/24, Associates look into another treasure for Cutter and return with a baby. Downtime days: 21&lt;br /&gt;
* [[Pharasma&#039;s Peaches]], 12/4/24, Associates track down a missing peachwood shipment. Days of Downtime: 7&lt;br /&gt;
&lt;br /&gt;
==November - Spring 228==&lt;br /&gt;
* [[All Dogs Go To Heaven]], 11/25/24, [[Melfyra]] gathers people to help her with a ritual to bring back Adyrha, but fate is not on her side. Days of Downtime: 1&lt;br /&gt;
* [[Field Trip]], 11/22/24, [[Atticus]] overcomes his [[Hellknights|Hellknight]] Trial. Days of Downtime: 5&lt;br /&gt;
* [[Mazia&#039;s Fortune Shack: Orion Has A Competetor?|Mazia&#039;s Fortune Shack: Orion has a Competitor?]], 11/21/24, Associates investigate a mysterious new fortune teller. Days of Downtime: 0&lt;br /&gt;
* [[Home for the Hold]], 11/20/24, Associates clear a manor of a cult surrounding an ooze. Days of downtime: 4&lt;br /&gt;
* [[Cooking by the Book: Kicking Rocks]], 11/19/24, Associates kick some rock monsters around. Days of downtime: 10&lt;br /&gt;
* [[We Hate Moondays]], 11/17/24, Associates cleared a sizeable undead infestation from a remote cabin. Days of Downtime: 20&lt;br /&gt;
* [[A Particular Palate]], 11/17/24, Associates return to the infinite spider cave. Days of downtime: 3&lt;br /&gt;
* [[God&#039;s Willing, God-Fearing|So It Is Written, So It Shall Be Done]], 11/15/24, the spiritually devout attempt to aid [[Gregorios Jude]]&#039;s ordeal. Days of downtime: 0&lt;br /&gt;
* [[The Iron Sarcophagus]], 11/10/24, Associates return to Fort Soledad. Days of downtime: 28&lt;br /&gt;
* [[Evil Fucking Wizard]], 11/9/24, Associates halt a Lich&#039;s scheme. Days of downtime: 10&lt;br /&gt;
* [[The Beat 2: Night Watch]], 11/5/24, Associates experience nothing in particular. Days of downtime: 1&lt;br /&gt;
* [[Blood Runs Red]], 11/3/24, Associates save a village from an ogre and goblins. Days of downtime: 6&lt;br /&gt;
&lt;br /&gt;
== October - Winter 227==&lt;br /&gt;
* [[Monster Mash III]], 10/31/24, Associates go trick or treating... again! Days of downtime: 0&lt;br /&gt;
* [[Dare to Deal with the Dero]], 10/27/24, Associates go underground to deal with some shorties. Days of downtime: 2&lt;br /&gt;
* [[Monster Mash II]], 10/26/24, Associates go trick or treating. Days of downtime: 0&lt;br /&gt;
* [[Jumping at Shadows]], 10/19/24, Associates locate the cause of missing loggers. Days of downtime: 9&lt;br /&gt;
* [[The Lick]], 10/17/24, Associates enjoy some Thlipit. Days of downtime: 0&lt;br /&gt;
* [[Chasing the Breeze]], 10/11/24, Associates spend time fixing Amin&#039;s mistakes and finding Rotbeard. Days of Downtime: 7&lt;br /&gt;
* [[God&#039;s Willing, God-Fearing]], 10/11/24-10/31/24, Associates accompany [[Gregorios Jude]] on a harrowing spiritual journey. Days of Downtime: 4&lt;br /&gt;
* [[The Second Hellmouth: Under Siege|The Second Hellmouth: Ruin]], 10/10/24, Associates finish closing a hellmouth. Days of downtime: 0&lt;br /&gt;
* [[A Taste for Murder]], 10/9/24, Associates look into more hauntings at the theater. Days of downtime: 1&lt;br /&gt;
* [[Family Matters]], 10/6/24, Associates look into the case of a missing dryad. Days of downtime: 7&lt;br /&gt;
* [[Rock and Stone|Rock and Stone Part 2: The Revengeance]], 10/5/24, Associates clear out a mine filled with medusas and a funny rock. Days of downtime: 3&lt;br /&gt;
* [[Following the Threads]], 10/4/24, Associates rescue villagers from a spider-infested cavern. Days of downtime: 3&lt;br /&gt;
* [[A Frosty Stalemate (Creature Culling 3)]], 10/2/24, Associates clear out a dig site for Valera&#039;s elders and Phyl. Days of downtime: 4&lt;br /&gt;
* [[Stealing the Sun]], 10/1/24, Associates investigate a lack of sunlight up on a mountain. Days of downtime: 32&lt;br /&gt;
* [[The Monster Mash]], 10/01/2024-10/31/2024. Associates celebrate Halloween. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
== September - Fall 227==&lt;br /&gt;
* [[Cold-Iron Retrieval]], 9/28/24, Associates clear out an old mine so cold-iron production can begin. Days of Downtime: 7&lt;br /&gt;
* [[The Second Hellmouth: Under Siege]], 9/26/24, Associates join [[Fen Ergivald|Fen]] in an attempt to close the final Hellmouth. To be continued... Days of Downtime: 11&lt;br /&gt;
* [[Rock and Stone]], 9/21/24, Associates grudgingly assist a dwarf by killing a chimera and chasing away a medusa. They aren&#039;t done yet. Days of downtime: 3&lt;br /&gt;
* [[You Sunk My Puzzle!]], 9/20/24, Associates play Battle Ship with the Puzzlemaster. Days of downtime: 0&lt;br /&gt;
* [[A Wandering Poppet (Poppet #3)]], 9/17/24 - 10/13/24 PBP; Associates go on an adventure to have an adventure. Days of downtime: 20&lt;br /&gt;
* [[Alestorm]], 9/15/24, Associates make poor decisions while inebriated. Days of downtime: 2&lt;br /&gt;
* [[Defy Gnome Ann]], 9/14/24, Associates make something out of nothing. Days of downtime: 2&lt;br /&gt;
* [[Wails of the Damned (Blighted City 23)]], 9/13/24, Associates clear a haunted palace. Days of downtime: 8&lt;br /&gt;
* [[The Dig Site (Creature Culling 2)]], 9/12/24, Associates clear out a dig site for Valera&#039;s elders and Phyl. Days of downtime: 5&lt;br /&gt;
* [[Murder Of Crows]], 9/12/24, Associates investigate the murder of 3 crows in a goblin village. Days of downtime: 6&lt;br /&gt;
* [[Ascariasis]], 9/10/24, Associates kill a worm and put the entire city at risk. Days of downtime: 1&lt;br /&gt;
* [[It&#039;s Just Bandits]], 9/10/24, Associates are tasked with non-violently removing bandits north of the city. Days of downtime: 2&lt;br /&gt;
* [[The Rusted Edge|The Cleft Edge]], 9/8/24, Associates hunt down the rest of the bandits. Days of downtime: 0&lt;br /&gt;
* [[The Fine Omen]], 9/7/24, Associates work a LARP event. Days of downtime: 1&lt;br /&gt;
* [[The King&#039;s Labyrinth: Grand Opening]], 9/6/24, Associates test out the kings new labyrinth. Days of downtime: 15&lt;br /&gt;
* [[Slaves to Power]], 9/4/24. Associates delve into an undead fleshwarper&#039;s workshop. Days of downtime: 4&lt;br /&gt;
* [[Mushroom Investigation]], 9/4/24, Associates investigate strange mushrooms in a bog. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
== August - Summer 227==&lt;br /&gt;
* [[A World No Man can Imagine]], 8/31/24, Associates put down some land octopodes, some ogres, and an omen dragon. The last didn&#039;t actually exist, but provided future visions regardless. Days of downtime: 5&lt;br /&gt;
* [[Parted Puzzlers]], 8/30/24, Associates put up with the puzzlemaster&#039;s tricks once again. Days of downtime: 0&lt;br /&gt;
* [[Termination Clause]], 8/26/24, Associates close the second Hell Mouth. Days of downtime: 11&lt;br /&gt;
* [[The Rusted Edge]], 8/25/24, Associates investigate some ruins occupied by bandits. Days of downtime: 10&lt;br /&gt;
* [[A World Gnome Ann Can Imagine]], 8/24/2024, Associates prepare an event for the were-gnomes. Days of downtime: 5&lt;br /&gt;
* [[The Stoneblight&#039;s Peril]], 8/22/2024, Associates respond to an urgent request in [[The Stoneblight Forest]]. Days of downtime: 6&lt;br /&gt;
* [[Eyes Upon Blight]], 8/21/2024, Associates uncover an orb in Lancaster. Days of downtime: 2&lt;br /&gt;
* [[Where Once They Were, No Man Remains | Where Once They Were, Gnome Ann Remains]], 8/17/2024, Associates unscramble some names. Days of downtime: 0&lt;br /&gt;
* [[Descent into the Dark]], 8/16/2024, Associates investigate Drake&#039;s tunnel. Days of downtime: 1.&lt;br /&gt;
* [[Hellmouth Hysteria]], 8/15/2024, Associates go to Cincinnati to find [[Sahona Bright-Eyed|Sahona&#039;s]] hellmouth. Days of downtime: 11&lt;br /&gt;
* [[Smell of the Game]], 8/10/2024, Associates remove a stench disturbing a wanderer. They then remove bandits disturbing the source of the stench.  Days of downtime: 2&lt;br /&gt;
* [[Where Once They Were, No Man Remains]], 8/4/2024, Associates go on a bizarre rescue mission. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==July - Spring 227==&lt;br /&gt;
*[[Parliament of Owls]], 7/28/2024, Associates broker peace between a town of Sun Wukong worshipers and a forest of intelligent owls. Days of downtime: 6&lt;br /&gt;
*[[Finishing the Job (Blighted City 22)]], 7/27/2024, Associates finish off the undead and fiends in the outer palace. Days of downtime: 3&lt;br /&gt;
*[[Snakes in the Grass]], 7/27/2024, Associates fight the Dread Gazebo. Days of downtime: 0&lt;br /&gt;
*[[Rats in the Basement]], 7/19/2024, Associates clear out some rodents from an old church of Desna. Days of downtime: 2&lt;br /&gt;
*[[Storming the Sky]], 07/19/2024, Associates attempt to raid a temple, but Rotbeard does a better job than they did. Days of downtime: 4&lt;br /&gt;
*[[Creepy Crawlies]], 07/18/2024, Associates destroy hive headed creatures and eradicate an overgrown hive of wasps. Days of downtime: 2&lt;br /&gt;
*[[Crab Rave]], 07/18/2024, Associates give [[Victoria Honeystride | Victoria]] crabs. Days of downtime:10&lt;br /&gt;
*[[Creature Culling|Creature Culling 1]], 07/17/2024, Associates hunt a new threat deep in the lost valley of Valera. Days of downtime: 5&lt;br /&gt;
*[[Were-Gnome, Ann Dreads]], 07/12/2024, Associates play a game of cones. Days of downtime: 0&lt;br /&gt;
*[[The Reckoning]], 7/10/24, Associates touch a crystal and unlock Spellmaster. Days of downtime: 0&lt;br /&gt;
*[[A Home in Need]], 07/04/2024, Associates kill lightning elementals and poisonous snake folks that infested Drake the Bug Bear&#039;s home. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==June - Winter 226==&lt;br /&gt;
*[[Retribution]], 6/30/24, Associates stop monsters from destroying a lake-polluting factory, just so they could. Days of downtime: 5&lt;br /&gt;
*[[The King&#039;s Labyrinth]], 6/28/24, Associates investigate a maze and face the aberrations inside. Days of downtime: 8&lt;br /&gt;
*[[Into the Dark 2 (Blighted City 21)]], 06/26/24, Associates take an unfortunate turn in Lancaster. Days of downtime: 1&lt;br /&gt;
*[[The Rainbow Stronghold]], 6/20/24, Associates investigate a prismatic stronghold and face its many trials. Days of downtime: 20&lt;br /&gt;
*[[The Exchange]], 6/19/24, Associates touch the funny crystal again. Days of downtime: 0&lt;br /&gt;
*[[The Second Hellmouth: Early Signs]], 6/18/24, Associates fight a bunch of devil-controlled bandits, Days of Downtime: 3&lt;br /&gt;
*[[Rodents Run Rampant]], 6/17/24, Associates clear a warehouse of rats. Days of Downtime: 6&lt;br /&gt;
*[[The Gold Experience]], 6/15/2024, Associates steal from an auction. Days of Downtime: 0&lt;br /&gt;
*[[Stand Proud (Love and Loss Day II)]], 6/14/2024, Associates attend the Love and Loss Day festival. Days of Downtime: 0&lt;br /&gt;
*[[Cooking by the Book: Into the Light]], 6/13/2024, Associates struggle against a chicken. Days of Downtime: 3&lt;br /&gt;
*[[Into the Dark (Blighted City 20)]], 6/12/24, Associates crawl into a hole in Lancaster. Days of downtime: 2&lt;br /&gt;
*[[Bird-Brained Bandit]], 6/11/24, Associates hunt a Kulu-Ya-Ku causing trouble around a nearby settlement. Days of downtime: 8 &lt;br /&gt;
*[[Beg to Differ]], 6/9/24, Associates investigate a weird cave and a lot of crabs. Days of downtime: 3&lt;br /&gt;
*[[Bustin&#039;]], 6/8/2024, Associates bust some ghosts. Days of downtime: 0&lt;br /&gt;
*[[Kicking the Dog]], 6/6/2024, Associates watch Mutt fight a bone devil. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==May - Autumn 226==&lt;br /&gt;
*[[An Easy Mistake to Make]], 5/31/24, Associates help a Bugbear win a fight. Days of downtime: 0&lt;br /&gt;
*[[A Catastrophe in the Making|Just One More Thing]], 5/30/24, Associates run around in a big circle for no reason. Days of downtime: +3, total 33 days for Cat Village arc.&lt;br /&gt;
*[[The Apprentice]], 5/29/24, Associates touch a funny crystal. Days of downtime: 0&lt;br /&gt;
*[[Bargain Bin Basement]], 5/28/24, Associates clean up a basement. Days of downtime: 0&lt;br /&gt;
*[[Scary Monsters (And Super Creeps)]], 5/27/24, Associates separate real and false ghosts and collect the remains of the latter. Days of downtime: 0&lt;br /&gt;
*[[Star Pit: King of the Kobold DX]], 5/24/24, Associates defend a rock from kobolds, at the cost of an associate&#039;s life. Days of downtime: 1&lt;br /&gt;
*[[The Esteemed Cat Festival]], 5/23/24, The Cat Village festival arrives. Days of downtime: +1&lt;br /&gt;
*[[Territorial Dispute]], 5/19/24, Associates attempt to stop monsters from encroaching on new territory. Days of downtime: 0&lt;br /&gt;
*[[Where No Man Treads]], 5/19/24, Associates deal with grabby monsters and pull unusual objects out of a hole. Days of downtime: 4&lt;br /&gt;
*[[Little Lies]], 5/17/24, Associates investigate a broom maker shop in Desperate Hope. Days of downtime: 0&lt;br /&gt;
*[[Clear Cut Rules]], 5/17/24, Associates learn the horrors of capitalism. Days of downtime: 14&lt;br /&gt;
*[[A Catastrophe in the Making|No Dog in This Fight]], 5/16/24, the vacation to Cat Village takes a nearly deadly turn outside the Mayor&#039;s house. Days of downtime: +1&lt;br /&gt;
*[[Cooking By The Book: Monkey Madness]], 5/15/24, Associates track down fruity monkeys. Days of downtime: 7&lt;br /&gt;
*[[A Catastrophe in the Making]], 5/09/24, Associates go to Cat Village for a vacation? Days of downtime: 28+&lt;br /&gt;
*[[How the South Was Won]], 5/08/24, Associates win the south. Days of downtime: 4&lt;br /&gt;
*[[(Don&#039;t) Come to Onadbyr]], 5/4/24, Associates organize some books. Days of downtime: 6&lt;br /&gt;
*[[Whac-A-Monster]], 5/01/24, Associates get slimed. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==April - Summer 226==&lt;br /&gt;
*[[Star Pit: Spare No Expense]], 4/29/24, Associates go into the Star Pit to face off against more than expected. Days of downtime: 2&lt;br /&gt;
*[[Walking on Eggshells]], 4/28/24, Associates deal with some ornery beasts and an egg-stealing bird. Days of downtime: 2&lt;br /&gt;
*[[Inclement Weather]], 4/27/24, Associates faced off against storm creatures and stopped a ritual that made the area stormy. Days of downtime: 16&lt;br /&gt;
*[[The Making of a Hellknight]], 4/25/2024, Victoria attempts a Hellknight trial. Days of downtime: 15&lt;br /&gt;
*[[The Weed Session]], 4/20/2024, weed. Days of downtime: 0&lt;br /&gt;
*[[Final Investigations (Blighted City 19)]], 4/19/24, Associates finish their investigation of the depths. Days of downtime: 7&lt;br /&gt;
*[[The Slight Slab]], 4/17/24, Associates test themselves against the slab. Days of downtime: 0&lt;br /&gt;
*[[The Current Situation]], 4/14/24, Five Associates go hunting for a Tobi Kodachi. Days of downtime: 5&lt;br /&gt;
*[[Karkalicious]], 4/13/24, Miss Slitherslime&#039;s oozes were stolen by some weirdos! Days of downtime: 2&lt;br /&gt;
*[[Component Collection 12]], 4/11/24, got a bunch of shit for Isabella; we killed it, we rule, etc. Days of downtime: 7&lt;br /&gt;
*[[A Longing For Knowledge]], 4/10/24, Associates get a book surprisingly easily. Days of downtime: 6&lt;br /&gt;
*[[Shutting Hell Up]], 4/8/24, Associates close the first of three hellmouths. Days of downtime: 5&lt;br /&gt;
*[[Hard to Swallow]], 4/4/24, Associates follow reports about unidentified megafauna. Days of downtime: 5&lt;br /&gt;
*[[Cooking by the Book: Wild Dinosaur]], 4/3/24, Associates hunt down a stegosaurus to make some burgers. Days of downtime: 4&lt;br /&gt;
&lt;br /&gt;
==March - Spring 226==&lt;br /&gt;
*[[Polar Opposites]], 3/31/24, Associates investigate a confusing case of city-wide inversion. Days of downtime: 0&lt;br /&gt;
*[[Star Pit: Jumping the Shark]], 3/28/24, the Grippli Grappler makes his triumphant return to the Star Pit to pull some sick tricks. Days of downtime: 1&lt;br /&gt;
*[[Star Pit: Recruitment Day]], 3/27/24, another round of gladiators are recruited for the Star Pit. Days of downtime: 1&lt;br /&gt;
*[[A Trial, By All Accounts]], 3/26/24 - 04/29/24, Associates who died to the Pleroma face judgement. Days of downtime: 0&lt;br /&gt;
*[[An Exercise in Futility]], 3/25/24, Associates answer a challenge posed by a powerful entity. Days of downtime: 0&lt;br /&gt;
*[[Return of the Slab]], 3/24/24, Associates return to Slab Island to clean up a mistake and do some gardening. Days of downtime: 0&lt;br /&gt;
*[[Further Investigations 5 (Blighted City 18)]], 3/22/24, Associates delve even further into the curio shop. Days of downtime: 7&lt;br /&gt;
*[[Puzzles Revolving Around Puzzles]], 3/18/24, Associates investigate ANOTHER puzzle box. Days of downtime: 5&lt;br /&gt;
*[[Chicken on a Raft]] 3/17/24 Farmer Jenkins&#039; chicken is stuck on a raft! Days of downtime: 2&lt;br /&gt;
*[[Further Investigations 4 (Blighted City 17)]], 3/15/24, associates delve further into the curio shop. Days of downtime: 7&lt;br /&gt;
*[[Making a Name for Yourself]], 3/13/24, A Bug Bear needed to make a name for himself. They hunted down one for him. Days of downtime: 4&lt;br /&gt;
*[[Weirder Wolves]], 3/12/24, Associates are sent to recover stolen elemental summoning notes. Days of downtime: 1&lt;br /&gt;
*[[A Puzzling Puzzle (Puzzle Master|A Puzzling Puzzle]], 3/11/24, Associates investigate another puzzle box. Days of downtime: 7&lt;br /&gt;
*[[Dreams of Terror]], 3/8/24, Associates set out to finally save a child. Days of downtime: 7&lt;br /&gt;
*[[Heroes Wanted: The Menagerie Mauler]], 3/6/24, Six brave associates hunt down a herpetologist. Days of downtime: 1&lt;br /&gt;
*[[Bring Your Brain]], 3/6/24, a strange object has the guards stumped. Days of downtime: 0&lt;br /&gt;
*[[Fallen Star]] 3/3/24 A spacerock falls from the sky to the interest of many. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
==February - Winter 225==&lt;br /&gt;
*[[An Early-Morning Hunt]], 2/29/24, Zeal gathers associates to track down hellmouths. Days of downtime: 2&lt;br /&gt;
*[[A Grave Danger Returns]], 8/28/24, Associates bash some armor; find a crab. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose III]], 2/27/24 - 3/31/24 (PBP), Associates are recruited to relieve a besieged settlement. Days of downtime: 9 &lt;br /&gt;
*[[No Man Left Behind]], 2/25/24, Associates banish an orc and defeat a dragon. Days of downtime: 5&lt;br /&gt;
*[[A Stench Least Foul]], 2/24/24, Associates investigate shadows in the swamp. Days of downtime: 3&lt;br /&gt;
*[[Star Pit: XL Team Deathmatch]], 2/22/24, Associates return to the Star Pit for a big battle. Days of downtime: 2&lt;br /&gt;
*[[Speed Dating at Desperate Hope 2]], 2/21/24, Associates once again attempt to speed date. Days of downtime: 0&lt;br /&gt;
*[[Horrors from the Deep]], 2/19/24, Associates learn square keys don&#039;t fit in square holes. Days of downtime: 4&lt;br /&gt;
*[[Gnome Ann Left Behind]], 2/18/24, Associates learn the alphabet. Days of downtime: 5&lt;br /&gt;
*[[Century Twooze]], 2/17/24, Associates help out with training a Century Twooze. Days of downtime: 0&lt;br /&gt;
*[[Century Ooze]], 2/17/24, Associates help out with training a Century Ooze. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 11]], 2/16/24, Associates go to the desert to get some mutant scales.  Days of Downtime: 28&lt;br /&gt;
*[[Recall]], 2/16/24, an unofficial group of Associates find a secret underneath the city while searching for a cat. Days of Downtime: 0&lt;br /&gt;
*[[The Legendary Funeral]], 2/15/24 - 2/21/24, Onadbyr mourns &amp;quot;lost&amp;quot; associates. Days of Downtime: 0&lt;br /&gt;
*[[Dealing With Satori&#039;s Mistakes]], 2/15/24, Satori asks associates to help him take responsibility for his Devil Contract. Days of Downtime: 12&lt;br /&gt;
*[[Speed Dating at Desperate Hope]], 2/14/24, Associates attempt to partake in a speed dating event. Days of Downtime: 0&lt;br /&gt;
*[[Love-and-Loss Day]], 2/14/24, Associates visit the revival of an old festival and discover the unfair treatment of an innocent trader. Days of Downtime: 1&lt;br /&gt;
*[[Dreams of Extravagance]], 2/13/24, Associates help Alice with her dream problems, again. Days of Downtime: 7&lt;br /&gt;
*[[A Test]], 2/11/24, Associates investigate dreams of a falling meteorite. Days of downtime: 1&lt;br /&gt;
*[[A Stench Slightly Less Foul]], 2/07/24, Associates clean up the mess left behind by the Stench Most Foul group. They don&#039;t drown. Days of downtime: 3&lt;br /&gt;
*[[One Bad ___]], 2/07/24, Associates clean up a polluted well. Days of downtime: 8&lt;br /&gt;
*[[The Primeval Slab]], 2/05/24, Associates investigate the slab again. They barely survive again. Days of downtime: 0&lt;br /&gt;
*[[Lost Mutt#Let&#039;s make a Deal!|Let&#039;s make a deal!]], 2/04/24, Associates find a stick and nothing else. Days of downtime: 2&lt;br /&gt;
*[[Further Investigation 3 (Blighted City 16)]], 2/03/24, Associates continue to push through Lancaster and clear out Undead. Days of Downtime: 6&lt;br /&gt;
*[[A Stench Most Foul]], 2/01/24, Associates are sent to clear out a foul smelling area. Days of Downtime: 3&lt;br /&gt;
&lt;br /&gt;
==January - Autumn 225==&lt;br /&gt;
*[[Samara Slitherslimes Shifting Slime Shop]], 1/31/24, Samara Slitherslime asks Associates to train some slimes. Days of downtime: 1&lt;br /&gt;
*[[Star Pit: King of the Kobolds]], 1/30/24, the Star Pit calls upon Associates for a beloved annual event. Days of downtime: 2&lt;br /&gt;
*[[Lost Mutt]], 1/29/24, Associates set out to find their missing Hellknight. Days of downtime: 3 days&lt;br /&gt;
*[[No Man Knows]], 1/28/24, Associates finish exploring a garden, taking a nap along the way. Days of downtime: 1&lt;br /&gt;
*[[Lucky needs YOUR help]], 1/25/24, Lucky hires some associates to do her shopping for her. Days of downtime: 1&lt;br /&gt;
*[[The Weathered Slab]], 1/23/24, Associates explore the use of a magic slab for training purposes. They survive, but barely. Days of downtime: 0&lt;br /&gt;
*[[No Man&#039;s Land]], 1/21/24, Associates begin to delve into a dark and evil garden. Days of downtime: 1&lt;br /&gt;
*[[Conquering the Wilds]], 1/19/24, Associates confront and kill the Father. Days of downtime: 14 &lt;br /&gt;
*[[Gnome Ann&#039;s Land]], 1/19/24, Associates get a ghost fired without backpay. Days of downtime: 2&lt;br /&gt;
*[[It&#039;s Demons (Legendary)]], 1/16/24, Associates hunt demons as a show of force. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 10]], 1/15/24, Associates experience the beauty of Elysium. Days of downtime: 14&lt;br /&gt;
*[[Taming the Wilds]], 1/11/24, Associates scout out a way through the traps to the father lycanthrope. Days of downtime: 14&lt;br /&gt;
*[[Untitled Gooze Game]], 1/09/24, Associates help recover wayward gooze. Days of downtime: 0&lt;br /&gt;
*[[Dreams of Whimsy]], 1/08/24, Associates delve further into the mystery of a sleeping child. Days of downtime: 5&lt;br /&gt;
&lt;br /&gt;
=2023=&lt;br /&gt;
==December - Summer 225==&lt;br /&gt;
*[[Onadbyrs Legacy]], 12/29/23, Associates investigate a riddle discovered within the city. Days of downtime: 0&lt;br /&gt;
*[[Dream a Little Dream of Me]], 12/28/23, Illiam chooses only the most qualified associates to help make a love story reality. Days of downtime: 1&lt;br /&gt;
*[[Mary Had a Little Lamb (Poppet #2)]], 12/23/23, Associates look for a missing lamb. Days of downtime: 15&lt;br /&gt;
*[[It&#039;s Demons (Master)]], 12/22/23, Onadbyr sends out its best associates to solve this recurring issue permanently. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose|Threads on the Loose II]], 12/21/23 - 1/11/24, Associates set out to rescue kidnapped Associates. Days of downtime: 15+&lt;br /&gt;
*[[Tricksters of the Summer&#039;s Night]], 12/19/23, Associates look into a lack of spirits at a festival. Days of downtime: 6&lt;br /&gt;
*[[Component Collection 9]], 12/16/23, Associates remove 5+1 boars from a cave. Days of downtime: 5&lt;br /&gt;
*[[Dreams of Solace]], 12/13/23, Hedgewyn Brewery requests assistance with helping someone wake up from a dream. Days of downtime: 5&lt;br /&gt;
*[[Everything is Fine in Shaftesbury]], 12/13/23, People in town are recieving letters promising to be reunited with loved ones. Associates are sent to inspect. Days of downtime: 6&lt;br /&gt;
*[[Malicious Intent: Last Shot]], 12/11/23, The associates are sent out to take out the goblin fortress leader. Days of downtime: 14&lt;br /&gt;
*[[Lasst uns froh und munter sein]], 12/9/23, A job ends up being far more complicated than the Associates expected. Days of downtime: 7&lt;br /&gt;
*[[7 Deadly Runes]], 12/8/23, Associates set out to finish what they&#039;ve started and bring peace to the Thassilonians. Days of downtime: 7&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Goes]], 12/5/23, Associates finally end their chapter of learning Velborough&#039;s fate. Days of downtime: 1&lt;br /&gt;
*[[Kelek, Remastered 3]], 12/4/23, Associates have a strange dream. Days of Downtime: 0&lt;br /&gt;
*[[It&#039;s Demons (Expert)]], 12/4/23, Associates were tasked to intercept a band of demons. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose]], 12/3/23 - 12/20/23, PBP- Associated escort Nakaya the wool merchant on a trading run. Days of downtime: 14&lt;br /&gt;
*[[Weird Wolves]], 12/1/23, Associates are called last minute to deal with some &amp;quot;wolves&amp;quot; approaching the city. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==November - Spring 225==&lt;br /&gt;
*[[It&#039;s Demons (Trainee)]], 11/30/23, Associates are hired to check for small demons outside town. Days of Downtime: 0&lt;br /&gt;
*[[Welcome to the Star Pit]], 11/29/23, Associates are recruited to become gladiators. Days of Downtime: 2&lt;br /&gt;
*[[Spirit Bottle: Solutions]], 11/27/23, Associates set out to find Absinthe and end up back at the Spirit Bottle. Days of downtime: 2&lt;br /&gt;
*[[Black Sunday (Blighted City 15)]], 11/26/23, associates clean up Lancaster&#039;s streets. Days of downtime: 6&lt;br /&gt;
*[[Buried Knowledge]], 11/24/23, associates investigate a buried library not unlike Desperate Hope. Days of downtime: 8&lt;br /&gt;
*[[Thanks Not Received]], 11/23/23, associates search for a missing food shipment. One dies and comes back. Days of downtime: 0&lt;br /&gt;
*[[Kelek, Remastered 2]], 11/22/23, associates have a weird dream. Days of downtime: 0&lt;br /&gt;
*[[The Gnasher Horde]], 11/21/23, hunt down several roaming beaver behemoths. Days of downtime: 0&lt;br /&gt;
*[[The Gnasher&#039;s Den]], 11/21/23, hunt down the roaming beaver behemoth. Days of downtime: 7&lt;br /&gt;
*[[Kelek, Remastered 1]], 11/20/23, associates have a weird dream. Days of downtime: 0&lt;br /&gt;
*[[The Pun Session | The Pun Session™]], 11/20/23, associates save Gnome Ann, retrieve a potion, and restore Ogre Confidence to his former glory. Days of downtime: 4&lt;br /&gt;
*[[The Original Rune]], 11/17/23, the associates humble the runelord of pride. Days of downtime: 7&lt;br /&gt;
*[[The Miracle of Fertilization]], 11/12/23, the associates go on a magical wagon adventure. Days of downtime: 0&lt;br /&gt;
*[[Whispers Which Weep]], 11/10/23, The council received a letter asking for assistance in dealing with an evil witch. Days of downtime: 8&lt;br /&gt;
*[[Further Investigation 2 (Blighted City 14)]], 11/10/23, Associates clear out and loot the library at Lancaster. It&#039;s the best day ever for [[Kali]] and [[Cyrus Leyvald|Cyrus]]. Days of downtime: 6&lt;br /&gt;
*[[The Lost Soul]], 11/6/23, Associates help Illiam find their long-lost great great aunt Ruetha Elro. Days of downtime: 8&lt;br /&gt;
*[[Chestnuts Magic Flower]], 11/3/23, Associates find a flower for the poppet Chestnut. Days of downtime: 7&lt;br /&gt;
*[[Graveknight Knockdown: The Final Chapter]], 11/02/23 - 11/12/23, Associates finally deal with the Graveknight problem once and for all. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 8]], 11/2/23, Associates venture out to a Willow tree to collect samples. Days of downtime: 6&lt;br /&gt;
&lt;br /&gt;
==October - Winter 224==&lt;br /&gt;
*[[Graveknight Knockdown 4]], 10/31/23, Associates tend to Graveknights, again, again, again. Days of downtime: 0&lt;br /&gt;
*[[An Unclean Kill]], 10/30/23, Associates poke at a dead animal. Days of downtime: 2&lt;br /&gt;
*[[Call of the Wild 5]], 10/29/23, Associates hunt down the wereroc Hark near frozen ruins. Days of downtime: 7&lt;br /&gt;
*[[Let the Music Move You]], 10/3/23 - 10/26/23, A concert has come to Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[The Dark Side of the Moon]], 10/26/23, Associates set out to free Kit from their mother&#039;s influence. Days of downtime: 29&lt;br /&gt;
*[[When a Man loves a Woman]], 10/23/23, Help Sir Egg with his latest client. Days of Downtime: 13&lt;br /&gt;
*[[Spirit Night Horror]], 10/21/23, Associates make sure nobody gets hurt at the Spirit Night festival in Rommack. Days of downtime: 1&lt;br /&gt;
*[[Hate Like Rune]], 10/20/23, Associates return to the lost lands and learn of Wrath. Days of Downtime: 7&lt;br /&gt;
*[[Broken Hearts]], 10/20/23, Associates look into disappearing couples at Rivergrove. Days of downtime: 1&lt;br /&gt;
*[[Eclipsing the Night 2]], 10/19/23, Associates head into the Umbral Grotto to hunt down the night hag that has been attacking Onadbyr. Days of downtime: 4&lt;br /&gt;
*[[A Coup Against Aku]], 10/12/23, Associates gear up to finally take down Aku and the Oni incursion of The Grove. Days of downtime: 6&lt;br /&gt;
*[[Call of the Wild 4]], 10/11/23, Associates assassinate Hoggins the were-whale. Days of downtime: 8&lt;br /&gt;
*[[Component Collection 7]], 10/9/23, Associates save Wrigley from some Gathlain. Days of downtime: 2&lt;br /&gt;
*[[The Statue Garden]], 10/9/23, Associates deal with a flooded restaurant full of fish. Days of downtime: 1&lt;br /&gt;
*[[Pestilence]], 10/7/23, Associates investigate a sickness in nearby town. Days of downtime: 4&lt;br /&gt;
*[[The Bandit&#039;s King]], 10/7/23, Three Associates infiltrate a bandit camp to investigate them. Days of downtime: 14&lt;br /&gt;
*[[Malicious Intent: Target Sighted]], 10/6/23, Associates clear a goblin outpost and gain more information about the goblin big boss. Days of downtime: 7&lt;br /&gt;
*[[Journey to the West 2]], 10/6/23, Associates travel to the Old Country to assist with Maki&#039;s trials. Days of downtime: 60&lt;br /&gt;
*[[Are you Telling me Dr. Acula was a Vampire the Whole Time?!?]], 10/4/23, Associates try to get rid of Dr. Acula. Days of downtime: 0&lt;br /&gt;
*[[Eclipsing the Night]], 10/2/23, Associates investigate the lack of fae in the area. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
==September - Autumn 224==&lt;br /&gt;
*[[Return to Sane Sorik]], 9/29/2023, Associates exterminated a Gnagrif infestation from the Sane Sorik Library. Days of downtime: 1&lt;br /&gt;
*[[Please don&#039;t be spiders...]], 9/29/2023, Associates went to Pettyport to investigate a strange cart covered in webs and loaded with magic. Days of downtime: 0 &lt;br /&gt;
*[[Call of the Wild 3]], 9/26/2023, Associates meet with the daughter of &amp;quot;the Father&amp;quot; for a diplomatic meeting. Days of downtime: 4&lt;br /&gt;
*[[Last Stand of the Forgotten Pirate]], 9/25/23. Associates look for a missing person. Day of downtime: 1&lt;br /&gt;
*[[Spa Spies II]], 9/23/23. Associates return for a second spa day. Days of downtime: 0&lt;br /&gt;
*[[Return to the Spirit Bottle]], 9/22/23. Associates make an exchange for Absinthe at the Spirit Bottle. Days of downtime: 2&lt;br /&gt;
*[[It Was all a Dream?]] 9/21/23, Associates have some bad nightmare-inducing lasagna. Days of downtime: 0&lt;br /&gt;
*[[Besetting Rune]], 9/21/23. Associate take another plunge into the runelord&#039;s grave shaped portal. Days of downtime: 7&lt;br /&gt;
*[[Further Investigation 1 (Blighted City 13)]], 9/19/23. Associates decide to investigate a lead gotten from the Paravicar&#039;s journals. Days of Downtime: 3&lt;br /&gt;
*[[Runes of Flesh]], 9/15/23. Associate further investigate the portal in the mausoleum. Days of downtime: 7&lt;br /&gt;
*[[The Lady and Her Knight (Blighted City 12)]], 9/14/23. Associates gear up to take the graveyard for real this time. Days of downtime: 3&lt;br /&gt;
*[[Call of the Wild 2.5]] 9/13/23. Associates find a missing person in Under Bright. Days of downtime: 1&lt;br /&gt;
*[[Band of Poachers]] 9/12/23. Associates investigate overhunting outside of Onadbyr. Days of downtime: 2&lt;br /&gt;
*[[Escort Mission]]. 9/11/23. Associates escort LOC to Desperate Hope 2 days away. Days of downtime: 11&lt;br /&gt;
*[[Journey to the West]]. 9/11/23. Associates accompany Maki to the Old Country. Days of downtime: 60&lt;br /&gt;
*[[Graveknight Knockdown 3]], 9/10/23. Associates go down to deal with the Graveknights AGAIN. Days of downtime: 0&lt;br /&gt;
*[[Malicious Intent: In the Wind]], 9/10/23. Associates cleared a goblin ambush site that had been disrupting trade. Days of downtime: 2.&lt;br /&gt;
*[[The Oviposit Episode]], 9/8/23. The associates get together to experience oviposition. Days of downtime: 4&lt;br /&gt;
*[[Velborough O&#039;s|Velborough No&#039;s]] The master is defeated, the people of Velborough freed, and the demiplane destroyed. Maybe? 9/8/23.&lt;br /&gt;
*[[Onadbyr Arson Investigation|Onadbyr Arson Investigation Redux]] 9/7/23. The associates finally put an end to the arsons and Kasumi makes two new friends. Days of downtime: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Knows]] The first part of the assault on Velboroughs&#039; Statehouse to finally take down the master and free the people of Velborough. 9/6/23.&lt;br /&gt;
*[[Component Collection 6]] 9/6/23. Associates head back to Parmi&#039;s cave to clean it up. Days of downtime: 1&lt;br /&gt;
*[[Cows on Ice]] 9/5/23. Associates save some cows from dragons. Days of downtime: 3&lt;br /&gt;
*[[The Stone that Cuts]] 9/4/23. Associates cleared out an abandoned mine full of dangerous creatures. Days of downtime: 4 &lt;br /&gt;
*[[Pay for One&#039;s Runes]] 9/1/23. Associates further investigate the portal in the mausoleum. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==August - Summer 224==&lt;br /&gt;
*[[Shaking Earth]] 8/31/23. Associates investigate giant sightings outside of Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[Fall Into Rune]] 8/31/23. Associates investigate the portal previously found in a coffin. Days of downtime: 7&lt;br /&gt;
*[[The Walls are Closing In]] 8/30/23. Associates defend the city guard from being culled by extraplanar saboteurs. Days of downtime: 1&lt;br /&gt;
*[[Call of the Wild 2]] 8/29/23. Associates participate in a diplomatic encounter with the werecreatures in the woods. Days of downtime: 3&lt;br /&gt;
*[[Down and Drowned]] 8/28/23. Associates are called to deal with an aquatic creature. Days of Downtime: 3&lt;br /&gt;
*[[Spa Spies]] 8/27/23. Associates have a spa day. Days of downtime: 0&lt;br /&gt;
*[[Malicious Intent: Armed and Dangerous]] 8/26/23. Associates confronted the goblins who robbed the smithy. Days of downtime: 1&lt;br /&gt;
*[[The Slums (Blighted City 11)]] 8/25/23. Associated continue to move through Lancaster clearing out a burned neighborhood. Days of downtime: 1&lt;br /&gt;
*[[Runes of the Father]] 8/25/23. Associates investigated a corpse hung from a tree emanating an ominous aura. Days of downtime: 7&lt;br /&gt;
*[[The Treasure Map 2]], 8/23/23. Associates solved a poetic puzzle and recovered the treasure of an old wizard not far out from Pettyport. Days of downtime: 3&lt;br /&gt;
*[[Call of the Wild]], 8/22/23. Associates battled a group of werecreatures in the woods, rescued three hunters, and learned of a mysterious cult. Days of downtime: 5&lt;br /&gt;
*[[Mushroom Massacre]], 8/21/23. Associates ventured deep into the mushroom caves for supplies, death followed soon after. Days of downtime: 2&lt;br /&gt;
*[[Butter Cave]], 8/19/23. Associates cleared out dangerous creatures in a cave full of butter. Days of Downtime: 1&lt;br /&gt;
*[[Fear and Faith]], 8/18/23. Associates return to Tilfel and unravel the source behind the disease plaguing Horsk Meste. Days of downtime: 2&lt;br /&gt;
*[[The Beat of Kelek]], 8/17/23, Associates get the Beat. Days of Downtime: 0 or 7 (for alumini of Sutton&#039;s class)&lt;br /&gt;
*[[A Grave Affair]], 8/15/2023, We Associates investigate a nearby site reported to house one Necromancer. Days of Downtime: 4&lt;br /&gt;
*[[Underground Outpost]], 8/12/23 - 8/17/23, a large group of associates set out to the ruins found in [[Buried Treasure]] to begin establishing the land known as Desperate Hope. Days of downtime: 4&lt;br /&gt;
*[[Beyond the Palace Gates (Blighted City 10)]], 8/17/23, Associates infiltrate the palace of Lancaster to see just how bad it can get. Days of downtime: 1&lt;br /&gt;
*[[Graveknight Knockdown 2]], 8/11/23. Two experienced associates show newer associates the dangers of cursed items. Days of downtime: 0&lt;br /&gt;
*[[Aulrics Peak Hunting Grounds|Aulrics Peak Hunting Grounds I(PBP)]], 8/1/23-8/11/23, Associates head to Aulrics Peak to discover information on a behemoth known as the Shrike. Days of Downtime: 7&lt;br /&gt;
*[[Iron Falls Hunting Grounds 1]], 8/1/23-8/11/23.  Associates head out to search for signs of a giant beaver known as a gnasher. Days of downtime: 6&lt;br /&gt;
*[[Revelation Rock Hunting Grounds]], 8/1/23 - 8/11/23 (PBP). Associates search for information on a mutant porcupine known as the quillshot. Days of Downtime: 5&lt;br /&gt;
*[[First Last Steps]], 8/9/2023, Associates scout various locations within Little Monarch for Cutter Black to find one suitable for barracks. Days of Downtime: 0&lt;br /&gt;
*[[Component Collection 5]], 8/7/2023, Associates collect various mushrooms for Isabella de la Lune in the Mycelial Mines. Days of downtime: 5&lt;br /&gt;
*[[Malicious Intent: The Search]], 8/6/2023, Associates capture a gang of goblin thieves led by a bugbear in Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[Buried Treasure 5]], 8/5/2023, Associates finish clearing out the sunken village a day outside town. Days of downtime: 1&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 15]], 8/4/23, Associates head back into Rommack, this time to clear out a gnoll stronghold. Days of downtime: 2&lt;br /&gt;
*[[The Spirit Bottle]], 8/4/23, deliver Absinthe’s payment to Lady Sielu at the Spirit Bottle Tavern. Days of downtime: 2&lt;br /&gt;
*[[In the mouth of Cultists]], 8/2/23, associates destroy the remaining ooze cultists and their leader, Simon. Days of downtime: 4&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 14]], 8/1/23, the associates cleared out a gnoll fort and made contact with the leshy camp. Days of downtime: 3&lt;br /&gt;
&lt;br /&gt;
==July - Spring 224==&lt;br /&gt;
*[[The Treasure Map 1]], 7/31/23, Associates scoured Onadbyr for the location of a lost set of swords. Days of downtime: 1&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 13]], 7/30/23, Associates venture again to explore the area beneath Rommack and clear a cave of cave giants. Days of downtime: 2&lt;br /&gt;
*[[The Cabin]], 7/30/23, Associates venture up into the mountains to check on an inventor. Days of downtime: 4&lt;br /&gt;
*[[A Collector&#039;s Quarry]], 7/28/23, Associates help Collector Jericho recover a hidden stash of sixty-nine books. Days of Downtime: 4&lt;br /&gt;
*[[Heroic Gambit IV]], 7/26/23 Associates hurry to deal with an Erinys and her group looking for revenge. Days of Downtime: 4&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 12]], 7/25/23, Associates venture again to explore the area beneath Rommack. Days of downtime: 3&lt;br /&gt;
*[[The Citadel part 3 (Blighted City 9)]], 7/24/23, Associates return to the citadel once more to check for ways to deal with the Graveknights. Days of Downtime: 1&lt;br /&gt;
*[[Onadbyr Arson Investigation]], 7/22/2023, Associates investigate a string of arsons in the Upper Sacks. Days of Downtime: 1&lt;br /&gt;
*[[The Lost Library]], 7/22/2023, Associates look for a book in The Lost Library.  Days of Downtime: 0&lt;br /&gt;
*[[Buried Treasure 4]], 7/21/2023, Associates clear out a portion of the sunken village a day outside town. Days of downtime: 2&lt;br /&gt;
*[[Heroic Gambits III]], 7/20/23, Associates gather to reenact the historical founding of Clayfjord. Days of downtime: 4&lt;br /&gt;
*[[That Solemn Conquerer]], 7/19/2023, Associates dreams are invaded by a night hag. Days of downtime: 1&lt;br /&gt;
*[[Associate Meeting]], 7/11/23 - 7/20/23, The Associates are called together to discuss two major problems. Days of downtime: 0&lt;br /&gt;
*[[Heroic Gambits Reinvitation]], 7/17/2023, Associates put a nightmarish show at the Heroic Gambit. Days of downtime: 4&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Throes Redux]], 7/15/23, Associates finally capture Lady Maria at the cost of a party member. Days of downtime: 3&lt;br /&gt;
*[[Graveknight Knockdown]], 7/14/23, Associates head to the city storage to put them back down for a time. Days of downtime: 0&lt;br /&gt;
*[[Tifel: Journey into Horsk Meste]], 7/14/23, Associates try and find a shortcut through the mountains to reach Minzelwood. Days of downtime: 6&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Grows]], 7/13/23, Associates cut down living incubator trees in Velborough. Days of downtime: 3&lt;br /&gt;
*[[Curtains and Candles 2]], 7/13/23, Associates return to the Bently Manor to finish the job started in [[Curtains and Candles]]. Days of Downtime: 1&lt;br /&gt;
*[[The Citadel part 2 (Blighted City)]], 7/10/23, Associates clear out the Hellknight Citadel of Lancaster and the adjacent graveyard. Days of Downtime: 1&lt;br /&gt;
*[[Component Collection 4]], 7/7/23, Associates accept a bounty to get dragon scales for the apothecary. Days of Downtime required: 2&lt;br /&gt;
*[[A Falling Son]], 7/6/23, A team of associates return to finish what was started in [[House of the Rising Son]]. Days of downtime required: 3&lt;br /&gt;
*[[The Wolf who Cried Boy]], 7/5/23, Four Associates hunt down wolves of abnormal intellect. Days of downtime required: 4&lt;br /&gt;
*[[The Longer Night]], 7/5/23, Associates fight when fey forces that seem to be connected to [[Enemies at the Gates]] return to once again assault the city. Days of downtime required: -&lt;br /&gt;
*[[The Graveyard (Blighted City 7)]], 7/3/23, Associates meet a powerful guardian in a Lancaster graveyard and choose to retreat rather than risk death. Days of downtime required: 1&lt;br /&gt;
&lt;br /&gt;
==June - Winter 223==&lt;br /&gt;
*[[Frogs, Frogs? Frogs! Frogs.]], 6/30/23, Associates head into the hunting grounds to clear out a frog infestation. Days of downtime: 2&lt;br /&gt;
*[[The Streets (Blighted City 6)]], 6/26/23, Associates venture back to Lancaster to clear out some undead. Days of downtime required: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Throes]], 6/22/23, Days of downtime required: 3&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Lowest Lows]], 6/22/23, The associates return to Velborough once again, this time to collect The Tender of Space Below. Days of downtime required: 3&lt;br /&gt;
*[[House of the Rising Son]], 6/21/23, The associates attempt to take an outpost in the Grove. Days of downtime required: 6&lt;br /&gt;
*[[The Ninth Day]], 6/19/23, Clan Ashenforge is torn apart by Graveknights brought into the city by Sade. Days of downtime required: 0&lt;br /&gt;
*[[The Heroic Gambit]], 6/18/23, Associates from Onadbyr are hired to travel to the Heroic Gambit and put on a show. Days of downtime required: 4&lt;br /&gt;
*[[You&#039;ll Be in My Heart]], 6/17/23 - 6/23/23, Associates learn how marriage works. Days of downtime: 0?&lt;br /&gt;
*[[Finder of Paths Unseen]], 6/16/23, Associates finish scouting out the underground shortcut to Horsk Meste. Days of downtime required: -&lt;br /&gt;
*[[The Citadel part 1 (Blighted City)]], 6/16/23, Five associates assist Zeal in becoming a Hellknight. Days of downtime required: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Necrose]], 6/15/23, The Associates return to Velborough to collect the soul of Poinsetia, Wrending Rot and Regrowth. Days of downtime required: 3&lt;br /&gt;
*[[Flying High &amp;amp; Crashing Hard]], 6/12/23, Three Trainee and three Expert&#039;s head back to the grove to collect and repair some vehicles. Days of downtime required: 5&lt;br /&gt;
*[[Finder of Paths Unseen]], 6/9/23, Associates journey to Tilfel to begin scouting out an underground shortcut to Horsk Meste. Days of downtime required: 4&lt;br /&gt;
*[[Component Collection 3]], 6/08/23, [[Isabella de la Lune]] hires associates to collect samples from diseased or poisoned animals. Days of downtime required: 0&lt;br /&gt;
*[[Survival Training]], 6/08/23, The guard captain and an experienced associate teach fledgling associates how to survive in the wilderness. Days of downtime required: 7&lt;br /&gt;
*[[Screaming in Agony]], 6/07/23, The Associates investigate constant screaming from within the grove. Days of downtime required: 3.&lt;br /&gt;
*[[The Jail (Blighted City 4)]], 6/05/23, Associates delve further into Lancaster, exploring the long-forgotten jail. Days of downtime required: 1.&lt;br /&gt;
*[[Cleaning Up]], 6/01/23, A group of associates hurry to clear the trimarket of undead before sunrise. Days of downtime required: 0&lt;br /&gt;
&lt;br /&gt;
==May - Autumn 223==&lt;br /&gt;
*[[Behold a Black Sky]], 5/31/23, Associates finish the work of clearing the sewers, as begun in [[Beneath the Town]].&lt;br /&gt;
*[[Unbroken]], 5/29/23, A few open-minded Associates attempt to restore a Kodama.&lt;br /&gt;
*[[Beneath the Town]], 5/28/23, The Associates Attempt to clear a path through the sewers.&lt;br /&gt;
*[[The Hospital|The Hospital (Blighted City 3)]], 5/22/23, The Associates clear the hospital of Lancaster. Days of downtime required: 1.&lt;br /&gt;
*[[The Cat in the Hat]], 5/21/23, The Associates handle a hairy situation.&lt;br /&gt;
*[[Mongrels in the Streets]], 5/20/23, The Associates handle a stray problem.&lt;br /&gt;
*[[The Music of the Night]], 5/18/23, Four Associates investigate the Markmuse theater&#039;s ghost sightings.&lt;br /&gt;
*[[Black Snow in Snehov]], 5/12/23, Days of downtime required: 5.&lt;br /&gt;
*[[The Farmhouse (Blighted City 2)]], 5/16/23, The Associates return to the city of Lancaster to secure a forward base for future expeditions. Days of downtime required: 1.&lt;br /&gt;
*[[The Root of Our Problems]], 5/15/23, The Associates venture back to the grove to assist the local spirits.&lt;br /&gt;
*[[Descent into Rommack 11]], 5/13/23, The Associates descend back into the Underdark to explore the underground space.&lt;br /&gt;
*[[The Gates (Blighted City 1)]], 5/12/23, The Associates go to Lancaster to secure a path into the city. Days of downtime required: 1.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Droves]], 5/12/23, Days of downtime required: 3.&lt;br /&gt;
*[[Down the Rabbit Hole]], 5/11/23, The Associates return back to the Rat Mines to learn what remains&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Shows]], 5/11/23, Days of downtime required: 3.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Doughs]], 5/10/23, Days of downtime required: 3.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Doe&#039;s]], 5/8/23, Days of downtime required: 3.&lt;br /&gt;
*[[Cleanup Crew]], 5/7/23, The Associates fill in a sinkhole that is mutating the wildlife with its waters. Days of downtime required: 2.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Lows]], 5/6/23, Days of downtime required: 3.&lt;br /&gt;
*[[Component Collection 2]], 5/5/23, The Associates collect mudvines for The Apothecary. Days of downtime required: 1.&lt;br /&gt;
*[[Step 4: Ending this Devil tune]], 5/4/23, Associates descended once more into the caverns to end the banjo rat menace once and for all.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Woes]], 5/3/23, Days of downtime required: 3.&lt;br /&gt;
&lt;br /&gt;
==April - Summer 223==&lt;br /&gt;
*[[The King Must Fall]], 4/30/23, Associates go into the Underdark/Darktown/Shadesville/The Big Unseen/The Darkzone 2 to defeat the duergar king&lt;br /&gt;
*[[Buried Treasure 2]], 4/28/23, Associates delve back into the sunken village, seeking to explore further.&lt;br /&gt;
*[[Into the Snowscape]], 4/26/23, 4/28/23, Associates travel to the mysterious land of Tilfel.&lt;br /&gt;
*[[Storming the Fortress|Storming the Fortress II]], 4/25/23, Associates lead troops on behalf of Kind Frederick. &lt;br /&gt;
*[[Step 3: Live Bait]], 4/24/23, Associates serve as a distraction in the rat infested banjo mines to ease the way for the final assault team.&lt;br /&gt;
*[[Demons, Devils, and More 2]], 4/23/23, Associates wipe out the biloko remnants along with the devils that seem to be leading them.&lt;br /&gt;
*[[Buried Treasure]], 4/21/23, Associates investigate a sunken village, looking for supplies.&lt;br /&gt;
*[[The Burnt Leaf Festival]], 4/20/23, Associates get lit.&lt;br /&gt;
*[[Storming the Fortress]], 4/19/23, clearing out the second level of the WMMC&lt;br /&gt;
*[[Awaken in Ash (JtA 3)]], 4/17/23, the associates continued travelling far south and found missles and sand creatures.&lt;br /&gt;
*[[Demons, Devils And More]], 4/15/23, Associates clean up a temple of Pharasma.&lt;br /&gt;
*[[Pettyport Annual Fishing Competition!]], 4/14/23, A fishing contest to see who could catch the greatest fish.&lt;br /&gt;
*[[Icicle&#039;s in the Deep]], 4/13/23, associates finish clearing Melty&#039;s Basement and open a portal to the mysterious land &amp;quot;Tilfel&amp;quot;. &lt;br /&gt;
*[[Magic Surge]], 4/12/23, associates found the source of the magic surges seen in [[The Beat]].&lt;br /&gt;
*[[Far From Home (JtA 2)]], 4/11/23, associates continued travelling far south and found undead, and then more undead.&lt;br /&gt;
*[[Into the deep]], 4/11/23, associates finished clearing the first level of the White Mountain Mining Company.&lt;br /&gt;
*[[Wellspring of Wrath]], 4/10/23, associates located the source of the mutated animals.&lt;br /&gt;
*[[Descent into Rommack 8]], 4/8/23, associates cleared most of the top floor of the Rommack Mines.&lt;br /&gt;
*[[Component Collection 1]], 4/7/23, associates acquired components for [[Isabella de la Lune|Isabella]].&lt;br /&gt;
*[[Step 1: Getting the Band back Together ]], 4/6/23, Billy Bob has requested the assistance of the Associates in finding and recruiting his old bandmates.&lt;br /&gt;
*[[Melty&#039;s Mark Basement]], 4/5/23&lt;br /&gt;
*[[Mutant Hunt]], 4/4/23, the associates hunt down more mutant specimins for Councilwoman [[Sideun Ae-Geom]] to study.&lt;br /&gt;
*[[At the Edges of the Stoneblight Forest]], 4/3/23-4/10/23, Associates investigate petrified trees that have begun appearing on the edges of the Stoneblight.&lt;br /&gt;
*[[Romance Dawn (JtA 1)]], 4/3/23, Associates begin the long trek to uncover the mysteries behind Voml and the core, and to see if, perhaps, he could be resurrected.&lt;br /&gt;
*[[The Halfling]], 4/3/23, Associates sought to capture a halfling who may or may not have assisted in the murder of Clan Ashenforge.&lt;br /&gt;
*[[The Temple of Urgathoa Part 2]], 4/2/23, Associates returned to the temple, to slay the undead and necromancer.&lt;br /&gt;
*[[Descent into Rommack 7]], 4/1/23, Associates continued through the gnoll dungeon.&lt;br /&gt;
*[[Biloko Camp]], 4/1/23, Associates eliminated a small encampment of biloko that was threatening hunters from Onadbyr.&lt;br /&gt;
&lt;br /&gt;
==March - Spring 223==&lt;br /&gt;
March 2023 was the first month of Kelek.&lt;br /&gt;
*[[The Beat]], 3/31/23, Associates had an entirely boring guard duty in the Laybarons.&lt;br /&gt;
*[[The House that Dwarves Built]], 3/27/23, coming soon.&lt;br /&gt;
*[[The Temple of Urgathoa]], 3/26/23, Associates ventured into the 2nd layer of an Urgathoan Temple.&lt;br /&gt;
*[[Descent Into Rommack 5]], 3/25/23, associates continued through the gnoll dungeon. &lt;br /&gt;
*[[Trollhunt]], 3/25/23, associates cleared a troll lair.&lt;br /&gt;
*[[Descent Into Rommack 4]], 3/24/23, associates continued through the gnoll dungeon. This session led into Descent into Rommack 5&lt;br /&gt;
*[[Bear Season]], 3/24/23 Associates travel outside the walls, hunt some animals and take out mutated ones.&lt;br /&gt;
*[[The Church and The Steeple]], 3/23/23, Associates travel back to the Temple of Urgaotha to uncover more of its secrets&lt;br /&gt;
*[[The Digsite 1]], 3/22/23, associates traveled to the ruins of SUSS, and found maps to more locations of interest.&lt;br /&gt;
*[[Ruins in the woods|Ruins in the Woods]], 3/22/23, associates discovered a temple to Urgathoa, and cleared it. The temple contains large amounts of Basalt.&lt;br /&gt;
*[[Descent Into Rommack 3]], 3/20/23, associates continued through the gnoll dungeon. This session led into Descent into Rommack 4.&lt;br /&gt;
*[[Into the Den]], 3/20/23, associates killed some mutated animals nearby.&lt;br /&gt;
*[[Secure the Sewers]], 3/19/23, associates located the creatures responsible for dead sewer workers.&lt;br /&gt;
*[[Descent Into Rommack 2]], 3/17/23, associates cleared out more of the large underground gnoll encampment. This session led into Descent into Rommack 3.&lt;br /&gt;
*[[Bells in the Dark]], 3/17/23, associates clear out an encampment of crocodilian humanoids that attacked a caravan.&lt;br /&gt;
*[[The Beast]], 3/16/23-3/24/23, associates are dispatched to investigate a small cult investigating [[Rovagug|the Beast]].&lt;br /&gt;
*[[Of Mice and Men]], 3/15/23, associates explored a rat-filled cavern, and discovered a new threat.&lt;br /&gt;
*[[Descent Into Rommack 1]], 3/13/23, associates began clearing the large underground gnoll encampment. This session led into Descent into Rommack 2.&lt;br /&gt;
*[[Curtains and Candles]], 3/13/23, associates rescued an elven child from a haunted house.&lt;br /&gt;
*[[Onadbyr Cult Investigation]], 3/12/23, associates began investigating an old cult, and fought a local criminal gang.&lt;br /&gt;
*[[The Caravan]], 3/10/23, associates rescued a caravan from an orc ambush, and betrayal.&lt;br /&gt;
*[[Hunting Party]], 3/10/23, associates gathered food in the nearby woods for the town.&lt;br /&gt;
*[[Tainted Lands Guarding Spoiled Hands]], 3/9/23, associates traveled to a magical disturbance and cleared it.&lt;br /&gt;
*[[Infestation]], 3/8/23, associates destroyed several undead that had broken into the [[Hunter&#039;s Guild]].&lt;br /&gt;
*[[Condemned Clean-up]], 3/8/23, associates cleared out an old butcher&#039;s shop. This session led into Onadbyr Cult Investigations.&lt;br /&gt;
*[[Tiny Paws Taking Tiny Morsels]], 3/7/23, associates tracked down the source of city rats and began their investigation of it. This session led into Of Mice and Men.&lt;br /&gt;
*[[Rommack Defends]], 3/4/23, associates worked with other adventurers to stop a gnoll offensive. This session led into Descent Into Rommack 1.&lt;br /&gt;
*[[Rommack In Need]], 3/3/23, associates cleared a small group of gnolls from a cave that had attacked a nearby town. This session led into Rommack Defends.&lt;br /&gt;
*[[The Long Night]], 3/3/23, associates prevented marauders from coming in to town through a breach in the wall.&lt;br /&gt;
*[[Enemies at the Gates]], 3/1/23, associates defended the laybaron gates against a fey attack.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Orion_Argyros&amp;diff=6910</id>
		<title>Orion Argyros</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Orion_Argyros&amp;diff=6910"/>
		<updated>2026-02-10T01:45:29Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name                 = Orion Argyros&lt;br /&gt;
| image                = &lt;br /&gt;
[[File:Orion Argyros portrait.png|300px|frameless|center]]&lt;br /&gt;
| class                = Thaumaturge (Mirror, Tome, Chalice)&lt;br /&gt;
| occupation           = Astronomer, Astrologer, Harrower&lt;br /&gt;
| tier_of_play         = Legendary&lt;br /&gt;
| adopting_storyteller = Open&lt;br /&gt;
| ancestry             = Human&lt;br /&gt;
| heritage             = Pitborn Nephilim&lt;br /&gt;
| aliases              = That Idiot Tiefling I Married&lt;br /&gt;
| pronouns             = He/Him&lt;br /&gt;
| age                  = 43&lt;br /&gt;
| height               = 5&#039;5&amp;quot;&lt;br /&gt;
| partner              = [[Gwenevere]]&lt;br /&gt;
| relatives            = &lt;br /&gt;
| status               = Alive&lt;br /&gt;
| player               = [[User:Dagwoodech|Dag]]&lt;br /&gt;
}}&lt;br /&gt;
Orion Argyros, one of the [[Associates]] of [[the Round Table]], is a fiendish nephilim human man with no relatives to speak of. He sees himself as “blessed by the stars” and often spends nights charting the sky above. He believes that some things are predestined. He has a perhaps unhealthy fascination with the occult, finding the wonder in things that might turn away others. He uses a starknife, the favored weapon of the Cosmic Caravan, but doesn&#039;t appear to closely follow their edicts.&lt;br /&gt;
&lt;br /&gt;
Orion has dark violet skin and horns similar to those of an ox. His skin is dotted with tattooed silver stars, connected by thin lines into constellations in places. His eyes are a pale silver and almost seem to glow, and he has short, black hair. He dresses in several layers of blacks and greys, accented with silver jewelry, particularly rings.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Orion uses his Mirror implement to manipulate the battlefield to his advantage- allowing himself to be where he needs to be to create optimal scenarios for his team. His Esoteric Lore and Exploit Vulnerability features allow him to be a versatile ally in combat and exploration, and his Scroll Thaumaturgy allows him to supplement other casters. His interests mainly lie outside of combat, as he devotes himself to the studies of Harrow and Astrology, specializing in Occultism. He is bad at strength, bad at constitution, and bad at wisdom, but by gods does he know how to tell fortunes. His Harrower dedication allows him to be really good at [https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]. (And only for 10 gold, too!) He also has the Ritualist Dedication to really broaden his scope (by like five degrees), Flexible Ritualist which allows him to take on two aspects of a ritual at once, and Assured Ritualist to cover for others&#039; mistakes.&lt;br /&gt;
&lt;br /&gt;
== Mission History ==&lt;br /&gt;
Spring 223&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Summer 223&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Step 1: Getting the Band back Together]]&lt;br /&gt;
*[[The Burnt Leaf Festival]]&lt;br /&gt;
&lt;br /&gt;
Autumn 223&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Winter 223&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Frogs, Frogs? Frogs! Frogs.]]&lt;br /&gt;
&lt;br /&gt;
Spring 224&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Summer 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Butter Cave]]&lt;br /&gt;
*[[Malicious Intent: Armed and Dangerous]]&lt;br /&gt;
&lt;br /&gt;
Autumn 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[It Was all a Dream?]]&lt;br /&gt;
&lt;br /&gt;
Winter 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Hate Like Rune]]&lt;br /&gt;
&lt;br /&gt;
Spring 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[The Original Rune]]&lt;br /&gt;
*[[Buried Knowledge]]&lt;br /&gt;
&lt;br /&gt;
Summer 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[7 Deadly Runes]]&lt;br /&gt;
*[[Everything is Fine in Shaftesbury]]&lt;br /&gt;
*[[Dreams of Solace]]&lt;br /&gt;
*[[Onadbyrs Legacy]]&lt;br /&gt;
&lt;br /&gt;
Autumn 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[No Man&#039;s Land]]&lt;br /&gt;
*[[No Man Knows]]&lt;br /&gt;
*[[Dreams of Whimsy]]&lt;br /&gt;
&lt;br /&gt;
Winter 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[A Stench Most Foul]]&lt;br /&gt;
*[[Dreams of Extravagance]]&lt;br /&gt;
&lt;br /&gt;
Spring 226&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dreams of Terror]]&lt;br /&gt;
&lt;br /&gt;
Summer 226&amp;lt;br&amp;gt;&lt;br /&gt;
*[[A Longing For Knowledge]]&lt;br /&gt;
&lt;br /&gt;
Autumn 226&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Winter 226&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 227&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 227&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 227&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Slaves to Power]]&lt;br /&gt;
*[[You Sunk My Puzzle!]]&lt;br /&gt;
&lt;br /&gt;
Winter 227&amp;lt;br&amp;gt;&lt;br /&gt;
*[[A Frosty Stalemate (Creature Culling 3)]]&lt;br /&gt;
&lt;br /&gt;
Spring 228&amp;lt;br&amp;gt;&lt;br /&gt;
*[[All Dogs Go To Heaven]]&lt;br /&gt;
&lt;br /&gt;
Summer 228&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 230&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 230&lt;br /&gt;
* [[Kill Team: The Flesh Eaters]]&lt;br /&gt;
&lt;br /&gt;
Autumn 230&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 230&lt;br /&gt;
* [[Man or Machine]]&lt;br /&gt;
&lt;br /&gt;
Spring 231&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 231&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 231&lt;br /&gt;
* [[Making Shortcuts, Taking Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
Winter 231&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Orion_Argyros&amp;diff=6909</id>
		<title>Orion Argyros</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Orion_Argyros&amp;diff=6909"/>
		<updated>2026-02-10T01:44:22Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name                 = Orion Argyros&lt;br /&gt;
| image                = &lt;br /&gt;
[[File:Orion Argyros portrait.png|300px|frameless|center]]&lt;br /&gt;
| class                = Thaumaturge (Mirror, Tome, Chalice)&lt;br /&gt;
| occupation           = Astronomer, Astrologer, Harrower&lt;br /&gt;
| tier_of_play         = Legendary&lt;br /&gt;
| adopting_storyteller = Open&lt;br /&gt;
| ancestry             = Human&lt;br /&gt;
| heritage             = Pitborn Nephilim&lt;br /&gt;
| aliases              = That Idiot Tiefling I Married&lt;br /&gt;
| pronouns             = He/Him&lt;br /&gt;
| age                  = 41&lt;br /&gt;
| height               = 5&#039;5&amp;quot;&lt;br /&gt;
| partner              = [[Gwenevere]]&lt;br /&gt;
| relatives            = &lt;br /&gt;
| status               = Alive&lt;br /&gt;
| player               = [[User:Dagwoodech|Dag]]&lt;br /&gt;
}}&lt;br /&gt;
Orion Argyros, one of the [[Associates]] of [[the Round Table]], is a fiendish nephilim human man with no relatives to speak of. He sees himself as “blessed by the stars” and often spends nights charting the sky above. He believes that some things are predestined. He has a perhaps unhealthy fascination with the occult, finding the wonder in things that might turn away others. He uses a starknife, the favored weapon of the Cosmic Caravan, but doesn&#039;t appear to closely follow their edicts.&lt;br /&gt;
&lt;br /&gt;
Orion has dark violet skin and horns similar to those of an ox. His skin is dotted with tattooed silver stars, connected by thin lines into constellations in places. His eyes are a pale silver and almost seem to glow, and he has short, black hair. He dresses in several layers of blacks and greys, accented with silver jewelry, particularly rings.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Orion uses his Mirror implement to manipulate the battlefield to his advantage- allowing himself to be where he needs to be to create optimal scenarios for his team. His Esoteric Lore and Exploit Vulnerability features allow him to be a versatile ally in combat and exploration, and his Scroll Thaumaturgy allows him to supplement other casters. His interests mainly lie outside of combat, as he devotes himself to the studies of Harrow and Astrology, specializing in Occultism. He is bad at strength, bad at constitution, and bad at wisdom, but by gods does he know how to tell fortunes. His Harrower dedication allows him to be really good at [https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]. (And only for 10 gold, too!) He also has the Ritualist Dedication to really broaden his scope (by like five degrees), Flexible Ritualist which allows him to take on two aspects of a ritual at once, and Assured Ritualist to cover for others&#039; mistakes.&lt;br /&gt;
&lt;br /&gt;
== Mission History ==&lt;br /&gt;
Spring 223&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Summer 223&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Step 1: Getting the Band back Together]]&lt;br /&gt;
*[[The Burnt Leaf Festival]]&lt;br /&gt;
&lt;br /&gt;
Autumn 223&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Winter 223&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Frogs, Frogs? Frogs! Frogs.]]&lt;br /&gt;
&lt;br /&gt;
Spring 224&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Summer 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Butter Cave]]&lt;br /&gt;
*[[Malicious Intent: Armed and Dangerous]]&lt;br /&gt;
&lt;br /&gt;
Autumn 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[It Was all a Dream?]]&lt;br /&gt;
&lt;br /&gt;
Winter 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Hate Like Rune]]&lt;br /&gt;
&lt;br /&gt;
Spring 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[The Original Rune]]&lt;br /&gt;
*[[Buried Knowledge]]&lt;br /&gt;
&lt;br /&gt;
Summer 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[7 Deadly Runes]]&lt;br /&gt;
*[[Everything is Fine in Shaftesbury]]&lt;br /&gt;
*[[Dreams of Solace]]&lt;br /&gt;
*[[Onadbyrs Legacy]]&lt;br /&gt;
&lt;br /&gt;
Autumn 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[No Man&#039;s Land]]&lt;br /&gt;
*[[No Man Knows]]&lt;br /&gt;
*[[Dreams of Whimsy]]&lt;br /&gt;
&lt;br /&gt;
Winter 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[A Stench Most Foul]]&lt;br /&gt;
*[[Dreams of Extravagance]]&lt;br /&gt;
&lt;br /&gt;
Spring 226&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dreams of Terror]]&lt;br /&gt;
&lt;br /&gt;
Summer 226&amp;lt;br&amp;gt;&lt;br /&gt;
*[[A Longing For Knowledge]]&lt;br /&gt;
&lt;br /&gt;
Autumn 226&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Winter 226&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 227&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 227&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 227&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Slaves to Power]]&lt;br /&gt;
*[[You Sunk My Puzzle!]]&lt;br /&gt;
&lt;br /&gt;
Winter 227&amp;lt;br&amp;gt;&lt;br /&gt;
*[[A Frosty Stalemate (Creature Culling 3)]]&lt;br /&gt;
&lt;br /&gt;
Spring 228&amp;lt;br&amp;gt;&lt;br /&gt;
*[[All Dogs Go To Heaven]]&lt;br /&gt;
&lt;br /&gt;
Summer 228&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 230&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 230&lt;br /&gt;
* [[Kill Team: The Flesh Eaters]]&lt;br /&gt;
&lt;br /&gt;
Autumn 230&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 230&lt;br /&gt;
* [[Man or Machine]]&lt;br /&gt;
&lt;br /&gt;
Spring 231&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 231&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 231&lt;br /&gt;
* [[Making Shortcuts, Taking Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
Winter 231&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=A_Little_Help_From_My_Friends&amp;diff=6908</id>
		<title>A Little Help From My Friends</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=A_Little_Help_From_My_Friends&amp;diff=6908"/>
		<updated>2026-02-10T01:38:08Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = A Little Help From My Friends&lt;br /&gt;
| date = 2/8/26&lt;br /&gt;
| storyteller = Tire&lt;br /&gt;
| tier_of_play = Expert&lt;br /&gt;
| player_characters = [[Peaches]], [[Kaina]], [[Kora Caroli]], [[Father Sunstone]], [[Radari]]. &lt;br /&gt;
| rewards = Bort&#039;s Blessing, Empathic Cords (Groth), Security Badge, 1,035gp. &lt;br /&gt;
| result = Success&lt;br /&gt;
| author = [[Father Sunstone]] (Markis)&lt;br /&gt;
| downtime_days = 26&lt;br /&gt;
}}&lt;br /&gt;
Ogre attacks are becoming more frequent. Time to put them to an end - track down the Jotunborn Groth, work with him to come up with a battle plan, and then execute it.&lt;br /&gt;
== Log ==&lt;br /&gt;
It took about 10 days to reach the village where Groth was located. The hills were rocky, but there were enough paths to make it through with Kora Caroli&#039;s chair. Radari and Peaches arm wrestled. Peaches won. The group took turns assisting in carrying the chair. We finally arrived at Groth&#039;s lodgings after a 2 hour hike. Groth seemed kinder than Father Sunstone expected. All 10ft of Groth glowed a wonderful yellow hue. He even mentioned that he was small in comparison to the others back home! We found out that the Ogre boss had been more active in their raids before. Groth had heard of other groups before, but never a group so large under one leader before. Groth suggested that our battle plan should include eliminating the boss. The group is more active during the day. Groth mentioned that there was another village a few days away that he believes the Ogre raid group will be heading towards now. He&#039;d like us to arrive before the group to defend the village. He mentioned that there was an old ruined church in between the village and the raid party that we might be able to use as an ambush spot. We briefly debated poisoning the raid party&#039;s water supply, but quickly decided against that. We did decide to go to the ruined church to prevent damages to the village. We set up at the ruined church. I stood in the corner to provide cover from any area spells the Ogres may cast, but close enough to render aid to those in need. We heard the rumbling of the Ogre party coming before we saw them. Large creatures they are. We quickly took care of the Ogres, with Kora taking the kill on the Ogre leader. After the battle, we heard a whistle from the town as a signal. When we arrived, Groth informed us that everyone in the town had died. Father Sunstone examined one of the dead bodies and found they had died from starvation. (Note from Peaches: The starvation seemed to be rapidly onset, certainly not natural). It was very odd though that all the townsfolk would die at the same time. Kora had been involved in a situation like this before and Radari recalled that much stronger groups of adventurers went on those expeditions. We decided to bury these folk. During the decision, Groth whistled sharply again and stated we had company. There were three large Ogres. One of them looked identical to the boss we just killed. He began to change forms right before our eyes. He looked fiendish in a way with ornate armor on as well. (Note from Peaches: His armor seemed to be in the style of the Oni from the Old Country). After a long fought battle, with Kora taking a quick dirt nap in there, we defeated the leader of the Ogres for good this time. We removed his head to ensure it was dead. We did discover that it was an Onidoshi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Addendum by Peaches:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the battle concluded, we spoke with Groth about his home and heritage. As previously established, he told us he was a Jotunborn, a native of &amp;quot;The Fray&amp;quot;, which he described as adjacent to the Ethereal Plane. The Jotunborn were supposedly created by the gods (much like my own kind) from the blood of ancient giants, and tasked to watch over our Universe. According to Groth, one of their kind has always traveled to Kelek when danger is near, and this time it was his turn. However, once he crossed over into our home, the rift behind him closed, leaving him stranded.&lt;br /&gt;
&lt;br /&gt;
He inquired with us about our records at the library, and I informed him that they should go back at least ten years. Unfortunately this didn&#039;t seem to suffice for his goals; which, as far as I can tell, is only to return home. I did recall that with a planar key, one of the stronger Associates from Onadbyr may be able to cast for him an Interplanar Teleport, but it wasn&#039;t much use, since he had no reason to carry a planar key with him.&lt;br /&gt;
&lt;br /&gt;
Though he was quite interested in Onadbyr, he said he still had business to attend to in the area, and wouldn&#039;t be returning with us. He gifted a piece of a cord to Kora, which will allow him to contact us (and vice versa) across the vast distance between us. With all that&#039;s going on, I&#039;m sure that it won&#039;t be long before we hear from him again.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=A_Little_Help_From_My_Friends&amp;diff=6907</id>
		<title>A Little Help From My Friends</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=A_Little_Help_From_My_Friends&amp;diff=6907"/>
		<updated>2026-02-10T01:37:56Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = A Little Help From My Friends&lt;br /&gt;
| date = 2/8/26&lt;br /&gt;
| storyteller = Tire&lt;br /&gt;
| tier_of_play = Expert&lt;br /&gt;
| player_characters = [[Peaches]], [[Kaina]], [[Kora Caroli]], [[Father Sunstone]], [[Radari]]. &lt;br /&gt;
| rewards = Bort&#039;s Blessing, Empathic Cords (Groth), Security Badge, 1,035gp. &lt;br /&gt;
| result = Success&lt;br /&gt;
| author = [[Father Sunstone]] (Markis)&lt;br /&gt;
| downtime_days = 26&lt;br /&gt;
}}&lt;br /&gt;
Ogre attacks are becoming more frequent. Time to put them to an end - track down the Jotunborn Groth, work with him to come up with a battle plan, and then execute it.&lt;br /&gt;
== Log ==&lt;br /&gt;
It took about 10 days to reach the village where Groth was located. The hills were rocky, but there were enough paths to make it through with Kora Caroli&#039;s chair. Radari and Peaches arm wrestled. Peaches won. The group took turns assisting in carrying the chair. We finally arrived at Groth&#039;s lodgings after a 2 hour hike. Groth seemed kinder than Father Sunstone expected. All 10ft of Groth glowed a wonderful yellow hue. He even mentioned that he was small in comparison to the others back home! We found out that the Ogre boss had been more active in their raids before. Groth had heard of other groups before, but never a group so large under one leader before. Groth suggested that our battle plan should include eliminating the boss. The group is more active during the day. Groth mentioned that there was another village a few days away that he believes the Ogre raid group will be heading towards now. He&#039;d like us to arrive before the group to defend the village. He mentioned that there was an old ruined church in between the village and the raid party that we might be able to use as an ambush spot. We briefly debated poisoning the raid party&#039;s water supply, but quickly decided against that. We did decide to go to the ruined church to prevent damages to the village. We set up at the ruined church. I stood in the corner to provide cover from any area spells the Ogres may cast, but close enough to render aid to those in need. We heard the rumbling of the Ogre party coming before we saw them. Large creatures they are. We quickly took care of the Ogres, with Kora taking the kill on the Ogre leader. After the battle, we heard a whistle from the town as a signal. When we arrived, Groth informed us that everyone in the town had died. Father Sunstone examined one of the dead bodies and found they had died from starvation. (Note from Peaches: The starvation seemed to be rapidly onset, certainly not natural). It was very odd though that all the townsfolk would die at the same time. Kora had been involved in a situation like this before and Radari recalled that much stronger groups of adventurers went on those expeditions. We decided to bury these folk. During the decision, Groth whistled sharply again and stated we had company. There were three large Ogres. One of them looked identical to the boss we just killed. He began to change forms right before our eyes. He looked fiendish in a way with ornate armor on as well. (Note from Peaches: His armor seemed to be in the style of the Oni from the Old Country). After a long fought battle, with Kora taking a quick dirt nap in there, we defeated the leader of the Ogres for good this time. We removed his head to ensure it was dead. We did discover that it was an Onidoshi.&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;Addendum by Peaches:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the battle concluded, we spoke with Groth about his home and heritage. As previously established, he told us he was a Jotunborn, a native of &amp;quot;The Fray&amp;quot;, which he described as adjacent to the Ethereal Plane. The Jotunborn were supposedly created by the gods (much like my own kind) from the blood of ancient giants, and tasked to watch over our Universe. According to Groth, one of their kind has always traveled to Kelek when danger is near, and this time it was his turn. However, once he crossed over into our home, the rift behind him closed, leaving him stranded.&lt;br /&gt;
&lt;br /&gt;
He inquired with us about our records at the library, and I informed him that they should go back at least ten years. Unfortunately this didn&#039;t seem to suffice for his goals; which, as far as I can tell, is only to return home. I did recall that with a planar key, one of the stronger Associates from Onadbyr may be able to cast for him an Interplanar Teleport, but it wasn&#039;t much use, since he had no reason to carry a planar key with him.&lt;br /&gt;
&lt;br /&gt;
Though he was quite interested in Onadbyr, he said he still had business to attend to in the area, and wouldn&#039;t be returning with us. He gifted a piece of a cord to Kora, which will allow him to contact us (and vice versa) across the vast distance between us. With all that&#039;s going on, I&#039;m sure that it won&#039;t be long before we hear from him again.)&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=A_Little_Help_From_My_Friends&amp;diff=6906</id>
		<title>A Little Help From My Friends</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=A_Little_Help_From_My_Friends&amp;diff=6906"/>
		<updated>2026-02-10T01:37:45Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: Created page with &amp;quot;{{Infobox expedition log | title = A Little Help From My Friends | date = 2/8/26 | storyteller = Tire | tier_of_play = Expert | player_characters = Peaches, Kaina, Kora Caroli, Father Sunstone, Radari.  | rewards = Bort&amp;#039;s Blessing, Empathic Cords (Groth), Security Badge, 1,035gp.  | result = Success | author = Father Sunstone (Markis) | downtime_days = 26 }} Ogre attacks are becoming more frequent. Time to put them to an end - track down the Jotun...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = A Little Help From My Friends&lt;br /&gt;
| date = 2/8/26&lt;br /&gt;
| storyteller = Tire&lt;br /&gt;
| tier_of_play = Expert&lt;br /&gt;
| player_characters = [[Peaches]], [[Kaina]], [[Kora Caroli]], [[Father Sunstone]], [[Radari]]. &lt;br /&gt;
| rewards = Bort&#039;s Blessing, Empathic Cords (Groth), Security Badge, 1,035gp. &lt;br /&gt;
| result = Success&lt;br /&gt;
| author = [[Father Sunstone]] (Markis)&lt;br /&gt;
| downtime_days = 26&lt;br /&gt;
}}&lt;br /&gt;
Ogre attacks are becoming more frequent. Time to put them to an end - track down the Jotunborn Groth, work with him to come up with a battle plan, and then execute it.&lt;br /&gt;
== Log ==&lt;br /&gt;
It took about 10 days to reach the village where Groth was located. The hills were rocky, but there were enough paths to make it through with Kora Caroli&#039;s chair. Radari and Peaches arm wrestled. Peaches won. The group took turns assisting in carrying the chair. We finally arrived at Groth&#039;s lodgings after a 2 hour hike. Groth seemed kinder than Father Sunstone expected. All 10ft of Groth glowed a wonderful yellow hue. He even mentioned that he was small in comparison to the others back home! We found out that the Ogre boss had been more active in their raids before. Groth had heard of other groups before, but never a group so large under one leader before. Groth suggested that our battle plan should include eliminating the boss. The group is more active during the day. Groth mentioned that there was another village a few days away that he believes the Ogre raid group will be heading towards now. He&#039;d like us to arrive before the group to defend the village. He mentioned that there was an old ruined church in between the village and the raid party that we might be able to use as an ambush spot. We briefly debated poisoning the raid party&#039;s water supply, but quickly decided against that. We did decide to go to the ruined church to prevent damages to the village. We set up at the ruined church. I stood in the corner to provide cover from any area spells the Ogres may cast, but close enough to render aid to those in need. We heard the rumbling of the Ogre party coming before we saw them. Large creatures they are. We quickly took care of the Ogres, with Kora taking the kill on the Ogre leader. After the battle, we heard a whistle from the town as a signal. When we arrived, Groth informed us that everyone in the town had died. Father Sunstone examined one of the dead bodies and found they had died from starvation. (Note from Peaches: The starvation seemed to be rapidly onset, certainly not natural). It was very odd though that all the townsfolk would die at the same time. Kora had been involved in a situation like this before and Radari recalled that much stronger groups of adventurers went on those expeditions. We decided to bury these folk. During the decision, Groth whistled sharply again and stated we had company. There were three large Ogres. One of them looked identical to the boss we just killed. He began to change forms right before our eyes. He looked fiendish in a way with ornate armor on as well. (Note from Peaches: His armor seemed to be in the style of the Oni from the Old Country). After a long fought battle, with Kora taking a quick dirt nap in there, we defeated the leader of the Ogres for good this time. We removed his head to ensure it was dead. We did discover that it was an Onidoshi.&lt;br /&gt;
&lt;br /&gt;
(Addendum by Peaches:&lt;br /&gt;
&lt;br /&gt;
After the battle concluded, we spoke with Groth about his home and heritage. As previously established, he told us he was a Jotunborn, a native of &amp;quot;The Fray&amp;quot;, which he described as adjacent to the Ethereal Plane. The Jotunborn were supposedly created by the gods (much like my own kind) from the blood of ancient giants, and tasked to watch over our Universe. According to Groth, one of their kind has always traveled to Kelek when danger is near, and this time it was his turn. However, once he crossed over into our home, the rift behind him closed, leaving him stranded.&lt;br /&gt;
&lt;br /&gt;
He inquired with us about our records at the library, and I informed him that they should go back at least ten years. Unfortunately this didn&#039;t seem to suffice for his goals; which, as far as I can tell, is only to return home. I did recall that with a planar key, one of the stronger Associates from Onadbyr may be able to cast for him an Interplanar Teleport, but it wasn&#039;t much use, since he had no reason to carry a planar key with him.&lt;br /&gt;
&lt;br /&gt;
Though he was quite interested in Onadbyr, he said he still had business to attend to in the area, and wouldn&#039;t be returning with us. He gifted a piece of a cord to Kora, which will allow him to contact us (and vice versa) across the vast distance between us. With all that&#039;s going on, I&#039;m sure that it won&#039;t be long before we hear from him again.)&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6905</id>
		<title>Miscellaneous Rulings</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6905"/>
		<updated>2026-02-09T00:47:08Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Mechanics==&lt;br /&gt;
&#039;&#039;&#039;Applying Tattoos/Grafts&#039;&#039;&#039;&lt;br /&gt;
* If the crafter elects to reduce cost by spending more days, the customer does not need to be present for those days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copying Spells and Formulas&#039;&#039;&#039;&lt;br /&gt;
* There is no material cost to copy a formula or spell from one book to another. For spells specifically, there is a material cost to &#039;&#039;learn&#039;&#039; the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime and Hero Points&#039;&#039;&#039;&lt;br /&gt;
* Hero Points may not be used for downtime rolls, as they take place outside of session and [https://2e.aonprd.com/Rules.aspx?ID=2260 over an extended period of time], with the exception of;&lt;br /&gt;
* Hero Points may be used to reroll saving throws for [https://2e.aonprd.com/Rules.aspx?ID=2389 Afflictions], provided the character had Hero Points remaining at the end of the session where they gained the Affliction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companion Independent Actions&#039;&#039;&#039;&lt;br /&gt;
* Can be used at any point during the turn, but cannot use [https://2e.aonprd.com/Actions.aspx?ID=2400 Command an Animal] once complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discovering Recipes&#039;&#039;&#039;&lt;br /&gt;
* You can learn cooking recipes following the rules for the [https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor] feat&lt;br /&gt;
* Crafting them likewise would work like any consumable following the [[Crafting]] rules&lt;br /&gt;
* Collecting Ingredients would require the [https://2e.aonprd.com/Actions.aspx?ID=1476 Hunt and Gather] activity against a [[Difficulty Classes|standard DC of your level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duplicate Skills&#039;&#039;&#039;&lt;br /&gt;
* If you become Trained in a non-Lore skill from two separate sources (such as a Background, Class, Dedication, or Ancestry feat), you may replace one of the skills with another of your choice.&lt;br /&gt;
** This does not apply to skill &#039;&#039;increases&#039;&#039;, only initial trainings, unless otherwise specified.&lt;br /&gt;
* If a character gains the same Lore skill from multiple sources (such as their Background, an Animist Apparition, Additional Lore, or [Ancestry] Lore), they may not take an extra lore or skill to replace the duplicate(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 20+ Permanent Items&#039;&#039;&#039;&lt;br /&gt;
* Must be approved by Storytellers prior to rewarding.&lt;br /&gt;
* May only be rewarded in Legendary sessions, and may only be used by Legendary characters.&lt;br /&gt;
* May be used at their full strength at level 20, and a modified version before that.&lt;br /&gt;
* Storytellers determine on a per-item basis what the weaker, usable version of the item looks like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Ancestries that get &#039;&#039;&#039;Additional languages equal to your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039; will instead receive &#039;&#039;&#039;Additional languages equal to 1 + your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039;&lt;br /&gt;
** This ruling currently affects Kitsune, Poppets, and Fleshwarps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Traits.aspx?ID=641 Lineages]&#039;&#039;&#039;&lt;br /&gt;
* At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past level 3, per our [[Creating a Character#Changes_to_Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells with Multiple AoEs&#039;&#039;&#039;&lt;br /&gt;
* For abilities or spells that produce multiple areas of effect and do not specifically state they cannot affect the same target with multiple areas (such as Whirling Flames), the target must make multiple saves equal to the number of areas they are affected by, and take the worst result, but only taking damage once. Abilities or spells that produce multiple areas of effect and do specifically state they cannot affect the same target (such as Telekinetic Rend) remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=37&amp;amp;Subcategory=40 Specific Magic Weapons]&#039;&#039;&#039;&lt;br /&gt;
* You may upgrade existing property runes on specific magic weapons with the same requirements as upgrading runes in general: You must provide the difference in cost between what the original rune would be and the upgraded version, and you must have the formula for the rune or otherwise be able to craft it.&lt;br /&gt;
* This does not change any of the other specific magic weapon rules, such as allowing etching of runes not already included or removing runes.&lt;br /&gt;
* To upgrade a SMW, you must open a [[Ticket]].&lt;br /&gt;
* Any weapons with two or more damaging runes (such as the Sky Hammer) are not permitted to be upgraded in this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Strikes&#039;&#039;&#039;&lt;br /&gt;
* The following can apply to Unarmed Strikes as well as Weapon Strikes:&lt;br /&gt;
** Energy Mutagen&lt;br /&gt;
** Silver Salve&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncommon Archetypes&#039;&#039;&#039;&lt;br /&gt;
* If a character is approved to take an Uncommon Dedication, blanket permission is assumed for subsequent Uncommon feats within that archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead Healing&#039;&#039;&#039;&lt;br /&gt;
* Any healing that doesn&#039;t have the &amp;quot;Vitality&amp;quot; trait (i.e., Healing Potions) or target/affect &amp;quot;a living creature&amp;quot; (i.e., Treat Wounds, Elixirs of Life) can heal undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=2305 Stride]&#039;&#039;&#039;&lt;br /&gt;
* A Stride action can only be done using land Speed, per the [https://2e.aonprd.com/Rules.aspx?ID=2347 Speed rules].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Vehicles.aspx Vehicles]&#039;&#039;&#039;&lt;br /&gt;
* Vehicles larger than Large size can be crafted now. Contact [[Siltmean the Craftrat|Siltmean]] for further information.&lt;br /&gt;
* Vehicles require an amount of downtime to craft equal to the normal Days of Setup times the number of crew required to man the vehicle (pilot+crew). These days can be spread out amongst characters or completed by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=34 Wands]&#039;&#039;&#039;&lt;br /&gt;
* Wands can be upgraded to contain a higher rank of the existing spell by paying the difference in cost, as long as the higher rank casting is still provided in the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=2439 Drowning and Suffocating]&#039;&#039;&#039;&lt;br /&gt;
* When you run out of air, you fall unconscious and start suffocating. You can&#039;t recover from being unconscious and must attempt a DC 14 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you take double damage and become Dying. If you are already Dying, you progress the value as you would normally after taking damage. On each check after the first, the DC increases by 3 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious or Dying (unless you&#039;re at 0 Hit Points). You do not gain or increase your Wounded condition. If you have a feature that improves critical failures into failures, such as a barbarian&#039;s Greater Juggernaut, critically failing will still cause you to become Dying, though you won’t take double damage.&lt;br /&gt;
* You begin holding your breath as a free action triggered by losing access to air. Auditory actions, as well as spells with the Concentrate trait (or Verbal components for legacy spells) cause you to lose all air, immediately falling unconscious. Spells with the Subtle trait, including spells that gain it from spellshapes such as Conceal Spell, do not cause you to fall unconscious immediately, but do cause you to lose 2 rounds of air, as described in the Suffocation and Drowning rules. Casting spells without Concentrate or Legacy Verbal components will also cause you to lose 2 rounds of air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;&lt;br /&gt;
* For the purposes of any ability that references diseases, consider any disease with an Onset duration to have a &amp;quot;stage 0&amp;quot; for progressing disease, which lasts the duration listed in the Onset entry and has no other effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=1694 Basic Undead Benefits]&#039;&#039;&#039;&lt;br /&gt;
* Undead Vision: If your ancestry has no low-light vision (such as humans) and you possess low-light vision as part of a heritage or ancestry feat, the Basic Undead Benefits will upgrade your vision to darkvision.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===General/Skill Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5124 Battle Cry]&#039;&#039;&#039;&lt;br /&gt;
* When using Battle Cry, ignore the requirement for Demoralize that the enemy be within 30ft (at DM&#039;s discretion).&lt;br /&gt;
* When using Battle Cry, allow for the character to roll Intimidation for initiative (at DM&#039;s discretion).&lt;br /&gt;
* Even if the character has Intimidating Glare or Intimidating Prowess, the Demoralize gains the Auditory trait, though the language requirement may still be bypassed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5139 Craft Anything]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon/rare spell items (scrolls/wands) cannot be crafted without access as normal.&lt;br /&gt;
* Formulas cannot be crafted without the Inventor feat, and only Common formulas may be crafted as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor Feat (Remaster)]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon and Rare formulas may only be invented using this feat if one of the two conditions are met:&amp;lt;br&amp;gt;&lt;br /&gt;
# They have the item in their possession.&amp;lt;br&amp;gt;&lt;br /&gt;
# They have a Means of Access to the item.&amp;lt;br&amp;gt;&lt;br /&gt;
* The DCs for inventing Uncommon and Rare formulas follow the DC difficulty adjustments listed [[Difficulty Classes#Difficulty_Adjustments|here]] (normally not used for crafting in Kelek).&lt;br /&gt;
* Inventing a formula for an item in the character&#039;s possession will not require the disassembly of the item nor consume the item, so the character may try again as long as they maintain possession of the item. See [[Crafting#Crafting_a_Formula|Crafting a Formula]] for more information on crafting formulas.&lt;br /&gt;
* Inventing a formula through Means of Access requires opening a [[Ticket]] for [[Firekeeper]] verification, even if using Assurance.&lt;br /&gt;
* Characters are not permitted to invent the formulas for Unique or homebrewed items using this feat, even if they have possession of the item.&lt;br /&gt;
* Monks have Access to uncommon weapons with the Monk trait&lt;br /&gt;
* Inventors have Access to uncommon items with the Gadget trait&lt;br /&gt;
* Gunslingers have Access to uncommon firearms and uncommon firearm attachments up to level 1&lt;br /&gt;
* Characters can gain Access to uncommon ancestry weapons through Weapon Familiarity feats&lt;br /&gt;
* Characters can gain Access to organization-specific uncommon items through that organization&#039;s dedication feat.&lt;br /&gt;
* Examples of means of Access are: Gnome Weapon Familiarity for the gnome flickmace, the Hellknight Dedication for Hellknight Half-Plate, or the Inventor class for items with the Gadget trait.&lt;br /&gt;
* Per AoN: &amp;quot;Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5171 Legendary Performer]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as follows (changes bolded):&lt;br /&gt;
* &amp;quot;When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. &#039;&#039;&#039;You receive a +1 status bonus to the roll&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5172 Legendary Professional]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as Legendary Performer, but when you Earn Income with Lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6498 Risky Surgery]&#039;&#039;&#039;&lt;br /&gt;
* Risky Surgery cannot be used to gain a bonus to Earn Income.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5208 Scare to Death]&#039;&#039;&#039;&lt;br /&gt;
* Feats and abilities that refer specifically to the Demoralize action do not apply to Scare to Death- including Intimidating Glare, Intimidating Prowess, and the Braggart style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6504 Signature Crafting]&#039;&#039;&#039;&lt;br /&gt;
* The use of Signature Crafting is optional, one may decide to craft an item as if the character didn&#039;t have this feat.&lt;br /&gt;
* The [https://2e.aonprd.com/Rules.aspx?ID=1083 d100 table] for item quirks may optionally be used instead of the d10 table included in the feat.&lt;br /&gt;
&lt;br /&gt;
===Ancestry Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5233 Untrained Improvisation]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, instead of -2, the Untrained proficiency becomes -1 until 7th level, and +0 after.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ancestry Lore&amp;quot;-type feats&#039;&#039;&#039;&lt;br /&gt;
* With the Player Core series and Howl of the Wild&#039;s new ancestries, the trend is that &amp;quot;Ancestry Lore&amp;quot;-type feats (e.g., [https://2e.aonprd.com/Feats.aspx?ID=4388 Dwarven Lore]) now grant [https://2e.aonprd.com/Feats.aspx?ID=5114 Additional Lore] of that Ancestry. Ancestries that have not been reprinted as of Player Core 2&#039;s release (e.g., Kitsune) now gain the Additional Lore feat of that Ancestry, receiving an automatically scaling Lore skill. This must match what is granted by the specific Ancestry Lore feat (e.g., Fetchlings gain the Additional Lore feat for Shadow Plane Lore, as listed in [https://2e.aonprd.com/Feats.aspx?ID=2500 Fetchling Lore]).&lt;br /&gt;
&lt;br /&gt;
===Class/Archetype Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6391 Efficient Rituals]&#039;&#039;&#039;&lt;br /&gt;
* Efficient Rituals will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You can perform particularly extensive rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. &#039;&#039;&#039;If a ritual has a casting time of less than 1 day, you can instead cast it in 1 hour.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4873 Far Shot]&#039;&#039;&#039;&lt;br /&gt;
* Far Shot cannot extend the range of the [https://2e.aonprd.com/Spells.aspx?ID=2062 Monk&#039;s Wild Wind stance]&#039;s Wind Crash Strikes.&lt;br /&gt;
* Far Shot cannot extend the range of a Kitsune&#039;s [https://2e.aonprd.com/Feats.aspx?ID=2617 Foxfire].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4158 Harrow Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* The rituals learned through this feat cannot be taught to others, keeping in line with the language of the [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication] and the [https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist] class feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4646 Healing Hands]&#039;&#039;&#039;&lt;br /&gt;
* A Heal spell cast from a scroll by a cleric with the Healing Hands feat will roll d10s.&lt;br /&gt;
* A spell scroll created using a Heal cast by a cleric with the Healing Hands feat will be a normal Heal scroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3112 Inventor Dedication]&#039;&#039;&#039;&lt;br /&gt;
* A character who is not trained in Medium Armor may take the Inventor Dedication and select the Armor Innovation. In this case, they will be considered trained in their Armor Innovation, though not any other Medium Armor.&lt;br /&gt;
* When taken as part of the Inventor Dedication, the Subterfuge Suit will be considered either Light Armor or Medium Armor for the sake of proficiency scaling, whichever would be more beneficial to the character. The Power Suit will remain Medium Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4838 Lunging Stance]&#039;&#039;&#039;&lt;br /&gt;
* The range for Lunging Stance does not apply flanking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6741 Majestic Proclamation]&#039;&#039;&#039;&lt;br /&gt;
* Majestic Proclamation will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 &#039;&#039;&#039;round&#039;&#039;&#039; on a successful check (&#039;&#039;&#039;dazzled for 1 minute&#039;&#039;&#039; on a critical success).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3484 Necromancer&#039;s Visage]&#039;&#039;&#039;&lt;br /&gt;
* The prerequisites for Necromancer&#039;s Visage will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;Ability to create or control undead; &#039;&#039;&#039;ability to cast spells from spell slots&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=7635 Operatic Adventurer]&#039;&#039;&#039;&lt;br /&gt;
* Operatic Adventurer may only be taken as a regular archetype feat, not as a skill feat.&lt;br /&gt;
* The feat has the additional requirement Expert Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=871 Pathfinder Agent Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=307 Razmiran Priest Dedication]&#039;&#039;&#039;&lt;br /&gt;
* The basic activation of the Razmiri Mask (Call Upon Razmir&#039;s Benevolence) will be adjusted as follows (changes bolded):&lt;br /&gt;
* Activate—Call Upon Razmir’s Benevolence (concentrate, manipulate, occult) Frequency once per minute; Effect You bend &amp;quot;divine&amp;quot; power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. &#039;&#039;&#039;The target is then immune to this activation until your next daily preparations.&#039;&#039;&#039; If the target was unconscious, it regains consciousness and doesn’t lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3717 Share Weakness]&#039;&#039;&#039;&lt;br /&gt;
* Share Weakness can be applied to allies within the Thaumaturge&#039;s reach.&lt;br /&gt;
* Share Weakness also applies to enemies under the effect of Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5025 Spellbook Prodigy]&#039;&#039;&#039;&lt;br /&gt;
* Characters with this feat are expected to succeed at some point during the 90 days of downtime, and thus do not need their rolls witnessed in order to Learn a Spell. They must still log their activity in a [[Ticket]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3714 Sympathetic Vulnerabilities]&lt;br /&gt;
* The weaknesses granted by Sympathetic Vulnerabilities persist even after the initial target dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official remaster, the text of this feat has been adjusted to be in line with the remastered [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication]:&lt;br /&gt;
* &amp;quot;You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can&#039;t teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6244 Tumbling Strike]&#039;&#039;&#039;&lt;br /&gt;
* Succeeding at both the Acrobatics check and the Strike will grant Panache to those with the Panache class feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4271 Winter Sleet]&#039;&#039;&#039;&lt;br /&gt;
* The uneven ground movement restrictions apply when you move while on a square of uneven ground, not when you move onto the square. You don&#039;t have to balance to move into the aura, just to move within the aura/out of the aura.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=318 Wylderheart Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Access and prerequisites changed to &amp;quot;member of the [[Holdfasts]]&amp;quot;&lt;br /&gt;
* Due to the change in context for the Wylderheart archetype, you can choose any family of fiends for the Additional Lore granted by this dedication. This can be retrained, but it will cost 30 days of downtime (as it is changing based on the dedication feat).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=224 Thlipit Contestant Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Prerequisite reworded: You have a long prehensile tongue or tail. At the GM’s discretion, similar flexible appendages, such as tentacles, can be used to qualify instead.&lt;br /&gt;
** Simply possessing a tail is not enough to qualify to take the thlipit contestant. Ancestries who are noted for possessing or being described as having prehensile tongues or tails (such as tripkee or lizardfolk), heritage or ancestry feat selection that grants such an appendage (such as [https://2e.aonprd.com/Feats.aspx?ID=4548 Bestial Manifestation] or [https://2e.aonprd.com/Feats.aspx?ID=4557 Skillful Tail] for nephilim), or possessing a [https://2e.aonprd.com/Equipment.aspx?ID=3195 Whip Tail] or other similar graft all satisfy the prerequisite. As normal, if you are unsure, open a ticket to ask the Firekeeper team.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=58 Champion]===&lt;br /&gt;
&#039;&#039;&#039;Blessed Armament&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official ruling, the rune granted by Blessed Armament grants an effect &#039;&#039;in addition to&#039;&#039; existing runes or special properties of the weapon, rather than suppressing or replacing them.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=60 Monk]===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1867 Flurrying Rune]&#039;&#039;&#039;&lt;br /&gt;
* In addition to melee weapons with the Monk trait, the Flurrying rune may also be etched onto [https://2e.aonprd.com/Equipment.aspx?ID=3086 Handwraps of Mighty Blows].&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=22 Thaumaturge]===&lt;br /&gt;
&#039;&#039;&#039;Exploit Vulnerability&#039;&#039;&#039;&lt;br /&gt;
* The &amp;quot;target of Exploit Vulnerability&amp;quot; refers only to the initial creature Exploited, not to any under the effect of the weakness by other means, such as Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Hand&#039;&#039;&#039;&lt;br /&gt;
* If a summoning effect, such as a [https://2e.aonprd.com/Equipment.aspx?ID=1032 Retrieval Prism], has a requirement of &amp;quot;You have a free hand.&amp;quot;, you may use it to summon items that can be used with the same hand in which you are holding your implement. For example, scrolls could be summoned if the character has the feat [https://2e.aonprd.com/Feats.aspx?ID=3703 Scroll Thaumaturgy].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=1232 Mirror&#039;s Reflection]&#039;&#039;&#039;&lt;br /&gt;
* Emanations only extend out of one copy, but which one it is can be changed freely between each action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Implements.aspx?ID=5 Mirror Adept Benefit]&#039;&#039;&#039;&lt;br /&gt;
* The player can choose whether or not the reflection shatters.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=18 Summoner]===&lt;br /&gt;
&#039;&#039;&#039;Reaction Spells&#039;&#039;&#039;&lt;br /&gt;
* Reaction spells (such as Blood Vendetta) that trigger on taking damage can only trigger if the Summoner themselves took the damage, not their Eidolon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime&#039;&#039;&#039;&lt;br /&gt;
* Since Eidolons and Summoners share actions, they cannot perform separate Downtime activities. However, the Eidolon may perform Downtime in lieu of the Summoner, and either may support the other, granting a +1 circumstance bonus to any skill in which they share proficiency. As normal, this cannot modify checks which use Assurance.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=67 Guardian]===&lt;br /&gt;
&#039;&#039;&#039;Intercept Attack&#039;&#039;&#039;&lt;br /&gt;
* The Guardian can perform Intercept Attack up to 15 feet away, as long as the Step they take makes them adjacent to their ally, following the rules for [https://2e.aonprd.com/Rules.aspx?ID=2379 reach and diagonals].&lt;br /&gt;
* The Guardian takes the attack and all the associated riders. They also serve as the target for follow-ups that require doing damage/attacking a target such as Grab/Knockdown. The reaction does not work when the Guardian would not fulfill a requirement for the initial attack (ie, attacks that require the target be Grabbed, Frightened, Prone, etc).&lt;br /&gt;
&lt;br /&gt;
==Spells and Rituals==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=170 Butterfly Bender]&#039;&#039;&#039;&lt;br /&gt;
* The number of beneficiaries is equal to the primary caster + five others (two of whom must be secondary casters), for a total party of 3-6.&lt;br /&gt;
* For &amp;quot;A convenient opportunity&amp;quot;, if the gain/loss is of Earn Income, then the characters will receive as Early Downtime;&lt;br /&gt;
** &#039;&#039;Gain:&#039;&#039; Seven (7) days of Earn Income at one level above the character&#039;s current level.&lt;br /&gt;
** &#039;&#039;Lose:&#039;&#039; Seven (7) days of Earn Income at one level below the character&#039;s current level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=888 Corrosive Body]&#039;&#039;&#039;&lt;br /&gt;
* To clarify: the temporary HP granted by this spell&#039;s effect applies both when performing an unarmed strike and when being struck in the way described by the spell, as long as Acid damage is dealt. Creatures with an acid immunity do not activate the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=117 Create Undead]&#039;&#039;&#039;&lt;br /&gt;
* Minions created with a critical success on the Create Undead ritual can be assigned to anyone present at least 4 levels higher than the undead. Undead minions can thus be created for other people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=81 Divine Aura]&#039;&#039;&#039;&lt;br /&gt;
* The spell will be adjusted as follows to bring it in line with the remaster (changes bolded):&lt;br /&gt;
* &amp;quot;Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. Choose a &#039;&#039;&#039;sanctification&#039;&#039;&#039; your deity allows. You can&#039;t cast this spell if you don&#039;t have a deity or your deity &#039;&#039;&#039;does not allow sanctification&#039;&#039;&#039;. This spell gains the trait of the &#039;&#039;&#039;sanctification&#039;&#039;&#039; you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with the &#039;&#039;&#039;trait&#039;&#039;&#039; opposite to the spell &#039;&#039;&#039;(unholy if you chose holy, holy if you chose unholy)&#039;&#039;&#039;. These bonuses increase to +4 against effects created by such creatures that attempt to impose the @UUID[Compendium.pf2e.conditionitems.Item.9qGBRpbX9NEwtAAr]{Controlled} condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything &#039;&#039;&#039;opposite in sanctification&#039;&#039;&#039; to your divine aura. When a creature of &#039;&#039;&#039;opposite trait&#039;&#039;&#039; hits a target with a melee attack, the creature must succeed at a Will save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 minute. It&#039;s then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura&#039;s radius grows 10 feet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=57 Elemental Sentinel]&#039;&#039;&#039;&lt;br /&gt;
* Instead of being telepathically linked to the caster, the Elemental Sentinel may instead by linked to another party present for the entirety of the ritual. The alternate party must be high enough level to have been able to cast the ritual themselves (level 7 for a 4th rank ritual, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]&#039;&#039;&#039;&lt;br /&gt;
* The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=152 Reincarnate]&#039;&#039;&#039;&lt;br /&gt;
* When successfully reincarnated, the player rolls a 1d20. On a 1-14, the character reincarnates into a Common ancestry. On a 15-20, the character reincarnates into an Uncommon/Rare ancestry. This roll cannot be adjusted or rerolled.&lt;br /&gt;
* For Common ancestries, the options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, and Orc. The player can remove a single ancestry from the pool, then rolls 2d6. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Leshy has been removed from the Common ancestry pool due to their nature as immortal spirits.&lt;br /&gt;
* For Uncommon/Rare ancestries, the options are Athmaru, Azarketi, Catfolk, Centaur, Fetchling, Hobgoblin, Kholo, Kitsune, Kobold, Lizardfolk, Merfolk, Minotaur, Nagaji, Poppet, Ratfolk, Samsaran, Sprite, Tanuki, Tengu, Tripkee, Vanara, and Wayang. The player can remove two ancestries, then rolls 2d20. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Only unlocked Rare ancestries are included.&lt;br /&gt;
** Automaton has been removed due to being a construct.&lt;br /&gt;
* Players may select from the Common heritages for their new ancestry. Versatile heritages are subject to [[Storyteller]] approval, and require story justification.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1865 Coating Rune]&#039;&#039;&#039;&lt;br /&gt;
* [https://2e.aonprd.com/Equipment.aspx?ID=3358 Silver Salves] and [https://2e.aonprd.com/Equipment.aspx?ID=861 Cold Iron Blanches] may also be stored and applied using the Coating rune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3027 Marvelous Medicines]&#039;&#039;&#039;&lt;br /&gt;
* You may continue to Treat Poison/Treat Disease using the Marvelous Medicines, but they will only attempt to counteract the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3117 Shining Wayfinder]&#039;&#039;&#039;&lt;br /&gt;
* The radius can be increased by 10ft at a time, in accordance with the remastered Bless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=1510 Spellhearts]&#039;&#039;&#039;&lt;br /&gt;
* A spellheart&#039;s spells can be used by any character, regardless of spellcasting ability or tradition, as long as they are of the appropriate level to use the item as usual.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6901</id>
		<title>Miscellaneous Rulings</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6901"/>
		<updated>2026-02-01T19:42:32Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Mechanics==&lt;br /&gt;
&#039;&#039;&#039;Applying Tattoos/Grafts&#039;&#039;&#039;&lt;br /&gt;
* If the crafter elects to reduce cost by spending more days, the customer does not need to be present for those days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copying Spells and Formulas&#039;&#039;&#039;&lt;br /&gt;
* There is no material cost to copy a formula or spell from one book to another. For spells specifically, there is a material cost to &#039;&#039;learn&#039;&#039; the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime and Hero Points&#039;&#039;&#039;&lt;br /&gt;
* Hero Points may not be used for downtime rolls, as they take place outside of session and [https://2e.aonprd.com/Rules.aspx?ID=2260 over an extended period of time], with the exception of;&lt;br /&gt;
* Hero Points may be used to reroll saving throws for [https://2e.aonprd.com/Rules.aspx?ID=2389 Afflictions], provided the character had Hero Points remaining at the end of the session where they gained the Affliction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companion Independent Actions&#039;&#039;&#039;&lt;br /&gt;
* Can be used at any point during the turn, but cannot use [https://2e.aonprd.com/Actions.aspx?ID=2400 Command an Animal] once complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discovering Recipes&#039;&#039;&#039;&lt;br /&gt;
* You can learn cooking recipes following the rules for the [https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor] feat&lt;br /&gt;
* Crafting them likewise would work like any consumable following the [[Crafting]] rules&lt;br /&gt;
* Collecting Ingredients would require the [https://2e.aonprd.com/Actions.aspx?ID=1476 Hunt and Gather] activity against a [[Difficulty Classes|standard DC of your level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duplicate Skills&#039;&#039;&#039;&lt;br /&gt;
* If you become Trained in a non-Lore skill from two separate sources (such as a Background, Class, Dedication, or Ancestry feat), you may replace one of the skills with another of your choice.&lt;br /&gt;
** This does not apply to skill &#039;&#039;increases&#039;&#039;, only initial trainings, unless otherwise specified.&lt;br /&gt;
* If a character gains the same Lore skill from multiple sources (such as their Background, an Animist Apparition, Additional Lore, or [Ancestry] Lore), they may not take an extra lore or skill to replace the duplicate(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 20+ Permanent Items&#039;&#039;&#039;&lt;br /&gt;
* Must be approved by Storytellers prior to rewarding.&lt;br /&gt;
* May only be rewarded in Legendary sessions, and may only be used by Legendary characters.&lt;br /&gt;
* May be used at their full strength at level 20, and a modified version before that.&lt;br /&gt;
* Storytellers determine on a per-item basis what the weaker, usable version of the item looks like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Ancestries that get &#039;&#039;&#039;Additional languages equal to your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039; will instead receive &#039;&#039;&#039;Additional languages equal to 1 + your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039;&lt;br /&gt;
** This ruling currently affects Kitsune, Poppets, and Fleshwarps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Traits.aspx?ID=641 Lineages]&#039;&#039;&#039;&lt;br /&gt;
* At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past level 3, per our [[Creating a Character#Changes_to_Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells with Multiple AoEs&#039;&#039;&#039;&lt;br /&gt;
* For abilities or spells that produce multiple areas of effect and do not specifically state they cannot affect the same target with multiple areas (such as Whirling Flames), the target must make multiple saves equal to the number of areas they are affected by, and take the worst result, but only taking damage once. Abilities or spells that produce multiple areas of effect and do specifically state they cannot affect the same target (such as Telekinetic Rend) remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=37&amp;amp;Subcategory=40 Specific Magic Weapons]&#039;&#039;&#039;&lt;br /&gt;
* You may upgrade existing property runes on specific magic weapons with the same requirements as upgrading runes in general: You must provide the difference in cost between what the original rune would be and the upgraded version, and you must have the formula for the rune or otherwise be able to craft it.&lt;br /&gt;
* This does not change any of the other specific magic weapon rules, such as allowing etching of runes not already included or removing runes.&lt;br /&gt;
* To upgrade a SMW, you must open a [[Ticket]].&lt;br /&gt;
* Any weapons with two or more damaging runes (such as the Sky Hammer) are not permitted to be upgraded in this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Strikes&#039;&#039;&#039;&lt;br /&gt;
* The following can apply to Unarmed Strikes as well as Weapon Strikes:&lt;br /&gt;
** Energy Mutagen&lt;br /&gt;
** Silver Salve&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncommon Archetypes&#039;&#039;&#039;&lt;br /&gt;
* If a character is approved to take an Uncommon Dedication, blanket permission is assumed for subsequent Uncommon feats within that archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead Healing&#039;&#039;&#039;&lt;br /&gt;
* Any healing that doesn&#039;t have the &amp;quot;Vitality&amp;quot; trait (i.e., Healing Potions) or target/affect &amp;quot;a living creature&amp;quot; (i.e., Treat Wounds, Elixirs of Life) can heal undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=2305 Stride]&#039;&#039;&#039;&lt;br /&gt;
* A Stride action can only be done using land Speed, per the [https://2e.aonprd.com/Rules.aspx?ID=2347 Speed rules].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Vehicles.aspx Vehicles]&#039;&#039;&#039;&lt;br /&gt;
* Vehicles larger than Large size can be crafted now. Contact [[Siltmean the Craftrat|Siltmean]] for further information.&lt;br /&gt;
* Vehicles require an amount of downtime to craft equal to the normal Days of Setup times the number of crew required to man the vehicle (pilot+crew). These days can be spread out amongst characters or completed by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=34 Wands]&#039;&#039;&#039;&lt;br /&gt;
* Wands can be upgraded to contain a higher rank of the existing spell by paying the difference in cost, as long as the higher rank casting is still provided in the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=2439 Drowning and Suffocating]&#039;&#039;&#039;&lt;br /&gt;
* When you run out of air, you fall unconscious and start suffocating. You can&#039;t recover from being unconscious and must attempt a DC 14 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you take double damage and become Dying. If you are already Dying, you progress the value as you would normally after taking damage. On each check after the first, the DC increases by 3 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious or Dying (unless you&#039;re at 0 Hit Points). You do not gain or increase your Wounded condition. If you have a feature that improves critical failures into failures, such as a barbarian&#039;s Greater Juggernaut, critically failing will still cause you to become Dying, though you won’t take double damage.&lt;br /&gt;
* You begin holding your breath as a free action triggered by losing access to air. Auditory actions, as well as spells with the Concentrate trait (or Verbal components for legacy spells) cause you to lose all air, immediately falling unconscious. Spells with the Subtle trait, including spells that gain it from spellshapes such as Conceal Spell, do not cause you to fall unconscious immediately, but do cause you to lose 2 rounds of air, as described in the Suffocation and Drowning rules. Casting spells without Concentrate or Legacy Verbal components will also cause you to lose 2 rounds of air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;&lt;br /&gt;
* For the purposes of any ability that references diseases, consider any disease with an Onset duration to have a &amp;quot;stage 0&amp;quot; for progressing disease, which lasts the duration listed in the Onset entry and has no other effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=1694 Basic Undead Benefits]&#039;&#039;&#039;&lt;br /&gt;
* Undead Vision: If your ancestry has no low-light vision (such as humans) and you possess low-light vision as part of a heritage or ancestry feat, the Basic Undead Benefits will upgrade your vision to darkvision.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===General/Skill Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5124 Battle Cry]&#039;&#039;&#039;&lt;br /&gt;
* When using Battle Cry, ignore the requirement for Demoralize that the enemy be within 30ft (at DM&#039;s discretion).&lt;br /&gt;
* When using Battle Cry, allow for the character to roll Intimidation for initiative (at DM&#039;s discretion).&lt;br /&gt;
* Even if the character has Intimidating Glare or Intimidating Prowess, the Demoralize gains the Auditory trait, though the language requirement may still be bypassed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5139 Craft Anything]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon/rare spell items (scrolls/wands) cannot be crafted without access as normal.&lt;br /&gt;
* Formulas cannot be crafted without the Inventor feat, and only Common formulas may be crafted as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor Feat (Remaster)]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon and Rare formulas may only be invented using this feat if one of the two conditions are met:&amp;lt;br&amp;gt;&lt;br /&gt;
# They have the item in their possession.&amp;lt;br&amp;gt;&lt;br /&gt;
# They have a Means of Access to the item.&amp;lt;br&amp;gt;&lt;br /&gt;
* The DCs for inventing Uncommon and Rare formulas follow the DC difficulty adjustments listed [[Difficulty Classes#Difficulty_Adjustments|here]] (normally not used for crafting in Kelek).&lt;br /&gt;
* Inventing a formula for an item in the character&#039;s possession will not require the disassembly of the item nor consume the item, so the character may try again as long as they maintain possession of the item. See [[Crafting#Crafting_a_Formula|Crafting a Formula]] for more information on crafting formulas.&lt;br /&gt;
* Inventing a formula through Means of Access requires opening a [[Ticket]] for [[Firekeeper]] verification, even if using Assurance.&lt;br /&gt;
* Characters are not permitted to invent the formulas for Unique or homebrewed items using this feat, even if they have possession of the item.&lt;br /&gt;
* Monks have Access to uncommon weapons with the Monk trait&lt;br /&gt;
* Inventors have Access to uncommon items with the Gadget trait&lt;br /&gt;
* Gunslingers have Access to uncommon firearms and uncommon firearm attachments up to level 1&lt;br /&gt;
* Characters can gain Access to uncommon ancestry weapons through Weapon Familiarity feats&lt;br /&gt;
* Characters can gain Access to organization-specific uncommon items through that organization&#039;s dedication feat.&lt;br /&gt;
* Examples of means of Access are: Gnome Weapon Familiarity for the gnome flickmace, the Hellknight Dedication for Hellknight Half-Plate, or the Inventor class for items with the Gadget trait.&lt;br /&gt;
* Per AoN: &amp;quot;Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5158 Impeccable Crafting]&#039;&#039;&#039;&lt;br /&gt;
* Cannot be combined with Assurance- you must roll to gain its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5171 Legendary Performer]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as follows (changes bolded):&lt;br /&gt;
* &amp;quot;When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. &#039;&#039;&#039;You receive a +1 status bonus to the roll&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5172 Legendary Professional]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as Legendary Performer, but when you Earn Income with Lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6498 Risky Surgery]&#039;&#039;&#039;&lt;br /&gt;
* Risky Surgery cannot be used to gain a bonus to Earn Income.&lt;br /&gt;
* Risky Surgery cannot be combined with Assurance- you must roll to gain its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5208 Scare to Death]&#039;&#039;&#039;&lt;br /&gt;
* Feats and abilities that refer specifically to the Demoralize action do not apply to Scare to Death- including Intimidating Glare, Intimidating Prowess, and the Braggart style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6504 Signature Crafting]&#039;&#039;&#039;&lt;br /&gt;
* The use of Signature Crafting is optional, one may decide to craft an item as if the character didn&#039;t have this feat.&lt;br /&gt;
* The [https://2e.aonprd.com/Rules.aspx?ID=1083 d100 table] for item quirks may optionally be used instead of the d10 table included in the feat.&lt;br /&gt;
&lt;br /&gt;
===Ancestry Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5233 Untrained Improvisation]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, instead of -2, the Untrained proficiency becomes -1 until 7th level, and +0 after.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ancestry Lore&amp;quot;-type feats&#039;&#039;&#039;&lt;br /&gt;
* With the Player Core series and Howl of the Wild&#039;s new ancestries, the trend is that &amp;quot;Ancestry Lore&amp;quot;-type feats (e.g., [https://2e.aonprd.com/Feats.aspx?ID=4388 Dwarven Lore]) now grant [https://2e.aonprd.com/Feats.aspx?ID=5114 Additional Lore] of that Ancestry. Ancestries that have not been reprinted as of Player Core 2&#039;s release (e.g., Kitsune) now gain the Additional Lore feat of that Ancestry, receiving an automatically scaling Lore skill. This must match what is granted by the specific Ancestry Lore feat (e.g., Fetchlings gain the Additional Lore feat for Shadow Plane Lore, as listed in [https://2e.aonprd.com/Feats.aspx?ID=2500 Fetchling Lore]).&lt;br /&gt;
&lt;br /&gt;
===Class/Archetype Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6391 Efficient Rituals]&#039;&#039;&#039;&lt;br /&gt;
* Efficient Rituals will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You can perform particularly extensive rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. &#039;&#039;&#039;If a ritual has a casting time of less than 1 day, you can instead cast it in 1 hour.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4873 Far Shot]&#039;&#039;&#039;&lt;br /&gt;
* Far Shot cannot extend the range of the [https://2e.aonprd.com/Spells.aspx?ID=2062 Monk&#039;s Wild Wind stance]&#039;s Wind Crash Strikes.&lt;br /&gt;
* Far Shot cannot extend the range of a Kitsune&#039;s [https://2e.aonprd.com/Feats.aspx?ID=2617 Foxfire].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4158 Harrow Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* The rituals learned through this feat cannot be taught to others, keeping in line with the language of the [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication] and the [https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist] class feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4646 Healing Hands]&#039;&#039;&#039;&lt;br /&gt;
* A Heal spell cast from a scroll by a cleric with the Healing Hands feat will roll d10s.&lt;br /&gt;
* A spell scroll created using a Heal cast by a cleric with the Healing Hands feat will be a normal Heal scroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3112 Inventor Dedication]&#039;&#039;&#039;&lt;br /&gt;
* A character who is not trained in Medium Armor may take the Inventor Dedication and select the Armor Innovation. In this case, they will be considered trained in their Armor Innovation, though not any other Medium Armor.&lt;br /&gt;
* When taken as part of the Inventor Dedication, the Subterfuge Suit will be considered either Light Armor or Medium Armor for the sake of proficiency scaling, whichever would be more beneficial to the character. The Power Suit will remain Medium Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4838 Lunging Stance]&#039;&#039;&#039;&lt;br /&gt;
* The range for Lunging Stance does not apply flanking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6741 Majestic Proclamation]&#039;&#039;&#039;&lt;br /&gt;
* Majestic Proclamation will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 &#039;&#039;&#039;round&#039;&#039;&#039; on a successful check (&#039;&#039;&#039;dazzled for 1 minute&#039;&#039;&#039; on a critical success).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3484 Necromancer&#039;s Visage]&#039;&#039;&#039;&lt;br /&gt;
* The prerequisites for Necromancer&#039;s Visage will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;Ability to create or control undead; &#039;&#039;&#039;ability to cast spells from spell slots&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=7635 Operatic Adventurer]&#039;&#039;&#039;&lt;br /&gt;
* Operatic Adventurer may only be taken as a regular archetype feat, not as a skill feat.&lt;br /&gt;
* The feat has the additional requirement Expert Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=871 Pathfinder Agent Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=307 Razmiran Priest Dedication]&#039;&#039;&#039;&lt;br /&gt;
* The basic activation of the Razmiri Mask (Call Upon Razmir&#039;s Benevolence) will be adjusted as follows (changes bolded):&lt;br /&gt;
* Activate—Call Upon Razmir’s Benevolence (concentrate, manipulate, occult) Frequency once per minute; Effect You bend &amp;quot;divine&amp;quot; power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. &#039;&#039;&#039;The target is then immune to this activation until your next daily preparations.&#039;&#039;&#039; If the target was unconscious, it regains consciousness and doesn’t lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3717 Share Weakness]&#039;&#039;&#039;&lt;br /&gt;
* Share Weakness can be applied to allies within the Thaumaturge&#039;s reach.&lt;br /&gt;
* Share Weakness also applies to enemies under the effect of Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5025 Spellbook Prodigy]&#039;&#039;&#039;&lt;br /&gt;
* Characters with this feat are expected to succeed at some point during the 90 days of downtime, and thus do not need their rolls witnessed in order to Learn a Spell. They must still log their activity in a [[Ticket]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3714 Sympathetic Vulnerabilities]&lt;br /&gt;
* The weaknesses granted by Sympathetic Vulnerabilities persist even after the initial target dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official remaster, the text of this feat has been adjusted to be in line with the remastered [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication]:&lt;br /&gt;
* &amp;quot;You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can&#039;t teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6244 Tumbling Strike]&#039;&#039;&#039;&lt;br /&gt;
* Succeeding at both the Acrobatics check and the Strike will grant Panache to those with the Panache class feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4271 Winter Sleet]&#039;&#039;&#039;&lt;br /&gt;
* The uneven ground movement restrictions apply when you move while on a square of uneven ground, not when you move onto the square. You don&#039;t have to balance to move into the aura, just to move within the aura/out of the aura.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=318 Wylderheart Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Access and prerequisites changed to &amp;quot;member of the [[Holdfasts]]&amp;quot;&lt;br /&gt;
* Due to the change in context for the Wylderheart archetype, you can choose any family of fiends for the Additional Lore granted by this dedication. This can be retrained, but it will cost 30 days of downtime (as it is changing based on the dedication feat).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=224 Thlipit Contestant Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Prerequisite reworded: You have a long prehensile tongue or tail. At the GM’s discretion, similar flexible appendages, such as tentacles, can be used to qualify instead.&lt;br /&gt;
** Simply possessing a tail is not enough to qualify to take the thlipit contestant. Ancestries who are noted for possessing or being described as having prehensile tongues or tails (such as tripkee or lizardfolk), heritage or ancestry feat selection that grants such an appendage (such as [https://2e.aonprd.com/Feats.aspx?ID=4548 Bestial Manifestation] or [https://2e.aonprd.com/Feats.aspx?ID=4557 Skillful Tail] for nephilim), or possessing a [https://2e.aonprd.com/Equipment.aspx?ID=3195 Whip Tail] or other similar graft all satisfy the prerequisite. As normal, if you are unsure, open a ticket to ask the Firekeeper team.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=58 Champion]===&lt;br /&gt;
&#039;&#039;&#039;Blessed Armament&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official ruling, the rune granted by Blessed Armament grants an effect &#039;&#039;in addition to&#039;&#039; existing runes or special properties of the weapon, rather than suppressing or replacing them.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=60 Monk]===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1867 Flurrying Rune]&#039;&#039;&#039;&lt;br /&gt;
* In addition to melee weapons with the Monk trait, the Flurrying rune may also be etched onto [https://2e.aonprd.com/Equipment.aspx?ID=3086 Handwraps of Mighty Blows].&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=22 Thaumaturge]===&lt;br /&gt;
&#039;&#039;&#039;Exploit Vulnerability&#039;&#039;&#039;&lt;br /&gt;
* The &amp;quot;target of Exploit Vulnerability&amp;quot; refers only to the initial creature Exploited, not to any under the effect of the weakness by other means, such as Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Hand&#039;&#039;&#039;&lt;br /&gt;
* If a summoning effect, such as a [https://2e.aonprd.com/Equipment.aspx?ID=1032 Retrieval Prism], has a requirement of &amp;quot;You have a free hand.&amp;quot;, you may use it to summon items that can be used with the same hand in which you are holding your implement. For example, scrolls could be summoned if the character has the feat [https://2e.aonprd.com/Feats.aspx?ID=3703 Scroll Thaumaturgy].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=1232 Mirror&#039;s Reflection]&#039;&#039;&#039;&lt;br /&gt;
* Emanations only extend out of one copy, but which one it is can be changed freely between each action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Implements.aspx?ID=5 Mirror Adept Benefit]&#039;&#039;&#039;&lt;br /&gt;
* The player can choose whether or not the reflection shatters.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=18 Summoner]===&lt;br /&gt;
&#039;&#039;&#039;Reaction Spells&#039;&#039;&#039;&lt;br /&gt;
* Reaction spells (such as Blood Vendetta) that trigger on taking damage can only trigger if the Summoner themselves took the damage, not their Eidolon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime&#039;&#039;&#039;&lt;br /&gt;
* Since Eidolons and Summoners share actions, they cannot perform separate Downtime activities. However, the Eidolon may perform Downtime in lieu of the Summoner, and either may support the other, granting a +1 circumstance bonus to any skill in which they share proficiency. As normal, this cannot modify checks which use Assurance.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=67 Guardian]===&lt;br /&gt;
&#039;&#039;&#039;Intercept Attack&#039;&#039;&#039;&lt;br /&gt;
* The Guardian can perform Intercept Attack up to 15 feet away, as long as the Step they take makes them adjacent to their ally, following the rules for [https://2e.aonprd.com/Rules.aspx?ID=2379 reach and diagonals].&lt;br /&gt;
* The Guardian takes the attack and all the associated riders. They also serve as the target for follow-ups that require doing damage/attacking a target such as Grab/Knockdown. The reaction does not work when the Guardian would not fulfill a requirement for the initial attack (ie, attacks that require the target be Grabbed, Frightened, Prone, etc).&lt;br /&gt;
&lt;br /&gt;
==Spells and Rituals==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=170 Butterfly Bender]&#039;&#039;&#039;&lt;br /&gt;
* The number of beneficiaries is equal to the primary caster + five others (two of whom must be secondary casters), for a total party of 3-6.&lt;br /&gt;
* For &amp;quot;A convenient opportunity&amp;quot;, if the gain/loss is of Earn Income, then the characters will receive as Early Downtime;&lt;br /&gt;
** &#039;&#039;Gain:&#039;&#039; Seven (7) days of Earn Income at one level above the character&#039;s current level.&lt;br /&gt;
** &#039;&#039;Lose:&#039;&#039; Seven (7) days of Earn Income at one level below the character&#039;s current level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=888 Corrosive Body]&#039;&#039;&#039;&lt;br /&gt;
* To clarify: the temporary HP granted by this spell&#039;s effect applies both when performing an unarmed strike and when being struck in the way described by the spell, as long as Acid damage is dealt. Creatures with an acid immunity do not activate the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=117 Create Undead]&#039;&#039;&#039;&lt;br /&gt;
* Minions created with a critical success on the Create Undead ritual can be assigned to anyone present at least 4 levels higher than the undead. Undead minions can thus be created for other people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=81 Divine Aura]&#039;&#039;&#039;&lt;br /&gt;
* The spell will be adjusted as follows to bring it in line with the remaster (changes bolded):&lt;br /&gt;
* &amp;quot;Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. Choose a &#039;&#039;&#039;sanctification&#039;&#039;&#039; your deity allows. You can&#039;t cast this spell if you don&#039;t have a deity or your deity &#039;&#039;&#039;does not allow sanctification&#039;&#039;&#039;. This spell gains the trait of the &#039;&#039;&#039;sanctification&#039;&#039;&#039; you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with the &#039;&#039;&#039;trait&#039;&#039;&#039; opposite to the spell &#039;&#039;&#039;(unholy if you chose holy, holy if you chose unholy)&#039;&#039;&#039;. These bonuses increase to +4 against effects created by such creatures that attempt to impose the @UUID[Compendium.pf2e.conditionitems.Item.9qGBRpbX9NEwtAAr]{Controlled} condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything &#039;&#039;&#039;opposite in sanctification&#039;&#039;&#039; to your divine aura. When a creature of &#039;&#039;&#039;opposite trait&#039;&#039;&#039; hits a target with a melee attack, the creature must succeed at a Will save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 minute. It&#039;s then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura&#039;s radius grows 10 feet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=57 Elemental Sentinel]&#039;&#039;&#039;&lt;br /&gt;
* Instead of being telepathically linked to the caster, the Elemental Sentinel may instead by linked to another party present for the entirety of the ritual. The alternate party must be high enough level to have been able to cast the ritual themselves (level 7 for a 4th rank ritual, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]&#039;&#039;&#039;&lt;br /&gt;
* The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=152 Reincarnate]&#039;&#039;&#039;&lt;br /&gt;
* When successfully reincarnated, the player rolls a 1d20. On a 1-14, the character reincarnates into a Common ancestry. On a 15-20, the character reincarnates into an Uncommon/Rare ancestry. This roll cannot be adjusted or rerolled.&lt;br /&gt;
* For Common ancestries, the options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, and Orc. The player can remove a single ancestry from the pool, then rolls 2d6. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Leshy has been removed from the Common ancestry pool due to their nature as immortal spirits.&lt;br /&gt;
* For Uncommon/Rare ancestries, the options are Athmaru, Azarketi, Catfolk, Centaur, Fetchling, Hobgoblin, Kholo, Kitsune, Kobold, Lizardfolk, Merfolk, Minotaur, Nagaji, Poppet, Ratfolk, Samsaran, Sprite, Tanuki, Tengu, Tripkee, Vanara, and Wayang. The player can remove two ancestries, then rolls 2d20. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Only unlocked Rare ancestries are included.&lt;br /&gt;
** Automaton has been removed due to being a construct.&lt;br /&gt;
* Players may select from the Common heritages for their new ancestry. Versatile heritages are subject to [[Storyteller]] approval, and require story justification.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1865 Coating Rune]&#039;&#039;&#039;&lt;br /&gt;
* [https://2e.aonprd.com/Equipment.aspx?ID=3358 Silver Salves] and [https://2e.aonprd.com/Equipment.aspx?ID=861 Cold Iron Blanches] may also be stored and applied using the Coating rune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3027 Marvelous Medicines]&#039;&#039;&#039;&lt;br /&gt;
* You may continue to Treat Poison/Treat Disease using the Marvelous Medicines, but they will only attempt to counteract the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3117 Shining Wayfinder]&#039;&#039;&#039;&lt;br /&gt;
* The radius can be increased by 10ft at a time, in accordance with the remastered Bless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=1510 Spellhearts]&#039;&#039;&#039;&lt;br /&gt;
* A spellheart&#039;s spells can be used by any character, regardless of spellcasting ability or tradition, as long as they are of the appropriate level to use the item as usual.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Rare_Options_Guide&amp;diff=6873</id>
		<title>Rare Options Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Rare_Options_Guide&amp;diff=6873"/>
		<updated>2026-01-03T01:31:26Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By default Kelek does not allow rare options, but through in-game events and brave acts of heroics, they can be unlocked for the entire server.&lt;br /&gt;
&lt;br /&gt;
==Ancestry==&lt;br /&gt;
Rare ancestries are typically unlocked through month long events that require the [[associates]] to complete multiple missions.&lt;br /&gt;
&lt;br /&gt;
===Automaton===&lt;br /&gt;
Automatons were the first unlocked rare ancestry that were unlocked on the 24th of April, 2023, by the team of the Journey to Arrepo missions. In Kelek, Automatons are highly advanced robots surviving from before the most recent cataclysm, or were newly manufactured and transported to [[Onadbyr]] through a one way teleportation portal. All automatons in Kelek were created by Arrepo Manufacturing, a now defunct companion that is fully automated by automatons, and is situated on the edge of the Chron volcano. The physical location of the manufacturing plant is no longer accessible. Your automaton could have recently awoken, drawn to Onadbyr by the [[LOC|Lord of Carnage]] coming online, or you could have been restored by a kind and loving tinkerer, or a madman who wanted you to kill. Either way, your aesthetics are chrome, high technology, and inhuman features. You are powered by a core at your center, which is the equivalent of your soul giving you free will. Your core is itself powered by a shard of divinity, a tiny portion of a god&#039;s physical being. You can choose to be powered by a specific god&#039;s power, or just divine energy in general. You might not know the exact origin of your shard of divinity. You are not beholden to the god, or their tenets, that powers your core.&lt;br /&gt;
&lt;br /&gt;
===Fleshwarp===&lt;br /&gt;
Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, technology, or unnatural energies. The unlock arc is currently in progress.&lt;br /&gt;
&lt;br /&gt;
Questions to consider are:&lt;br /&gt;
* How was your character transformed?&lt;br /&gt;
* When was your character transformed?&lt;br /&gt;
* What effects did the transformation have on your character&#039;s body?&lt;br /&gt;
* How has your character&#039;s transformation impacted their life?&lt;br /&gt;
* How does your character feel about their transformation?&lt;br /&gt;
&lt;br /&gt;
====Mutated &amp;amp; Surgewise Fleshwarps====&lt;br /&gt;
&#039;&#039;Unlocked on the 26th of September, 2025.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mutated and surgewise fleshwarps have been transformed by strong, unpredictable magic. In Kelek, these fleshwarps are most common in [[The Glass Desert]], where uncontrolled magic is abundant. Whether born a fleshwarp or transformed by an event later in life, it&#039;s likely that mana wells, eldritch storms, or miasmas played a part the fleshwarp&#039;s new form. Fleshwarps from the Glass Desert are likely to speak Osiriani, and are familiar with the harsh conditions of the desert. They may have been nomadic, or settled in the relative safety of a cavern near a mana well. They may have lived among other fleshwarps, possibly even seeking out further transformation, or they may be a part of a community primarily composed of non-fleshwarps (for now). Either way, the effects of the magic of the desert would be familiar to those around them. Mutated and surgewise fleshwarps likely have a strong connection to magic, whether or not they appreciate the changes it wrought.&lt;br /&gt;
&lt;br /&gt;
===Sprite===&lt;br /&gt;
&#039;&#039;Available as of the 25th of August, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A disturbance near [[Velborough O&#039;s|Velborough]] opened a temporary gateway from the [https://2e.aonprd.com/Planes.aspx?ID=10 First World] from which a host of fey including sprites and linnorms emerged before collapsing again, trapping those on the other side in the world of Kelek. The opening of the gateway also allowed the voices of the [https://2e.aonprd.com/DeityCategories.aspx?ID=7 Eldest] through; heard for the first time on the material plane in generations. The calls echoed around Kelek heard by all fey and fey descendants shouting orders, begging requests, whispering secrets or simply singing their song until the portal closed and their voices were silenced again. Spurred to action by the calls of the Eldest, a number of sprites around Kelek have set out to interact with the mortal world more closely.&lt;br /&gt;
&lt;br /&gt;
When creating a sprite you should detail out the following:&lt;br /&gt;
* Were you already on the material plane or did you emerge through the portal near Onadbyr? If you were already here, what were you doing? If not, why did you decide to travel to the material plane?&lt;br /&gt;
* What call drove you to act and for what purpose? These tasks are typically esoteric and difficult to achieve, such as collecting 10,000 colors of flowers or reciting specific poems in specific places in the world.&lt;br /&gt;
* What is your relationship to the Eldest whose call you answered?&lt;br /&gt;
&lt;br /&gt;
===Poppet===&lt;br /&gt;
&#039;&#039;Available as of 21st of December, 2024.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extremely rare creature to come across, Poppets have been recently appearing in number in the city of Onadbyr. Following multiple expeditions in which various [[Associates]] assisted Poppets in their seemingly random requests, the Poppet known as Kiara the Stuffed Animal Red Panda has begun directing other Poppets without a place to go to move to the city of Onadbyr. While their stature is small and their personalities can often feel childish, there exists a hidden depth to what drives a Poppet. Each carries with them their own unique spark leading them to settle into fairly mundane life in the city. However... some feel called to a higher purpose and instead seek out becoming Associates in their own right. &lt;br /&gt;
&lt;br /&gt;
A Poppet is a manifestation a singular core emotion that has been poured into an inanimate stuffed animal, doll or similar mundane object. They are typically made unintentionally by children who latch onto a particular doll and attach a feeling or deep emotion to them. Once animated, this core emotion becomes the basis by which the Poppet lives and breaths, their existence for being. Poppets are naturally tied to their creator, often referred to as their &#039;Person&#039;. For this reason, if a Poppet still has their Person with them, they are unlikely to become an adventurer. As seen by the few Poppets that Associates have met, these core emotions can vary from feelings wanderlust, to maternal love and even to passion for knowledge. While this can sometimes makes Poppets appear simpleminded, the depth of their passion is unmatched by any other Ancestry. &lt;br /&gt;
&lt;br /&gt;
When creating a Poppet you should detail the following in your ticket:&lt;br /&gt;
*What is your Poppet&#039;s Core Emotion? This Core Emotion does not necessarily have to be positive, but even a Poppet made from a negative emotion would still be innately attached to their Person, championing their Person&#039;s feelings as theirs. &lt;br /&gt;
*What has happened to your person? If they haven&#039;t died, then why is your Poppet leaving their side? Even in cases where their Person is sick, a Poppet is more likely to stay by their side to the end than leave them alone. &lt;br /&gt;
*With some rare exceptions, Poppets wear their hearts on their sleeves. How does your Poppet represent their Core Emotion in either their appearance or their actions?  &lt;br /&gt;
&lt;br /&gt;
==Heritages==&lt;br /&gt;
===Beastkin===&lt;br /&gt;
&#039;&#039;Unlocked on the 19th of January, 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After [[Conquering the Wilds| the fall of The Father of Werecreatures]], leadership of the werecreature camp was taken over by his daughter, Maera. Under her leadership the camp is no longer isolationist, though they are still somewhat nomadic. This has allowed Beastkin like her to venture out into the world and live their own lives again, free of the forces that always drew them back to the camp; Back to The Father&#039;s immense presence. Though the call is gone, its presence still lingers, always reminding you where your true home is.&lt;br /&gt;
&lt;br /&gt;
As a beastkin, you need to consider these questions:&lt;br /&gt;
&lt;br /&gt;
* What is your relation to the werecreature camp? Were you born there? Did the call draw you there, or have you just arrived?&lt;br /&gt;
&lt;br /&gt;
* How did you come to become a beastkin? Were you born one within the camp, or maybe even outside it? Did a werecreature&#039;s bite affect you differently than others?&lt;br /&gt;
&lt;br /&gt;
* What kind of beastkin are you? The Father could make someone a werecreature of anything animal-like, but this does not change your size beyond the norm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reflection ===&lt;br /&gt;
&#039;&#039;Unlocked on the 15th of September, 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Morph-Risen Lineage ====&lt;br /&gt;
Not too far from Onadbyr, [[Beg to Differ |a weird cave, seemingly organic on the inside, began spewing out crabs]]. People soon discovered that, if you truly desired it, it would allow yourself to be changed to what you wish to be. (Within certain limits, anyway.)&lt;br /&gt;
&lt;br /&gt;
As a [https://2e.aonprd.com/Ancestries.aspx?ID=51 reflection] with the [https://2e.aonprd.com/Feats.aspx?ID=3794 morph-risen lineage], you need to consider these questions:&lt;br /&gt;
&lt;br /&gt;
* What drove you to seek out a creepy cave with the hopes of changing what you are? Gender dysphoria? A true desire to overcome a limitation of your body? Or perhaps something else entirely?&lt;br /&gt;
&lt;br /&gt;
* The transformation the cave grants is good, outright certain to make you feel better about yourself as it reads your desires as it changes you, but it is not perfect. What is some issue with your new body you are not quite happy about (even though it was still absolutely worth it)?&lt;br /&gt;
&lt;br /&gt;
* While your new form seems to only be based on your own will, in truth it at least somewhat resembles an existing being somewhere in the world. Even though you may never meet them, consider who they are and how you would respond if you found them.&lt;br /&gt;
&lt;br /&gt;
==== Other or No Lineage ====&lt;br /&gt;
Powerful adventurers [[Defy Gnome Ann | managed to tear themselves out of nothingness]] in which [[The Fine Omen | they had been thrust before]]. In the process the barriers between existence and non-existence have been weakened, and others who lacked the strength to hold on to themselves on their own managed to spill out as well.&amp;lt;br /&amp;gt;&lt;br /&gt;
These remains of people who once existed return to a world that has forgotten them, replaced them, with memories of a life that never has been.&lt;br /&gt;
&lt;br /&gt;
As a [https://2e.aonprd.com/Ancestries.aspx?ID=51 reflection] with any other lineage than the one above, or no lineage at all, you need to consider these questions:&lt;br /&gt;
&lt;br /&gt;
* You once lived your life, until suddenly you weren&#039;t anymore. What event were you involved in at the time, and what event related to Gnome Ann replaced it?&lt;br /&gt;
&lt;br /&gt;
* Similarly, who took your place? Remember that those beings created in the vicinity of Gnome Ann tend to be less serious or at least less threatening than the original that you are. How do you feel about them, do you hate them for replacing you?&lt;br /&gt;
&lt;br /&gt;
* Are there any people around you were close to before your existence was erased? Has your replacement taken your spot with them? Do you wish to rebuild your relationships?&lt;br /&gt;
&lt;br /&gt;
* If you take a lineage feat, also explain how it fits into your story.&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
Rare backgrounds can be obtained for a single character using [[Karma]] and require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
==Archetypes==&lt;br /&gt;
Players can use [[Karma]] to obtain the option to use a locked Rare Archetype for their character, or to unlock the Archetype for the entire server. Unlocked Rare Archetypes do not require Karma, but do require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Several Uncommon archetypes are also locked, please consult the [[Available Dedications]] page for more details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; All undead dedications are rare, and for good reason. They present multiple mechanical problems to the player and their team, and require special care when crafting a character for it. Unlocked undead dedications can be taken like any other dedication, but require extensive backstory, similar to the requirements for taking a rare ancestry, which must include the qualifying incident.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Archetypes.aspx?ID=179 Lich]===&lt;br /&gt;
&#039;&#039;Unlocked on the 10th of April, 2024.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Archetypes.aspx?ID=193 Psychic Duelist]===&lt;br /&gt;
&#039;&#039;Unlocked on release.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Archetypes.aspx?ID=303 Runelord]===&lt;br /&gt;
&#039;&#039;Unlocked on the 19th of November, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Archetypes.aspx?ID=275 Starlit Sentinel]===&lt;br /&gt;
&#039;&#039;Unlocked on the 2nd of January, 2025.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Archetypes.aspx?ID=181 Vampire]===&lt;br /&gt;
&#039;&#039;Unlocked on the 4th of October, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Archetypes.aspx?ID=104 Wellspring Mage]===&lt;br /&gt;
&#039;&#039;Unlocked on the 15th of October, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Archetypes.aspx?ID=225 Werecreature]===&lt;br /&gt;
&#039;&#039;Unlocked on the 19th of January, 2024.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Archetypes.aspx?ID=182 Zombie]===&lt;br /&gt;
&#039;&#039;Unlocked on the 8th of March, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Class Feats==&lt;br /&gt;
Rare class feats require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Rare spells require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
==Exemplar==&lt;br /&gt;
&lt;br /&gt;
===Exemplar Class===&lt;br /&gt;
Exemplars have been unlocked as a class available to associates as of 9/1/25. Exemplars in Kelek are not empowered by shards of Gorum specifically, but of any divinity, dead or alive. These shards possess a fraction of the willpower of a divinity, but even that is a lot for an adventurer to handle. An Exemplar is bound by their deity&#039;s edicts and anathema, but unlike clerics or champions, do not necessarily need to undergo a journey of atonement for breaking anathema, but simply need to re-align themselves with the will of the enshrined divinity. This is due to not being personally granted power through piety, but through circumstance, not unlike oracles. Exemplars who go against their enshrined divinity will find themselves lacking in their granted abilities from the Exemplar class, but can restore their connection to their shard by performing an appropriate task, as determined by the Firekeeper team.&lt;br /&gt;
&lt;br /&gt;
When creating an Exemplar, please consider:&lt;br /&gt;
* How did you come across your divine shard? These pieces of divinity have scattered across Kelek many times in the past, it may have been found long-hidden in an old dungeon, it may be a new arrival with the latest apocalyptic happenings, or it may have arrived with the Godsrain and the death of Gorum.&lt;br /&gt;
* What is your relationship with the enshrined divinity? While you are not personally blessed with power, as a cleric or a champion would, you wield your power only as long as the enshrined divinity wills it. Consider how this might affect your character&#039;s personality - do you have an adversarial &#039;relationship&#039;, only maintained for the power it grants? Are you otherwise pious, and already work within the bounds of your divinity? Or do you otherwise do just enough to appease the function but are otherwise ambivalent towards the divinity?&lt;br /&gt;
&lt;br /&gt;
When playing an Exemplar, please consider:&lt;br /&gt;
* Continually breaking your deity&#039;s anathema or going against their will will eventually result in your shard of divinity rejecting you in some manner, possibly resulting in character retirement, a full retrain, or even death. You may find yourself cursed by the divinity, the shard may violently leave your body, or, in the most extreme cases, you may be outright killed. The rate at which this happens depends on the severity of the actions and frequency of occurrence.&lt;br /&gt;
* As an exemplar, you will be unconsciously guided towards following your edicts and avoiding your anathema, though you can, through your sheer willpower, go against these whims at your own risk. How this will look will depend on your enshrined divinity.&lt;br /&gt;
&lt;br /&gt;
Examples of re-alignment practices:&lt;br /&gt;
* An exemplar of a primarily magic-focused divinity may find themselves at odds with the martial nature of the class. If a divinity would determine you are too focused on mundane matters, you may be required to learn new spells, spend time pursuing magical paths, or performing other magical rituals.&lt;br /&gt;
* An exemplar of a divinity devoted to death may find themselves at odds against the undead. Most edicts and anathema permit you to defend yourself, but some may prohibit even this. In penance, you may have to perform some necromatic rites, raising undead, or even working to push your own body towards undeath.&lt;br /&gt;
* An exemplar of a divinity devoted to life may find themselves on the same side as undead. You may not necessarily be compelled to smite down an allied undead, but continually treating undead as your allies when there are other options may result in having to ritually purify your body of the stink of undeath, or to throw yourself even more into the crusade against the undead.&lt;br /&gt;
* If you have found yourself the bearer of a curse as a result of continually going against the will of your shard, you will have to undergo a journey of atonement, via the Atone ritual.&lt;br /&gt;
&lt;br /&gt;
===Exemplar Archetype===&lt;br /&gt;
Remains locked as a general choice, but may become an option based on in-game events.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Rare_Options_Guide&amp;diff=6872</id>
		<title>Rare Options Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Rare_Options_Guide&amp;diff=6872"/>
		<updated>2026-01-03T01:28:17Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By default Kelek does not allow rare options, but through in-game events and brave acts of heroics, they can be unlocked for the entire server.&lt;br /&gt;
&lt;br /&gt;
==Ancestry==&lt;br /&gt;
Rare ancestries are typically unlocked through month long events that require the [[associates]] to complete multiple missions.&lt;br /&gt;
&lt;br /&gt;
===Automaton===&lt;br /&gt;
Automatons were the first unlocked rare ancestry that were unlocked on the 24th of April, 2023, by the team of the Journey to Arrepo missions. In Kelek, Automatons are highly advanced robots surviving from before the most recent cataclysm, or were newly manufactured and transported to [[Onadbyr]] through a one way teleportation portal. All automatons in Kelek were created by Arrepo Manufacturing, a now defunct companion that is fully automated by automatons, and is situated on the edge of the Chron volcano. The physical location of the manufacturing plant is no longer accessible. Your automaton could have recently awoken, drawn to Onadbyr by the [[LOC|Lord of Carnage]] coming online, or you could have been restored by a kind and loving tinkerer, or a madman who wanted you to kill. Either way, your aesthetics are chrome, high technology, and inhuman features. You are powered by a core at your center, which is the equivalent of your soul giving you free will. Your core is itself powered by a shard of divinity, a tiny portion of a god&#039;s physical being. You can choose to be powered by a specific god&#039;s power, or just divine energy in general. You might not know the exact origin of your shard of divinity. You are not beholden to the god, or their tenets, that powers your core.&lt;br /&gt;
&lt;br /&gt;
===Fleshwarp===&lt;br /&gt;
Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, technology, or unnatural energies. The unlock arc is currently in progress.&lt;br /&gt;
&lt;br /&gt;
Questions to consider are:&lt;br /&gt;
* How was your character transformed?&lt;br /&gt;
* When was your character transformed?&lt;br /&gt;
* What effects did the transformation have on your character&#039;s body?&lt;br /&gt;
* How has your character&#039;s transformation impacted their life?&lt;br /&gt;
* How does your character feel about their transformation?&lt;br /&gt;
&lt;br /&gt;
====Mutated &amp;amp; Surgewise Fleshwarps====&lt;br /&gt;
&#039;&#039;Unlocked on the 26th of September, 2025.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mutated and surgewise fleshwarps have been transformed by strong, unpredictable magic. In Kelek, these fleshwarps are most common in [[The Glass Desert]], where uncontrolled magic is abundant. Whether born a fleshwarp or transformed by an event later in life, it&#039;s likely that mana wells, eldritch storms, or miasmas played a part the fleshwarp&#039;s new form. Fleshwarps from the Glass Desert are likely to speak Osiriani, and are familiar with the harsh conditions of the desert. They may have been nomadic, or settled in the relative safety of a cavern near a mana well. They may have lived among other fleshwarps, possibly even seeking out further transformation, or they may be a part of a community primarily composed of non-fleshwarps (for now). Either way, the effects of the magic of the desert would be familiar to those around them. Mutated and surgewise fleshwarps likely have a strong connection to magic, whether or not they appreciate the changes it wrought.&lt;br /&gt;
&lt;br /&gt;
===Sprite===&lt;br /&gt;
&#039;&#039;Available as of the 25th of August, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A disturbance near [[Velborough O&#039;s|Velborough]] opened a temporary gateway from the [https://2e.aonprd.com/Planes.aspx?ID=10 First World] from which a host of fey including sprites and linnorms emerged before collapsing again, trapping those on the other side in the world of Kelek. The opening of the gateway also allowed the voices of the [https://2e.aonprd.com/DeityCategories.aspx?ID=7 Eldest] through; heard for the first time on the material plane in generations. The calls echoed around Kelek heard by all fey and fey descendants shouting orders, begging requests, whispering secrets or simply singing their song until the portal closed and their voices were silenced again. Spurred to action by the calls of the Eldest, a number of sprites around Kelek have set out to interact with the mortal world more closely.&lt;br /&gt;
&lt;br /&gt;
When creating a sprite you should detail out the following:&lt;br /&gt;
* Were you already on the material plane or did you emerge through the portal near Onadbyr? If you were already here, what were you doing? If not, why did you decide to travel to the material plane?&lt;br /&gt;
* What call drove you to act and for what purpose? These tasks are typically esoteric and difficult to achieve, such as collecting 10,000 colors of flowers or reciting specific poems in specific places in the world.&lt;br /&gt;
* What is your relationship to the Eldest whose call you answered?&lt;br /&gt;
&lt;br /&gt;
===Poppet===&lt;br /&gt;
&#039;&#039;Available as of 21st of December, 2024.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extremely rare creature to come across, Poppets have been recently appearing in number in the city of Onadbyr. Following multiple expeditions in which various [[Associates]] assisted Poppets in their seemingly random requests, the Poppet known as Kiara the Stuffed Animal Red Panda has begun directing other Poppets without a place to go to move to the city of Onadbyr. While their stature is small and their personalities can often feel childish, there exists a hidden depth to what drives a Poppet. Each carries with them their own unique spark leading them to settle into fairly mundane life in the city. However... some feel called to a higher purpose and instead seek out becoming Associates in their own right. &lt;br /&gt;
&lt;br /&gt;
A Poppet is a manifestation a singular core emotion that has been poured into an inanimate stuffed animal, doll or similar mundane object. They are typically made unintentionally by children who latch onto a particular doll and attach a feeling or deep emotion to them. Once animated, this core emotion becomes the basis by which the Poppet lives and breaths, their existence for being. Poppets are naturally tied to their creator, often referred to as their &#039;Person&#039;. For this reason, if a Poppet still has their Person with them, they are unlikely to become an adventurer. As seen by the few Poppets that Associates have met, these core emotions can vary from feelings wanderlust, to maternal love and even to passion for knowledge. While this can sometimes makes Poppets appear simpleminded, the depth of their passion is unmatched by any other Ancestry. &lt;br /&gt;
&lt;br /&gt;
When creating a Poppet you should detail the following in your ticket:&lt;br /&gt;
*What is your Poppet&#039;s Core Emotion? This Core Emotion does not necessarily have to be positive, but even a Poppet made from a negative emotion would still be innately attached to their Person, championing their Person&#039;s feelings as theirs. &lt;br /&gt;
*What has happened to your person? If they haven&#039;t died, then why is your Poppet leaving their side? Even in cases where their Person is sick, a Poppet is more likely to stay by their side to the end than leave them alone. &lt;br /&gt;
*With some rare exceptions, Poppets wear their hearts on their sleeves. How does your Poppet represent their Core Emotion in either their appearance or their actions?  &lt;br /&gt;
&lt;br /&gt;
==Heritages==&lt;br /&gt;
===Beastkin===&lt;br /&gt;
&#039;&#039;Unlocked on the 19th of January, 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After [[Conquering the Wilds| the fall of The Father of Werecreatures]], leadership of the werecreature camp was taken over by his daughter, Maera. Under her leadership the camp is no longer isolationist, though they are still somewhat nomadic. This has allowed Beastkin like her to venture out into the world and live their own lives again, free of the forces that always drew them back to the camp; Back to The Father&#039;s immense presence. Though the call is gone, its presence still lingers, always reminding you where your true home is.&lt;br /&gt;
&lt;br /&gt;
As a beastkin, you need to consider these questions:&lt;br /&gt;
&lt;br /&gt;
* What is your relation to the werecreature camp? Were you born there? Did the call draw you there, or have you just arrived?&lt;br /&gt;
&lt;br /&gt;
* How did you come to become a beastkin? Were you born one within the camp, or maybe even outside it? Did a werecreature&#039;s bite affect you differently than others?&lt;br /&gt;
&lt;br /&gt;
* What kind of beastkin are you? The Father could make someone a werecreature of anything animal-like, but this does not change your size beyond the norm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reflection ===&lt;br /&gt;
&#039;&#039;Unlocked on the 15th of September, 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Morph-Risen Lineage ====&lt;br /&gt;
Not too far from Onadbyr, [[Beg to Differ |a weird cave, seemingly organic on the inside, began spewing out crabs]]. People soon discovered that, if you truly desired it, it would allow yourself to be changed to what you wish to be. (Within certain limits, anyway.)&lt;br /&gt;
&lt;br /&gt;
As a [https://2e.aonprd.com/Ancestries.aspx?ID=51 reflection] with the [https://2e.aonprd.com/Feats.aspx?ID=3794 morph-risen lineage], you need to consider these questions:&lt;br /&gt;
&lt;br /&gt;
* What drove you to seek out a creepy cave with the hopes of changing what you are? Gender dysphoria? A true desire to overcome a limitation of your body? Or perhaps something else entirely?&lt;br /&gt;
&lt;br /&gt;
* The transformation the cave grants is good, outright certain to make you feel better about yourself as it reads your desires as it changes you, but it is not perfect. What is some issue with your new body you are not quite happy about (even though it was still absolutely worth it)?&lt;br /&gt;
&lt;br /&gt;
* While your new form seems to only be based on your own will, in truth it at least somewhat resembles an existing being somewhere in the world. Even though you may never meet them, consider who they are and how you would respond if you found them.&lt;br /&gt;
&lt;br /&gt;
==== Other or No Lineage ====&lt;br /&gt;
Powerful adventurers [[Defy Gnome Ann | managed to tear themselves out of nothingness]] in which [[The Fine Omen | they had been thrust before]]. In the process the barriers between existence and non-existence have been weakened, and others who lacked the strength to hold on to themselves on their own managed to spill out as well.&amp;lt;br /&amp;gt;&lt;br /&gt;
These remains of people who once existed return to a world that has forgotten them, replaced them, with memories of a life that never has been.&lt;br /&gt;
&lt;br /&gt;
As a [https://2e.aonprd.com/Ancestries.aspx?ID=51 reflection] with any other lineage than the one above, or no lineage at all, you need to consider these questions:&lt;br /&gt;
&lt;br /&gt;
* You once lived your life, until suddenly you weren&#039;t anymore. What event were you involved in at the time, and what event related to Gnome Ann replaced it?&lt;br /&gt;
&lt;br /&gt;
* Similarly, who took your place? Remember that those beings created in the vicinity of Gnome Ann tend to be less serious or at least less threatening than the original that you are. How do you feel about them, do you hate them for replacing you?&lt;br /&gt;
&lt;br /&gt;
* Are there any people around you were close to before your existence was erased? Has your replacement taken your spot with them? Do you wish to rebuild your relationships?&lt;br /&gt;
&lt;br /&gt;
* If you take a lineage feat, also explain how it fits into your story.&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
Rare backgrounds can be obtained for a single character using [[Karma]] and require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
==Archetypes==&lt;br /&gt;
Players can use [[Karma]] to obtain the option to use a locked Rare Archetype for their character, or to unlock the Archetype for the entire server. Unlocked Rare Archetypes do not require Karma, but do require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Several Uncommon archetypes are also locked, please consult the [[Available Dedications]] page for more details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; All undead dedications are rare, and for good reason. They present multiple mechanical problems to the player and their team, and require special care when crafting a character for it. Unlocked undead dedications can be taken like any other dedication, but require extensive backstory, similar to the requirements for taking a rare ancestry, which must include the qualifying incident.&lt;br /&gt;
&lt;br /&gt;
===Lich===&lt;br /&gt;
&#039;&#039;Unlocked on the 10th of April, 2024.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Psychic Duelist===&lt;br /&gt;
&#039;&#039;Unlocked on release.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Runelord===&lt;br /&gt;
&#039;&#039;Unlocked on the 19th of November, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Starlit Sentinel===&lt;br /&gt;
&#039;&#039;Unlocked on the 2nd of January, 2025.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Vampire===&lt;br /&gt;
&#039;&#039;Unlocked on the 4th of October, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Wellspring Mage===&lt;br /&gt;
&#039;&#039;Unlocked on the 15th of October, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Werecreature===&lt;br /&gt;
&#039;&#039;Unlocked on the 19th of January, 2024.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&#039;&#039;Unlocked on the 8th of March, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Class Feats==&lt;br /&gt;
Rare class feats require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Rare spells require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
==Exemplar==&lt;br /&gt;
&lt;br /&gt;
===Exemplar Class===&lt;br /&gt;
Exemplars have been unlocked as a class available to associates as of 9/1/25. Exemplars in Kelek are not empowered by shards of Gorum specifically, but of any divinity, dead or alive. These shards possess a fraction of the willpower of a divinity, but even that is a lot for an adventurer to handle. An Exemplar is bound by their deity&#039;s edicts and anathema, but unlike clerics or champions, do not necessarily need to undergo a journey of atonement for breaking anathema, but simply need to re-align themselves with the will of the enshrined divinity. This is due to not being personally granted power through piety, but through circumstance, not unlike oracles. Exemplars who go against their enshrined divinity will find themselves lacking in their granted abilities from the Exemplar class, but can restore their connection to their shard by performing an appropriate task, as determined by the Firekeeper team.&lt;br /&gt;
&lt;br /&gt;
When creating an Exemplar, please consider:&lt;br /&gt;
* How did you come across your divine shard? These pieces of divinity have scattered across Kelek many times in the past, it may have been found long-hidden in an old dungeon, it may be a new arrival with the latest apocalyptic happenings, or it may have arrived with the Godsrain and the death of Gorum.&lt;br /&gt;
* What is your relationship with the enshrined divinity? While you are not personally blessed with power, as a cleric or a champion would, you wield your power only as long as the enshrined divinity wills it. Consider how this might affect your character&#039;s personality - do you have an adversarial &#039;relationship&#039;, only maintained for the power it grants? Are you otherwise pious, and already work within the bounds of your divinity? Or do you otherwise do just enough to appease the function but are otherwise ambivalent towards the divinity?&lt;br /&gt;
&lt;br /&gt;
When playing an Exemplar, please consider:&lt;br /&gt;
* Continually breaking your deity&#039;s anathema or going against their will will eventually result in your shard of divinity rejecting you in some manner, possibly resulting in character retirement, a full retrain, or even death. You may find yourself cursed by the divinity, the shard may violently leave your body, or, in the most extreme cases, you may be outright killed. The rate at which this happens depends on the severity of the actions and frequency of occurrence.&lt;br /&gt;
* As an exemplar, you will be unconsciously guided towards following your edicts and avoiding your anathema, though you can, through your sheer willpower, go against these whims at your own risk. How this will look will depend on your enshrined divinity.&lt;br /&gt;
&lt;br /&gt;
Examples of re-alignment practices:&lt;br /&gt;
* An exemplar of a primarily magic-focused divinity may find themselves at odds with the martial nature of the class. If a divinity would determine you are too focused on mundane matters, you may be required to learn new spells, spend time pursuing magical paths, or performing other magical rituals.&lt;br /&gt;
* An exemplar of a divinity devoted to death may find themselves at odds against the undead. Most edicts and anathema permit you to defend yourself, but some may prohibit even this. In penance, you may have to perform some necromatic rites, raising undead, or even working to push your own body towards undeath.&lt;br /&gt;
* An exemplar of a divinity devoted to life may find themselves on the same side as undead. You may not necessarily be compelled to smite down an allied undead, but continually treating undead as your allies when there are other options may result in having to ritually purify your body of the stink of undeath, or to throw yourself even more into the crusade against the undead.&lt;br /&gt;
* If you have found yourself the bearer of a curse as a result of continually going against the will of your shard, you will have to undergo a journey of atonement, via the Atone ritual.&lt;br /&gt;
&lt;br /&gt;
===Exemplar Archetype===&lt;br /&gt;
Remains locked as a general choice, but may become an option based on in-game events.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Rare_Options_Guide&amp;diff=6871</id>
		<title>Rare Options Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Rare_Options_Guide&amp;diff=6871"/>
		<updated>2026-01-03T01:27:07Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By default Kelek does not allow rare options, but through in-game events and brave acts of heroics, they can be unlocked for the entire server.&lt;br /&gt;
&lt;br /&gt;
==Ancestry==&lt;br /&gt;
Rare ancestries are typically unlocked through month long events that require the [[associates]] to complete multiple missions.&lt;br /&gt;
&lt;br /&gt;
===Automaton===&lt;br /&gt;
Automatons were the first unlocked rare ancestry that were unlocked on the 24th of April, 2023, by the team of the Journey to Arrepo missions. In Kelek, Automatons are highly advanced robots surviving from before the most recent cataclysm, or were newly manufactured and transported to [[Onadbyr]] through a one way teleportation portal. All automatons in Kelek were created by Arrepo Manufacturing, a now defunct companion that is fully automated by automatons, and is situated on the edge of the Chron volcano. The physical location of the manufacturing plant is no longer accessible. Your automaton could have recently awoken, drawn to Onadbyr by the [[LOC|Lord of Carnage]] coming online, or you could have been restored by a kind and loving tinkerer, or a madman who wanted you to kill. Either way, your aesthetics are chrome, high technology, and inhuman features. You are powered by a core at your center, which is the equivalent of your soul giving you free will. Your core is itself powered by a shard of divinity, a tiny portion of a god&#039;s physical being. You can choose to be powered by a specific god&#039;s power, or just divine energy in general. You might not know the exact origin of your shard of divinity. You are not beholden to the god, or their tenets, that powers your core.&lt;br /&gt;
&lt;br /&gt;
===Fleshwarp===&lt;br /&gt;
Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, technology, or unnatural energies. The unlock arc is currently in progress.&lt;br /&gt;
&lt;br /&gt;
Questions to consider are:&lt;br /&gt;
* How was your character transformed?&lt;br /&gt;
* When was your character transformed?&lt;br /&gt;
* What effects did the transformation have on your character&#039;s body?&lt;br /&gt;
* How has your character&#039;s transformation impacted their life?&lt;br /&gt;
* How does your character feel about their transformation?&lt;br /&gt;
&lt;br /&gt;
====Mutated &amp;amp; Surgewise Fleshwarps====&lt;br /&gt;
&#039;&#039;Unlocked on the 26th of September, 2025.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mutated and surgewise fleshwarps have been transformed by strong, unpredictable magic. In Kelek, these fleshwarps are most common in [[The Glass Desert]], where uncontrolled magic is abundant. Whether born a fleshwarp or transformed by an event later in life, it&#039;s likely that mana wells, eldritch storms, or miasmas played a part the fleshwarp&#039;s new form. Fleshwarps from the Glass Desert are likely to speak Osiriani, and are familiar with the harsh conditions of the desert. They may have been nomadic, or settled in the relative safety of a cavern near a mana well. They may have lived among other fleshwarps, possibly even seeking out further transformation, or they may be a part of a community primarily composed of non-fleshwarps (for now). Either way, the effects of the magic of the desert would be familiar to those around them. Mutated and surgewise fleshwarps likely have a strong connection to magic, whether or not they appreciate the changes it wrought.&lt;br /&gt;
&lt;br /&gt;
===Sprite===&lt;br /&gt;
&#039;&#039;Available as of the 25th of August, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A disturbance near [[Velborough O&#039;s|Velborough]] opened a temporary gateway from the [https://2e.aonprd.com/Planes.aspx?ID=10 First World] from which a host of fey including sprites and linnorms emerged before collapsing again, trapping those on the other side in the world of Kelek. The opening of the gateway also allowed the voices of the [https://2e.aonprd.com/DeityCategories.aspx?ID=7 Eldest] through; heard for the first time on the material plane in generations. The calls echoed around Kelek heard by all fey and fey descendants shouting orders, begging requests, whispering secrets or simply singing their song until the portal closed and their voices were silenced again. Spurred to action by the calls of the Eldest, a number of sprites around Kelek have set out to interact with the mortal world more closely.&lt;br /&gt;
&lt;br /&gt;
When creating a sprite you should detail out the following:&lt;br /&gt;
* Were you already on the material plane or did you emerge through the portal near Onadbyr? If you were already here, what were you doing? If not, why did you decide to travel to the material plane?&lt;br /&gt;
* What call drove you to act and for what purpose? These tasks are typically esoteric and difficult to achieve, such as collecting 10,000 colors of flowers or reciting specific poems in specific places in the world.&lt;br /&gt;
* What is your relationship to the Eldest whose call you answered?&lt;br /&gt;
&lt;br /&gt;
===Poppet===&lt;br /&gt;
&#039;&#039;Available as of 21st of December, 2024.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extremely rare creature to come across, Poppets have been recently appearing in number in the city of Onadbyr. Following multiple expeditions in which various [[Associates]] assisted Poppets in their seemingly random requests, the Poppet known as Kiara the Stuffed Animal Red Panda has begun directing other Poppets without a place to go to move to the city of Onadbyr. While their stature is small and their personalities can often feel childish, there exists a hidden depth to what drives a Poppet. Each carries with them their own unique spark leading them to settle into fairly mundane life in the city. However... some feel called to a higher purpose and instead seek out becoming Associates in their own right. &lt;br /&gt;
&lt;br /&gt;
A Poppet is a manifestation a singular core emotion that has been poured into an inanimate stuffed animal, doll or similar mundane object. They are typically made unintentionally by children who latch onto a particular doll and attach a feeling or deep emotion to them. Once animated, this core emotion becomes the basis by which the Poppet lives and breaths, their existence for being. Poppets are naturally tied to their creator, often referred to as their &#039;Person&#039;. For this reason, if a Poppet still has their Person with them, they are unlikely to become an adventurer. As seen by the few Poppets that Associates have met, these core emotions can vary from feelings wanderlust, to maternal love and even to passion for knowledge. While this can sometimes makes Poppets appear simpleminded, the depth of their passion is unmatched by any other Ancestry. &lt;br /&gt;
&lt;br /&gt;
When creating a Poppet you should detail the following in your ticket:&lt;br /&gt;
*What is your Poppet&#039;s Core Emotion? This Core Emotion does not necessarily have to be positive, but even a Poppet made from a negative emotion would still be innately attached to their Person, championing their Person&#039;s feelings as theirs. &lt;br /&gt;
*What has happened to your person? If they haven&#039;t died, then why is your Poppet leaving their side? Even in cases where their Person is sick, a Poppet is more likely to stay by their side to the end than leave them alone. &lt;br /&gt;
*With some rare exceptions, Poppets wear their hearts on their sleeves. How does your Poppet represent their Core Emotion in either their appearance or their actions?  &lt;br /&gt;
&lt;br /&gt;
==Heritages==&lt;br /&gt;
===Beastkin===&lt;br /&gt;
&#039;&#039;Unlocked on the 19th of January, 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After [[Conquering the Wilds| the fall of The Father of Werecreatures]], leadership of the werecreature camp was taken over by his daughter, Maera. Under her leadership the camp is no longer isolationist, though they are still somewhat nomadic. This has allowed Beastkin like her to venture out into the world and live their own lives again, free of the forces that always drew them back to the camp; Back to The Father&#039;s immense presence. Though the call is gone, its presence still lingers, always reminding you where your true home is.&lt;br /&gt;
&lt;br /&gt;
As a beastkin, you need to consider these questions:&lt;br /&gt;
&lt;br /&gt;
* What is your relation to the werecreature camp? Were you born there? Did the call draw you there, or have you just arrived?&lt;br /&gt;
&lt;br /&gt;
* How did you come to become a beastkin? Were you born one within the camp, or maybe even outside it? Did a werecreature&#039;s bite affect you differently than others?&lt;br /&gt;
&lt;br /&gt;
* What kind of beastkin are you? The Father could make someone a werecreature of anything animal-like, but this does not change your size beyond the norm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reflection ===&lt;br /&gt;
&#039;&#039;Unlocked on the 15th of September, 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Morph-Risen Lineage ====&lt;br /&gt;
Not too far from Onadbyr, [[Beg to Differ |a weird cave, seemingly organic on the inside, began spewing out crabs]]. People soon discovered that, if you truly desired it, it would allow yourself to be changed to what you wish to be. (Within certain limits, anyway.)&lt;br /&gt;
&lt;br /&gt;
As a [https://2e.aonprd.com/Ancestries.aspx?ID=51 reflection] with the [https://2e.aonprd.com/Feats.aspx?ID=3794 morph-risen lineage], you need to consider these questions:&lt;br /&gt;
&lt;br /&gt;
* What drove you to seek out a creepy cave with the hopes of changing what you are? Gender dysphoria? A true desire to overcome a limitation of your body? Or perhaps something else entirely?&lt;br /&gt;
&lt;br /&gt;
* The transformation the cave grants is good, outright certain to make you feel better about yourself as it reads your desires as it changes you, but it is not perfect. What is some issue with your new body you are not quite happy about (even though it was still absolutely worth it)?&lt;br /&gt;
&lt;br /&gt;
* While your new form seems to only be based on your own will, in truth it at least somewhat resembles an existing being somewhere in the world. Even though you may never meet them, consider who they are and how you would respond if you found them.&lt;br /&gt;
&lt;br /&gt;
==== Other or No Lineage ====&lt;br /&gt;
Powerful adventurers [[Defy Gnome Ann | managed to tear themselves out of nothingness]] in which [[The Fine Omen | they had been thrust before]]. In the process the barriers between existence and non-existence have been weakened, and others who lacked the strength to hold on to themselves on their own managed to spill out as well.&amp;lt;br /&amp;gt;&lt;br /&gt;
These remains of people who once existed return to a world that has forgotten them, replaced them, with memories of a life that never has been.&lt;br /&gt;
&lt;br /&gt;
As a [https://2e.aonprd.com/Ancestries.aspx?ID=51 reflection] with any other lineage than the one above, or no lineage at all, you need to consider these questions:&lt;br /&gt;
&lt;br /&gt;
* You once lived your life, until suddenly you weren&#039;t anymore. What event were you involved in at the time, and what event related to Gnome Ann replaced it?&lt;br /&gt;
&lt;br /&gt;
* Similarly, who took your place? Remember that those beings created in the vicinity of Gnome Ann tend to be less serious or at least less threatening than the original that you are. How do you feel about them, do you hate them for replacing you?&lt;br /&gt;
&lt;br /&gt;
* Are there any people around you were close to before your existence was erased? Has your replacement taken your spot with them? Do you wish to rebuild your relationships?&lt;br /&gt;
&lt;br /&gt;
* If you take a lineage feat, also explain how it fits into your story.&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
Rare backgrounds can be obtained for a single character using [[Karma]] and require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
==Archetypes==&lt;br /&gt;
Players can use [[Karma]] to obtain the option to use a locked Rare Archetype for their character, or to unlock the Archetype for the entire server. Unlocked Rare Archetypes do not require Karma, but do require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Several Uncommon archetypes are also locked, please consult the [[Available Dedications]] page for more details.&lt;br /&gt;
&lt;br /&gt;
===Lich===&lt;br /&gt;
&#039;&#039;Unlocked on the 10th of April, 2024.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Psychic Duelist===&lt;br /&gt;
&#039;&#039;Unlocked on release.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Runelord===&lt;br /&gt;
&#039;&#039;Unlocked on the 19th of November, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Vampire===&lt;br /&gt;
&#039;&#039;Unlocked on the 4th of October, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Wellspring Mage===&lt;br /&gt;
&#039;&#039;Unlocked on the 15th of October, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Werecreature===&lt;br /&gt;
&#039;&#039;Unlocked on the 19th of January, 2024.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&#039;&#039;Unlocked on the 8th of March, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Class Feats==&lt;br /&gt;
Rare class feats require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Rare spells require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
==Exemplar==&lt;br /&gt;
&lt;br /&gt;
===Exemplar Class===&lt;br /&gt;
Exemplars have been unlocked as a class available to associates as of 9/1/25. Exemplars in Kelek are not empowered by shards of Gorum specifically, but of any divinity, dead or alive. These shards possess a fraction of the willpower of a divinity, but even that is a lot for an adventurer to handle. An Exemplar is bound by their deity&#039;s edicts and anathema, but unlike clerics or champions, do not necessarily need to undergo a journey of atonement for breaking anathema, but simply need to re-align themselves with the will of the enshrined divinity. This is due to not being personally granted power through piety, but through circumstance, not unlike oracles. Exemplars who go against their enshrined divinity will find themselves lacking in their granted abilities from the Exemplar class, but can restore their connection to their shard by performing an appropriate task, as determined by the Firekeeper team.&lt;br /&gt;
&lt;br /&gt;
When creating an Exemplar, please consider:&lt;br /&gt;
* How did you come across your divine shard? These pieces of divinity have scattered across Kelek many times in the past, it may have been found long-hidden in an old dungeon, it may be a new arrival with the latest apocalyptic happenings, or it may have arrived with the Godsrain and the death of Gorum.&lt;br /&gt;
* What is your relationship with the enshrined divinity? While you are not personally blessed with power, as a cleric or a champion would, you wield your power only as long as the enshrined divinity wills it. Consider how this might affect your character&#039;s personality - do you have an adversarial &#039;relationship&#039;, only maintained for the power it grants? Are you otherwise pious, and already work within the bounds of your divinity? Or do you otherwise do just enough to appease the function but are otherwise ambivalent towards the divinity?&lt;br /&gt;
&lt;br /&gt;
When playing an Exemplar, please consider:&lt;br /&gt;
* Continually breaking your deity&#039;s anathema or going against their will will eventually result in your shard of divinity rejecting you in some manner, possibly resulting in character retirement, a full retrain, or even death. You may find yourself cursed by the divinity, the shard may violently leave your body, or, in the most extreme cases, you may be outright killed. The rate at which this happens depends on the severity of the actions and frequency of occurrence.&lt;br /&gt;
* As an exemplar, you will be unconsciously guided towards following your edicts and avoiding your anathema, though you can, through your sheer willpower, go against these whims at your own risk. How this will look will depend on your enshrined divinity.&lt;br /&gt;
&lt;br /&gt;
Examples of re-alignment practices:&lt;br /&gt;
* An exemplar of a primarily magic-focused divinity may find themselves at odds with the martial nature of the class. If a divinity would determine you are too focused on mundane matters, you may be required to learn new spells, spend time pursuing magical paths, or performing other magical rituals.&lt;br /&gt;
* An exemplar of a divinity devoted to death may find themselves at odds against the undead. Most edicts and anathema permit you to defend yourself, but some may prohibit even this. In penance, you may have to perform some necromatic rites, raising undead, or even working to push your own body towards undeath.&lt;br /&gt;
* An exemplar of a divinity devoted to life may find themselves on the same side as undead. You may not necessarily be compelled to smite down an allied undead, but continually treating undead as your allies when there are other options may result in having to ritually purify your body of the stink of undeath, or to throw yourself even more into the crusade against the undead.&lt;br /&gt;
* If you have found yourself the bearer of a curse as a result of continually going against the will of your shard, you will have to undergo a journey of atonement, via the Atone ritual.&lt;br /&gt;
&lt;br /&gt;
===Exemplar Archetype===&lt;br /&gt;
Remains locked as a general choice, but may become an option based on in-game events.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Available_Dedications&amp;diff=6870</id>
		<title>Available Dedications</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Available_Dedications&amp;diff=6870"/>
		<updated>2026-01-03T01:08:36Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not all Dedications are available to be currently played in Kelek. This is due to multiple reasons, but the most common is that they are associated with an organization that does not appear yet in Kelek. If you would like to play with one of the locked dedications, please open a ticket and the storytellers can discuss the specifics.&lt;br /&gt;
&lt;br /&gt;
==Unlocking a Dedication==&lt;br /&gt;
The easiest way to unlock a dedication is to open a ticket and have a character that wants to play it. Generally this will lead to that character starting the organization if it&#039;s locked due to an organization not existing yet, or finding an item, if the dedication is tied to something in the inventory. Undead dedications such as the Ghoul, Ghost, or Zombie are unlocked by a character fulfilling the unlock conditions, usually by dying to such a creature.&lt;br /&gt;
&lt;br /&gt;
===Taking an Undead dedication===&lt;br /&gt;
All undead dedications are rare, and for good reason. They present multiple mechanical problems to the player and their team, and require special care when crafting a character for it. Unlocked undead dedications can be taken like any other dedication, but require extensive backstory, similar to the requirements for taking a rare ancestry, that includes the qualifying incident.&lt;br /&gt;
&lt;br /&gt;
==Table of Dedications==&lt;br /&gt;
The following table lists all dedications in Pathfinder 2, whether or not they are available for play, and if they were unlocked by character actions, which character.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Background&lt;br /&gt;
! Rarity&lt;br /&gt;
! Unlocked&lt;br /&gt;
! Unlocked By&lt;br /&gt;
|-&lt;br /&gt;
| Acrobat&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Aldori Duelist&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by [[Dance of The Sword Lord|impressing Lady Bri]]&lt;br /&gt;
|-&lt;br /&gt;
| Alkenstar Agent&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Alter Ego&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Animal Trainer&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Animist&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Archeologist&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Archer&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Artillerist&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by Gunsmithy&lt;br /&gt;
|-&lt;br /&gt;
| Assassin&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Avenger&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Bard&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Bastion&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Battle Harbinger&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Beast Gunner&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Beastmaster&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Bellflower Tiller&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Blackjacket&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Blessed One&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Bloodrager&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Bounty Hunter&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Bright Lion&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Bullet Dancer&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Butterfly Blade&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Campfire Chronicler&lt;br /&gt;
| Unommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Captivator&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from the Start&lt;br /&gt;
|-&lt;br /&gt;
| Cathartic Mage&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from the Start&lt;br /&gt;
|-&lt;br /&gt;
| Cavalier&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from the Start&lt;br /&gt;
|-&lt;br /&gt;
| Celebrity&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from the Start&lt;br /&gt;
|-&lt;br /&gt;
| Champion&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from the Start&lt;br /&gt;
|-&lt;br /&gt;
| Chronoskimmer&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Clawdancer&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked upon Release&lt;br /&gt;
|-&lt;br /&gt;
| Cleric&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from the Start&lt;br /&gt;
|-&lt;br /&gt;
| Clockwork Reanimator&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Corpse Tender&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by Freak Street residents&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Keeper&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Cultivator&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Curse Maelstrom&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Dandy&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Demolitionist&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Disciple&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Drow Shootist&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Druid&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Dual-Weapon Warrior&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Duelist&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Eagle Knight&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Edgewatch Detective&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Archer&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Researcher&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Elementalist&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Exemplar&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not Yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Exorcist&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Familiar Master&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Familiar Sage&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked upon Release&lt;br /&gt;
|-&lt;br /&gt;
| Fan Dancer&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Fighter&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Firebrand Braggart&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Fireworks Technician&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by [[Fly Me To The Moon (Part 3)|rescuing Onado]]&lt;br /&gt;
|-&lt;br /&gt;
| Five-Breath Vanguard&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Flexible Spellcaster&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from the Start&lt;br /&gt;
|-&lt;br /&gt;
| Folklorist&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Game Hunter&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Gelid Shard&lt;br /&gt;
| Common&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Geomancer&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Ghost&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Ghost Eater&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Ghost Hunter&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Gladiator&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Golden League Xun&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Golem Grafter&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Gray Gardner&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Gunslinger&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Halcyon Speaker&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Hallowed Necromancer&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Harrower&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by Orion&lt;br /&gt;
|-&lt;br /&gt;
| Hellknight&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by Zeal&lt;br /&gt;
|-&lt;br /&gt;
| Hellknight Armiger&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Hellknight Signifer&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by Zeal&lt;br /&gt;
|-&lt;br /&gt;
| Herbalist&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Horizon Walker&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Inventor&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Investigator&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Jalmeri Heavenseeker&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Juggler&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Kineticist&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked on Release&lt;br /&gt;
|-&lt;br /&gt;
| Kitharodian Actor&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not Yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Knight Reclaimant&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by Holdfasts&lt;br /&gt;
|-&lt;br /&gt;
| Knight Vigilant&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by Holdfasts&lt;br /&gt;
|-&lt;br /&gt;
| Lastwall sentry&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by Holdfasts&lt;br /&gt;
|-&lt;br /&gt;
| Lepidstadt Surgeon&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Lich&lt;br /&gt;
| Rare&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from learning ritual + [[The Iron Sarcophagus|a strange sarcophagus]]&lt;br /&gt;
|-&lt;br /&gt;
| Linguist&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Lion Blade&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Living Monolith&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Living Vessel&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Loremaster&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Magaambyan Attendant&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Magic Warrior&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Magus&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Mammoth Lord&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Marshal&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Martial Artist&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Mauler&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Medic&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Mind Smith&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Monk&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Mortal Herald&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not Yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Mummy&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Nantambu Chime-Ringer&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Oatia Skysage&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Oozemorph&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Oracle&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Ostilli Host&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Overwatch&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Pactbinder&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Pactbound Initiate&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Palatine Detective&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Pathfinder Agent&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Pirate&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Pistol Phenom&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Poisoner&lt;br /&gt;
| Common&lt;br /&gt;
| Unocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Prophet of Kalistrade&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Provocator&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Psychic&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Duelist&lt;br /&gt;
| Rare&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Razmiran Priest&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Reanimator&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Red Mantis Assassin&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Ritualist&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Rivethun Emissary&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Rivethun Invoker&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Rivethun Involutionist&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Rogue&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Runelord&lt;br /&gt;
| Rare&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked in Thassilon&lt;br /&gt;
|-&lt;br /&gt;
| Runescarred&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked form Start&lt;br /&gt;
|-&lt;br /&gt;
| Scions of Domora&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Scout&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Scroll Trickster&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Scrollmaster&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Scrounger&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Seneschal Witch&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not Yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Shadowcaster&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Shadowdancer&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Shieldmarshal&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Sixth Pillar&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Sleepwalker&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Snarecrafter&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Sniper Duo&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Soul Warden&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Soulforger&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Spell Trickster&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Spellmaster&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked after [[The Reckoning]]&lt;br /&gt;
|-&lt;br /&gt;
| Spellshot&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Spirit Warrior&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Splinter of Finality&lt;br /&gt;
| Common&lt;br /&gt;
| Locked&lt;br /&gt;
| Not Yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Staff Acrobat&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Stalwart Defender&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked upon Release&lt;br /&gt;
|-&lt;br /&gt;
| Starlit Sentinel&lt;br /&gt;
| Rare&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by [[Melfyra]], [[Hogo Pok&#039;Sharr]], [[Life Giver]], and [[Sanaa]]&lt;br /&gt;
|-&lt;br /&gt;
| Sterling Dynamo&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Stone Brawler&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Stonebound&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Student of Perfection&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Summoner&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Swarmkeeper&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Swashbuckler&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Swordmaster&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Talisman Dabler&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Tattooed Historian&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Thaumaturge&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Thlipit Contestant&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked upon Release&lt;br /&gt;
|-&lt;br /&gt;
| Time Mage&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Trapsmith&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Trick driver&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked in the Star Pit&lt;br /&gt;
|-&lt;br /&gt;
| Turpin Rowe Lumberjack&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked on Release&lt;br /&gt;
|-&lt;br /&gt;
| Twilight Speaker&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Ulfen Guard&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Undead Master&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Undead Slayer&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Unexpected Sharpshooter&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Ursine Avenger Hood&lt;br /&gt;
| Common&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Vampire&lt;br /&gt;
| Rare&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by Red and Pomba becoming vampires&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle Mechanic&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by the Kami&lt;br /&gt;
|-&lt;br /&gt;
| Venture-Gossip&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Verduran Shadow&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Vigilante&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Viking&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Vindicator&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Release&lt;br /&gt;
|-&lt;br /&gt;
| Wandering Chef&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked upon Release&lt;br /&gt;
|-&lt;br /&gt;
| Warrior of Legend&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Improviser&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Wellspring Mage&lt;br /&gt;
| Rare&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by Completion of The Grove arcs&lt;br /&gt;
|-&lt;br /&gt;
| Werecreature&lt;br /&gt;
| Rare&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked with the cooperation of the Beastkin camp&lt;br /&gt;
|-&lt;br /&gt;
| Wild Mimic&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked upon Release&lt;br /&gt;
|-&lt;br /&gt;
| Winged Warrior&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked upon Release&lt;br /&gt;
|-&lt;br /&gt;
| Witch&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Wizard&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Worm Caller&lt;br /&gt;
| Rare&lt;br /&gt;
| Locked&lt;br /&gt;
| Not yet Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Wrestler&lt;br /&gt;
| Common&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Wylderheart&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by meeting and recruiting Tsuna&lt;br /&gt;
|-&lt;br /&gt;
| Zephyr Guard&lt;br /&gt;
| Uncommon&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked from Start&lt;br /&gt;
|-&lt;br /&gt;
| Zombie&lt;br /&gt;
| Rare&lt;br /&gt;
| Unlocked&lt;br /&gt;
| Unlocked by Tesa&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Creating_a_Character&amp;diff=6824</id>
		<title>Creating a Character</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Creating_a_Character&amp;diff=6824"/>
		<updated>2025-11-03T02:40:50Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All new characters start at level 3 with 15gp to use on any level 0-1 equipment and 60gp to use within Onadbyr.&lt;br /&gt;
&lt;br /&gt;
==Planning out your character idea==&lt;br /&gt;
The first step to making a character is finding an idea that interests you. Doing so makes it much easier to pick your Ancestry, Background, and Class (ABCs). Are you a smooth-talking duelist? Swashbuckler or Rogue might be a good choice. Do you come from a swamp commune that worships a froghemoth? Maybe the tripkee ancestry would interest you. When you&#039;re choosing a character idea make sure to also think about how they interact with other player characters, the town of [[Onadbyr]], and the world as a whole. You can find a brief overview of the setting in the [[World introduction]].&lt;br /&gt;
&lt;br /&gt;
If you want to introduce new locations, concepts, religions, communities, or anything else to the world you can discuss your backstory with a [[Storyteller]] to see where it can fit into the world. Your backstory might have hooks that other players or [[GM|GMs]] take interest in!&lt;br /&gt;
&lt;br /&gt;
===Free Archetype Variant Rule===&lt;br /&gt;
Characters are made using the [https://2e.aonprd.com/Rules.aspx?ID=1333 Free Archetype Variant Rule]. This rule comes into play beginning at level 2. The Free Archetype allows for greater variation in character creation and allows you to better fulfill your class fantasy.&lt;br /&gt;
&lt;br /&gt;
We understand some archetypes may not be available directly at level 2. Exceptions can be made to rules in these cases. Please open a [[Ticket]] to discuss if this is something that impacts your character.&lt;br /&gt;
&lt;br /&gt;
==Filling out the ABCs in Pathbuilder 2e==&lt;br /&gt;
If you&#039;re new to FoundryVTT, Pathfinder 2e, or tabletop RPGs in general it would be best to have a guiding hand through Pathfinder 2e character creation. [https://pathbuilder2e.com/ Pathbuilder2e] is an excellent web application that makes creating a pathfinder 2e character simple. If you feel confident with Pathfinder 2e and want to go straight to importing things into the FoundryVTT, you can skip ahead to the next section. Some other useful resources to look at include * [https://2e.aonprd.com/ Archives of Nethys]; the standard pathfinder 2e wiki or a good old fashioned hardcopy or PDF of the Advanced Players Guide and other supplements you can reference those. The west marches tries to stick as close to RAW as possible.&lt;br /&gt;
&lt;br /&gt;
Within Pathbuilder2e: Focus your attention to the bar on the left side of the page. There should be Ancestry, Background, and Class listed at the top. Work from the very top downwards, selecting what features you want to take. If you want to read more about a specific option you can click the &amp;quot;PRD&amp;quot; button at the bottom whenever you have an option selected to read the relevant Archives of Nethys page. Continue filling out the steps until you reach the end of the Level 1 section. These choices you&#039;ve made are all the features you&#039;ll be importing into the FoundryVTT.&lt;br /&gt;
&lt;br /&gt;
==Ancestry, Background, and Class restrictions==&lt;br /&gt;
For any rare ABCs, please refer to the [[Rare Options Guide]] for a guideline on what things need to be met for it to be considered for approval.&lt;br /&gt;
&lt;br /&gt;
===Ancestry===&lt;br /&gt;
Making a character with an ancestry that has the common tag, like humans and dwarves, can be done at any time with no requirements. Ancestries (and Heritages) with the Uncommon tag require you to write a backstory for the character, explaining where they originate from and how they got to the town of [[Onadbyr]]. The backstory should be at least a paragraph but no longer than a page or two. Taking an Ancestry or Heritage with the Rare tag requires approval by the majority of storytellers and would require you to open a [[Ticket]] to request it. In addition, only a limited number of Rare Ancestries and Heritages have been unlocked. To see the unlocked options, go to the [[Rare Options Guide]]. You should work with the Storyteller associated with the unlock to have a thorough backstory and a good reason for choosing that Ancestry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Ancestries that get &#039;&#039;&#039;Additional languages equal to your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039; instead receive &#039;&#039;&#039;Additional languages equal to 1 + your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039;&lt;br /&gt;
* This currently affects Kitsune, Poppets, and Fleshwarps.&lt;br /&gt;
&lt;br /&gt;
====Lineage====&lt;br /&gt;
Certain Versatile Heritages have access to [https://2e.aonprd.com/Traits.aspx?ID=641 Lineage feats], which are a type of Ancestry feat that indicate a character descending from or influenced by a particular plane or type of creature.&lt;br /&gt;
&lt;br /&gt;
At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past your character&#039;s 3rd level, per our [[#Changes to Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Any Background with the Common or Uncommon tag can be used with no requirements. Backgrounds with the Rare tag cost [[Karma]] and require [[Firekeeper]] approval through a [[Ticket]]. Keep in mind to pick a background that meshes well with the setting. In addition, Rare background require the spending of 4 [[Karma]] to us, as they require extra story telling by the [[GM|GMs]].&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
Any Class, with the exception of Exemplar, can be used with no requirements. At higher levels you will have the opportunity to take Dedication feats, which is Pathfinder 2e&#039;s way of multiclassing. Some of these dedication feats may be locked. Refer to the [[Available Dedications]] if you&#039;re planning on a specific one ahead of time.&lt;br /&gt;
&lt;br /&gt;
===Spells, Items, and other things with Rarity===&lt;br /&gt;
*Spells of Common rarity can be taken without approval. Spells of Uncommon tag require storyteller approval and an in-character reason to be taken.&lt;br /&gt;
*Any items your character is capable of using or wielding can be bought with your 15gp starting wealth, including Uncommon/Rare items and Common items not available in the [[Shops]]. However, these items cannot be turned into formulas.&lt;br /&gt;
*For anything not explicitly mentioned use the following rule of thumb: Common can be taken, Uncommon requires [[Firekeeper]] approval, Rare requires unanimous [[Storyteller]] approval.&lt;br /&gt;
&lt;br /&gt;
==Getting it Approved==&lt;br /&gt;
If you&#039;re a new player creating your first character or a veteran on your 5th Kelek resident, you&#039;ll need to get the character approved before you&#039;re able to start importing it into the FoundryVTT server. To do so, open a [[Ticket]] in the Discord server and explain your character concept, a [[Storyteller]] will look over it and ask any follow-up questions. If you aren&#039;t taking anything restricted this process will be very quick, so if you&#039;re eager to get playing - maybe don&#039;t socket in 4 different rare features. Once that&#039;s all well and good you&#039;ll be given a new character sheet in the FoundryVTT.&lt;br /&gt;
&lt;br /&gt;
===Character Portrait and Token===&lt;br /&gt;
Once you have a character sheet, you should upload a portrait and token for your character to your [[Ticket]]. Your portrait should be in .png or .webp file format, and should be formatted as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[CharacterName]_portrait&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (e.g., SereneLeyvald_portrait). To create a token, there are several online tools, the most popular being [https://rolladvantage.com/tokenstamp/| Token Stamp 2]. You can also edit it yourself. Tokens should be in .webp file format to reduce loading times on the server. Tokens should be formatted as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[CharacterName_token]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (e.g., SereneLeyvald_token).&lt;br /&gt;
&lt;br /&gt;
==Importing it into FoundryVTT==&lt;br /&gt;
Open the [[FoundryVTT]] and log into your account. You should find a new character sheet in the New Residents folder of the Actors tab. There are a couple ways to import your Pathfinder 2e character into FoundryVTT. Regardless of which option you pick, always be sure to check everything is correct. If you want a second set of eyes, a [[Firekeeper]] will always be happy to look over it for you.&lt;br /&gt;
&lt;br /&gt;
===Importing from Pathbuilder2e using Pathmuncher===&lt;br /&gt;
Importing directly from Pathbuilder2e is now possible thanks to [https://foundryvtt.com/packages/pathmuncher| Pathmuncher]. However, only GMs have access to this functionality. To have your character be imported from Pathbuilder, you will need to provide the JSON ID for your character. This can be found in Pathmuncher by opening the upper left menu and clicking &#039;Export JSON&#039;. A six-digit code (the JSON ID) will be shown on the screen. Open a [[Ticket]] (or go to the ticket that&#039;s already open for your character approval) and paste that code, and a GM will get your character imported.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Once your character is imported in this way, you will still have to double-check that all of your character choices are correct.&lt;br /&gt;
&lt;br /&gt;
===Importing Manually===&lt;br /&gt;
If you didn&#039;t use Pathbuilder2e or want to go through the process manually you can import features piecemeal by clicking the various buttons inside your character sheet. Clicking on an option will open the compendium; to add your selection to your sheet, drag and drop it from the compendium to the spot on your sheet. When importing manually, the sheet will automatically &#039;pull&#039; content from the compendiums into your sheet for you. If you make a mistake, or just want to replace a selection, you can delete the selection and repeat the process, or navigate to the Compendiums tab of Foundry and drag and drop the selection to its specific location on the character sheet. To look through all of the variety of options, navigate to the Compendiums tab of Foundry and look for the proper category.&lt;br /&gt;
&lt;br /&gt;
==Final Approval==&lt;br /&gt;
Once you have verified that your character sheet is how you&#039;d like it, open a [[Ticket]] (or go to the ticket that&#039;s already open for your character approval) and let the Firekeepers know. One of them will go over your sheet and make sure everything is OK. There may be some adjustments that are needed, and once all of them are taken care of, the character will be approved.&lt;br /&gt;
&lt;br /&gt;
==You&#039;re all Set!==&lt;br /&gt;
With your character created and approved you&#039;re ready to start playing in Expeditions. When you join an [[Expeditions|Expedition]], one be sure to inform the Storyteller that it&#039;s your first one so they can move your character sheet to the proper folder.&lt;br /&gt;
&lt;br /&gt;
===Changes to Characters===&lt;br /&gt;
At any point during a character&#039;s first 3 levels you can make changes to any part of your character by opening a [[Ticket]]. At [[Firekeeper]] discretion, these changes require no [[Downtime]] cost.&lt;br /&gt;
&lt;br /&gt;
Past this point, changes can be done using the [[Downtime#Retrain|Retrain]] Downtime activity.&lt;br /&gt;
&lt;br /&gt;
== Creating a Wiki Page ==&lt;br /&gt;
While not required, it is highly recommended that you create a wiki page for your character. This can contain basic information about the character as well as their portrait. It also gets you a [[Karma]] for putting in the effort.&lt;br /&gt;
&lt;br /&gt;
To create the wiki page, use the search bar in the upper right-hand corner of the wiki to search for your character&#039;s name, spelled as you would like the name to be in the title of the article. You will get a message that says &amp;quot;Create the page &amp;quot;(name)&amp;quot; on this wiki!&amp;quot; Click on the name, and it will bring you to the create an article page.&lt;br /&gt;
&lt;br /&gt;
For ease of use, character wiki pages have their own [[Template:Infobox_Associate|Infobox]]. Copy and paste it into the body of the article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Infobox Associate&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| name                 = &amp;lt;br&amp;gt;&lt;br /&gt;
| image                = &amp;lt;nowiki&amp;gt;[[File:FILENAME|300px|frameless|center]]&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| class                = &amp;lt;br&amp;gt;&lt;br /&gt;
| occupation           = &amp;lt;br&amp;gt;&lt;br /&gt;
| tier_of_play         = &amp;lt;br&amp;gt;&lt;br /&gt;
| adopting_storyteller = &amp;lt;br&amp;gt;&lt;br /&gt;
| ancestry             = &amp;lt;br&amp;gt;&lt;br /&gt;
| heritage             = &amp;lt;br&amp;gt;&lt;br /&gt;
| aliases              = &amp;lt;br&amp;gt;&lt;br /&gt;
| pronouns             = &amp;lt;br&amp;gt;&lt;br /&gt;
| age                  = &amp;lt;br&amp;gt;&lt;br /&gt;
| height               = &amp;lt;br&amp;gt;&lt;br /&gt;
| partner              = &amp;lt;br&amp;gt;&lt;br /&gt;
| relatives            = &amp;lt;br&amp;gt;&lt;br /&gt;
| status               = &amp;lt;br&amp;gt;&lt;br /&gt;
| player               = &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;(CHARACTER NAME HERE) is an [[Associates|Associate]] of [[the Round Table]] … (MORE INFO WHATEVER YOU WANT)&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Name, Class, Tier of Play, Pronouns,&#039;&#039;&#039; and &#039;&#039;&#039;Player&#039;&#039;&#039; fields are required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status&#039;&#039;&#039; refers to whether your character is alive, dead, or something else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adopting Storyteller&#039;&#039;&#039; refers to which (if any) [[Storyteller]] has taken on your character&#039;s personal story. It is not common.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Character Portrait ===&lt;br /&gt;
To add an image, click the &#039;Images and Media&#039; icon at the top of the text editor. Click the &#039;Upload&#039; button at the bottom left. Select a file from your computer, then click &#039;This is my own work&#039;. You will be required to give the image a name and description. Click &#039;Save&#039;. The Caption and Alternative Text are not required. Set the Size to &#039;300px&#039;, Align to &#039;Center&#039;, and Format to &#039;Frameless&#039;. Click &#039;Insert&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Linking to the Character Page ===&lt;br /&gt;
Once posted, add the link to this character to the [[Associates]] page under their class, and to the [[Onadbyr#Residents_of_Onadbyr|Residents of Onadbyr section of the Onadbyr page]]. Then post the link to the page in the [[Discord]] to receive a [[Karma]] for your work!&lt;br /&gt;
&lt;br /&gt;
== Second Characters and Beyond ==&lt;br /&gt;
When you get enough [[Karma]] you can purchase an additional character slot using the /shop command in the #bot-stuff channel in the [[Discord]]. The approval process is then same for your first character.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6823</id>
		<title>Miscellaneous Rulings</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6823"/>
		<updated>2025-11-03T02:39:01Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Mechanics==&lt;br /&gt;
&#039;&#039;&#039;Applying Tattoos/Grafts&#039;&#039;&#039;&lt;br /&gt;
* If the crafter elects to reduce cost by spending more days, the customer does not need to be present for those days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copying Spells and Formulas&#039;&#039;&#039;&lt;br /&gt;
* There is no material cost to copy a formula or spell from one book to another. For spells specifically, there is a material cost to &#039;&#039;learn&#039;&#039; the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime and Hero Points&#039;&#039;&#039;&lt;br /&gt;
* Hero Points may not be used for downtime rolls, as they take place outside of session and [https://2e.aonprd.com/Rules.aspx?ID=2260 over an extended period of time], with the exception of;&lt;br /&gt;
* Hero Points may be used to reroll saving throws for [https://2e.aonprd.com/Rules.aspx?ID=2389 Afflictions], provided the character had Hero Points remaining at the end of the session where they gained the Affliction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companion Independent Actions&#039;&#039;&#039;&lt;br /&gt;
* Can be used at any point during the turn, but cannot use [https://2e.aonprd.com/Actions.aspx?ID=2400 Command an Animal] once complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discovering Recipes&#039;&#039;&#039;&lt;br /&gt;
* You can learn cooking recipes following the rules for the [https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor] feat&lt;br /&gt;
* Crafting them likewise would work like any consumable following the [[Crafting]] rules&lt;br /&gt;
* Collecting Ingredients would require the [https://2e.aonprd.com/Actions.aspx?ID=1476 Hunt and Gather] activity against a [[Difficulty Classes|standard DC of your level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duplicate Skills&#039;&#039;&#039;&lt;br /&gt;
* If you become Trained in a non-Lore skill from two separate sources (such as a Background, Class, Dedication, or Ancestry feat), you may replace one of the skills with another of your choice.&lt;br /&gt;
** This does not apply to skill &#039;&#039;increases&#039;&#039;, only initial trainings, unless otherwise specified.&lt;br /&gt;
* If a character gains the same Lore skill from multiple sources (such as their Background, an Animist Apparition, Additional Lore, or [Ancestry] Lore), they may not take an extra lore or skill to replace the duplicate(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 20+ Permanent Items&#039;&#039;&#039;&lt;br /&gt;
* Must be approved by Storytellers prior to rewarding.&lt;br /&gt;
* May only be rewarded in Legendary sessions, and may only be used by Legendary characters.&lt;br /&gt;
* May be used at their full strength at level 20, and a modified version before that.&lt;br /&gt;
* Storytellers determine on a per-item basis what the weaker, usable version of the item looks like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Ancestries that get &#039;&#039;&#039;Additional languages equal to your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039; will instead receive &#039;&#039;&#039;Additional languages equal to 1 + your Intelligence modifier (if it&#039;s positive).&#039;&#039;&#039;&lt;br /&gt;
** This ruling currently affects Kitsune, Poppets, and Fleshwarps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Traits.aspx?ID=641 Lineages]&#039;&#039;&#039;&lt;br /&gt;
* At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past level 3, per our [[Creating a Character#Changes_to_Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells with Multiple AoEs&#039;&#039;&#039;&lt;br /&gt;
* For abilities or spells that produce multiple areas of effect and do not specifically state they cannot affect the same target with multiple areas (such as Whirling Flames), the target must make multiple saves equal to the number of areas they are affected by, and take the worst result, but only taking damage once. Abilities or spells that produce multiple areas of effect and do specifically state they cannot affect the same target (such as Telekinetic Rend) remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=37&amp;amp;Subcategory=40 Specific Magic Weapons]&#039;&#039;&#039;&lt;br /&gt;
* You may upgrade existing property runes on specific magic weapons with the same requirements as upgrading runes in general: You must provide the difference in cost between what the original rune would be and the upgraded version, and you must have the formula for the rune or otherwise be able to craft it.&lt;br /&gt;
* This does not change any of the other specific magic weapon rules, such as allowing etching of runes not already included or removing runes.&lt;br /&gt;
* To upgrade a SMW, you must open a [[Ticket]].&lt;br /&gt;
* Any weapons with two or more damaging runes (such as the Sky Hammer) are not permitted to be upgraded in this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Strikes&#039;&#039;&#039;&lt;br /&gt;
* The following can apply to Unarmed Strikes as well as Weapon Strikes:&lt;br /&gt;
** Energy Mutagen&lt;br /&gt;
** Silver Salve&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncommon Archetypes&#039;&#039;&#039;&lt;br /&gt;
* If a character is approved to take an Uncommon Dedication, blanket permission is assumed for subsequent Uncommon feats within that archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead Healing&#039;&#039;&#039;&lt;br /&gt;
* Any healing that doesn&#039;t have the &amp;quot;Vitality&amp;quot; trait (i.e., Healing Potions) or target/affect &amp;quot;a living creature&amp;quot; (i.e., Treat Wounds, Elixirs of Life) can heal undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=2305 Stride]&#039;&#039;&#039;&lt;br /&gt;
* A Stride action can only be done using land Speed, per the [https://2e.aonprd.com/Rules.aspx?ID=2347 Speed rules].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Vehicles.aspx Vehicles]&#039;&#039;&#039;&lt;br /&gt;
* Vehicles larger than Large size can be crafted now. Contact [[Siltmean the Craftrat|Siltmean]] for further information.&lt;br /&gt;
* Vehicles require an amount of downtime to craft equal to the normal Days of Setup times the number of crew required to man the vehicle (pilot+crew). These days can be spread out amongst characters or completed by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=34 Wands]&#039;&#039;&#039;&lt;br /&gt;
* Wands can be upgraded to contain a higher rank of the existing spell by paying the difference in cost, as long as the higher rank casting is still provided in the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=2439 Drowning and Suffocating]&#039;&#039;&#039;&lt;br /&gt;
* When you run out of air, you fall unconscious and start suffocating. You can&#039;t recover from being unconscious and must attempt a DC 14 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you take double damage and become Dying. If you are already Dying, you progress the value as you would normally after taking damage. On each check after the first, the DC increases by 3 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious or Dying (unless you&#039;re at 0 Hit Points). You do not gain or increase your Wounded condition. If you have a feature that improves critical failures into failures, such as a barbarian&#039;s Greater Juggernaut, critically failing will still cause you to become Dying, though you won’t take double damage.&lt;br /&gt;
* You begin holding your breath as a free action triggered by losing access to air. Auditory actions, as well as spells with the Concentrate trait (or Verbal components for legacy spells) cause you to lose all air, immediately falling unconscious. Spells with the Subtle trait, including spells that gain it from spellshapes such as Conceal Spell, do not cause you to fall unconscious immediately, but do cause you to lose 2 rounds of air, as described in the Suffocation and Drowning rules. Casting spells without Concentrate or Legacy Verbal components will also cause you to lose 2 rounds of air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;&lt;br /&gt;
* For the purposes of any ability that references diseases, consider any disease with an Onset duration to have a &amp;quot;stage 0&amp;quot; for progressing disease, which lasts the duration listed in the Onset entry and has no other effects.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===General/Skill Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5124 Battle Cry]&#039;&#039;&#039;&lt;br /&gt;
* When using Battle Cry, ignore the requirement for Demoralize that the enemy be within 30ft (at DM&#039;s discretion).&lt;br /&gt;
* When using Battle Cry, allow for the character to roll Intimidation for initiative (at DM&#039;s discretion).&lt;br /&gt;
* Even if the character has Intimidating Glare or Intimidating Prowess, the Demoralize gains the Auditory trait, though the language requirement may still be bypassed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5139 Craft Anything]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon/rare spell items (scrolls/wands) cannot be crafted without access as normal.&lt;br /&gt;
* Formulas cannot be crafted without the Inventor feat, and only Common formulas may be crafted as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor Feat (Remaster)]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon and Rare formulas may only be invented using this feat if one of the two conditions are met:&amp;lt;br&amp;gt;&lt;br /&gt;
# They have the item in their possession.&amp;lt;br&amp;gt;&lt;br /&gt;
# They have a Means of Access to the item.&amp;lt;br&amp;gt;&lt;br /&gt;
* The DCs for inventing Uncommon and Rare formulas follow the DC difficulty adjustments listed [[Difficulty Classes#Difficulty_Adjustments|here]] (normally not used for crafting in Kelek).&lt;br /&gt;
* Inventing a formula for an item in the character&#039;s possession will not require the disassembly of the item nor consume the item, so the character may try again as long as they maintain possession of the item. See [[Crafting#Crafting_a_Formula|Crafting a Formula]] for more information on crafting formulas.&lt;br /&gt;
* Inventing a formula through Means of Access requires opening a [[Ticket]] for [[Firekeeper]] verification, even if using Assurance.&lt;br /&gt;
* Characters are not permitted to invent the formulas for Unique or homebrewed items using this feat, even if they have possession of the item.&lt;br /&gt;
* Monks have Access to uncommon weapons with the Monk trait&lt;br /&gt;
* Inventors have Access to uncommon items with the Gadget trait&lt;br /&gt;
* Gunslingers have Access to uncommon firearms and uncommon firearm attachments up to level 1&lt;br /&gt;
* Characters can gain Access to uncommon ancestry weapons through Weapon Familiarity feats&lt;br /&gt;
* Characters can gain Access to organization-specific uncommon items through that organization&#039;s dedication feat.&lt;br /&gt;
* Examples of means of Access are: Gnome Weapon Familiarity for the gnome flickmace, the Hellknight Dedication for Hellknight Half-Plate, or the Inventor class for items with the Gadget trait.&lt;br /&gt;
* Per AoN: &amp;quot;Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5158 Impeccable Crafting]&#039;&#039;&#039;&lt;br /&gt;
* Cannot be combined with Assurance- you must roll to gain its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5171 Legendary Performer]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as follows (changes bolded):&lt;br /&gt;
* &amp;quot;When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. &#039;&#039;&#039;You receive a +1 status bonus to the roll&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5172 Legendary Professional]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as Legendary Performer, but when you Earn Income with Lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6498 Risky Surgery]&#039;&#039;&#039;&lt;br /&gt;
* Risky Surgery cannot be used to gain a bonus to Earn Income.&lt;br /&gt;
* Risky Surgery cannot be combined with Assurance- you must roll to gain its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5208 Scare to Death]&#039;&#039;&#039;&lt;br /&gt;
* Feats and abilities that refer specifically to the Demoralize action do not apply to Scare to Death- including Intimidating Glare, Intimidating Prowess, and the Braggart style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6504 Signature Crafting]&#039;&#039;&#039;&lt;br /&gt;
* The use of Signature Crafting is optional, one may decide to craft an item as if the character didn&#039;t have this feat.&lt;br /&gt;
* The [https://2e.aonprd.com/Rules.aspx?ID=1083 d100 table] for item quirks may optionally be used instead of the d10 table included in the feat.&lt;br /&gt;
&lt;br /&gt;
===Ancestry Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5233 Untrained Improvisation]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, instead of -2, the Untrained proficiency becomes -1 until 7th level, and +0 after.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ancestry Lore&amp;quot;-type feats&#039;&#039;&#039;&lt;br /&gt;
* With the Player Core series and Howl of the Wild&#039;s new ancestries, the trend is that &amp;quot;Ancestry Lore&amp;quot;-type feats (e.g., [https://2e.aonprd.com/Feats.aspx?ID=4388 Dwarven Lore]) now grant [https://2e.aonprd.com/Feats.aspx?ID=5114 Additional Lore] of that Ancestry. Ancestries that have not been reprinted as of Player Core 2&#039;s release (e.g., Kitsune) now gain the Additional Lore feat of that Ancestry, receiving an automatically scaling Lore skill. This must match what is granted by the specific Ancestry Lore feat (e.g., Fetchlings gain the Additional Lore feat for Shadow Plane Lore, as listed in [https://2e.aonprd.com/Feats.aspx?ID=2500 Fetchling Lore]).&lt;br /&gt;
&lt;br /&gt;
===Class/Archetype Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6391 Efficient Rituals]&#039;&#039;&#039;&lt;br /&gt;
* Efficient Rituals will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You can perform particularly extensive rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. &#039;&#039;&#039;If a ritual has a casting time of less than 1 day, you can instead cast it in 1 hour.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4873 Far Shot]&#039;&#039;&#039;&lt;br /&gt;
* Far Shot cannot extend the range of the [https://2e.aonprd.com/Spells.aspx?ID=2062 Monk&#039;s Wild Wind stance]&#039;s Wind Crash Strikes.&lt;br /&gt;
* Far Shot cannot extend the range of a Kitsune&#039;s [https://2e.aonprd.com/Feats.aspx?ID=2617 Foxfire].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4158 Harrow Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* The rituals learned through this feat cannot be taught to others, keeping in line with the language of the [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication] and the [https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist] class feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4646 Healing Hands]&#039;&#039;&#039;&lt;br /&gt;
* A Heal spell cast from a scroll by a cleric with the Healing Hands feat will roll d10s.&lt;br /&gt;
* A spell scroll created using a Heal cast by a cleric with the Healing Hands feat will be a normal Heal scroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3112 Inventor Dedication]&#039;&#039;&#039;&lt;br /&gt;
* A character who is not trained in Medium Armor may take the Inventor Dedication and select the Armor Innovation. In this case, they will be considered trained in their Armor Innovation, though not any other Medium Armor.&lt;br /&gt;
* When taken as part of the Inventor Dedication, the Subterfuge Suit will be considered either Light Armor or Medium Armor for the sake of proficiency scaling, whichever would be more beneficial to the character. The Power Suit will remain Medium Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4838 Lunging Stance]&#039;&#039;&#039;&lt;br /&gt;
* The range for Lunging Stance does not apply flanking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6741 Majestic Proclamation]&#039;&#039;&#039;&lt;br /&gt;
* Majestic Proclamation will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 &#039;&#039;&#039;round&#039;&#039;&#039; on a successful check (&#039;&#039;&#039;dazzled for 1 minute&#039;&#039;&#039; on a critical success).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3484 Necromancer&#039;s Visage]&#039;&#039;&#039;&lt;br /&gt;
* The prerequisites for Necromancer&#039;s Visage will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;Ability to create or control undead; &#039;&#039;&#039;ability to cast spells from spell slots&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=7635 Operatic Adventurer]&#039;&#039;&#039;&lt;br /&gt;
* Operatic Adventurer may only be taken as a regular archetype feat, not as a skill feat.&lt;br /&gt;
* The feat has the additional requirement Expert Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=871 Pathfinder Agent Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=307 Razmiran Priest Dedication]&#039;&#039;&#039;&lt;br /&gt;
* The basic activation of the Razmiri Mask (Call Upon Razmir&#039;s Benevolence) will be adjusted as follows (changes bolded):&lt;br /&gt;
* Activate—Call Upon Razmir’s Benevolence (concentrate, manipulate, occult) Frequency once per minute; Effect You bend &amp;quot;divine&amp;quot; power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. &#039;&#039;&#039;The target is then immune to this activation until your next daily preparations.&#039;&#039;&#039; If the target was unconscious, it regains consciousness and doesn’t lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3717 Share Weakness]&#039;&#039;&#039;&lt;br /&gt;
* Share Weakness can be applied to allies within the Thaumaturge&#039;s reach.&lt;br /&gt;
* Share Weakness also applies to enemies under the effect of Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5025 Spellbook Prodigy]&#039;&#039;&#039;&lt;br /&gt;
* Characters with this feat are expected to succeed at some point during the 90 days of downtime, and thus do not need their rolls witnessed in order to Learn a Spell. They must still log their activity in a [[Ticket]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3714 Sympathetic Vulnerabilities]&lt;br /&gt;
* The weaknesses granted by Sympathetic Vulnerabilities persist even after the initial target dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official remaster, the text of this feat has been adjusted to be in line with the remastered [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication]:&lt;br /&gt;
* &amp;quot;You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can&#039;t teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6244 Tumbling Strike]&#039;&#039;&#039;&lt;br /&gt;
* Succeeding at both the Acrobatics check and the Strike will grant Panache to those with the Panache class feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4271 Winter Sleet]&#039;&#039;&#039;&lt;br /&gt;
* The uneven ground movement restrictions apply when you move while on a square of uneven ground, not when you move onto the square. You don&#039;t have to balance to move into the aura, just to move within the aura/out of the aura.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=318 Wylderheart Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Access and prerequisites changed to &amp;quot;member of the [[Holdfasts]]&amp;quot;&lt;br /&gt;
* Due to the change in context for the Wylderheart archetype, you can choose any family of fiends for the Additional Lore granted by this dedication. This can be retrained, but it will cost 30 days of downtime (as it is changing based on the dedication feat).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=224 Thlipit Contestant Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Prerequisite reworded: You have a long prehensile tongue or tail. At the GM’s discretion, similar flexible appendages, such as tentacles, can be used to qualify instead.&lt;br /&gt;
** Simply possessing a tail is not enough to qualify to take the thlipit contestant. Ancestries who are noted for possessing or being described as having prehensile tongues or tails (such as tripkee or lizardfolk), heritage or ancestry feat selection that grants such an appendage (such as [https://2e.aonprd.com/Feats.aspx?ID=4548 Bestial Manifestation] or [https://2e.aonprd.com/Feats.aspx?ID=4557 Skillful Tail] for nephilim), or possessing a [https://2e.aonprd.com/Equipment.aspx?ID=3195 Whip Tail] or other similar graft all satisfy the prerequisite. As normal, if you are unsure, open a ticket to ask the Firekeeper team.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=58 Champion]===&lt;br /&gt;
&#039;&#039;&#039;Blessed Armament&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official ruling, the rune granted by Blessed Armament grants an effect &#039;&#039;in addition to&#039;&#039; existing runes or special properties of the weapon, rather than suppressing or replacing them.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=60 Monk]===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1867 Flurrying Rune]&#039;&#039;&#039;&lt;br /&gt;
* In addition to melee weapons with the Monk trait, the Flurrying rune may also be etched onto [https://2e.aonprd.com/Equipment.aspx?ID=3086 Handwraps of Mighty Blows].&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=22 Thaumaturge]===&lt;br /&gt;
&#039;&#039;&#039;Exploit Vulnerability&#039;&#039;&#039;&lt;br /&gt;
* The &amp;quot;target of Exploit Vulnerability&amp;quot; refers only to the initial creature Exploited, not to any under the effect of the weakness by other means, such as Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Hand&#039;&#039;&#039;&lt;br /&gt;
* If a summoning effect, such as a [https://2e.aonprd.com/Equipment.aspx?ID=1032 Retrieval Prism], has a requirement of &amp;quot;You have a free hand.&amp;quot;, you may use it to summon items that can be used with the same hand in which you are holding your implement. For example, scrolls could be summoned if the character has the feat [https://2e.aonprd.com/Feats.aspx?ID=3703 Scroll Thaumaturgy].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=1232 Mirror&#039;s Reflection]&#039;&#039;&#039;&lt;br /&gt;
* Emanations only extend out of one copy, but which one it is can be changed freely between each action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Implements.aspx?ID=5 Mirror Adept Benefit]&#039;&#039;&#039;&lt;br /&gt;
* The player can choose whether or not the reflection shatters.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=18 Summoner]===&lt;br /&gt;
&#039;&#039;&#039;Reaction Spells&#039;&#039;&#039;&lt;br /&gt;
* Reaction spells (such as Blood Vendetta) that trigger on taking damage can only trigger if the Summoner themselves took the damage, not their Eidolon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime&#039;&#039;&#039;&lt;br /&gt;
* Since Eidolons and Summoners share actions, they cannot perform separate Downtime activities. However, the Eidolon may perform Downtime in lieu of the Summoner, and either may support the other, granting a +1 circumstance bonus to any skill in which they share proficiency. As normal, this cannot modify checks which use Assurance.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=67 Guardian]===&lt;br /&gt;
&#039;&#039;&#039;Intercept Attack&#039;&#039;&#039;&lt;br /&gt;
* The Guardian can perform Intercept Attack up to 15 feet away, as long as the Step they take makes them adjacent to their ally, following the rules for [https://2e.aonprd.com/Rules.aspx?ID=2379 reach and diagonals].&lt;br /&gt;
* The Guardian takes the attack and all the associated riders. They also serve as the target for follow-ups that require doing damage/attacking a target such as Grab/Knockdown. The reaction does not work when the Guardian would not fulfill a requirement for the initial attack (ie, attacks that require the target be Grabbed, Frightened, Prone, etc).&lt;br /&gt;
&lt;br /&gt;
==Spells and Rituals==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=170 Butterfly Bender]&#039;&#039;&#039;&lt;br /&gt;
* The number of beneficiaries is equal to the primary caster + five others (two of whom must be secondary casters), for a total party of 3-6.&lt;br /&gt;
* For &amp;quot;A convenient opportunity&amp;quot;, if the gain/loss is of Earn Income, then the characters will receive as Early Downtime;&lt;br /&gt;
** &#039;&#039;Gain:&#039;&#039; Seven (7) days of Earn Income at one level above the character&#039;s current level.&lt;br /&gt;
** &#039;&#039;Lose:&#039;&#039; Seven (7) days of Earn Income at one level below the character&#039;s current level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=888 Corrosive Body]&#039;&#039;&#039;&lt;br /&gt;
* To clarify: the temporary HP granted by this spell&#039;s effect applies both when performing an unarmed strike and when being struck in the way described by the spell, as long as Acid damage is dealt. Creatures with an acid immunity do not activate the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=117 Create Undead]&#039;&#039;&#039;&lt;br /&gt;
* Minions created with a critical success on the Create Undead ritual can be assigned to anyone present at least 4 levels higher than the undead. Undead minions can thus be created for other people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=81 Divine Aura]&#039;&#039;&#039;&lt;br /&gt;
* The spell will be adjusted as follows to bring it in line with the remaster (changes bolded):&lt;br /&gt;
* &amp;quot;Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. Choose a &#039;&#039;&#039;sanctification&#039;&#039;&#039; your deity allows. You can&#039;t cast this spell if you don&#039;t have a deity or your deity &#039;&#039;&#039;does not allow sanctification&#039;&#039;&#039;. This spell gains the trait of the &#039;&#039;&#039;sanctification&#039;&#039;&#039; you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with the &#039;&#039;&#039;trait&#039;&#039;&#039; opposite to the spell &#039;&#039;&#039;(unholy if you chose holy, holy if you chose unholy)&#039;&#039;&#039;. These bonuses increase to +4 against effects created by such creatures that attempt to impose the @UUID[Compendium.pf2e.conditionitems.Item.9qGBRpbX9NEwtAAr]{Controlled} condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything &#039;&#039;&#039;opposite in sanctification&#039;&#039;&#039; to your divine aura. When a creature of &#039;&#039;&#039;opposite trait&#039;&#039;&#039; hits a target with a melee attack, the creature must succeed at a Will save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 minute. It&#039;s then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura&#039;s radius grows 10 feet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]&#039;&#039;&#039;&lt;br /&gt;
* The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=152 Reincarnate]&#039;&#039;&#039;&lt;br /&gt;
* When successfully reincarnated, the player rolls a 1d20. On a 1-14, the character reincarnates into a Common ancestry. On a 15-20, the character reincarnates into an Uncommon/Rare ancestry. This roll cannot be adjusted or rerolled.&lt;br /&gt;
* For Common ancestries, the options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, and Orc. The player can remove a single ancestry from the pool, then rolls 2d6. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Leshy has been removed from the Common ancestry pool due to their nature as immortal spirits.&lt;br /&gt;
* For Uncommon/Rare ancestries, the options are Athmaru, Azarketi, Catfolk, Centaur, Fetchling, Hobgoblin, Kholo, Kitsune, Kobold, Lizardfolk, Merfolk, Minotaur, Nagaji, Poppet, Ratfolk, Samsaran, Sprite, Tanuki, Tengu, Tripkee, Vanara, and Wayang. The player can remove two ancestries, then rolls 2d20. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Only unlocked Rare ancestries are included.&lt;br /&gt;
** Automaton has been removed due to being a construct.&lt;br /&gt;
* Players may select from the Common heritages for their new ancestry. Versatile heritages are subject to [[Storyteller]] approval, and require story justification.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1865 Coating Rune]&#039;&#039;&#039;&lt;br /&gt;
* [https://2e.aonprd.com/Equipment.aspx?ID=3358 Silver Salves] and [https://2e.aonprd.com/Equipment.aspx?ID=861 Cold Iron Blanches] may also be stored and applied using the Coating rune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3027 Marvelous Medicines]&#039;&#039;&#039;&lt;br /&gt;
* You may continue to Treat Poison/Treat Disease using the Marvelous Medicines, but they will only attempt to counteract the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3117 Shining Wayfinder]&#039;&#039;&#039;&lt;br /&gt;
* The radius can be increased by 10ft at a time, in accordance with the remastered Bless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=1510 Spellhearts]&#039;&#039;&#039;&lt;br /&gt;
* A spellheart&#039;s spells can be used by any character, regardless of spellcasting ability or tradition, as long as they are of the appropriate level to use the item as usual.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Husk&amp;diff=6781</id>
		<title>Husk</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Husk&amp;diff=6781"/>
		<updated>2025-10-16T02:00:48Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Husk&lt;br /&gt;
| image = &lt;br /&gt;
[[File:Husk.png|300px|frameless|center]]&lt;br /&gt;
| class = Guardian&lt;br /&gt;
| occupation = Bodyguard&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = Open&lt;br /&gt;
| ancestry = Fleshwarp&lt;br /&gt;
| heritage = Cataphract&lt;br /&gt;
| aliases =&lt;br /&gt;
| pronouns = he/it&lt;br /&gt;
| age = ?&lt;br /&gt;
| height =&lt;br /&gt;
| partner =&lt;br /&gt;
| relatives =&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = [[user:Dagwoodech|Dag]]&lt;br /&gt;
}}&lt;br /&gt;
Husk is an [[Associates|Associate]] of [[the Round Table]] who emerged from the Darklands alongside [[Lifeblood]] and [[Enyo]]. It has little memory of its life before its fleshwarping. His eyes have nictitating membranes instead of proper eyelids, giving him the appearance of having an unblinking, wide-eyed stare. Its purpose in life is to serve as a living shield, intercepting attacks and using its overwhelming strength to subdue the enemy.&lt;br /&gt;
&lt;br /&gt;
==Mission History==&lt;br /&gt;
Winter 230&lt;br /&gt;
* [[Skol&#039;s Skolduggery]]&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Husk&amp;diff=6780</id>
		<title>Husk</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Husk&amp;diff=6780"/>
		<updated>2025-10-16T01:27:24Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: Created page with &amp;quot;{{Infobox Associate | name = Husk | image =  center | class = Guardian | occupation = Bodyguard | tier_of_play = Trainee | adopting_storyteller = Open | ancestry = Fleshwarp | heritage = Cataphract | aliases = | pronouns = he/it | age = ? | height = | partner = | relatives = | status = Alive | player = Dag }} Husk is an Associate of the Round Table who emerged from the Darklands alongside Lifebloo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Husk&lt;br /&gt;
| image = &lt;br /&gt;
[[File:Husk.png|300px|frameless|center]]&lt;br /&gt;
| class = Guardian&lt;br /&gt;
| occupation = Bodyguard&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = Open&lt;br /&gt;
| ancestry = Fleshwarp&lt;br /&gt;
| heritage = Cataphract&lt;br /&gt;
| aliases =&lt;br /&gt;
| pronouns = he/it&lt;br /&gt;
| age = ?&lt;br /&gt;
| height =&lt;br /&gt;
| partner =&lt;br /&gt;
| relatives =&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = [[user:Dagwoodech|Dag]]&lt;br /&gt;
}}&lt;br /&gt;
Husk is an [[Associates|Associate]] of [[the Round Table]] who emerged from the Darklands alongside [[Lifeblood]] and [[Enyo]]. It has little memory of its life before its fleshwarping. His eyes have nictitating membranes instead of proper eyelids, giving him the appearance of having an unblinking stare. Its purpose in life is to serve as a living shield, intercepting attacks and using its overwhelming strength to subdue the enemy.&lt;br /&gt;
&lt;br /&gt;
==Mission History==&lt;br /&gt;
Winter 230&lt;br /&gt;
* [[Skol&#039;s Skolduggery]]&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=User:Dagwoodech&amp;diff=6779</id>
		<title>User:Dagwoodech</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=User:Dagwoodech&amp;diff=6779"/>
		<updated>2025-10-16T00:39:32Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dag (they/them) has been a [[Storyteller]] since before [[World introduction|Kelek]] began. They can be reached through [[Discord]] with the username dagwoodech. They tend to run more combat-heavy sessions, with less of a focus on exploration, but they also like to run [[Component Collection 4|stupid sessions about dragons who hate shiny things]].&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
*[[Serene Leyvald]]&lt;br /&gt;
*[[Kit Calloway]] (retired)&lt;br /&gt;
*[[Orion Argyros]]&lt;br /&gt;
*[[Chrysanthemum Lavandula Orchidaceae Delphinium Helianthus]]&lt;br /&gt;
*[[Boophis Bright-Eyed]]&lt;br /&gt;
*[[Carrion]]&lt;br /&gt;
*[[Peaches]]&lt;br /&gt;
*[[Sanguine]]&lt;br /&gt;
*[[Crows]]&lt;br /&gt;
*[[Husk]]&lt;br /&gt;
&lt;br /&gt;
== Adopted Characters ==&lt;br /&gt;
*[[Damian Brooks]] (retired)&lt;br /&gt;
*[[Zeal]]&lt;br /&gt;
*[[Nho]] (retired)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
*[[Nashi&#039;a Myr]], Councilwoman of Defense&lt;br /&gt;
*[[Isabella de la Lune]], Onadbyr Apothecary potionmaker.&lt;br /&gt;
*[[Wes Everflower]], Onadbyr Apothecary shopkeeper.&lt;br /&gt;
*[[Parmi]] the Nyktera.&lt;br /&gt;
*[[Wrigley the All-Powerful]] the Crystal Dragon&lt;br /&gt;
*[[The Lady]], necromancer of the Graveyard (deceased).&lt;br /&gt;
*[[The Knight]], knight of the Graveyard (deceased).&lt;br /&gt;
*[[Gronky]], a hero of legend (deceased?).&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
*[[Lancaster]], AKA the Blighted City&lt;br /&gt;
*[[Parmi&#039;s Cave]]&lt;br /&gt;
*[[Cavern of the Vast Hoard]]&lt;br /&gt;
*[[Mycelial Mines]]&lt;br /&gt;
*[[The Glass Desert]]&lt;br /&gt;
&lt;br /&gt;
== Arcs ==&lt;br /&gt;
*The Blighted City (ongoing)&lt;br /&gt;
** Further Investigations (ended)&lt;br /&gt;
*The Graveknight Saga (ended)&lt;br /&gt;
*Mutant Hunt (ended)&lt;br /&gt;
*Component Collections (on hiatus)&lt;br /&gt;
*The Hags and the Shard of Groetus (ended)&lt;br /&gt;
*Death (ongoing)&lt;br /&gt;
*Fleshwarp Unlock (pending)&lt;br /&gt;
*Starlit Sentinel Unlock (ongoing)&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=File:Husk.png&amp;diff=6778</id>
		<title>File:Husk.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=File:Husk.png&amp;diff=6778"/>
		<updated>2025-10-16T00:36:57Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A profile of a scarred man with a metal helmet melding into his skin.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Character_Approval_Checklist&amp;diff=6774</id>
		<title>Character Approval Checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Character_Approval_Checklist&amp;diff=6774"/>
		<updated>2025-10-13T23:04:36Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating a Sheet for a New PC ==&lt;br /&gt;
* Click the New Actor button on the &#039;New Residents&#039; folder in the Actors tab.&lt;br /&gt;
* Add whatever name you want, this can be updated by the player.&lt;br /&gt;
* Ensure that &#039;Type&#039; is set to &#039;Player Character&#039; and &#039;Folder&#039; is set to &#039;-New Residents&#039;&lt;br /&gt;
* Once generated, right click on the new sheet in the Actors tab and select &#039;Configure Ownership&#039;.&lt;br /&gt;
* At the top, set &#039;All Players&#039; to &#039;None&#039;.&lt;br /&gt;
* Scroll to the player&#039;s Foundry username and change their permission from &#039;Default&#039; to &#039;Owner&#039;.&lt;br /&gt;
* Click &#039;Save Changes&#039;.&lt;br /&gt;
&lt;br /&gt;
== Token ==&lt;br /&gt;
Click &#039;Prototype Token&#039; on the top bar of the character sheet to edit.&lt;br /&gt;
&lt;br /&gt;
=== Identity ===&lt;br /&gt;
* Token Name: (ask if they want just first name or full name or something else)&lt;br /&gt;
* Display Name: Hovered by Anyone&lt;br /&gt;
* Link Actor Data checked&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
* Image Path&lt;br /&gt;
* Upload token to the assets &amp;gt; player_characters &amp;gt; tokens folder&lt;br /&gt;
* Select File&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
* Vision Enabled checked&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
* Display Bars: Hovered by Anyone&lt;br /&gt;
&lt;br /&gt;
Light, Rideable, Estimates do not need to be touched&lt;br /&gt;
&lt;br /&gt;
Click &#039;Update Token&#039;&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
Check for uncommon/rare selections.&lt;br /&gt;
&lt;br /&gt;
=== Portrait ===&lt;br /&gt;
* Click portrait box&lt;br /&gt;
* Upload portrait to the assets &amp;gt; player_characters &amp;gt; portraits folder&lt;br /&gt;
* Select File&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
Required: Ancestry, Heritage, Class, Background, Deity (if Class requires Patron Deity)&lt;br /&gt;
&lt;br /&gt;
Encouraged: Alignment, Pronouns, Age, Height&lt;br /&gt;
&lt;br /&gt;
Optional: Weight, Ethnicity, Nationality, Deity (if Class does not require Patron Deity)&lt;br /&gt;
&lt;br /&gt;
Double check:&lt;br /&gt;
* Speed (from Ancestry, may be adjusted with feats)&lt;br /&gt;
* Size (from Ancestry/Heritage)&lt;br /&gt;
* Senses (usually from Ancestry/Heritage, may be adjusted with feats)&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
* Usually 1 + intelligence modifier. The 1 will vary based on ancestry.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; Kitsune is only an amount equal to int mod.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Modifiers ===&lt;br /&gt;
* Click &#039;EDIT&#039; and double check everything looks right.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
* Nothing needs to be checked, but if they haven&#039;t added any Encounter or Exploration actions you may encourage them to do so.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
* Wealth should be 75gp, 75.10 gp if they bought the Adventurer&#039;s Pack.&lt;br /&gt;
* Characters may start with up to 15gp worth of Uncommon or Rare items with a maximum level of 1. The remaining 60gp may be used for items up to level 3, but must be Common.&lt;br /&gt;
* Some character choices may add to wealth. Some examples are Dwarves receiving a Clan Dagger, Alchemists receiving a Formula Book, and Wizards receiving a Spellbook. Keep this in mind if the wealth appears inflated.&lt;br /&gt;
* Check for runes;&lt;br /&gt;
** If a rune is both applied to an item and in the inventory, the total value of the inventory will be higher.&lt;br /&gt;
** Runes applied to items will override the worth of the item. For example, a +1 Greatsword will only be 35gp, not 37gp.&lt;br /&gt;
* Double check that any armor is set to Worn (Armor).&lt;br /&gt;
&lt;br /&gt;
== Spellcasting ==&lt;br /&gt;
* Check for uncommon/rare selections.&lt;br /&gt;
* Extremely variable by Class, will have to work off of the Class&#039; page on Archives of Nethys.&lt;br /&gt;
* Generally speaking, casters will get spells both from their base class and their subclass. This may increase the amount of Cantrip/Spell Slots they have available to them as well.&lt;br /&gt;
* Check there is the correct number of Focus Points, Spell Slots, Spells Known, Spells Prepared.&lt;br /&gt;
* Check correct ability and tradition.&lt;br /&gt;
* Check for innate spells.&lt;br /&gt;
* Most in-depth, since spells can come from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
* Only relevant if they start with formulas known, such as for Alchemists or those who get Alchemical Crafting feat at first level.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
* Skills can come from a character&#039;s Background and Class.&lt;br /&gt;
* A Background will &#039;&#039;usually&#039;&#039; grant 1 skill and 1 Lore - make sure these are present.&lt;br /&gt;
* Classes grant a varying number of skills, but will also grant at least one specific skill - make sure these are present.&lt;br /&gt;
* If skills from BG and Class double up, the player is allowed to pick a different skill to replace one of the doubles, so they will have the same number of trained skills.&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
* Check for uncommon/rare selections.&lt;br /&gt;
* Ensure there are no empty feat slots, and verify any feats marked as &#039;Bonus Feats&#039;.&lt;br /&gt;
&lt;br /&gt;
== Familiars and Companions ==&lt;br /&gt;
* Familiars and companions require a separate sheet and approval. For more information on what to look for, see [[Creating a Familiar / Eidolon / Animal Companion]].&lt;br /&gt;
* Familiars will have an Actor &amp;gt; Familiar sheet, while other Companions will have an Actor &amp;gt; Player Character sheet. Both should have the same Ownership permissions as a regular PC sheet.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Character_Approval_Checklist&amp;diff=6773</id>
		<title>Character Approval Checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Character_Approval_Checklist&amp;diff=6773"/>
		<updated>2025-10-13T22:41:58Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating a Sheet for a New PC ==&lt;br /&gt;
* Click the New Actor button on the &#039;New Residents&#039; folder in the Actors tab.&lt;br /&gt;
* Add whatever name you want, this can be updated by the player.&lt;br /&gt;
* Ensure that &#039;Type&#039; is set to &#039;Player Character&#039; and &#039;Folder&#039; is set to &#039;-New Residents&#039;&lt;br /&gt;
* Once generated, right click on the new sheet in the Actors tab and select &#039;Configure Ownership&#039;.&lt;br /&gt;
* At the top, set &#039;All Players&#039; to &#039;None&#039;.&lt;br /&gt;
* Scroll to the player&#039;s Foundry username and change their permission from &#039;Default&#039; to &#039;Owner&#039;.&lt;br /&gt;
* Click &#039;Save Changes&#039;.&lt;br /&gt;
&lt;br /&gt;
== Token ==&lt;br /&gt;
Click &#039;Prototype Token&#039; on the top bar of the character sheet to edit.&lt;br /&gt;
&lt;br /&gt;
=== Identity ===&lt;br /&gt;
* Token Name: (ask if they want just first name or full name or something else)&lt;br /&gt;
* Display Name: Hovered by Anyone&lt;br /&gt;
* Link Actor Data checked&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
* Image Path&lt;br /&gt;
* Upload token to the assets &amp;gt; player_characters &amp;gt; tokens folder&lt;br /&gt;
* Select File&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
* Vision Enabled checked&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
* Display Bars: Hovered by Anyone&lt;br /&gt;
&lt;br /&gt;
Light, Rideable, Estimates do not need to be touched&lt;br /&gt;
&lt;br /&gt;
Click &#039;Update Token&#039;&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
Check for uncommon/rare selections.&lt;br /&gt;
&lt;br /&gt;
=== Portrait ===&lt;br /&gt;
* Click portrait box&lt;br /&gt;
* Upload portrait to the assets &amp;gt; player_characters &amp;gt; portraits folder&lt;br /&gt;
* Select File&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
Required: Ancestry, Heritage, Class, Background, Deity (if Class requires Patron Deity)&lt;br /&gt;
&lt;br /&gt;
Encouraged: Alignment, Pronouns, Age, Height&lt;br /&gt;
&lt;br /&gt;
Optional: Weight, Ethnicity, Nationality, Deity (if Class does not require Patron Deity)&lt;br /&gt;
&lt;br /&gt;
Double check:&lt;br /&gt;
* Speed (from Ancestry, may be adjusted with feats)&lt;br /&gt;
* Size (from Ancestry/Heritage)&lt;br /&gt;
* Senses (usually from Ancestry/Heritage, may be adjusted with feats)&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
* Usually 1 + intelligence modifier. The 1 will vary based on ancestry.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; Kitsune is only an amount equal to int mod.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Modifiers ===&lt;br /&gt;
* Click &#039;EDIT&#039; and double check everything looks right.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
* Nothing needs to be checked, but if they haven&#039;t added any Encounter or Exploration actions you may encourage them to do so.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
* Wealth should be 75gp, 75.10 gp if they bought the Adventurer&#039;s Pack.&lt;br /&gt;
* Characters may start with up to 15gp worth of Uncommon or Rare items with a maximum level of 1. The remaining 60gp may be used for items up to level 3, but must be Common.&lt;br /&gt;
* Some character choices may add to wealth. Some examples are Dwarves receiving a Clan Dagger, Alchemists receiving a Formula Book, and Wizards receiving a Spellbook. Keep this in mind if the wealth appears inflated.&lt;br /&gt;
* Double check that any armor is set to Worn (Armor).&lt;br /&gt;
&lt;br /&gt;
== Spellcasting ==&lt;br /&gt;
* Check for uncommon/rare selections.&lt;br /&gt;
* Extremely variable by Class, will have to work off of the Class&#039; page on Archives of Nethys.&lt;br /&gt;
* Generally speaking, casters will get spells both from their base class and their subclass. This may increase the amount of Cantrip/Spell Slots they have available to them as well.&lt;br /&gt;
* Check there is the correct number of Focus Points, Spell Slots, Spells Known, Spells Prepared.&lt;br /&gt;
* Check correct ability and tradition.&lt;br /&gt;
* Check for innate spells.&lt;br /&gt;
* Most in-depth, since spells can come from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
* Only relevant if they start with formulas known, such as for Alchemists or those who get Alchemical Crafting feat at first level.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
* Skills can come from a character&#039;s Background and Class.&lt;br /&gt;
* A Background will &#039;&#039;usually&#039;&#039; grant 1 skill and 1 Lore - make sure these are present.&lt;br /&gt;
* Classes grant a varying number of skills, but will also grant at least one specific skill - make sure these are present.&lt;br /&gt;
* If skills from BG and Class double up, the player is allowed to pick a different skill to replace one of the doubles, so they will have the same number of trained skills.&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
* Check for uncommon/rare selections.&lt;br /&gt;
* Ensure there are no empty feat slots, and verify any feats marked as &#039;Bonus Feats&#039;.&lt;br /&gt;
&lt;br /&gt;
== Familiars and Companions ==&lt;br /&gt;
* Familiars and companions require a separate sheet and approval. For more information on what to look for, see [[Creating a Familiar / Eidolon / Animal Companion]].&lt;br /&gt;
* Familiars will have an Actor &amp;gt; Familiar sheet, while other Companions will have an Actor &amp;gt; Player Character sheet. Both should have the same Ownership permissions as a regular PC sheet.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Character_Approval_Checklist&amp;diff=6772</id>
		<title>Character Approval Checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Character_Approval_Checklist&amp;diff=6772"/>
		<updated>2025-10-13T22:39:05Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating a Sheet for a New PC ==&lt;br /&gt;
* Click the New Actor button on the &#039;New Residents&#039; folder in the Actors tab.&lt;br /&gt;
* Add whatever name you want, this can be updated by the player.&lt;br /&gt;
* Ensure that &#039;Type&#039; is set to &#039;Player Character&#039; and &#039;Folder&#039; is set to &#039;-New Residents&#039;&lt;br /&gt;
* Once generated, right click on the new sheet in the Actors tab and select &#039;Configure Ownership&#039;.&lt;br /&gt;
* At the top, set &#039;All Players&#039; to &#039;None&#039;.&lt;br /&gt;
* Scroll to the player&#039;s Foundry username and change their permission from &#039;Default&#039; to &#039;Owner&#039;.&lt;br /&gt;
* Click &#039;Save Changes&#039;.&lt;br /&gt;
&lt;br /&gt;
== Token ==&lt;br /&gt;
Click &#039;Prototype Token&#039; on the top bar of the character sheet to edit.&lt;br /&gt;
&lt;br /&gt;
=== Identity ===&lt;br /&gt;
* Token Name: (ask if they want just first name or full name or something else)&lt;br /&gt;
* Display Name: Hovered by Anyone&lt;br /&gt;
* Link Actor Data checked&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
* Image Path&lt;br /&gt;
* Upload token to the assets &amp;gt; player_characters &amp;gt; tokens folder&lt;br /&gt;
* Select File&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
* Vision Enabled checked&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
* Display Bars: Hovered by Anyone&lt;br /&gt;
&lt;br /&gt;
Light, Rideable, Estimates do not need to be touched&lt;br /&gt;
&lt;br /&gt;
Click &#039;Update Token&#039;&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
Check for uncommon/rare selections.&lt;br /&gt;
&lt;br /&gt;
=== Portrait ===&lt;br /&gt;
* Click portrait box&lt;br /&gt;
* Upload portrait to the assets &amp;gt; player_characters &amp;gt; portraits folder&lt;br /&gt;
* Select File&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
Required: Ancestry, Heritage, Class, Background, Deity (if Class requires Patron Deity)&lt;br /&gt;
&lt;br /&gt;
Encouraged: Alignment, Pronouns, Age, Height&lt;br /&gt;
&lt;br /&gt;
Optional: Weight, Ethnicity, Nationality, Deity (if Class does not require Patron Deity)&lt;br /&gt;
&lt;br /&gt;
Double check:&lt;br /&gt;
* Speed (from Ancestry, may be adjusted with feats)&lt;br /&gt;
* Size (from Ancestry/Heritage)&lt;br /&gt;
* Senses (usually from Ancestry/Heritage, may be adjusted with feats)&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
* Usually 1 + intelligence modifier. The 1 will vary based on ancestry.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; Kitsune is only an amount equal to int mod.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Modifiers ===&lt;br /&gt;
* Click &#039;EDIT&#039; and double check everything looks right.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
* Nothing needs to be checked, but if they haven&#039;t added any Encounter or Exploration actions you may encourage them to do so.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
* Wealth should be 75gp, 75.10 gp if they bought the Adventurer&#039;s Pack.&lt;br /&gt;
* Up to 15gp worth of items may be Uncommon or Rare, and they must be level 0-1. The remaining 60gp may be up to level 3, but must be Common.&lt;br /&gt;
* Some character choices may add to wealth. Some examples are Dwarves receiving a Clan Dagger, Alchemists receiving a Formula Book, and Wizards receiving a Spellbook. Keep this in mind if the wealth appears inflated.&lt;br /&gt;
* Double check that any armor is set to Worn (Armor).&lt;br /&gt;
&lt;br /&gt;
== Spellcasting ==&lt;br /&gt;
* Check for uncommon/rare selections.&lt;br /&gt;
* Extremely variable by Class, will have to work off of the Class&#039; page on Archives of Nethys.&lt;br /&gt;
* Generally speaking, casters will get spells both from their base class and their subclass. This may increase the amount of Cantrip/Spell Slots they have available to them as well.&lt;br /&gt;
* Check there is the correct number of Focus Points, Spell Slots, Spells Known, Spells Prepared.&lt;br /&gt;
* Check correct ability and tradition.&lt;br /&gt;
* Check for innate spells.&lt;br /&gt;
* Most in-depth, since spells can come from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
* Only relevant if they start with formulas known, such as for Alchemists or those who get Alchemical Crafting feat at first level.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
* Skills can come from a character&#039;s Background and Class.&lt;br /&gt;
* A Background will &#039;&#039;usually&#039;&#039; grant 1 skill and 1 Lore - make sure these are present.&lt;br /&gt;
* Classes grant a varying number of skills, but will also grant at least one specific skill - make sure these are present.&lt;br /&gt;
* If skills from BG and Class double up, the player is allowed to pick a different skill to replace one of the doubles, so they will have the same number of trained skills.&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
* Check for uncommon/rare selections.&lt;br /&gt;
* Ensure there are no empty feat slots, and verify any feats marked as &#039;Bonus Feats&#039;.&lt;br /&gt;
&lt;br /&gt;
== Familiars and Companions ==&lt;br /&gt;
* Familiars and companions require a separate sheet and approval. For more information on what to look for, see [[Creating a Familiar / Eidolon / Animal Companion]].&lt;br /&gt;
* Familiars will have an Actor &amp;gt; Familiar sheet, while other Companions will have an Actor &amp;gt; Player Character sheet. Both should have the same Ownership permissions as a regular PC sheet.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6769</id>
		<title>Miscellaneous Rulings</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6769"/>
		<updated>2025-10-08T02:47:57Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Mechanics==&lt;br /&gt;
&#039;&#039;&#039;Applying Tattoos/Grafts&#039;&#039;&#039;&lt;br /&gt;
* If the crafter elects to reduce cost by spending more days, the customer does not need to be present for those days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copying Spells and Formulas&#039;&#039;&#039;&lt;br /&gt;
* There is no material cost to copy a formula or spell from one book to another. For spells specifically, there is a material cost to &#039;&#039;learn&#039;&#039; the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime and Hero Points&#039;&#039;&#039;&lt;br /&gt;
* Hero Points may not be used for downtime rolls, as they take place outside of session and [https://2e.aonprd.com/Rules.aspx?ID=2260 over an extended period of time], with the exception of;&lt;br /&gt;
* Hero Points may be used to reroll saving throws for [https://2e.aonprd.com/Rules.aspx?ID=2389 Afflictions], provided the character had Hero Points remaining at the end of the session where they gained the Affliction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companion Independent Actions&#039;&#039;&#039;&lt;br /&gt;
* Can be used at any point during the turn, but cannot use [https://2e.aonprd.com/Actions.aspx?ID=2400 Command an Animal] once complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discovering Recipes&#039;&#039;&#039;&lt;br /&gt;
* You can learn cooking recipes following the rules for the [https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor] feat&lt;br /&gt;
* Crafting them likewise would work like any consumable following the [[Crafting]] rules&lt;br /&gt;
* Collecting Ingredients would require the [https://2e.aonprd.com/Actions.aspx?ID=1476 Hunt and Gather] activity against a [[Difficulty Classes|standard DC of your level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duplicate Skills&#039;&#039;&#039;&lt;br /&gt;
* If you become Trained in a non-Lore skill from two separate sources (such as a Background, Class, Dedication, or Ancestry feat), you may replace one of the skills with another of your choice.&lt;br /&gt;
** This does not apply to skill &#039;&#039;increases&#039;&#039;, only initial trainings, unless otherwise specified.&lt;br /&gt;
* If a character gains the same Lore skill from multiple sources (such as their Background, an Animist Apparition, Additional Lore, or [Ancestry] Lore), they may not take an extra lore or skill to replace the duplicate(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 20+ Permanent Items&#039;&#039;&#039;&lt;br /&gt;
* Must be approved by Storytellers prior to rewarding.&lt;br /&gt;
* May only be rewarded in Legendary sessions, and may only be used by Legendary characters.&lt;br /&gt;
* May be used at their full strength at level 20, and a modified version before that.&lt;br /&gt;
* Storytellers determine on a per-item basis what the weaker, usable version of the item looks like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Traits.aspx?ID=641 Lineages]&#039;&#039;&#039;&lt;br /&gt;
* At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past level 3, per our [[Creating a Character#Changes_to_Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=37&amp;amp;Subcategory=40 Specific Magic Weapons]&#039;&#039;&#039;&lt;br /&gt;
* You may upgrade existing property runes on specific magic weapons with the same requirements as upgrading runes in general: You must provide the difference in cost between what the original rune would be and the upgraded version, and you must have the formula for the rune or otherwise be able to craft it.&lt;br /&gt;
* This does not change any of the other specific magic weapon rules, such as allowing etching of runes not already included or removing runes.&lt;br /&gt;
* To upgrade a SMW, you must open a [[Ticket]].&lt;br /&gt;
* Any weapons with two or more damaging runes (such as the Sky Hammer) are not permitted to be upgraded in this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Strikes&#039;&#039;&#039;&lt;br /&gt;
* The following can apply to Unarmed Strikes as well as Weapon Strikes:&lt;br /&gt;
** Energy Mutagen&lt;br /&gt;
** Silver Salve&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncommon Archetypes&#039;&#039;&#039;&lt;br /&gt;
* If a character is approved to take an Uncommon Dedication, blanket permission is assumed for subsequent Uncommon feats within that archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead Healing&#039;&#039;&#039;&lt;br /&gt;
* Any healing that doesn&#039;t have the &amp;quot;Vitality&amp;quot; trait (i.e., Healing Potions) or target/affect &amp;quot;a living creature&amp;quot; (i.e., Treat Wounds, Elixirs of Life) can heal undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=2305 Stride]&#039;&#039;&#039;&lt;br /&gt;
* A Stride action can only be done using land Speed, per the [https://2e.aonprd.com/Rules.aspx?ID=2347 Speed rules].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Vehicles.aspx Vehicles]&#039;&#039;&#039;&lt;br /&gt;
* Vehicles larger than Large size can be crafted now. Contact [[Siltmean the Craftrat|Siltmean]] for further information.&lt;br /&gt;
* Vehicles require an amount of downtime to craft equal to the normal Days of Setup times the number of crew required to man the vehicle (pilot+crew). These days can be spread out amongst characters or completed by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=34 Wands]&#039;&#039;&#039;&lt;br /&gt;
* Wands can be upgraded to contain a higher rank of the existing spell by paying the difference in cost, as long as the higher rank casting is still provided in the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=2439 Drowning and Suffocating]&#039;&#039;&#039;&lt;br /&gt;
* When you run out of air, you fall unconscious and start suffocating. You can&#039;t recover from being unconscious and must attempt a DC 14 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you take double damage and become Dying. If you are already Dying, you progress the value as you would normally after taking damage. On each check after the first, the DC increases by 3 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious or Dying (unless you&#039;re at 0 Hit Points). You do not gain or increase your Wounded condition. If you have a feature that improves critical failures into failures, such as a barbarian&#039;s Greater Juggernaut, critically failing will still cause you to become Dying, though you won’t take double damage.&lt;br /&gt;
* You begin holding your breath as a free action triggered by losing access to air. Auditory actions, as well as spells with the Concentrate trait (or Verbal components for legacy spells) cause you to lose all air, immediately falling unconscious. Spells with the Subtle trait, including spells that gain it from spellshapes such as Conceal Spell, do not cause you to fall unconscious immediately, but do cause you to lose 2 rounds of air, as described in the Suffocation and Drowning rules. Casting spells without Concentrate or Legacy Verbal components will also cause you to lose 2 rounds of air.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===General/Skill Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5124 Battle Cry]&#039;&#039;&#039;&lt;br /&gt;
* When using Battle Cry, ignore the requirement for Demoralize that the enemy be within 30ft (at DM&#039;s discretion).&lt;br /&gt;
* When using Battle Cry, allow for the character to roll Intimidation for initiative (at DM&#039;s discretion).&lt;br /&gt;
* Even if the character has Intimidating Glare or Intimidating Prowess, the Demoralize gains the Auditory trait, though the language requirement may still be bypassed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5139 Craft Anything]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon/rare spell items (scrolls/wands) cannot be crafted without access as normal.&lt;br /&gt;
* Formulas cannot be crafted without the Inventor feat, and only Common formulas may be crafted as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor Feat (Remaster)]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon and Rare formulas may only be invented using this feat if one of the two conditions are met:&amp;lt;br&amp;gt;&lt;br /&gt;
# They have the item in their possession.&amp;lt;br&amp;gt;&lt;br /&gt;
# They have a Means of Access to the item.&amp;lt;br&amp;gt;&lt;br /&gt;
* The DCs for inventing Uncommon and Rare formulas follow the DC difficulty adjustments listed [[Difficulty Classes#Difficulty_Adjustments|here]] (normally not used for crafting in Kelek).&lt;br /&gt;
* Inventing a formula for an item in the character&#039;s possession will not require the disassembly of the item nor consume the item, so the character may try again as long as they maintain possession of the item. See [[Crafting#Crafting_a_Formula|Crafting a Formula]] for more information on crafting formulas.&lt;br /&gt;
* Inventing a formula through Means of Access requires opening a [[Ticket]] for [[Firekeeper]] verification, even if using Assurance.&lt;br /&gt;
* Characters are not permitted to invent the formulas for Unique or homebrewed items using this feat, even if they have possession of the item.&lt;br /&gt;
* Monks have Access to uncommon weapons with the Monk trait&lt;br /&gt;
* Inventors have Access to uncommon items with the Gadget trait&lt;br /&gt;
* Gunslingers have Access to uncommon firearms and uncommon firearm attachments up to level 1&lt;br /&gt;
* Characters can gain Access to uncommon ancestry weapons through Weapon Familiarity feats&lt;br /&gt;
* Characters can gain Access to organization-specific uncommon items through that organization&#039;s dedication feat.&lt;br /&gt;
* Examples of means of Access are: Gnome Weapon Familiarity for the gnome flickmace, the Hellknight Dedication for Hellknight Half-Plate, or the Inventor class for items with the Gadget trait.&lt;br /&gt;
* Per AoN: &amp;quot;Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5158 Impeccable Crafting]&#039;&#039;&#039;&lt;br /&gt;
* Cannot be combined with Assurance- you must roll to gain its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5171 Legendary Performer]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as follows (changes bolded):&lt;br /&gt;
* &amp;quot;When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. &#039;&#039;&#039;You receive a +1 status bonus to the roll&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5172 Legendary Professional]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as Legendary Performer, but when you Earn Income with Lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6498 Risky Surgery]&#039;&#039;&#039;&lt;br /&gt;
* Risky Surgery cannot be used to gain a bonus to Earn Income.&lt;br /&gt;
* Risky Surgery cannot be combined with Assurance- you must roll to gain its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5208 Scare to Death]&#039;&#039;&#039;&lt;br /&gt;
* Feats and abilities that refer specifically to the Demoralize action do not apply to Scare to Death- including Intimidating Glare, Intimidating Prowess, and the Braggart style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6504 Signature Crafting]&#039;&#039;&#039;&lt;br /&gt;
* The use of Signature Crafting is optional, one may decide to craft an item as if the character didn&#039;t have this feat.&lt;br /&gt;
* The [https://2e.aonprd.com/Rules.aspx?ID=1083 d100 table] for item quirks may optionally be used instead of the d10 table included in the feat.&lt;br /&gt;
&lt;br /&gt;
===Ancestry Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5233 Untrained Improvisation]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, instead of -2, the Untrained proficiency becomes -1 until 7th level, and +0 after.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ancestry Lore&amp;quot;-type feats&#039;&#039;&#039;&lt;br /&gt;
* With the Player Core series and Howl of the Wild&#039;s new ancestries, the trend is that &amp;quot;Ancestry Lore&amp;quot;-type feats (e.g., [https://2e.aonprd.com/Feats.aspx?ID=4388 Dwarven Lore]) now grant [https://2e.aonprd.com/Feats.aspx?ID=5114 Additional Lore] of that Ancestry. Ancestries that have not been reprinted as of Player Core 2&#039;s release (e.g., Kitsune) now gain the Additional Lore feat of that Ancestry, receiving an automatically scaling Lore skill. This must match what is granted by the specific Ancestry Lore feat (e.g., Fetchlings gain the Additional Lore feat for Shadow Plane Lore, as listed in [https://2e.aonprd.com/Feats.aspx?ID=2500 Fetchling Lore]).&lt;br /&gt;
&lt;br /&gt;
===Class/Archetype Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6391 Efficient Rituals]&#039;&#039;&#039;&lt;br /&gt;
* Efficient Rituals will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You can perform particularly extensive rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. &#039;&#039;&#039;If a ritual has a casting time of less than 1 day, you can instead cast it in 1 hour.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4873 Far Shot]&#039;&#039;&#039;&lt;br /&gt;
* Far Shot cannot extend the range of the [https://2e.aonprd.com/Spells.aspx?ID=2062 Monk&#039;s Wild Wind stance]&#039;s Wind Crash Strikes.&lt;br /&gt;
* Far Shot cannot extend the range of a Kitsune&#039;s [https://2e.aonprd.com/Feats.aspx?ID=2617 Foxfire].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4158 Harrow Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* The rituals learned through this feat cannot be taught to others, keeping in line with the language of the [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication] and the [https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist] class feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4646 Healing Hands]&#039;&#039;&#039;&lt;br /&gt;
* A Heal spell cast from a scroll by a cleric with the Healing Hands feat will roll d10s.&lt;br /&gt;
* A spell scroll created using a Heal cast by a cleric with the Healing Hands feat will be a normal Heal scroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3112 Inventor Dedication]&#039;&#039;&#039;&lt;br /&gt;
* A character who is not trained in Medium Armor may take the Inventor Dedication and select the Armor Innovation. In this case, they will be considered trained in their Armor Innovation, though not any other Medium Armor.&lt;br /&gt;
* When taken as part of the Inventor Dedication, the Subterfuge Suit will be considered either Light Armor or Medium Armor for the sake of proficiency scaling, whichever would be more beneficial to the character. The Power Suit will remain Medium Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4838 Lunging Stance]&#039;&#039;&#039;&lt;br /&gt;
* The range for Lunging Stance does not apply flanking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6741 Majestic Proclamation]&#039;&#039;&#039;&lt;br /&gt;
* Majestic Proclamation will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 &#039;&#039;&#039;round&#039;&#039;&#039; on a successful check (&#039;&#039;&#039;dazzled for 1 minute&#039;&#039;&#039; on a critical success).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3484 Necromancer&#039;s Visage]&#039;&#039;&#039;&lt;br /&gt;
* The prerequisites for Necromancer&#039;s Visage will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;Ability to create or control undead; &#039;&#039;&#039;ability to cast spells from spell slots&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=7635 Operatic Adventurer]&#039;&#039;&#039;&lt;br /&gt;
* Operatic Adventurer may only be taken as a regular archetype feat, not as a skill feat.&lt;br /&gt;
* The feat has the additional requirement Expert Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=871 Pathfinder Agent Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=307 Razmiran Priest Dedication]&#039;&#039;&#039;&lt;br /&gt;
* The basic activation of the Razmiri Mask (Call Upon Razmir&#039;s Benevolence) will be adjusted as follows (changes bolded):&lt;br /&gt;
* Activate—Call Upon Razmir’s Benevolence (concentrate, manipulate, occult) Frequency once per minute; Effect You bend &amp;quot;divine&amp;quot; power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. &#039;&#039;&#039;The target is then immune to this activation until your next daily preparations.&#039;&#039;&#039; If the target was unconscious, it regains consciousness and doesn’t lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3717 Share Weakness]&#039;&#039;&#039;&lt;br /&gt;
* Share Weakness can be applied to allies within the Thaumaturge&#039;s reach.&lt;br /&gt;
* Share Weakness also applies to enemies under the effect of Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5025 Spellbook Prodigy]&#039;&#039;&#039;&lt;br /&gt;
* Characters with this feat are expected to succeed at some point during the 90 days of downtime, and thus do not need their rolls witnessed in order to Learn a Spell. They must still log their activity in a [[Ticket]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3714 Sympathetic Vulnerabilities]&lt;br /&gt;
* The weaknesses granted by Sympathetic Vulnerabilities persist even after the initial target dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official remaster, the text of this feat has been adjusted to be in line with the remastered [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication]:&lt;br /&gt;
* &amp;quot;You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can&#039;t teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6244 Tumbling Strike]&#039;&#039;&#039;&lt;br /&gt;
* Succeeding at both the Acrobatics check and the Strike will grant Panache to those with the Panache class feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4271 Winter Sleet]&#039;&#039;&#039;&lt;br /&gt;
* The uneven ground movement restrictions apply when you move while on a square of uneven ground, not when you move onto the square. You don&#039;t have to balance to move into the aura, just to move within the aura/out of the aura.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=318 Wylderheart Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Access and prerequisites changed to &amp;quot;member of the [[Holdfasts]]&amp;quot;&lt;br /&gt;
* Due to the change in context for the Wylderheart archetype, you can choose any family of fiends for the Additional Lore granted by this dedication. This can be retrained, but it will cost 30 days of downtime (as it is changing based on the dedication feat).&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=58 Champion]===&lt;br /&gt;
&#039;&#039;&#039;Blessed Armament&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official ruling, the rune granted by Blessed Armament grants an effect &#039;&#039;in addition to&#039;&#039; existing runes or special properties of the weapon, rather than suppressing or replacing them.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=60 Monk]===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1867 Flurrying Rune]&#039;&#039;&#039;&lt;br /&gt;
* In addition to melee weapons with the Monk trait, the Flurrying rune may also be etched onto [https://2e.aonprd.com/Equipment.aspx?ID=3086 Handwraps of Mighty Blows].&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=22 Thaumaturge]===&lt;br /&gt;
&#039;&#039;&#039;Exploit Vulnerability&#039;&#039;&#039;&lt;br /&gt;
* The &amp;quot;target of Exploit Vulnerability&amp;quot; refers only to the initial creature Exploited, not to any under the effect of the weakness by other means, such as Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Hand&#039;&#039;&#039;&lt;br /&gt;
* If a summoning effect, such as a [https://2e.aonprd.com/Equipment.aspx?ID=1032 Retrieval Prism], has a requirement of &amp;quot;You have a free hand.&amp;quot;, you may use it to summon items that can be used with the same hand in which you are holding your implement. For example, scrolls could be summoned if the character has the feat [https://2e.aonprd.com/Feats.aspx?ID=3703 Scroll Thaumaturgy].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=1232 Mirror&#039;s Reflection]&#039;&#039;&#039;&lt;br /&gt;
* Emanations only extend out of one copy, but which one it is can be changed freely between each action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Implements.aspx?ID=5 Mirror Adept Benefit]&#039;&#039;&#039;&lt;br /&gt;
* The player can choose whether or not the reflection shatters.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=18 Summoner]===&lt;br /&gt;
&#039;&#039;&#039;Reaction Spells&#039;&#039;&#039;&lt;br /&gt;
* Reaction spells (such as Blood Vendetta) that trigger on taking damage can only trigger if the Summoner themselves took the damage, not their Eidolon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime&#039;&#039;&#039;&lt;br /&gt;
* Since Eidolons and Summoners share actions, they cannot perform separate Downtime activities. However, the Eidolon may perform Downtime in lieu of the Summoner, and either may support the other, granting a +1 circumstance bonus to any skill in which they share proficiency. As normal, this cannot modify checks which use Assurance.&lt;br /&gt;
&lt;br /&gt;
==Spells and Rituals==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=170 Butterfly Bender]&#039;&#039;&#039;&lt;br /&gt;
* The number of beneficiaries is equal to the primary caster + five others (two of whom must be secondary casters), for a total party of 3-6.&lt;br /&gt;
* For &amp;quot;A convenient opportunity&amp;quot;, if the gain/loss is of Earn Income, then the characters will receive as Early Downtime;&lt;br /&gt;
** &#039;&#039;Gain:&#039;&#039; Seven (7) days of Earn Income at one level above the character&#039;s current level.&lt;br /&gt;
** &#039;&#039;Lose:&#039;&#039; Seven (7) days of Earn Income at one level below the character&#039;s current level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=888 Corrosive Body]&#039;&#039;&#039;&lt;br /&gt;
* To clarify: the temporary HP granted by this spell&#039;s effect applies both when performing an unarmed strike and when being struck in the way described by the spell, as long as Acid damage is dealt. Creatures with an acid immunity do not activate the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=117 Create Undead]&#039;&#039;&#039;&lt;br /&gt;
* Minions created with a critical success on the Create Undead ritual can be assigned to anyone present at least 4 levels higher than the undead. Undead minions can thus be created for other people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=81 Divine Aura]&#039;&#039;&#039;&lt;br /&gt;
* The spell will be adjusted as follows to bring it in line with the remaster (changes bolded):&lt;br /&gt;
* &amp;quot;Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. Choose a &#039;&#039;&#039;sanctification&#039;&#039;&#039; your deity allows. You can&#039;t cast this spell if you don&#039;t have a deity or your deity &#039;&#039;&#039;does not allow sanctification&#039;&#039;&#039;. This spell gains the trait of the &#039;&#039;&#039;sanctification&#039;&#039;&#039; you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with the &#039;&#039;&#039;trait&#039;&#039;&#039; opposite to the spell &#039;&#039;&#039;(unholy if you chose holy, holy if you chose unholy)&#039;&#039;&#039;. These bonuses increase to +4 against effects created by such creatures that attempt to impose the @UUID[Compendium.pf2e.conditionitems.Item.9qGBRpbX9NEwtAAr]{Controlled} condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything &#039;&#039;&#039;opposite in sanctification&#039;&#039;&#039; to your divine aura. When a creature of &#039;&#039;&#039;opposite trait&#039;&#039;&#039; hits a target with a melee attack, the creature must succeed at a Will save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 minute. It&#039;s then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura&#039;s radius grows 10 feet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]&#039;&#039;&#039;&lt;br /&gt;
* The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=152 Reincarnate]&#039;&#039;&#039;&lt;br /&gt;
* When successfully reincarnated, the player rolls a 1d20. On a 1-14, the character reincarnates into a Common ancestry. On a 15-20, the character reincarnates into an Uncommon/Rare ancestry. This roll cannot be adjusted or rerolled.&lt;br /&gt;
* For Common ancestries, the options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, and Orc. The player can remove a single ancestry from the pool, then rolls 2d6. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Leshy has been removed from the Common ancestry pool due to their nature as immortal spirits.&lt;br /&gt;
* For Uncommon/Rare ancestries, the options are Athmaru, Azarketi, Catfolk, Centaur, Fetchling, Hobgoblin, Kholo, Kitsune, Kobold, Lizardfolk, Merfolk, Minotaur, Nagaji, Poppet, Ratfolk, Samsaran, Sprite, Tanuki, Tengu, Tripkee, Vanara, and Wayang. The player can remove two ancestries, then rolls 2d20. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Only unlocked Rare ancestries are included.&lt;br /&gt;
** Automaton has been removed due to being a construct.&lt;br /&gt;
* Players may select from the Common heritages for their new ancestry. Versatile heritages are subject to [[Storyteller]] approval, and require story justification.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3027 Marvelous Medicines]&#039;&#039;&#039;&lt;br /&gt;
* You may continue to Treat Poison/Treat Disease using the Marvelous Medicines, but they will only attempt to counteract the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3117 Shining Wayfinder]&#039;&#039;&#039;&lt;br /&gt;
* The radius can be increased by 10ft at a time, in accordance with the remastered Bless.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=6735</id>
		<title>Expedition Logs</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=6735"/>
		<updated>2025-10-02T19:45:54Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Expedition Logs are written by players attending a session that chronicle the events that happen in the session. They can be written in or out of character.&lt;br /&gt;
&lt;br /&gt;
[[Expeditions#Expedition_Logs|Writing and posting a log to the wiki and this page]] rewards the player 1 [[Karma]].&lt;br /&gt;
&lt;br /&gt;
This list is organized in reverse chronologically order based upon when the session was run, not when it occurred in game, with the most recent sessions appearing at the top.&lt;br /&gt;
=2025=&lt;br /&gt;
&lt;br /&gt;
==October - Winter 230==&lt;br /&gt;
* [[It&#039;s Peak]], 10/1/25, associates escort an aging kobold to climb a mountain one last time. Days of downtime: 15&lt;br /&gt;
&lt;br /&gt;
==September - Fall 230==&lt;br /&gt;
* [[Monster Mash: The Sequel: The Prequel]], 9/30/25, associates plan activities for an upcoming festival. Days of downtime: 0&lt;br /&gt;
* [[Whispers in the Sand]], 9/26/25, associates track down nightmares in the Glass Desert. Days of downtime: 8&lt;br /&gt;
* [[The Hounds]], 9/25/25, associates discover a time anomaly. Days of downtime: 5&lt;br /&gt;
* [[Morning Shift, Day 2]], 9/23/25, associates complete errands for the Office of Environmental Magical Mishaps. Days of downtime: 1&lt;br /&gt;
* [[I NEED SCROLLS PLEASE FETCH ME SCROLLS]], 9/22/25, associates deliver urgently needed scrolls, urgently needed swords, and unneeded corpses to their various destinations. Days of downtime: 1&lt;br /&gt;
* [[Cooking by the Book: Getting this Bread]], 9/19/25, associates acquire a cloud giant&#039;s bread recipe. Days of downtime: 30&lt;br /&gt;
* [[Cut Your Losses]], 9/17/25, Associates procure poker chips for the Lucky A Lady Casino. Days of downtime: 10 &lt;br /&gt;
* [[Among Them]], 9/15/25, associates eventually eject an impostor after their meeting. Days of downtime: 1&lt;br /&gt;
* [[As Good As]], 9/14/25, in which our brave heroes finally give peace a chance, but will it extend them the same grace?  Days of downtime: 15&lt;br /&gt;
* [[Munchaucher&#039;s Proxy]], 9/5/25, associates visit the isolated town of Skol to establish relations. Days of downtime: 18&lt;br /&gt;
* [[Worth its Weight]], 9/4/25, associates get rocked at the mine. Days of downtime: 15&lt;br /&gt;
* [[GIG: Morning Shift]], 9/3/25, associates complete a series of simple chores around Onadbyr. Days of downtime: 1&lt;br /&gt;
* [[Have you heard of That Scoundrel, The Wolf O&#039; Gold?]], 9/1/25, associates hunt down some bandits. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==August - Summer 230==&lt;br /&gt;
* [[The Cold Below]], 8/31/25, associates investigate a series of blights. Days of downtime: 30&lt;br /&gt;
* [[It&#039;s a Trap!]], 8/30/25, associates clear out a crazy old man’s tower full of traps. Days of downtime: 5&lt;br /&gt;
* [[The Foundations of Decay]], 8/25/25, associates solve a few minor problems at the blood clinic. Days of downtime: 10&lt;br /&gt;
* [[A Taste of Tetanus, A Hint of Bubonic]], 8/23/25, associates make a diplomatic visit to an island of pestilence. Days of downtime: 20&lt;br /&gt;
* [[Vampires Will Never Hurt You]], 8/18/25, associates discover a vampire&#039;s reflection. Days of downtime: 3&lt;br /&gt;
* [[Kill Team: The Flesh Eaters]], 8/15/25, associates begin to deal with an oni camp in The Old Country. Days of downtime: 40&lt;br /&gt;
* [[Breaking the Chain]], 8/14/25, associates kill a dinosaur and clear some fiends from a homestead. Days of downtime: 14&lt;br /&gt;
* [[Cooking by the Book: Full Course]], 8/10/25, associates gather some more assorted meats. Days of downtime: 20&lt;br /&gt;
* [[Cooking by the Book: Proteanmaxxing]], 8/8/25, associates gather some meat for the kitchen. Days of downtime: 30&lt;br /&gt;
&lt;br /&gt;
==July - Spring 230==&lt;br /&gt;
* [[The Thing (That Should Not Be)]], 7/30/25, associates wipe out the cult and their monstrosity from the far reaches of space and sanity. Days of downtime: 2&lt;br /&gt;
* [[Eel Issues]], 7/28/25, associates have a relaxing fishing trip. Days of downtime: 6&lt;br /&gt;
* [[The Temple (Creature Culling 6)]], 7/27/25, associates hunt a monster and open a barrier. Days of downtime: 16&lt;br /&gt;
* [[Fantastic Adventure: Journey to the Lost Island of Shifting Spells!]], 7/25/25, associates plunder an island and slay a magus with too many names. Days of downtime: 30&lt;br /&gt;
* [[In the Mouth of Madness]], 7/23/25, associates raid a makeshift asylum and assassinate a Dark Tapestry cultist. Days of downtime: 2&lt;br /&gt;
* [[Gig: RUN]], 7/22/25, associates encounter a terrorist in the city. Days of downtime: 0&lt;br /&gt;
* [[A Bat Out of Hell]], 7/21/25, associates deal with some large bats in a cave. Days of downtime: 10&lt;br /&gt;
* [[A Gasp of Rot]], 7/19/25, associates investigate reports of death and disease. Days of downtime: 15&lt;br /&gt;
* [[Onadbyr Dragon Storm]], 7/18/25, associates in Desperate Hope face a wave of angry dragons. Days of downtime: 30&lt;br /&gt;
* [[Prince of Darkness]], 7/17/25, associates uncover a cult tampering with forces out of their control. Days of downtime: 1&lt;br /&gt;
* [[Battle on the Big Bridge]], 7/16/25, associates suffer an undead onslaught. Days of downtime: 21&lt;br /&gt;
* [[Birds of a Feather]], 7/14/25, associates round up some chickens for a local rancher. Days of downtime: 9&lt;br /&gt;
* [[The Seal Incident]], 7/12/25, associates play with some cute seals on the beach. Days of downtime: 15&lt;br /&gt;
* [[Decent Into War]], 7/11/25, associates regroup at The Wall in the Old Country and meet with some Oni. Days of downtime: 6&lt;br /&gt;
* [[On the Prowl]], 7/9/25, associates hunt some fiends with a new friend. Days of downtime: 20&lt;br /&gt;
* [[Betting the House]], 7/8/25, associates make a daring rescue at an illicit casino. Days of downtime: 10&lt;br /&gt;
* [[Please Help]], 7/7/25, associates face desperate odds in the Old Country. Days of downtime: 45&lt;br /&gt;
* [[A Moment Extended]], 7/4/25, associates clear a mindscape trapping some young adults in their final moments. Days of downtime: 1&lt;br /&gt;
&lt;br /&gt;
==June - Winter 229==&lt;br /&gt;
* [[Beware the Voyager]], 6/27/25, the city of Onadbyr witnesses the beginning of a new era. Days of downtime: 0&lt;br /&gt;
* [[Foulest Fowl]], 6/27/25, Associates investigate strange bird-related happenings. Days of downtime: 16&lt;br /&gt;
* [[Conquering Caligni (part 2)]], 6/26/25, Associates lift a shadow curse in the caves below. Days of downtime: 1&lt;br /&gt;
* [[Cooking by the Book: Extra Spicy]], 6/25/25, Associates retrieve a dragon egg from a particularly large dragon. Days of downtime: 10&lt;br /&gt;
* [[Cold Stone Thievery]], 6/24/25, Associates investigate a series of vandalized locations. Days of downtime: 1&lt;br /&gt;
* [[The Vampire&#039;s Vice: A Cult of Carnality]], 6/23/25, Associates investigate a concerned wife&#039;s plea. Days of downtime: 1&lt;br /&gt;
* [[Killer on the Rooftops]], 6/20/25, Associates investigate reports of a hooved prankster haunting a small town. Days of downtime: 8&lt;br /&gt;
* [[The Silent Audience]], 6/16/25, Associates perform an ill-fated wellness check on an elderly elf. Days of downtime: 3&lt;br /&gt;
* [[All That Glitters]], 6/15/25, Associates get wrapped up in a spider-infested mine. Days of downtime: 12&lt;br /&gt;
* [[Conquering Caligni (part 1)]], 6/13/25, a crack team of infiltrator associates break into a manor to steal a scroll. Days of downtime: 1&lt;br /&gt;
* [[Big Sibling Program]], 6/5/25, Legendary Associates take on mentorship for some brand new Trainees. Days of Downtime: 0&lt;br /&gt;
* [[hO ahWt A githN!]], 6/2/25, Associates explore a dark forest and help a mysterious lady with a forbidden ritual. Days of Downtime: 0&lt;br /&gt;
&lt;br /&gt;
==May - Fall 229==&lt;br /&gt;
* [[Looking for Keeps]], 5/30/25, Associates decimate half of a cult and release a god dragon. Days of downtime: 21&lt;br /&gt;
* [[The Feline at Fault]], 5/28/25, Associates are on the case to stop a cat burglar. Days of downtime: 1&lt;br /&gt;
* [[Wrigley&#039;s Birthday Bash]], 5/27/25, [[Wrigley the All-Powerful|Wrigley]] celebrates his adulthood. Days of downtime: 2&lt;br /&gt;
* [[Lost Loving Last]], 5/27/25, Associates put a not-quite-undead man to rest. Days of downtime: 8&lt;br /&gt;
* [[He is Risen?]], 5/26/25, Associates investigate The Father&#039;s disturbed grave and comes upon a shocking revelation. Days of downtime: 25 &lt;br /&gt;
* [[Echoes of Pain]], 5/25/25, Associates encounter an odd fiend while rescuing a village. Days of downtime: 12&lt;br /&gt;
* [[To Greener Pastures]], 5/17/25, Associates help a farmer with his cow problem. Days of downtime: 1&lt;br /&gt;
* [[Evil Dang Wizard]] part 2, 5/16/25, the Associates end the story. Days of downtime: 0&lt;br /&gt;
* [[Sentinels Unite: Sluagh on the Hunt]], 5/15/25, the Starlit Sentinels embark on a mission to rescue their contemporary&#039;s soul. Days of downtime: 11&lt;br /&gt;
* [[Three Nights at Lady&#039;s]], 5/14/25, Associates investigate a mysterious pop-up casino. Days of downtime: 3&lt;br /&gt;
* [[Evil Dang Wizard]], 5/9/25, Associates are pulled into an incorrect retelling of the tale of Clearasil. Days of downtime: 0&lt;br /&gt;
* [[This Heat, An Evil Heat]], 5/4/25, Associates put an end to the sinister secret behind the elemental invasion. Days of downtime: 16&lt;br /&gt;
* [[Strange Magic]], 5/2/25, Associates help a weird wizard and his strange scroll situation. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==April - Summer 229==&lt;br /&gt;
* [[Dance of The Sword Lord]], 4/27/25, a band of associates impresses a local lady. Days of downtime: 5&lt;br /&gt;
* [[Scorched Earth]], 4/25/25, The lerritan threat is ended by a small strike team. Days of downtime: 3&lt;br /&gt;
* [[Make a Deal With the Dero]], 4/22/25, Associates go parley with some Dero. Days of downtime: 1&lt;br /&gt;
* [[Army of the Knight]], 4/21/25, Associates command armies of Hellknights to fight back against King Graveknight’s forces. Days of downtime: 5&lt;br /&gt;
* [[Party at Budington Manor]], 4/20/25, weed. Days of downtime: 3&lt;br /&gt;
* [[The Aeons Are Back]], 4/18/25, Associates have a rematch with the rogue Pleroma. Days of downtime: 1&lt;br /&gt;
* [[Ring of Fire]], 4/17/25, Associates head underground once more to find the absentee elemental army. Days of downtime: 3&lt;br /&gt;
* [[Fight the Knight]], 4/14/25, Associates escort a bugbear turned graveknight to Kali for disintegration. Days of downtime: 10&lt;br /&gt;
* [[A Lord&#039;s Ransom]], 4/9/25, a ransom trade goes both better and worse than expected. Days of downtime: 2&lt;br /&gt;
* [[A Hell of Knight]], 4/4/25, The Hellknights receive an urgent request to save a Maralictor and his armgiers. Days of Downtime: 10&lt;br /&gt;
* [[You Will Know Our Name]], 4/1/25, the city gets infested with a hydra, but it gets better. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==March - Spring 229==&lt;br /&gt;
* [[Long Way Home]], 3/31/25, Associates work to locate the location of Siltmean&#039;s family burrow. Days of Downtime: 40&lt;br /&gt;
* [[Raked Over Hot Coals]], 3/30/25, Associates investigate a magma worm problem deep underground. Days of downtime: 4&lt;br /&gt;
* [[Speed Dating at Desperate Hope 4]], 3/28/25, Some associates find love, while the rest go home alone. Days of Downtime: 0&lt;br /&gt;
* [[Fly Me To The Moon (Part 3)]], 3/26/25, Associates flee the wrath of newly arisen King Hellknight. Days of downtime: 5&lt;br /&gt;
* [[Before Peter]], 3/25/25, Associates proceed to end the curse on Peter&#039;s lineage, by any means necessary. Days of downtime: 1&lt;br /&gt;
* [[The More the Hellknight-ier?]], 3/14/25, the [[Hellknights]] celebrate their new arena with a triple trial and public competition. Days of downtime: 0&lt;br /&gt;
* [[Hot Winds Blow]], 3/13/25, associates clear a swathe of the encroaching fire army. Days of downtime: 7&lt;br /&gt;
* [[Fly Me To The Moon (Part 2)]], 3/12/25, Associates infiltrate a Bugbear Fortress and seek a council with King Hellknight. Days of downtime: 0&lt;br /&gt;
* [[Heart of a Sentinel: The Training Arc Begins!]], 2/1/25 - 3/7/25, Associates find out they&#039;ve been chosen by the constellations. Days of downtime: 30&lt;br /&gt;
* [[An Explosive Arrival]], 3/8/25, Associates fight the explosive Caligni at the underground crossroads. Days of downtime: 1&lt;br /&gt;
* [[The Dawn? (Blighted City 26)]], 3/7/25, Associates aim to strike at Lancaster&#039;s heart. Days of downtime: Varies&lt;br /&gt;
* [[Fly Me To The Moon (Part 1)]], 3/5/25, Associates try to track down an aspiring rocketeer. Days of downtime: 6&lt;br /&gt;
* [[The Darkest Night (Blighted City 24)|The Darkest Night (continued) (Blighted City 24)]], 3/4/25, Associates come back for round 2. Days of downtime: Varies&lt;br /&gt;
* [[The Trail Goes Cold]], 3/2/25, Associates fight some water guys and some fire guys. Days of downtime: 12&lt;br /&gt;
&lt;br /&gt;
==February - Winter 228==&lt;br /&gt;
* [[The Darkest Hour (Blighted City 25)]], 2/28/25, associates to fight their way through [[Lancaster]]. Days of downtime: Varies&lt;br /&gt;
* [[At The Heart of Peter]], 2/27/25, associates summon some devils to get some answers about Peter. Days of downtime: 1&lt;br /&gt;
* [[Incense and Iron]], 2/25/25, associates plunder a tomb of Urgathoa. Days of downtime: 16&lt;br /&gt;
* [[The Darkest Night (Blighted City 24)]], 2/24/25, the first team of associates meet their match in [[Lancaster]]. Days of downtime: Varies&lt;br /&gt;
* [[Cat Village Arc 2|No Heads Are Better Than One]], 2/23/25, with the vorpal blade in hand, associates hunt the legendary Jabberwock. Days of downtime: 30&lt;br /&gt;
* [[Speed Dating at Desperate Hope 3]], 2/21/25, associates try again to find love. Days of downtime: 0&lt;br /&gt;
* [[The History of Peter]], 2/20/25, associates assist Sir Egg in learning how exactly Peter&#039;s curse works. Days of downtime: 0&lt;br /&gt;
* [[Rock on, Owlbears]], 2/18/25, associates keep a musical performance at [[Markmuse Theatre]] safe and orderly. Days of downtime: 1&lt;br /&gt;
* [[A Warm and Fuzzy Feeling]], 2/16/25, associates have a harrowing fight to close one portal to the Plane of Fire. Days of downtime: 14&lt;br /&gt;
* [[Traveling Through This World Below]], 2/12/25, [[Illiam Elro]] leads an expedition to reunite the concept of dreams. Days of downtime: ???&lt;br /&gt;
* [[Saving Peter.... again?]], 2/11/25, Associates proceed to not save Peter. Days of downtime: 1&lt;br /&gt;
* [[A Lukewarm Reception]], 2/9/25, a scouting party discovers a scorched village and an army of elementals. Days of downtime: 15&lt;br /&gt;
* [[Three&#039;s a Crowd, Four&#039;s a Conspiracy]], 2/7/25, Days of downtime: 7&lt;br /&gt;
* [[Saving Peter]], 2/7/25, Merchants have been kidnapped by bandits?. Days of downtime: 6&lt;br /&gt;
* [[Ice Cream Social]], 2/3/25, associates make some ice cream. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==January - Fall 228==&lt;br /&gt;
* [[Cat Village Arc 2|So No Head-Severing Sword?]], 1/31/25, Associates find and prepare a weapon to kill a Jabberwock. Days of downtime: 9&lt;br /&gt;
* [[Holy Sweepers]], 1/29/25, New Associates clean the sewers. Days of downtime: 0&lt;br /&gt;
* [[The King&#039;s Labyrinth: Once More, with Feeling!]], 1/28/25, Associates play an advanced game of hide-and-seek. Days of downtime: 1&lt;br /&gt;
* [[The Secret of Crackledamn Alley]], 1/26/25, The animal companions of some associates look into an issue. Days of downtime: 0&lt;br /&gt;
* [[Cat Village Arc 2|Tangling With The Thrasfyr]], 1/25/25, The party kills the Thrasfyr and learns where a vorpal blade might be. (Session 3 of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[The King&#039;s Labyrinth: Just Another Fun Game by Me, The King!]], 1/20/25, associates play a &amp;quot;multiple player game&amp;quot;. Days of downtime: 15&lt;br /&gt;
* [[I am a Poor Wayfaring Stranger...]], 11/27/24-1/20/25, Associates wander the [[Dreamlands]] to find answers. Days of Downtime: 28&lt;br /&gt;
* [[Cat Village Arc 2|The Walking Disaster]], 1/17/25, The second beast, the Sard, is slain. (Session 2 of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[Cooking by the Book: Shrimp Colors]], 1/14/25, Associates go looking for sea food. Days of downtime: 5&lt;br /&gt;
* [[Who Even Made These?]], 1/12/25, associates clear out a warehouse full of junk and some things living in there. Days of downtime: 7&lt;br /&gt;
* [[Cat Village Arc 2|Creeping in the Dark]], 1/10/25, Naughty cats unleash 4 mighty beasts upon the land. (start of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[An East-Side Haunting]], 1/8/25, associates put a ghost to rest. Days of downtime: 0&lt;br /&gt;
* [[Dirty Deeds Done Dirt Cheap]], 1/7/25, associates solve two mysteries at once. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
=2024=&lt;br /&gt;
==December - Summer 228==&lt;br /&gt;
*[[A Hole by Any Other Name Would Smell as Sweet]], 12/23/24, Legendary associates are hired to fill a hole. Days of downtime: 18&lt;br /&gt;
*[[The Oasis (Creature Culling 5)]], 12/22/24, Associates deal with a couple of big problems near a dig site. Days of downtime: 7&lt;br /&gt;
*[[Till the End: Poppet Finale]], 12/20/24, Associates finish helping with the job started in [[A Wandering Poppet (Poppet #3)|A Wandering Poppet]]. days of downtime: 0&lt;br /&gt;
* [[Creature Culling 4]], 12/12/24, Associates beat up another large flightless bird, for science! Days of Downtime: 10&lt;br /&gt;
* [[Treasure Hunting 3: The Family Black]], 12/6/24, Associates look into another treasure for Cutter and return with a baby. Downtime days: 21&lt;br /&gt;
* [[Pharasma&#039;s Peaches]], 12/4/24, Associates track down a missing peachwood shipment. Days of Downtime: 7&lt;br /&gt;
&lt;br /&gt;
==November - Spring 228==&lt;br /&gt;
* [[All Dogs Go To Heaven]], 11/25/24, [[Melfyra]] gathers people to help her with a ritual to bring back Adyrha, but fate is not on her side. Days of Downtime: 1&lt;br /&gt;
* [[Field Trip]], 11/22/24, [[Atticus]] overcomes his [[Hellknights|Hellknight]] Trial. Days of Downtime: 5&lt;br /&gt;
* [[Mazia&#039;s Fortune Shack: Orion Has A Competetor?|Mazia&#039;s Fortune Shack: Orion has a Competitor?]], 11/21/24, Associates investigate a mysterious new fortune teller. Days of Downtime: 0&lt;br /&gt;
* [[Home for the Hold]], 11/20/24, Associates clear a manor of a cult surrounding an ooze. Days of downtime: 4&lt;br /&gt;
* [[Cooking by the Book: Kicking Rocks]], 11/19/24, Associates kick some rock monsters around. Days of downtime: 10&lt;br /&gt;
* [[We Hate Moondays]], 11/17/24, Associates cleared a sizeable undead infestation from a remote cabin. Days of Downtime: 20&lt;br /&gt;
* [[A Particular Palate]], 11/17/24, Associates return to the infinite spider cave. Days of downtime: 3&lt;br /&gt;
* [[God&#039;s Willing, God-Fearing|So It Is Written, So It Shall Be Done]], 11/15/24, the spiritually devout attempt to aid [[Gregorios Jude]]&#039;s ordeal. Days of downtime: 0&lt;br /&gt;
* [[The Iron Sarcophagus]], 11/10/24, Associates return to Fort Soledad. Days of downtime: 28&lt;br /&gt;
* [[Evil Fucking Wizard]], 11/9/24, Associates halt a Lich&#039;s scheme. Days of downtime: 10&lt;br /&gt;
* [[The Beat 2: Night Watch]], 11/5/24, Associates experience nothing in particular. Days of downtime: 1&lt;br /&gt;
* [[Blood Runs Red]], 11/3/24, Associates save a village from an ogre and goblins. Days of downtime: 6&lt;br /&gt;
&lt;br /&gt;
== October - Winter 227==&lt;br /&gt;
* [[Monster Mash III]], 10/31/24, Associates go trick or treating... again! Days of downtime: 0&lt;br /&gt;
* [[Dare to Deal with the Dero]], 10/27/24, Associates go underground to deal with some shorties. Days of downtime: 2&lt;br /&gt;
* [[Monster Mash II]], 10/26/24, Associates go trick or treating. Days of downtime: 0&lt;br /&gt;
* [[Jumping at Shadows]], 10/19/24, Associates locate the cause of missing loggers. Days of downtime: 9&lt;br /&gt;
* [[The Lick]], 10/17/24, Associates enjoy some Thlipit. Days of downtime: 0&lt;br /&gt;
* [[Chasing the Breeze]], 10/11/24, Associates spend time fixing Amin&#039;s mistakes and finding Rotbeard. Days of Downtime: 7&lt;br /&gt;
* [[God&#039;s Willing, God-Fearing]], 10/11/24-10/31/24, Associates accompany [[Gregorios Jude]] on a harrowing spiritual journey. Days of Downtime: 4&lt;br /&gt;
* [[The Second Hellmouth: Under Siege|The Second Hellmouth: Ruin]], 10/10/24, Associates finish closing a hellmouth. Days of downtime: 0&lt;br /&gt;
* [[A Taste for Murder]], 10/9/24, Associates look into more hauntings at the theater. Days of downtime: 1&lt;br /&gt;
* [[Family Matters]], 10/6/24, Associates look into the case of a missing dryad. Days of downtime: 7&lt;br /&gt;
* [[Rock and Stone|Rock and Stone Part 2: The Revengeance]], 10/5/24, Associates clear out a mine filled with medusas and a funny rock. Days of downtime: 3&lt;br /&gt;
* [[Following the Threads]], 10/4/24, Associates rescue villagers from a spider-infested cavern. Days of downtime: 3&lt;br /&gt;
* [[A Frosty Stalemate (Creature Culling 3)]], 10/2/24, Associates clear out a dig site for Valera&#039;s elders and Phyl. Days of downtime: 4&lt;br /&gt;
* [[Stealing the Sun]], 10/1/24, Associates investigate a lack of sunlight up on a mountain. Days of downtime: 32&lt;br /&gt;
* [[The Monster Mash]], 10/01/2024-10/31/2024. Associates celebrate Halloween. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
== September - Fall 227==&lt;br /&gt;
* [[Cold-Iron Retrieval]], 9/28/24, Associates clear out an old mine so cold-iron production can begin. Days of Downtime: 7&lt;br /&gt;
* [[The Second Hellmouth: Under Siege]], 9/26/24, Associates join [[Fen Ergivald|Fen]] in an attempt to close the final Hellmouth. To be continued... Days of Downtime: 11&lt;br /&gt;
* [[Rock and Stone]], 9/21/24, Associates grudgingly assist a dwarf by killing a chimera and chasing away a medusa. They aren&#039;t done yet. Days of downtime: 3&lt;br /&gt;
* [[You Sunk My Puzzle!]], 9/20/24, Associates play Battle Ship with the Puzzlemaster. Days of downtime: 0&lt;br /&gt;
* [[A Wandering Poppet (Poppet #3)]], 9/17/24 - 10/13/24 PBP; Associates go on an adventure to have an adventure. Days of downtime: 20&lt;br /&gt;
* [[Alestorm]], 9/15/24, Associates make poor decisions while inebriated. Days of downtime: 2&lt;br /&gt;
* [[Defy Gnome Ann]], 9/14/24, Associates make something out of nothing. Days of downtime: 2&lt;br /&gt;
* [[Wails of the Damned (Blighted City 23)]], 9/13/24, Associates clear a haunted palace. Days of downtime: 8&lt;br /&gt;
* [[The Dig Site (Creature Culling 2)]], 9/12/24, Associates clear out a dig site for Valera&#039;s elders and Phyl. Days of downtime: 5&lt;br /&gt;
* [[Murder Of Crows]], 9/12/24, Associates investigate the murder of 3 crows in a goblin village. Days of downtime: 6&lt;br /&gt;
* [[Ascariasis]], 9/10/24, Associates kill a worm and put the entire city at risk. Days of downtime: 1&lt;br /&gt;
* [[It&#039;s Just Bandits]], 9/10/24, Associates are tasked with non-violently removing bandits north of the city. Days of downtime: 2&lt;br /&gt;
* [[The Rusted Edge|The Cleft Edge]], 9/8/24, Associates hunt down the rest of the bandits. Days of downtime: 0&lt;br /&gt;
* [[The Fine Omen]], 9/7/24, Associates work a LARP event. Days of downtime: 1&lt;br /&gt;
* [[The King&#039;s Labyrinth: Grand Opening]], 9/6/24, Associates test out the kings new labyrinth. Days of downtime: 15&lt;br /&gt;
* [[Slaves to Power]], 9/4/24. Associates delve into an undead fleshwarper&#039;s workshop. Days of downtime: 4&lt;br /&gt;
* [[Mushroom Investigation]], 9/4/24, Associates investigate strange mushrooms in a bog. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
== August - Summer 227==&lt;br /&gt;
* [[A World No Man can Imagine]], 8/31/24, Associates put down some land octopodes, some ogres, and an omen dragon. The last didn&#039;t actually exist, but provided future visions regardless. Days of downtime: 5&lt;br /&gt;
* [[Parted Puzzlers]], 8/30/24, Associates put up with the puzzlemaster&#039;s tricks once again. Days of downtime: 0&lt;br /&gt;
* [[Termination Clause]], 8/26/24, Associates close the second Hell Mouth. Days of downtime: 11&lt;br /&gt;
* [[The Rusted Edge]], 8/25/24, Associates investigate some ruins occupied by bandits. Days of downtime: 10&lt;br /&gt;
* [[A World Gnome Ann Can Imagine]], 8/24/2024, Associates prepare an event for the were-gnomes. Days of downtime: 5&lt;br /&gt;
* [[The Stoneblight&#039;s Peril]], 8/22/2024, Associates respond to an urgent request in [[The Stoneblight Forest]]. Days of downtime: 6&lt;br /&gt;
* [[Eyes Upon Blight]], 8/21/2024, Associates uncover an orb in Lancaster. Days of downtime: 2&lt;br /&gt;
* [[Where Once They Were, No Man Remains | Where Once They Were, Gnome Ann Remains]], 8/17/2024, Associates unscramble some names. Days of downtime: 0&lt;br /&gt;
* [[Descent into the Dark]], 8/16/2024, Associates investigate Drake&#039;s tunnel. Days of downtime: 1.&lt;br /&gt;
* [[Hellmouth Hysteria]], 8/15/2024, Associates go to Cincinnati to find [[Sahona Bright-Eyed|Sahona&#039;s]] hellmouth. Days of downtime: 11&lt;br /&gt;
* [[Smell of the Game]], 8/10/2024, Associates remove a stench disturbing a wanderer. They then remove bandits disturbing the source of the stench.  Days of downtime: 2&lt;br /&gt;
* [[Where Once They Were, No Man Remains]], 8/4/2024, Associates go on a bizarre rescue mission. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==July - Spring 227==&lt;br /&gt;
*[[Parliament of Owls]], 7/28/2024, Associates broker peace between a town of Sun Wukong worshipers and a forest of intelligent owls. Days of downtime: 6&lt;br /&gt;
*[[Finishing the Job (Blighted City 22)]], 7/27/2024, Associates finish off the undead and fiends in the outer palace. Days of downtime: 3&lt;br /&gt;
*[[Snakes in the Grass]], 7/27/2024, Associates fight the Dread Gazebo. Days of downtime: 0&lt;br /&gt;
*[[Rats in the Basement]], 7/19/2024, Associates clear out some rodents from an old church of Desna. Days of downtime: 2&lt;br /&gt;
*[[Storming the Sky]], 07/19/2024, Associates attempt to raid a temple, but Rotbeard does a better job than they did. Days of downtime: 4&lt;br /&gt;
*[[Creepy Crawlies]], 07/18/2024, Associates destroy hive headed creatures and eradicate an overgrown hive of wasps. Days of downtime: 2&lt;br /&gt;
*[[Crab Rave]], 07/18/2024, Associates give [[Victoria Honeystride | Victoria]] crabs. Days of downtime:10&lt;br /&gt;
*[[Creature Culling|Creature Culling 1]], 07/17/2024, Associates hunt a new threat deep in the lost valley of Valera. Days of downtime: 5&lt;br /&gt;
*[[Were-Gnome, Ann Dreads]], 07/12/2024, Associates play a game of cones. Days of downtime: 0&lt;br /&gt;
*[[The Reckoning]], 7/10/24, Associates touch a crystal and unlock Spellmaster. Days of downtime: 0&lt;br /&gt;
*[[A Home in Need]], 07/04/2024, Associates kill lightning elementals and poisonous snake folks that infested Drake the Bug Bear&#039;s home. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==June - Winter 226==&lt;br /&gt;
*[[Retribution]], 6/30/24, Associates stop monsters from destroying a lake-polluting factory, just so they could. Days of downtime: 5&lt;br /&gt;
*[[The King&#039;s Labyrinth]], 6/28/24, Associates investigate a maze and face the aberrations inside. Days of downtime: 8&lt;br /&gt;
*[[Into the Dark 2 (Blighted City 21)]], 06/26/24, Associates take an unfortunate turn in Lancaster. Days of downtime: 1&lt;br /&gt;
*[[The Rainbow Stronghold]], 6/20/24, Associates investigate a prismatic stronghold and face its many trials. Days of downtime: 20&lt;br /&gt;
*[[The Exchange]], 6/19/24, Associates touch the funny crystal again. Days of downtime: 0&lt;br /&gt;
*[[The Second Hellmouth: Early Signs]], 6/18/24, Associates fight a bunch of devil-controlled bandits, Days of Downtime: 3&lt;br /&gt;
*[[Rodents Run Rampant]], 6/17/24, Associates clear a warehouse of rats. Days of Downtime: 6&lt;br /&gt;
*[[The Gold Experience]], 6/15/2024, Associates steal from an auction. Days of Downtime: 0&lt;br /&gt;
*[[Stand Proud (Love and Loss Day II)]], 6/14/2024, Associates attend the Love and Loss Day festival. Days of Downtime: 0&lt;br /&gt;
*[[Cooking by the Book: Into the Light]], 6/13/2024, Associates struggle against a chicken. Days of Downtime: 3&lt;br /&gt;
*[[Into the Dark (Blighted City 20)]], 6/12/24, Associates crawl into a hole in Lancaster. Days of downtime: 2&lt;br /&gt;
*[[Bird-Brained Bandit]], 6/11/24, Associates hunt a Kulu-Ya-Ku causing trouble around a nearby settlement. Days of downtime: 8 &lt;br /&gt;
*[[Beg to Differ]], 6/9/24, Associates investigate a weird cave and a lot of crabs. Days of downtime: 3&lt;br /&gt;
*[[Bustin&#039;]], 6/8/2024, Associates bust some ghosts. Days of downtime: 0&lt;br /&gt;
*[[Kicking the Dog]], 6/6/2024, Associates watch Mutt fight a bone devil. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==May - Autumn 226==&lt;br /&gt;
*[[An Easy Mistake to Make]], 5/31/24, Associates help a Bugbear win a fight. Days of downtime: 0&lt;br /&gt;
*[[A Catastrophe in the Making|Just One More Thing]], 5/30/24, Associates run around in a big circle for no reason. Days of downtime: +3, total 33 days for Cat Village arc.&lt;br /&gt;
*[[The Apprentice]], 5/29/24, Associates touch a funny crystal. Days of downtime: 0&lt;br /&gt;
*[[Bargain Bin Basement]], 5/28/24, Associates clean up a basement. Days of downtime: 0&lt;br /&gt;
*[[Scary Monsters (And Super Creeps)]], 5/27/24, Associates separate real and false ghosts and collect the remains of the latter. Days of downtime: 0&lt;br /&gt;
*[[Star Pit: King of the Kobold DX]], 5/24/24, Associates defend a rock from kobolds, at the cost of an associate&#039;s life. Days of downtime: 1&lt;br /&gt;
*[[The Esteemed Cat Festival]], 5/23/24, The Cat Village festival arrives. Days of downtime: +1&lt;br /&gt;
*[[Territorial Dispute]], 5/19/24, Associates attempt to stop monsters from encroaching on new territory. Days of downtime: 0&lt;br /&gt;
*[[Where No Man Treads]], 5/19/24, Associates deal with grabby monsters and pull unusual objects out of a hole. Days of downtime: 4&lt;br /&gt;
*[[Little Lies]], 5/17/24, Associates investigate a broom maker shop in Desperate Hope. Days of downtime: 0&lt;br /&gt;
*[[Clear Cut Rules]], 5/17/24, Associates learn the horrors of capitalism. Days of downtime: 14&lt;br /&gt;
*[[A Catastrophe in the Making|No Dog in This Fight]], 5/16/24, the vacation to Cat Village takes a nearly deadly turn outside the Mayor&#039;s house. Days of downtime: +1&lt;br /&gt;
*[[Cooking By The Book: Monkey Madness]], 5/15/24, Associates track down fruity monkeys. Days of downtime: 7&lt;br /&gt;
*[[A Catastrophe in the Making]], 5/09/24, Associates go to Cat Village for a vacation? Days of downtime: 28+&lt;br /&gt;
*[[How the South Was Won]], 5/08/24, Associates win the south. Days of downtime: 4&lt;br /&gt;
*[[(Don&#039;t) Come to Onadbyr]], 5/4/24, Associates organize some books. Days of downtime: 6&lt;br /&gt;
*[[Whac-A-Monster]], 5/01/24, Associates get slimed. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==April - Summer 226==&lt;br /&gt;
*[[Star Pit: Spare No Expense]], 4/29/24, Associates go into the Star Pit to face off against more than expected. Days of downtime: 2&lt;br /&gt;
*[[Walking on Eggshells]], 4/28/24, Associates deal with some ornery beasts and an egg-stealing bird. Days of downtime: 2&lt;br /&gt;
*[[Inclement Weather]], 4/27/24, Associates faced off against storm creatures and stopped a ritual that made the area stormy. Days of downtime: 16&lt;br /&gt;
*[[The Making of a Hellknight]], 4/25/2024, Victoria attempts a Hellknight trial. Days of downtime: 15&lt;br /&gt;
*[[The Weed Session]], 4/20/2024, weed. Days of downtime: 0&lt;br /&gt;
*[[Final Investigations (Blighted City 19)]], 4/19/24, Associates finish their investigation of the depths. Days of downtime: 7&lt;br /&gt;
*[[The Slight Slab]], 4/17/24, Associates test themselves against the slab. Days of downtime: 0&lt;br /&gt;
*[[The Current Situation]], 4/14/24, Five Associates go hunting for a Tobi Kodachi. Days of downtime: 5&lt;br /&gt;
*[[Karkalicious]], 4/13/24, Miss Slitherslime&#039;s oozes were stolen by some weirdos! Days of downtime: 2&lt;br /&gt;
*[[Component Collection 12]], 4/11/24, got a bunch of shit for Isabella; we killed it, we rule, etc. Days of downtime: 7&lt;br /&gt;
*[[A Longing For Knowledge]], 4/10/24, Associates get a book surprisingly easily. Days of downtime: 6&lt;br /&gt;
*[[Shutting Hell Up]], 4/8/24, Associates close the first of three hellmouths. Days of downtime: 5&lt;br /&gt;
*[[Hard to Swallow]], 4/4/24, Associates follow reports about unidentified megafauna. Days of downtime: 5&lt;br /&gt;
*[[Cooking by the Book: Wild Dinosaur]], 4/3/24, Associates hunt down a stegosaurus to make some burgers. Days of downtime: 4&lt;br /&gt;
&lt;br /&gt;
==March - Spring 226==&lt;br /&gt;
*[[Polar Opposites]], 3/31/24, Associates investigate a confusing case of city-wide inversion. Days of downtime: 0&lt;br /&gt;
*[[Star Pit: Jumping the Shark]], 3/28/24, the Grippli Grappler makes his triumphant return to the Star Pit to pull some sick tricks. Days of downtime: 1&lt;br /&gt;
*[[Star Pit: Recruitment Day]], 3/27/24, another round of gladiators are recruited for the Star Pit. Days of downtime: 1&lt;br /&gt;
*[[A Trial, By All Accounts]], 3/26/24 - 04/29/24, Associates who died to the Pleroma face judgement. Days of downtime: 0&lt;br /&gt;
*[[An Exercise in Futility]], 3/25/24, Associates answer a challenge posed by a powerful entity. Days of downtime: 0&lt;br /&gt;
*[[Return of the Slab]], 3/24/24, Associates return to Slab Island to clean up a mistake and do some gardening. Days of downtime: 0&lt;br /&gt;
*[[Further Investigations 5 (Blighted City 18)]], 3/22/24, Associates delve even further into the curio shop. Days of downtime: 7&lt;br /&gt;
*[[Puzzles Revolving Around Puzzles]], 3/18/24, Associates investigate ANOTHER puzzle box. Days of downtime: 5&lt;br /&gt;
*[[Chicken on a Raft]] 3/17/24 Farmer Jenkins&#039; chicken is stuck on a raft! Days of downtime: 2&lt;br /&gt;
*[[Further Investigations 4 (Blighted City 17)]], 3/15/24, associates delve further into the curio shop. Days of downtime: 7&lt;br /&gt;
*[[Making a Name for Yourself]], 3/13/24, A Bug Bear needed to make a name for himself. They hunted down one for him. Days of downtime: 4&lt;br /&gt;
*[[Weirder Wolves]], 3/12/24, Associates are sent to recover stolen elemental summoning notes. Days of downtime: 1&lt;br /&gt;
*[[A Puzzling Puzzle (Puzzle Master|A Puzzling Puzzle]], 3/11/24, Associates investigate another puzzle box. Days of downtime: 7&lt;br /&gt;
*[[Dreams of Terror]], 3/8/24, Associates set out to finally save a child. Days of downtime: 7&lt;br /&gt;
*[[Heroes Wanted: The Menagerie Mauler]], 3/6/24, Six brave associates hunt down a herpetologist. Days of downtime: 1&lt;br /&gt;
*[[Bring Your Brain]], 3/6/24, a strange object has the guards stumped. Days of downtime: 0&lt;br /&gt;
*[[Fallen Star]] 3/3/24 A spacerock falls from the sky to the interest of many. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
==February - Winter 225==&lt;br /&gt;
*[[An Early-Morning Hunt]], 2/29/24, Zeal gathers associates to track down hellmouths. Days of downtime: 2&lt;br /&gt;
*[[A Grave Danger Returns]], 8/28/24, Associates bash some armor; find a crab. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose III]], 2/27/24 - 3/31/24 (PBP), Associates are recruited to relieve a besieged settlement. Days of downtime: 9 &lt;br /&gt;
*[[No Man Left Behind]], 2/25/24, Associates banish an orc and defeat a dragon. Days of downtime: 5&lt;br /&gt;
*[[A Stench Least Foul]], 2/24/24, Associates investigate shadows in the swamp. Days of downtime: 3&lt;br /&gt;
*[[Star Pit: XL Team Deathmatch]], 2/22/24, Associates return to the Star Pit for a big battle. Days of downtime: 2&lt;br /&gt;
*[[Speed Dating at Desperate Hope 2]], 2/21/24, Associates once again attempt to speed date. Days of downtime: 0&lt;br /&gt;
*[[Horrors from the Deep]], 2/19/24, Associates learn square keys don&#039;t fit in square holes. Days of downtime: 4&lt;br /&gt;
*[[Gnome Ann Left Behind]], 2/18/24, Associates learn the alphabet. Days of downtime: 5&lt;br /&gt;
*[[Century Twooze]], 2/17/24, Associates help out with training a Century Twooze. Days of downtime: 0&lt;br /&gt;
*[[Century Ooze]], 2/17/24, Associates help out with training a Century Ooze. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 11]], 2/16/24, Associates go to the desert to get some mutant scales.  Days of Downtime: 28&lt;br /&gt;
*[[Recall]], 2/16/24, an unofficial group of Associates find a secret underneath the city while searching for a cat. Days of Downtime: 0&lt;br /&gt;
*[[The Legendary Funeral]], 2/15/24 - 2/21/24, Onadbyr mourns &amp;quot;lost&amp;quot; associates. Days of Downtime: 0&lt;br /&gt;
*[[Dealing With Satori&#039;s Mistakes]], 2/15/24, Satori asks associates to help him take responsibility for his Devil Contract. Days of Downtime: 12&lt;br /&gt;
*[[Speed Dating at Desperate Hope]], 2/14/24, Associates attempt to partake in a speed dating event. Days of Downtime: 0&lt;br /&gt;
*[[Love-and-Loss Day]], 2/14/24, Associates visit the revival of an old festival and discover the unfair treatment of an innocent trader. Days of Downtime: 1&lt;br /&gt;
*[[Dreams of Extravagance]], 2/13/24, Associates help Alice with her dream problems, again. Days of Downtime: 7&lt;br /&gt;
*[[A Test]], 2/11/24, Associates investigate dreams of a falling meteorite. Days of downtime: 1&lt;br /&gt;
*[[A Stench Slightly Less Foul]], 2/07/24, Associates clean up the mess left behind by the Stench Most Foul group. They don&#039;t drown. Days of downtime: 3&lt;br /&gt;
*[[One Bad ___]], 2/07/24, Associates clean up a polluted well. Days of downtime: 8&lt;br /&gt;
*[[The Primeval Slab]], 2/05/24, Associates investigate the slab again. They barely survive again. Days of downtime: 0&lt;br /&gt;
*[[Lost Mutt#Let&#039;s make a Deal!|Let&#039;s make a deal!]], 2/04/24, Associates find a stick and nothing else. Days of downtime: 2&lt;br /&gt;
*[[Further Investigation 3 (Blighted City 16)]], 2/03/24, Associates continue to push through Lancaster and clear out Undead. Days of Downtime: 6&lt;br /&gt;
*[[A Stench Most Foul]], 2/01/24, Associates are sent to clear out a foul smelling area. Days of Downtime: 3&lt;br /&gt;
&lt;br /&gt;
==January - Autumn 225==&lt;br /&gt;
*[[Samara Slitherslimes Shifting Slime Shop]], 1/31/24, Samara Slitherslime asks Associates to train some slimes. Days of downtime: 1&lt;br /&gt;
*[[Star Pit: King of the Kobolds]], 1/30/24, the Star Pit calls upon Associates for a beloved annual event. Days of downtime: 2&lt;br /&gt;
*[[Lost Mutt]], 1/29/24, Associates set out to find their missing Hellknight. Days of downtime: 3 days&lt;br /&gt;
*[[No Man Knows]], 1/28/24, Associates finish exploring a garden, taking a nap along the way. Days of downtime: 1&lt;br /&gt;
*[[Lucky needs YOUR help]], 1/25/24, Lucky hires some associates to do her shopping for her. Days of downtime: 1&lt;br /&gt;
*[[The Weathered Slab]], 1/23/24, Associates explore the use of a magic slab for training purposes. They survive, but barely. Days of downtime: 0&lt;br /&gt;
*[[No Man&#039;s Land]], 1/21/24, Associates begin to delve into a dark and evil garden. Days of downtime: 1&lt;br /&gt;
*[[Conquering the Wilds]], 1/19/24, Associates confront and kill the Father. Days of downtime: 14 &lt;br /&gt;
*[[Gnome Ann&#039;s Land]], 1/19/24, Associates get a ghost fired without backpay. Days of downtime: 2&lt;br /&gt;
*[[It&#039;s Demons (Legendary)]], 1/16/24, Associates hunt demons as a show of force. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 10]], 1/15/24, Associates experience the beauty of Elysium. Days of downtime: 14&lt;br /&gt;
*[[Taming the Wilds]], 1/11/24, Associates scout out a way through the traps to the father lycanthrope. Days of downtime: 14&lt;br /&gt;
*[[Untitled Gooze Game]], 1/09/24, Associates help recover wayward gooze. Days of downtime: 0&lt;br /&gt;
*[[Dreams of Whimsy]], 1/08/24, Associates delve further into the mystery of a sleeping child. Days of downtime: 5&lt;br /&gt;
&lt;br /&gt;
=2023=&lt;br /&gt;
==December - Summer 225==&lt;br /&gt;
*[[Onadbyrs Legacy]], 12/29/23, Associates investigate a riddle discovered within the city. Days of downtime: 0&lt;br /&gt;
*[[Dream a Little Dream of Me]], 12/28/23, Illiam chooses only the most qualified associates to help make a love story reality. Days of downtime: 1&lt;br /&gt;
*[[Mary Had a Little Lamb (Poppet #2)]], 12/23/23, Associates look for a missing lamb. Days of downtime: 15&lt;br /&gt;
*[[It&#039;s Demons (Master)]], 12/22/23, Onadbyr sends out its best associates to solve this recurring issue permanently. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose|Threads on the Loose II]], 12/21/23 - 1/11/24, Associates set out to rescue kidnapped Associates. Days of downtime: 15+&lt;br /&gt;
*[[Tricksters of the Summer&#039;s Night]], 12/19/23, Associates look into a lack of spirits at a festival. Days of downtime: 6&lt;br /&gt;
*[[Component Collection 9]], 12/16/23, Associates remove 5+1 boars from a cave. Days of downtime: 5&lt;br /&gt;
*[[Dreams of Solace]], 12/13/23, Hedgewyn Brewery requests assistance with helping someone wake up from a dream. Days of downtime: 5&lt;br /&gt;
*[[Everything is Fine in Shaftesbury]], 12/13/23, People in town are recieving letters promising to be reunited with loved ones. Associates are sent to inspect. Days of downtime: 6&lt;br /&gt;
*[[Malicious Intent: Last Shot]], 12/11/23, The associates are sent out to take out the goblin fortress leader. Days of downtime: 14&lt;br /&gt;
*[[Lasst uns froh und munter sein]], 12/9/23, A job ends up being far more complicated than the Associates expected. Days of downtime: 7&lt;br /&gt;
*[[7 Deadly Runes]], 12/8/23, Associates set out to finish what they&#039;ve started and bring peace to the Thassilonians. Days of downtime: 7&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Goes]], 12/5/23, Associates finally end their chapter of learning Velborough&#039;s fate. Days of downtime: 1&lt;br /&gt;
*[[Kelek, Remastered 3]], 12/4/23, Associates have a strange dream. Days of Downtime: 0&lt;br /&gt;
*[[It&#039;s Demons (Expert)]], 12/4/23, Associates were tasked to intercept a band of demons. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose]], 12/3/23 - 12/20/23, PBP- Associated escort Nakaya the wool merchant on a trading run. Days of downtime: 14&lt;br /&gt;
*[[Weird Wolves]], 12/1/23, Associates are called last minute to deal with some &amp;quot;wolves&amp;quot; approaching the city. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==November - Spring 225==&lt;br /&gt;
*[[It&#039;s Demons (Trainee)]], 11/30/23, Associates are hired to check for small demons outside town. Days of Downtime: 0&lt;br /&gt;
*[[Welcome to the Star Pit]], 11/29/23, Associates are recruited to become gladiators. Days of Downtime: 2&lt;br /&gt;
*[[Spirit Bottle: Solutions]], 11/27/23, Associates set out to find Absinthe and end up back at the Spirit Bottle. Days of downtime: 2&lt;br /&gt;
*[[Black Sunday (Blighted City 15)]], 11/26/23, associates clean up Lancaster&#039;s streets. Days of downtime: 6&lt;br /&gt;
*[[Buried Knowledge]], 11/24/23, associates investigate a buried library not unlike Desperate Hope. Days of downtime: 8&lt;br /&gt;
*[[Thanks Not Received]], 11/23/23, associates search for a missing food shipment. One dies and comes back. Days of downtime: 0&lt;br /&gt;
*[[Kelek, Remastered 2]], 11/22/23, associates have a weird dream. Days of downtime: 0&lt;br /&gt;
*[[The Gnasher Horde]], 11/21/23, hunt down several roaming beaver behemoths. Days of downtime: 0&lt;br /&gt;
*[[The Gnasher&#039;s Den]], 11/21/23, hunt down the roaming beaver behemoth. Days of downtime: 7&lt;br /&gt;
*[[Kelek, Remastered 1]], 11/20/23, associates have a weird dream. Days of downtime: 0&lt;br /&gt;
*[[The Pun Session | The Pun Session™]], 11/20/23, associates save Gnome Ann, retrieve a potion, and restore Ogre Confidence to his former glory. Days of downtime: 4&lt;br /&gt;
*[[The Original Rune]], 11/17/23, the associates humble the runelord of pride. Days of downtime: 7&lt;br /&gt;
*[[The Miracle of Fertilization]], 11/12/23, the associates go on a magical wagon adventure. Days of downtime: 0&lt;br /&gt;
*[[Whispers Which Weep]], 11/10/23, The council received a letter asking for assistance in dealing with an evil witch. Days of downtime: 8&lt;br /&gt;
*[[Further Investigation 2 (Blighted City 14)]], 11/10/23, Associates clear out and loot the library at Lancaster. It&#039;s the best day ever for [[Kali]] and [[Cyrus Leyvald|Cyrus]]. Days of downtime: 6&lt;br /&gt;
*[[The Lost Soul]], 11/6/23, Associates help Illiam find their long-lost great great aunt Ruetha Elro. Days of downtime: 8&lt;br /&gt;
*[[Chestnuts Magic Flower]], 11/3/23, Associates find a flower for the poppet Chestnut. Days of downtime: 7&lt;br /&gt;
*[[Graveknight Knockdown: The Final Chapter]], 11/02/23 - 11/12/23, Associates finally deal with the Graveknight problem once and for all. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 8]], 11/2/23, Associates venture out to a Willow tree to collect samples. Days of downtime: 6&lt;br /&gt;
&lt;br /&gt;
==October - Winter 224==&lt;br /&gt;
*[[Graveknight Knockdown 4]], 10/31/23, Associates tend to Graveknights, again, again, again. Days of downtime: 0&lt;br /&gt;
*[[An Unclean Kill]], 10/30/23, Associates poke at a dead animal. Days of downtime: 2&lt;br /&gt;
*[[Call of the Wild 5]], 10/29/23, Associates hunt down the wereroc Hark near frozen ruins. Days of downtime: 7&lt;br /&gt;
*[[Let the Music Move You]], 10/3/23 - 10/26/23, A concert has come to Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[The Dark Side of the Moon]], 10/26/23, Associates set out to free Kit from their mother&#039;s influence. Days of downtime: 29&lt;br /&gt;
*[[When a Man loves a Woman]], 10/23/23, Help Sir Egg with his latest client. Days of Downtime: 13&lt;br /&gt;
*[[Spirit Night Horror]], 10/21/23, Associates make sure nobody gets hurt at the Spirit Night festival in Rommack. Days of downtime: 1&lt;br /&gt;
*[[Hate Like Rune]], 10/20/23, Associates return to the lost lands and learn of Wrath. Days of Downtime: 7&lt;br /&gt;
*[[Broken Hearts]], 10/20/23, Associates look into disappearing couples at Rivergrove. Days of downtime: 1&lt;br /&gt;
*[[Eclipsing the Night 2]], 10/19/23, Associates head into the Umbral Grotto to hunt down the night hag that has been attacking Onadbyr. Days of downtime: 4&lt;br /&gt;
*[[A Coup Against Aku]], 10/12/23, Associates gear up to finally take down Aku and the Oni incursion of The Grove. Days of downtime: 6&lt;br /&gt;
*[[Call of the Wild 4]], 10/11/23, Associates assassinate Hoggins the were-whale. Days of downtime: 8&lt;br /&gt;
*[[Component Collection 7]], 10/9/23, Associates save Wrigley from some Gathlain. Days of downtime: 2&lt;br /&gt;
*[[The Statue Garden]], 10/9/23, Associates deal with a flooded restaurant full of fish. Days of downtime: 1&lt;br /&gt;
*[[Pestilence]], 10/7/23, Associates investigate a sickness in nearby town. Days of downtime: 4&lt;br /&gt;
*[[The Bandit&#039;s King]], 10/7/23, Three Associates infiltrate a bandit camp to investigate them. Days of downtime: 14&lt;br /&gt;
*[[Malicious Intent: Target Sighted]], 10/6/23, Associates clear a goblin outpost and gain more information about the goblin big boss. Days of downtime: 7&lt;br /&gt;
*[[Journey to the West 2]], 10/6/23, Associates travel to the Old Country to assist with Maki&#039;s trials. Days of downtime: 60&lt;br /&gt;
*[[Are you Telling me Dr. Acula was a Vampire the Whole Time?!?]], 10/4/23, Associates try to get rid of Dr. Acula. Days of downtime: 0&lt;br /&gt;
*[[Eclipsing the Night]], 10/2/23, Associates investigate the lack of fae in the area. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
==September - Autumn 224==&lt;br /&gt;
*[[Return to Sane Sorik]], 9/29/2023, Associates exterminated a Gnagrif infestation from the Sane Sorik Library. Days of downtime: 1&lt;br /&gt;
*[[Please don&#039;t be spiders...]], 9/29/2023, Associates went to Pettyport to investigate a strange cart covered in webs and loaded with magic. Days of downtime: 0 &lt;br /&gt;
*[[Call of the Wild 3]], 9/26/2023, Associates meet with the daughter of &amp;quot;the Father&amp;quot; for a diplomatic meeting. Days of downtime: 4&lt;br /&gt;
*[[Last Stand of the Forgotten Pirate]], 9/25/23. Associates look for a missing person. Day of downtime: 1&lt;br /&gt;
*[[Spa Spies II]], 9/23/23. Associates return for a second spa day. Days of downtime: 0&lt;br /&gt;
*[[Return to the Spirit Bottle]], 9/22/23. Associates make an exchange for Absinthe at the Spirit Bottle. Days of downtime: 2&lt;br /&gt;
*[[It Was all a Dream?]] 9/21/23, Associates have some bad nightmare-inducing lasagna. Days of downtime: 0&lt;br /&gt;
*[[Besetting Rune]], 9/21/23. Associate take another plunge into the runelord&#039;s grave shaped portal. Days of downtime: 7&lt;br /&gt;
*[[Further Investigation 1 (Blighted City 13)]], 9/19/23. Associates decide to investigate a lead gotten from the Paravicar&#039;s journals. Days of Downtime: 3&lt;br /&gt;
*[[Runes of Flesh]], 9/15/23. Associate further investigate the portal in the mausoleum. Days of downtime: 7&lt;br /&gt;
*[[The Lady and Her Knight (Blighted City 12)]], 9/14/23. Associates gear up to take the graveyard for real this time. Days of downtime: 3&lt;br /&gt;
*[[Call of the Wild 2.5]] 9/13/23. Associates find a missing person in Under Bright. Days of downtime: 1&lt;br /&gt;
*[[Band of Poachers]] 9/12/23. Associates investigate overhunting outside of Onadbyr. Days of downtime: 2&lt;br /&gt;
*[[Escort Mission]]. 9/11/23. Associates escort LOC to Desperate Hope 2 days away. Days of downtime: 11&lt;br /&gt;
*[[Journey to the West]]. 9/11/23. Associates accompany Maki to the Old Country. Days of downtime: 60&lt;br /&gt;
*[[Graveknight Knockdown 3]], 9/10/23. Associates go down to deal with the Graveknights AGAIN. Days of downtime: 0&lt;br /&gt;
*[[Malicious Intent: In the Wind]], 9/10/23. Associates cleared a goblin ambush site that had been disrupting trade. Days of downtime: 2.&lt;br /&gt;
*[[The Oviposit Episode]], 9/8/23. The associates get together to experience oviposition. Days of downtime: 4&lt;br /&gt;
*[[Velborough O&#039;s|Velborough No&#039;s]] The master is defeated, the people of Velborough freed, and the demiplane destroyed. Maybe? 9/8/23.&lt;br /&gt;
*[[Onadbyr Arson Investigation|Onadbyr Arson Investigation Redux]] 9/7/23. The associates finally put an end to the arsons and Kasumi makes two new friends. Days of downtime: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Knows]] The first part of the assault on Velboroughs&#039; Statehouse to finally take down the master and free the people of Velborough. 9/6/23.&lt;br /&gt;
*[[Component Collection 6]] 9/6/23. Associates head back to Parmi&#039;s cave to clean it up. Days of downtime: 1&lt;br /&gt;
*[[Cows on Ice]] 9/5/23. Associates save some cows from dragons. Days of downtime: 3&lt;br /&gt;
*[[The Stone that Cuts]] 9/4/23. Associates cleared out an abandoned mine full of dangerous creatures. Days of downtime: 4 &lt;br /&gt;
*[[Pay for One&#039;s Runes]] 9/1/23. Associates further investigate the portal in the mausoleum. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==August - Summer 224==&lt;br /&gt;
*[[Shaking Earth]] 8/31/23. Associates investigate giant sightings outside of Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[Fall Into Rune]] 8/31/23. Associates investigate the portal previously found in a coffin. Days of downtime: 7&lt;br /&gt;
*[[The Walls are Closing In]] 8/30/23. Associates defend the city guard from being culled by extraplanar saboteurs. Days of downtime: 1&lt;br /&gt;
*[[Call of the Wild 2]] 8/29/23. Associates participate in a diplomatic encounter with the werecreatures in the woods. Days of downtime: 3&lt;br /&gt;
*[[Down and Drowned]] 8/28/23. Associates are called to deal with an aquatic creature. Days of Downtime: 3&lt;br /&gt;
*[[Spa Spies]] 8/27/23. Associates have a spa day. Days of downtime: 0&lt;br /&gt;
*[[Malicious Intent: Armed and Dangerous]] 8/26/23. Associates confronted the goblins who robbed the smithy. Days of downtime: 1&lt;br /&gt;
*[[The Slums (Blighted City 11)]] 8/25/23. Associated continue to move through Lancaster clearing out a burned neighborhood. Days of downtime: 1&lt;br /&gt;
*[[Runes of the Father]] 8/25/23. Associates investigated a corpse hung from a tree emanating an ominous aura. Days of downtime: 7&lt;br /&gt;
*[[The Treasure Map 2]], 8/23/23. Associates solved a poetic puzzle and recovered the treasure of an old wizard not far out from Pettyport. Days of downtime: 3&lt;br /&gt;
*[[Call of the Wild]], 8/22/23. Associates battled a group of werecreatures in the woods, rescued three hunters, and learned of a mysterious cult. Days of downtime: 5&lt;br /&gt;
*[[Mushroom Massacre]], 8/21/23. Associates ventured deep into the mushroom caves for supplies, death followed soon after. Days of downtime: 2&lt;br /&gt;
*[[Butter Cave]], 8/19/23. Associates cleared out dangerous creatures in a cave full of butter. Days of Downtime: 1&lt;br /&gt;
*[[Fear and Faith]], 8/18/23. Associates return to Tilfel and unravel the source behind the disease plaguing Horsk Meste. Days of downtime: 2&lt;br /&gt;
*[[The Beat of Kelek]], 8/17/23, Associates get the Beat. Days of Downtime: 0 or 7 (for alumini of Sutton&#039;s class)&lt;br /&gt;
*[[A Grave Affair]], 8/15/2023, We Associates investigate a nearby site reported to house one Necromancer. Days of Downtime: 4&lt;br /&gt;
*[[Underground Outpost]], 8/12/23 - 8/17/23, a large group of associates set out to the ruins found in [[Buried Treasure]] to begin establishing the land known as Desperate Hope. Days of downtime: 4&lt;br /&gt;
*[[Beyond the Palace Gates (Blighted City 10)]], 8/17/23, Associates infiltrate the palace of Lancaster to see just how bad it can get. Days of downtime: 1&lt;br /&gt;
*[[Graveknight Knockdown 2]], 8/11/23. Two experienced associates show newer associates the dangers of cursed items. Days of downtime: 0&lt;br /&gt;
*[[Aulrics Peak Hunting Grounds|Aulrics Peak Hunting Grounds I(PBP)]], 8/1/23-8/11/23, Associates head to Aulrics Peak to discover information on a behemoth known as the Shrike. Days of Downtime: 7&lt;br /&gt;
*[[Iron Falls Hunting Grounds 1]], 8/1/23-8/11/23.  Associates head out to search for signs of a giant beaver known as a gnasher. Days of downtime: 6&lt;br /&gt;
*[[Revelation Rock Hunting Grounds]], 8/1/23 - 8/11/23 (PBP). Associates search for information on a mutant porcupine known as the quillshot. Days of Downtime: 5&lt;br /&gt;
*[[First Last Steps]], 8/9/2023, Associates scout various locations within Little Monarch for Cutter Black to find one suitable for barracks. Days of Downtime: 0&lt;br /&gt;
*[[Component Collection 5]], 8/7/2023, Associates collect various mushrooms for Isabella de la Lune in the Mycelial Mines. Days of downtime: 5&lt;br /&gt;
*[[Malicious Intent: The Search]], 8/6/2023, Associates capture a gang of goblin thieves led by a bugbear in Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[Buried Treasure 5]], 8/5/2023, Associates finish clearing out the sunken village a day outside town. Days of downtime: 1&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 15]], 8/4/23, Associates head back into Rommack, this time to clear out a gnoll stronghold. Days of downtime: 2&lt;br /&gt;
*[[The Spirit Bottle]], 8/4/23, deliver Absinthe’s payment to Lady Sielu at the Spirit Bottle Tavern. Days of downtime: 2&lt;br /&gt;
*[[In the mouth of Cultists]], 8/2/23, associates destroy the remaining ooze cultists and their leader, Simon. Days of downtime: 4&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 14]], 8/1/23, the associates cleared out a gnoll fort and made contact with the leshy camp. Days of downtime: 3&lt;br /&gt;
&lt;br /&gt;
==July - Spring 224==&lt;br /&gt;
*[[The Treasure Map 1]], 7/31/23, Associates scoured Onadbyr for the location of a lost set of swords. Days of downtime: 1&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 13]], 7/30/23, Associates venture again to explore the area beneath Rommack and clear a cave of cave giants. Days of downtime: 2&lt;br /&gt;
*[[The Cabin]], 7/30/23, Associates venture up into the mountains to check on an inventor. Days of downtime: 4&lt;br /&gt;
*[[A Collector&#039;s Quarry]], 7/28/23, Associates help Collector Jericho recover a hidden stash of sixty-nine books. Days of Downtime: 4&lt;br /&gt;
*[[Heroic Gambit IV]], 7/26/23 Associates hurry to deal with an Erinys and her group looking for revenge. Days of Downtime: 4&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 12]], 7/25/23, Associates venture again to explore the area beneath Rommack. Days of downtime: 3&lt;br /&gt;
*[[The Citadel part 3 (Blighted City 9)]], 7/24/23, Associates return to the citadel once more to check for ways to deal with the Graveknights. Days of Downtime: 1&lt;br /&gt;
*[[Onadbyr Arson Investigation]], 7/22/2023, Associates investigate a string of arsons in the Upper Sacks. Days of Downtime: 1&lt;br /&gt;
*[[The Lost Library]], 7/22/2023, Associates look for a book in The Lost Library.  Days of Downtime: 0&lt;br /&gt;
*[[Buried Treasure 4]], 7/21/2023, Associates clear out a portion of the sunken village a day outside town. Days of downtime: 2&lt;br /&gt;
*[[Heroic Gambits III]], 7/20/23, Associates gather to reenact the historical founding of Clayfjord. Days of downtime: 4&lt;br /&gt;
*[[That Solemn Conquerer]], 7/19/2023, Associates dreams are invaded by a night hag. Days of downtime: 1&lt;br /&gt;
*[[Associate Meeting]], 7/11/23 - 7/20/23, The Associates are called together to discuss two major problems. Days of downtime: 0&lt;br /&gt;
*[[Heroic Gambits Reinvitation]], 7/17/2023, Associates put a nightmarish show at the Heroic Gambit. Days of downtime: 4&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Throes Redux]], 7/15/23, Associates finally capture Lady Maria at the cost of a party member. Days of downtime: 3&lt;br /&gt;
*[[Graveknight Knockdown]], 7/14/23, Associates head to the city storage to put them back down for a time. Days of downtime: 0&lt;br /&gt;
*[[Tifel: Journey into Horsk Meste]], 7/14/23, Associates try and find a shortcut through the mountains to reach Minzelwood. Days of downtime: 6&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Grows]], 7/13/23, Associates cut down living incubator trees in Velborough. Days of downtime: 3&lt;br /&gt;
*[[Curtains and Candles 2]], 7/13/23, Associates return to the Bently Manor to finish the job started in [[Curtains and Candles]]. Days of Downtime: 1&lt;br /&gt;
*[[The Citadel part 2 (Blighted City)]], 7/10/23, Associates clear out the Hellknight Citadel of Lancaster and the adjacent graveyard. Days of Downtime: 1&lt;br /&gt;
*[[Component Collection 4]], 7/7/23, Associates accept a bounty to get dragon scales for the apothecary. Days of Downtime required: 2&lt;br /&gt;
*[[A Falling Son]], 7/6/23, A team of associates return to finish what was started in [[House of the Rising Son]]. Days of downtime required: 3&lt;br /&gt;
*[[The Wolf who Cried Boy]], 7/5/23, Four Associates hunt down wolves of abnormal intellect. Days of downtime required: 4&lt;br /&gt;
*[[The Longer Night]], 7/5/23, Associates fight when fey forces that seem to be connected to [[Enemies at the Gates]] return to once again assault the city. Days of downtime required: -&lt;br /&gt;
*[[The Graveyard (Blighted City 7)]], 7/3/23, Associates meet a powerful guardian in a Lancaster graveyard and choose to retreat rather than risk death. Days of downtime required: 1&lt;br /&gt;
&lt;br /&gt;
==June - Winter 223==&lt;br /&gt;
*[[Frogs, Frogs? Frogs! Frogs.]], 6/30/23, Associates head into the hunting grounds to clear out a frog infestation. Days of downtime: 2&lt;br /&gt;
*[[The Streets (Blighted City 6)]], 6/26/23, Associates venture back to Lancaster to clear out some undead. Days of downtime required: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Throes]], 6/22/23, Days of downtime required: 3&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Lowest Lows]], 6/22/23, The associates return to Velborough once again, this time to collect The Tender of Space Below. Days of downtime required: 3&lt;br /&gt;
*[[House of the Rising Son]], 6/21/23, The associates attempt to take an outpost in the Grove. Days of downtime required: 6&lt;br /&gt;
*[[The Ninth Day]], 6/19/23, Clan Ashenforge is torn apart by Graveknights brought into the city by Sade. Days of downtime required: 0&lt;br /&gt;
*[[The Heroic Gambit]], 6/18/23, Associates from Onadbyr are hired to travel to the Heroic Gambit and put on a show. Days of downtime required: 4&lt;br /&gt;
*[[You&#039;ll Be in My Heart]], 6/17/23 - 6/23/23, Associates learn how marriage works. Days of downtime: 0?&lt;br /&gt;
*[[Finder of Paths Unseen]], 6/16/23, Associates finish scouting out the underground shortcut to Horsk Meste. Days of downtime required: -&lt;br /&gt;
*[[The Citadel part 1 (Blighted City)]], 6/16/23, Five associates assist Zeal in becoming a Hellknight. Days of downtime required: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Necrose]], 6/15/23, The Associates return to Velborough to collect the soul of Poinsetia, Wrending Rot and Regrowth. Days of downtime required: 3&lt;br /&gt;
*[[Flying High &amp;amp; Crashing Hard]], 6/12/23, Three Trainee and three Expert&#039;s head back to the grove to collect and repair some vehicles. Days of downtime required: 5&lt;br /&gt;
*[[Finder of Paths Unseen]], 6/9/23, Associates journey to Tilfel to begin scouting out an underground shortcut to Horsk Meste. Days of downtime required: 4&lt;br /&gt;
*[[Component Collection 3]], 6/08/23, [[Isabella de la Lune]] hires associates to collect samples from diseased or poisoned animals. Days of downtime required: 0&lt;br /&gt;
*[[Survival Training]], 6/08/23, The guard captain and an experienced associate teach fledgling associates how to survive in the wilderness. Days of downtime required: 7&lt;br /&gt;
*[[Screaming in Agony]], 6/07/23, The Associates investigate constant screaming from within the grove. Days of downtime required: 3.&lt;br /&gt;
*[[The Jail (Blighted City 4)]], 6/05/23, Associates delve further into Lancaster, exploring the long-forgotten jail. Days of downtime required: 1.&lt;br /&gt;
*[[Cleaning Up]], 6/01/23, A group of associates hurry to clear the trimarket of undead before sunrise. Days of downtime required: 0&lt;br /&gt;
&lt;br /&gt;
==May - Autumn 223==&lt;br /&gt;
*[[Behold a Black Sky]], 5/31/23, Associates finish the work of clearing the sewers, as begun in [[Beneath the Town]].&lt;br /&gt;
*[[Unbroken]], 5/29/23, A few open-minded Associates attempt to restore a Kodama.&lt;br /&gt;
*[[Beneath the Town]], 5/28/23, The Associates Attempt to clear a path through the sewers.&lt;br /&gt;
*[[The Hospital|The Hospital (Blighted City 3)]], 5/22/23, The Associates clear the hospital of Lancaster. Days of downtime required: 1.&lt;br /&gt;
*[[The Cat in the Hat]], 5/21/23, The Associates handle a hairy situation.&lt;br /&gt;
*[[Mongrels in the Streets]], 5/20/23, The Associates handle a stray problem.&lt;br /&gt;
*[[The Music of the Night]], 5/18/23, Four Associates investigate the Markmuse theater&#039;s ghost sightings.&lt;br /&gt;
*[[Black Snow in Snehov]], 5/12/23, Days of downtime required: 5.&lt;br /&gt;
*[[The Farmhouse (Blighted City 2)]], 5/16/23, The Associates return to the city of Lancaster to secure a forward base for future expeditions. Days of downtime required: 1.&lt;br /&gt;
*[[The Root of Our Problems]], 5/15/23, The Associates venture back to the grove to assist the local spirits.&lt;br /&gt;
*[[Descent into Rommack 11]], 5/13/23, The Associates descend back into the Underdark to explore the underground space.&lt;br /&gt;
*[[The Gates (Blighted City 1)]], 5/12/23, The Associates go to Lancaster to secure a path into the city. Days of downtime required: 1.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Droves]], 5/12/23, Days of downtime required: 3.&lt;br /&gt;
*[[Down the Rabbit Hole]], 5/11/23, The Associates return back to the Rat Mines to learn what remains&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Shows]], 5/11/23, Days of downtime required: 3.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Doughs]], 5/10/23, Days of downtime required: 3.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Doe&#039;s]], 5/8/23, Days of downtime required: 3.&lt;br /&gt;
*[[Cleanup Crew]], 5/7/23, The Associates fill in a sinkhole that is mutating the wildlife with its waters. Days of downtime required: 2.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Lows]], 5/6/23, Days of downtime required: 3.&lt;br /&gt;
*[[Component Collection 2]], 5/5/23, The Associates collect mudvines for The Apothecary. Days of downtime required: 1.&lt;br /&gt;
*[[Step 4: Ending this Devil tune]], 5/4/23, Associates descended once more into the caverns to end the banjo rat menace once and for all.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Woes]], 5/3/23, Days of downtime required: 3.&lt;br /&gt;
&lt;br /&gt;
==April - Summer 223==&lt;br /&gt;
*[[The King Must Fall]], 4/30/23, Associates go into the Underdark/Darktown/Shadesville/The Big Unseen/The Darkzone 2 to defeat the duergar king&lt;br /&gt;
*[[Buried Treasure 2]], 4/28/23, Associates delve back into the sunken village, seeking to explore further.&lt;br /&gt;
*[[Into the Snowscape]], 4/26/23, 4/28/23, Associates travel to the mysterious land of Tilfel.&lt;br /&gt;
*[[Storming the Fortress|Storming the Fortress II]], 4/25/23, Associates lead troops on behalf of Kind Frederick. &lt;br /&gt;
*[[Step 3: Live Bait]], 4/24/23, Associates serve as a distraction in the rat infested banjo mines to ease the way for the final assault team.&lt;br /&gt;
*[[Demons, Devils, and More 2]], 4/23/23, Associates wipe out the biloko remnants along with the devils that seem to be leading them.&lt;br /&gt;
*[[Buried Treasure]], 4/21/23, Associates investigate a sunken village, looking for supplies.&lt;br /&gt;
*[[The Burnt Leaf Festival]], 4/20/23, Associates get lit.&lt;br /&gt;
*[[Storming the Fortress]], 4/19/23, clearing out the second level of the WMMC&lt;br /&gt;
*[[Awaken in Ash (JtA 3)]], 4/17/23, the associates continued travelling far south and found missles and sand creatures.&lt;br /&gt;
*[[Demons, Devils And More]], 4/15/23, Associates clean up a temple of Pharasma.&lt;br /&gt;
*[[Pettyport Annual Fishing Competition!]], 4/14/23, A fishing contest to see who could catch the greatest fish.&lt;br /&gt;
*[[Icicle&#039;s in the Deep]], 4/13/23, associates finish clearing Melty&#039;s Basement and open a portal to the mysterious land &amp;quot;Tilfel&amp;quot;. &lt;br /&gt;
*[[Magic Surge]], 4/12/23, associates found the source of the magic surges seen in [[The Beat]].&lt;br /&gt;
*[[Far From Home (JtA 2)]], 4/11/23, associates continued travelling far south and found undead, and then more undead.&lt;br /&gt;
*[[Into the deep]], 4/11/23, associates finished clearing the first level of the White Mountain Mining Company.&lt;br /&gt;
*[[Wellspring of Wrath]], 4/10/23, associates located the source of the mutated animals.&lt;br /&gt;
*[[Descent into Rommack 8]], 4/8/23, associates cleared most of the top floor of the Rommack Mines.&lt;br /&gt;
*[[Component Collection 1]], 4/7/23, associates acquired components for [[Isabella de la Lune|Isabella]].&lt;br /&gt;
*[[Step 1: Getting the Band back Together ]], 4/6/23, Billy Bob has requested the assistance of the Associates in finding and recruiting his old bandmates.&lt;br /&gt;
*[[Melty&#039;s Mark Basement]], 4/5/23&lt;br /&gt;
*[[Mutant Hunt]], 4/4/23, the associates hunt down more mutant specimins for Councilwoman [[Sideun Ae-Geom]] to study.&lt;br /&gt;
*[[At the Edges of the Stoneblight Forest]], 4/3/23-4/10/23, Associates investigate petrified trees that have begun appearing on the edges of the Stoneblight.&lt;br /&gt;
*[[Romance Dawn (JtA 1)]], 4/3/23, Associates begin the long trek to uncover the mysteries behind Voml and the core, and to see if, perhaps, he could be resurrected.&lt;br /&gt;
*[[The Halfling]], 4/3/23, Associates sought to capture a halfling who may or may not have assisted in the murder of Clan Ashenforge.&lt;br /&gt;
*[[The Temple of Urgathoa Part 2]], 4/2/23, Associates returned to the temple, to slay the undead and necromancer.&lt;br /&gt;
*[[Descent into Rommack 7]], 4/1/23, Associates continued through the gnoll dungeon.&lt;br /&gt;
*[[Biloko Camp]], 4/1/23, Associates eliminated a small encampment of biloko that was threatening hunters from Onadbyr.&lt;br /&gt;
&lt;br /&gt;
==March - Spring 223==&lt;br /&gt;
March 2023 was the first month of Kelek.&lt;br /&gt;
*[[The Beat]], 3/31/23, Associates had an entirely boring guard duty in the Laybarons.&lt;br /&gt;
*[[The House that Dwarves Built]], 3/27/23, coming soon.&lt;br /&gt;
*[[The Temple of Urgathoa]], 3/26/23, Associates ventured into the 2nd layer of an Urgathoan Temple.&lt;br /&gt;
*[[Descent Into Rommack 5]], 3/25/23, associates continued through the gnoll dungeon. &lt;br /&gt;
*[[Trollhunt]], 3/25/23, associates cleared a troll lair.&lt;br /&gt;
*[[Descent Into Rommack 4]], 3/24/23, associates continued through the gnoll dungeon. This session led into Descent into Rommack 5&lt;br /&gt;
*[[Bear Season]], 3/24/23 Associates travel outside the walls, hunt some animals and take out mutated ones.&lt;br /&gt;
*[[The Church and The Steeple]], 3/23/23, Associates travel back to the Temple of Urgaotha to uncover more of its secrets&lt;br /&gt;
*[[The Digsite 1]], 3/22/23, associates traveled to the ruins of SUSS, and found maps to more locations of interest.&lt;br /&gt;
*[[Ruins in the woods|Ruins in the Woods]], 3/22/23, associates discovered a temple to Urgathoa, and cleared it. The temple contains large amounts of Basalt.&lt;br /&gt;
*[[Descent Into Rommack 3]], 3/20/23, associates continued through the gnoll dungeon. This session led into Descent into Rommack 4.&lt;br /&gt;
*[[Into the Den]], 3/20/23, associates killed some mutated animals nearby.&lt;br /&gt;
*[[Secure the Sewers]], 3/19/23, associates located the creatures responsible for dead sewer workers.&lt;br /&gt;
*[[Descent Into Rommack 2]], 3/17/23, associates cleared out more of the large underground gnoll encampment. This session led into Descent into Rommack 3.&lt;br /&gt;
*[[Bells in the Dark]], 3/17/23, associates clear out an encampment of crocodilian humanoids that attacked a caravan.&lt;br /&gt;
*[[The Beast]], 3/16/23-3/24/23, associates are dispatched to investigate a small cult investigating [[Rovagug|the Beast]].&lt;br /&gt;
*[[Of Mice and Men]], 3/15/23, associates explored a rat-filled cavern, and discovered a new threat.&lt;br /&gt;
*[[Descent Into Rommack 1]], 3/13/23, associates began clearing the large underground gnoll encampment. This session led into Descent into Rommack 2.&lt;br /&gt;
*[[Curtains and Candles]], 3/13/23, associates rescued an elven child from a haunted house.&lt;br /&gt;
*[[Onadbyr Cult Investigation]], 3/12/23, associates began investigating an old cult, and fought a local criminal gang.&lt;br /&gt;
*[[The Caravan]], 3/10/23, associates rescued a caravan from an orc ambush, and betrayal.&lt;br /&gt;
*[[Hunting Party]], 3/10/23, associates gathered food in the nearby woods for the town.&lt;br /&gt;
*[[Tainted Lands Guarding Spoiled Hands]], 3/9/23, associates traveled to a magical disturbance and cleared it.&lt;br /&gt;
*[[Infestation]], 3/8/23, associates destroyed several undead that had broken into the [[Hunter&#039;s Guild]].&lt;br /&gt;
*[[Condemned Clean-up]], 3/8/23, associates cleared out an old butcher&#039;s shop. This session led into Onadbyr Cult Investigations.&lt;br /&gt;
*[[Tiny Paws Taking Tiny Morsels]], 3/7/23, associates tracked down the source of city rats and began their investigation of it. This session led into Of Mice and Men.&lt;br /&gt;
*[[Rommack Defends]], 3/4/23, associates worked with other adventurers to stop a gnoll offensive. This session led into Descent Into Rommack 1.&lt;br /&gt;
*[[Rommack In Need]], 3/3/23, associates cleared a small group of gnolls from a cave that had attacked a nearby town. This session led into Rommack Defends.&lt;br /&gt;
*[[The Long Night]], 3/3/23, associates prevented marauders from coming in to town through a breach in the wall.&lt;br /&gt;
*[[Enemies at the Gates]], 3/1/23, associates defended the laybaron gates against a fey attack.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Munchaucher%27s_Proxy&amp;diff=6734</id>
		<title>Munchaucher&#039;s Proxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Munchaucher%27s_Proxy&amp;diff=6734"/>
		<updated>2025-10-02T19:42:11Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Munchaucer’s Proxy&lt;br /&gt;
| date = 9/5/25&lt;br /&gt;
| storyteller = Rorik&lt;br /&gt;
| tier_of_play = Expert&lt;br /&gt;
| player_characters = [[Swaying Petals]], [[Hogo]], [[Kaina]], [[Quill]], [[Sanguine]]&lt;br /&gt;
| rewards = 300 xp, 1000 gp, Rustbringer, Admirers Boquet, Atlas Arcane, Deathdrinking, Antifungal Salve (Moderate) x2, Gorum’s Tear x2&lt;br /&gt;
| result = Success&lt;br /&gt;
| author = [[Swaying Petals]] (Cloyster)&lt;br /&gt;
| downtime_days = 18&lt;br /&gt;
}}&lt;br /&gt;
(associates visit the isolated town of Skol to establish relations)&lt;br /&gt;
==Log==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Log penned by Swaying Petals&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently the Isle of Mahlah has reportedly grown in size and has expanded its influence across much of the sea to the south. With them seemingly being led by cultists of Apollyon, these guys seem like bad news as they seek to poison and sicken the creatures and the very land itself. Apparently, there&#039;s a town I never heard of on the eastern coast called Skol that has been the only town to resist the influence of Mahlah in the area. The town is isolated, so we were given a special mission to establish relations with Skol so that we can support them in their effort. However, Onadbyr is still officially ‘peaceful’ with Mahlah right now, so we need to keep our activities there a secret. The organizer of the mission gave us these bracelets that provided a temporary illusionary disguise, to help protect our identities if we were to come into contact with Mahlah. We were also given a cart with food and medical supplies as a gift to Skol, which I’m sure they’ll appreciate in these times.&lt;br /&gt;
&lt;br /&gt;
On the trip was me, Swaying Petals, along with Quill, Hogo, Kaina, and Sanguine and her eidolon Valena. We traveled for a week traveling south, at first going along the road but eventually needing to hike our way through dense forest. It was tricky getting the cart through and I may have been holding the map upside down for part of the way, but eventually we approached where Skol was reported to be. Occasionally, we caught foul scents on the wind as it seemed the corruption from Mahlah was not too far off. As we approached, we felt a sensation as if there was a pressure on our necks. We eventually identified it as some sort of scrying enchantment that activated when we crossed a certain threshold. We continued forward and I was looking at the map when suddenly I walked head-first into a wall! I fell and clutched my head, but I couldn’t see what I ran into. Kaina and Hogo also ran into the wall after me, probably to make me feel better, and they also bounced off. Quill put their paw up on the invisible barrier and they said it felt like liquid. They pressed their paw into the barrier as it gave a little until they were able to slip on through. Following Quill’s lead, we all squeezed ourselves and the cart through the bubble-like barrier to the other side. &lt;br /&gt;
&lt;br /&gt;
And oh my Gosh, the other side of the barrier felt wonderful! The air was fresh and clean, the birds were singing, and things just seemed more vibrant. It was like we just stepped into a little pocket of paradise! We continued on and it didn’t take long until we saw two guards, one older gnome and a young human. We greeted them and said we were associates from Onadbyr and the human was very excited! It was so cool to meet a fan, even if it was just a fan of us associates in general. The gnome told us Father Theo had said we would arrive, and the guards urgently ushered us to the town hall where a meeting was taking place.&lt;br /&gt;
&lt;br /&gt;
Half of the town of Skol was built on the coast whereas the other half was built on stilts sitting on top of rocks that jutted out of the shallow water on the beach. The town hall was on one of those islands connected by a wooden bridge and behind the town hall was an old 3-story stone tower. We waited outside the town hall for a moment and we admired the large stones at the center of the village that had red, glowing runes on them. It looked like they were written in blood! An old human wearing a necklace of 3 cattails, a symbol of Aminara I believe, came out and greeted us. He seemed very surprised that we were here, but he pretended like he had called for us. We went along with him and entered the town hall, which was crowded and seemed like nearly every villager was here arguing. &lt;br /&gt;
&lt;br /&gt;
The old man, who was named Father Theo, settled everyone down and asked us to introduce ourselves to the villagers. One villager piped up and asked if Onadbyr’s gates were open, which caused a woman sitting next to him to smack him in the head! The whole room erupted back into arguments, and it seemed like a solid third of the town had wanted to flee Skol and migrate elsewhere. Father Theo was furious and shouted at everyone that they will not abandon their home. He also seemed embarrassed about needing to rely on Onadbyr for help. Eventually, Sanguine raised her hand and got the crowd to quiet down. She reiterated that Onadbyr is accepting refugees, but they will have to not be diseased. Apparently, everyone there seemed to have a loved one who is sick and is locked away in a place called the tower. I piped up and asked what sickness they had, and everyone started to yell out different answers! I was sorry I asked, but luckily Sanguine was able to calm the room down again. &lt;br /&gt;
&lt;br /&gt;
Father Theo took us outside for more discussion and showed us the rune stones. As we suspected, the rune stones were the source of the scrying and the barrier that we encountered, but it has weakened overtime, as in the past outsiders would not be allowed through at all. He told us that ages ago, a wizard named Skol created the barrier to protect the town and vitalize the nature found within. But the first barrier he created dissipated over a year, so in order to create a barrier that would last, he sacrificed 200 people to create the rune stones that stand today. However, due to time or with the sickened condition of the current village residents, the rune’s power was growing weaker. &lt;br /&gt;
&lt;br /&gt;
Kaina suggested that fleeing the village may be a valid option, as Mahlah has thousands of residents while this village only has around 80, but Father Theo wouldn’t hear it and yelled at us! Eventually he wore himself out and pondered over the rune stones. There are only scattered research notes from Skol, so reverse engineering the runes to reinforce them will be difficult, especially if we do not want to repeat another mass-sacrifice.  &lt;br /&gt;
&lt;br /&gt;
As we discussed this, we heard horns blow from the distance. Skol was under attack! We looked and saw many ships carrying cultists and various diseased creatures. Many ships rammed into the barrier and were stopped, but a few managed to break through. One ship crashed into the tower island, and a giant wearing a mask stepped out and started breaking down the door to the tower. Up to the north, Leukodaemons were spotted terrorizing the town and destroying buildings. And finally, a group emerged from the water near us that consisted of a cultist and several diseased weresharks. Concerningly, last time I saw a group of weresharks they were under the command of the friendly red panda poppet named Kiara. They were one of the few in the area putting up a fight against Mahlah, so I really hope Kiara is alright… see [[A Gasp of Rot]]&lt;br /&gt;
&lt;br /&gt;
As we knew these attackers were from Mahlah, we activated our disguises, with me taking the appearance of a halfling with yellow hair, Kaina took the form of an elf, and the others took on human forms.&lt;br /&gt;
&lt;br /&gt;
The weresharks charged at us as the cultist began spouting off some nonsense, but as Sanguine and Quill started landing devastating blows against the weresharks, his attitude turned from confidence to confused horror. We knew we couldn’t leave the other two places undefended, so Hogo and Kaina ran north across the bridges to stop the Leukodaemons from smashing up the town. After healing Sanguine, I followed them with a plan to circle back around to the tower once both groups had dealt with their threats, as the giant banging on the reinforced tower looked like a tough foe to beat. Kaina ran across the shallow water to engage with the Leukodaemon while Hogo and I shot at it from afar. It began to look weak so Kaina told us she had this handled, so Hogo and I took off towards the tower. But after a moment, Hogo turned around to check on them only to watch in horror as the Leukodaemon put its mouth around Kaina’s face and breathed a foul gas directly into her! She collapsed on the ground, but Hogo shot the gravely wounded Leukodaeon, eliminating the threat to the north. While I wanted to go back and help Kaina, Hogo confirmed they were still breathing so we should help the sick people in the tower from the giant first.&lt;br /&gt;
&lt;br /&gt;
As Quill and Sanguine finally cleaned up the cultist and the weresharks, we all closed in on the tower island. The water was a bit too deep for me to easily cross, but the others waded through and engaged with the giant, drawing it away from the tower. The giant was powerful, hurting Sanguine and forcing her to dismiss Valena to save herself. Quill was sickened from a corpse the giant threw at them, but before the giant was able to cast a spell, Quill struck down the giant who fell with a mighty thud. As the giant was defeated, we heard the invaders shout an order to retreat. We turned to look over the water where the cultist flagship stood, and we saw a strange, almost insectoid, beaked armored figure at the bow. They must of been one of the commanders from Mahlah, and they held a sword made of shadow as they led the cultist forces away. I&#039;m glad that the barrier managed to slow the cultists down, as we would of had a tough time fighting them all!&lt;br /&gt;
&lt;br /&gt;
We managed to prevent too much damage to Skol, but the attack still further damaged the barrier. We eventually revived Kaina and I treated everyone’s disease, including Sanguine’s wereshark bites. But Kaina contracted some advanced form of malaria, and the infection had gotten so bad that they’ll have recurring malaria for the rest of their life! I feel so bad that the Leukodemon permanently gave them this disease, but at least malaria is not contagious, so they can return to Onadbyr. We successfully made a good first impression with Skol, I think, but fixing the town’s barrier will be a tall task.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Rare_Options_Guide&amp;diff=6712</id>
		<title>Rare Options Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Rare_Options_Guide&amp;diff=6712"/>
		<updated>2025-09-30T00:39:58Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By default Kelek does not allow rare options, but through in-game events and brave acts of heroics, they can be unlocked for the entire server.&lt;br /&gt;
&lt;br /&gt;
==Ancestry==&lt;br /&gt;
Rare ancestries are typically unlocked through month long events that require the [[associates]] to complete multiple missions.&lt;br /&gt;
&lt;br /&gt;
===Automaton===&lt;br /&gt;
Automatons were the first unlocked rare ancestry that were unlocked on the 24th of April, 2023, by the team of the Journey to Arrepo missions. In Kelek, Automatons are highly advanced robots surviving from before the most recent cataclysm, or were newly manufactured and transported to [[Onadbyr]] through a one way teleportation portal. All automatons in Kelek were created by Arrepo Manufacturing, a now defunct companion that is fully automated by automatons, and is situated on the edge of the Chron volcano. The physical location of the manufacturing plant is no longer accessible. Your automaton could have recently awoken, drawn to Onadbyr by the [[LOC|Lord of Carnage]] coming online, or you could have been restored by a kind and loving tinkerer, or a madman who wanted you to kill. Either way, your aesthetics are chrome, high technology, and inhuman features. You are powered by a core at your center, which is the equivalent of your soul giving you free will. Your core is itself powered by a shard of divinity, a tiny portion of a god&#039;s physical being. You can choose to be powered by a specific god&#039;s power, or just divine energy in general. You might not know the exact origin of your shard of divinity. You are not beholden to the god, or their tenets, that powers your core.&lt;br /&gt;
&lt;br /&gt;
===Fleshwarp===&lt;br /&gt;
Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, technology, or unnatural energies. The unlock arc is currently in progress.&lt;br /&gt;
&lt;br /&gt;
Questions to consider are:&lt;br /&gt;
* How was your character transformed?&lt;br /&gt;
* When was your character transformed?&lt;br /&gt;
* What effects did the transformation have on your character&#039;s body?&lt;br /&gt;
* How has your character&#039;s transformation impacted their life?&lt;br /&gt;
* How does your character feel about their transformation?&lt;br /&gt;
&lt;br /&gt;
====Mutated &amp;amp; Surgewise Fleshwarps====&lt;br /&gt;
&#039;&#039;Unlocked on the 26th of September, 2025.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mutated and surgewise fleshwarps have been transformed by strong, unpredictable magic. In Kelek, these fleshwarps are most common in [[The Glass Desert]], where uncontrolled magic is abundant. Whether born a fleshwarp or transformed by an event later in life, it&#039;s likely that mana wells, eldritch storms, or miasmas played a part the fleshwarp&#039;s new form. Fleshwarps from the Glass Desert are likely to speak Osiriani, and are familiar with the harsh conditions of the desert. They may have been nomadic, or settled in the relative safety of a cavern near a mana well. They may have lived among other fleshwarps, possibly even seeking out further transformation, or they may be a part of a community primarily composed of non-fleshwarps (for now). Either way, the effects of the magic of the desert would be familiar to those around them. Mutated and surgewise fleshwarps likely have a strong connection to magic, whether or not they appreciate the changes it wrought.&lt;br /&gt;
&lt;br /&gt;
===Sprite===&lt;br /&gt;
&#039;&#039;Available as of the 25th of August, 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A disturbance near [[Velborough O&#039;s|Velborough]] opened a temporary gateway from the [https://2e.aonprd.com/Planes.aspx?ID=10 First World] from which a host of fey including sprites and linnorms emerged before collapsing again, trapping those on the other side in the world of Kelek. The opening of the gateway also allowed the voices of the [https://2e.aonprd.com/DeityCategories.aspx?ID=7 Eldest] through; heard for the first time on the material plane in generations. The calls echoed around Kelek heard by all fey and fey descendants shouting orders, begging requests, whispering secrets or simply singing their song until the portal closed and their voices were silenced again. Spurred to action by the calls of the Eldest, a number of sprites around Kelek have set out to interact with the mortal world more closely.&lt;br /&gt;
&lt;br /&gt;
When creating a sprite you should detail out the following:&lt;br /&gt;
* Were you already on the material plane or did you emerge through the portal near Onadbyr? If you were already here, what were you doing? If not, why did you decide to travel to the material plane?&lt;br /&gt;
* What call drove you to act and for what purpose? These tasks are typically esoteric and difficult to achieve, such as collecting 10,000 colors of flowers or reciting specific poems in specific places in the world.&lt;br /&gt;
* What is your relationship to the Eldest whose call you answered?&lt;br /&gt;
&lt;br /&gt;
===Poppet===&lt;br /&gt;
&#039;&#039;Available as of 21st of December, 2024.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extremely rare creature to come across, Poppets have been recently appearing in number in the city of Onadbyr. Following multiple expeditions in which various [[Associates]] assisted Poppets in their seemingly random requests, the Poppet known as Kiara the Stuffed Animal Red Panda has begun directing other Poppets without a place to go to move to the city of Onadbyr. While their stature is small and their personalities can often feel childish, there exists a hidden depth to what drives a Poppet. Each carries with them their own unique spark leading them to settle into fairly mundane life in the city. However... some feel called to a higher purpose and instead seek out becoming Associates in their own right. &lt;br /&gt;
&lt;br /&gt;
A Poppet is a manifestation a singular core emotion that has been poured into an inanimate stuffed animal, doll or similar mundane object. They are typically made unintentionally by children who latch onto a particular doll and attach a feeling or deep emotion to them. Once animated, this core emotion becomes the basis by which the Poppet lives and breaths, their existence for being. Poppets are naturally tied to their creator, often referred to as their &#039;Person&#039;. For this reason, if a Poppet still has their Person with them, they are unlikely to become an adventurer. As seen by the few Poppets that Associates have met, these core emotions can vary from feelings wanderlust, to maternal love and even to passion for knowledge. While this can sometimes makes Poppets appear simpleminded, the depth of their passion is unmatched by any other Ancestry. &lt;br /&gt;
&lt;br /&gt;
When creating a Poppet you should detail the following in your ticket:&lt;br /&gt;
*What is your Poppet&#039;s Core Emotion? This Core Emotion does not necessarily have to be positive, but even a Poppet made from a negative emotion would still be innately attached to their Person, championing their Person&#039;s feelings as theirs. &lt;br /&gt;
*What has happened to your person? If they haven&#039;t died, then why is your Poppet leaving their side? Even in cases where their Person is sick, a Poppet is more likely to stay by their side to the end than leave them alone. &lt;br /&gt;
*With some rare exceptions, Poppets wear their hearts on their sleeves. How does your Poppet represent their Core Emotion in either their appearance or their actions?  &lt;br /&gt;
&lt;br /&gt;
==Heritages==&lt;br /&gt;
===Beastkin===&lt;br /&gt;
&#039;&#039;Unlocked on the 19th of January, 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After [[Conquering the Wilds| the fall of The Father of Werecreatures]], leadership of the werecreature camp was taken over by his daughter, Maera. Under her leadership the camp is no longer isolationist, though they are still somewhat nomadic. This has allowed Beastkin like her to venture out into the world and live their own lives again, free of the forces that always drew them back to the camp; Back to The Father&#039;s immense presence. Though the call is gone, its presence still lingers, always reminding you where your true home is.&lt;br /&gt;
&lt;br /&gt;
As a beastkin, you need to consider these questions:&lt;br /&gt;
&lt;br /&gt;
* What is your relation to the werecreature camp? Were you born there? Did the call draw you there, or have you just arrived?&lt;br /&gt;
&lt;br /&gt;
* How did you come to become a beastkin? Were you born one within the camp, or maybe even outside it? Did a werecreature&#039;s bite affect you differently than others?&lt;br /&gt;
&lt;br /&gt;
* What kind of beastkin are you? The Father could make someone a werecreature of anything animal-like, but this does not change your size beyond the norm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reflection ===&lt;br /&gt;
&#039;&#039;Unlocked on the 15th of September, 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Morph-Risen Lineage ====&lt;br /&gt;
Not too far from Onadbyr, [[Beg to Differ |a weird cave, seemingly organic on the inside, began spewing out crabs]]. People soon discovered that, if you truly desired it, it would allow yourself to be changed to what you wish to be. (Within certain limits, anyway.)&lt;br /&gt;
&lt;br /&gt;
As a [https://2e.aonprd.com/Ancestries.aspx?ID=51 reflection] with the [https://2e.aonprd.com/Feats.aspx?ID=3794 morph-risen lineage], you need to consider these questions:&lt;br /&gt;
&lt;br /&gt;
* What drove you to seek out a creepy cave with the hopes of changing what you are? Gender dysphoria? A true desire to overcome a limitation of your body? Or perhaps something else entirely?&lt;br /&gt;
&lt;br /&gt;
* The transformation the cave grants is good, outright certain to make you feel better about yourself as it reads your desires as it changes you, but it is not perfect. What is some issue with your new body you are not quite happy about (even though it was still absolutely worth it)?&lt;br /&gt;
&lt;br /&gt;
* While your new form seems to only be based on your own will, in truth it at least somewhat resembles an existing being somewhere in the world. Even though you may never meet them, consider who they are and how you would respond if you found them.&lt;br /&gt;
&lt;br /&gt;
==== Other or No Lineage ====&lt;br /&gt;
Powerful adventurers [[Defy Gnome Ann | managed to tear themselves out of nothingness]] in which [[The Fine Omen | they had been thrust before]]. In the process the barriers between existence and non-existence have been weakened, and others who lacked the strength to hold on to themselves on their own managed to spill out as well.&amp;lt;br /&amp;gt;&lt;br /&gt;
These remains of people who once existed return to a world that has forgotten them, replaced them, with memories of a life that never has been.&lt;br /&gt;
&lt;br /&gt;
As a [https://2e.aonprd.com/Ancestries.aspx?ID=51 reflection] with any other lineage than the one above, or no lineage at all, you need to consider these questions:&lt;br /&gt;
&lt;br /&gt;
* You once lived your life, until suddenly you weren&#039;t anymore. What event were you involved in at the time, and what event related to Gnome Ann replaced it?&lt;br /&gt;
&lt;br /&gt;
* Similarly, who took your place? Remember that those beings created in the vicinity of Gnome Ann tend to be less serious or at least less threatening than the original that you are. How do you feel about them, do you hate them for replacing you?&lt;br /&gt;
&lt;br /&gt;
* Are there any people around you were close to before your existence was erased? Has your replacement taken your spot with them? Do you wish to rebuild your relationships?&lt;br /&gt;
&lt;br /&gt;
* If you take a lineage feat, also explain how it fits into your story.&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
Rare backgrounds can be obtained for a single character using [[Karma]] and require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
==Archetypes==&lt;br /&gt;
Currently no rare archetypes have been unlocked. Players can use [[Karma]] to obtain the option for a Rare Archetype for their character, or to unlock the Archetype for the entire server.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Several Uncommon archetypes are also locked, please consult the [[Available Dedications]] page for more details.&lt;br /&gt;
&lt;br /&gt;
==Class Feats==&lt;br /&gt;
Rare class feats require [[Firekeeper]] approval.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Rare spells require [[Firekeeper]] approval.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6711</id>
		<title>Miscellaneous Rulings</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6711"/>
		<updated>2025-09-29T23:38:08Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Mechanics==&lt;br /&gt;
&#039;&#039;&#039;Applying Tattoos/Grafts&#039;&#039;&#039;&lt;br /&gt;
* If the crafter elects to reduce cost by spending more days, the customer does not need to be present for those days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copying Spells and Formulas&#039;&#039;&#039;&lt;br /&gt;
* There is no material cost to copy a formula or spell from one book to another. For spells specifically, there is a material cost to &#039;&#039;learn&#039;&#039; the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime and Hero Points&#039;&#039;&#039;&lt;br /&gt;
* Hero Points may not be used for downtime rolls, as they take place outside of session and [https://2e.aonprd.com/Rules.aspx?ID=2260 over an extended period of time], with the exception of;&lt;br /&gt;
* Hero Points may be used to reroll saving throws for [https://2e.aonprd.com/Rules.aspx?ID=2389 Afflictions], provided the character had Hero Points remaining at the end of the session where they gained the Affliction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companion Independent Actions&#039;&#039;&#039;&lt;br /&gt;
* Can be used at any point during the turn, but cannot use [https://2e.aonprd.com/Actions.aspx?ID=2400 Command an Animal] once complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discovering Recipes&#039;&#039;&#039;&lt;br /&gt;
* You can learn cooking recipes following the rules for the [https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor] feat&lt;br /&gt;
* Crafting them likewise would work like any consumable following the [[Crafting]] rules&lt;br /&gt;
* Collecting Ingredients would require the [https://2e.aonprd.com/Actions.aspx?ID=1476 Hunt and Gather] activity against a [[Difficulty Classes|standard DC of your level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duplicate Skills&#039;&#039;&#039;&lt;br /&gt;
* If you become Trained in a non-Lore skill from two separate sources (such as a Background, Class, Dedication, or Ancestry feat), you may replace one of the skills with another of your choice.&lt;br /&gt;
** This does not apply to skill &#039;&#039;increases&#039;&#039;, only initial trainings, unless otherwise specified.&lt;br /&gt;
* If a character gains the same Lore skill from multiple sources (such as their Background, an Animist Apparition, Additional Lore, or [Ancestry] Lore), they may not take an extra lore or skill to replace the duplicate(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 20+ Permanent Items&#039;&#039;&#039;&lt;br /&gt;
* Must be approved by Storytellers prior to rewarding.&lt;br /&gt;
* May only be rewarded in Legendary sessions, and may only be used by Legendary characters.&lt;br /&gt;
* May be used at their full strength at level 20, and a modified version before that.&lt;br /&gt;
* Storytellers determine on a per-item basis what the weaker, usable version of the item looks like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Traits.aspx?ID=641 Lineages]&#039;&#039;&#039;&lt;br /&gt;
* At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past level 3, per our [[Creating a Character#Changes_to_Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=37&amp;amp;Subcategory=40 Specific Magic Weapons]&#039;&#039;&#039;&lt;br /&gt;
* You may upgrade existing property runes on specific magic weapons with the same requirements as upgrading runes in general: You must provide the difference in cost between what the original rune would be and the upgraded version, and you must have the formula for the rune or otherwise be able to craft it.&lt;br /&gt;
* This does not change any of the other specific magic weapon rules, such as allowing etching of runes not already included or removing runes.&lt;br /&gt;
* To upgrade a SMW, you must open a [[Ticket]].&lt;br /&gt;
* Any weapons with two or more damaging runes (such as the Sky Hammer) are not permitted to be upgraded in this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Strikes&#039;&#039;&#039;&lt;br /&gt;
* The following can apply to Unarmed Strikes as well as Weapon Strikes:&lt;br /&gt;
** Energy Mutagen&lt;br /&gt;
** Silver Salve&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncommon Archetypes&#039;&#039;&#039;&lt;br /&gt;
* If a character is approved to take an Uncommon Dedication, blanket permission is assumed for subsequent Uncommon feats within that archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead Healing&#039;&#039;&#039;&lt;br /&gt;
* Any healing that doesn&#039;t have the &amp;quot;Vitality&amp;quot; trait (i.e., Healing Potions) or target/affect &amp;quot;a living creature&amp;quot; (i.e., Treat Wounds, Elixirs of Life) can heal undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=2305 Stride]&#039;&#039;&#039;&lt;br /&gt;
* A Stride action can only be done using land Speed, per the [https://2e.aonprd.com/Rules.aspx?ID=2347 Speed rules].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Vehicles.aspx Vehicles]&#039;&#039;&#039;&lt;br /&gt;
* Vehicles larger than Large size can be crafted now. Contact [[Siltmean the Craftrat|Siltmean]] for further information.&lt;br /&gt;
* Vehicles require an amount of downtime to craft equal to the normal Days of Setup times the number of crew required to man the vehicle (pilot+crew). These days can be spread out amongst characters or completed by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=34 Wands]&#039;&#039;&#039;&lt;br /&gt;
* Wands can be upgraded to contain a higher rank of the existing spell by paying the difference in cost, as long as the higher rank casting is still provided in the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=2439 Drowning and Suffocating]&#039;&#039;&#039;&lt;br /&gt;
* When you run out of air, you fall unconscious and start suffocating. You can&#039;t recover from being unconscious and must attempt a DC 14 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you take double damage and become Dying. If you are already Dying, you progress the value as you would normally after taking damage. On each check after the first, the DC increases by 3 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious or Dying (unless you&#039;re at 0 Hit Points). You do not gain or increase your Wounded condition. If you have a feature that improves critical failures into failures, such as a barbarian&#039;s Greater Juggernaut, critically failing will still cause you to become Dying, though you won’t take double damage.&lt;br /&gt;
* You begin holding your breath as a free action triggered by losing access to air. Auditory actions, as well as spells with the Concentrate trait (or Verbal components for legacy spells) cause you to lose all air, immediately falling unconscious. Spells with the Subtle trait, including spells that gain it from spellshapes such as Conceal Spell, do not cause you to fall unconscious immediately, but do cause you to lose 2 rounds of air, as described in the Suffocation and Drowning rules. Casting spells without Concentrate or Legacy Verbal components will also cause you to lose 2 rounds of air.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===General/Skill Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5124 Battle Cry]&#039;&#039;&#039;&lt;br /&gt;
* When using Battle Cry, ignore the requirement for Demoralize that the enemy be within 30ft (at DM&#039;s discretion).&lt;br /&gt;
* When using Battle Cry, allow for the character to roll Intimidation for initiative (at DM&#039;s discretion).&lt;br /&gt;
* Even if the character has Intimidating Glare or Intimidating Prowess, the Demoralize gains the Auditory trait, though the language requirement may still be bypassed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5139 Craft Anything]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon/rare spell items (scrolls/wands) cannot be crafted without access as normal.&lt;br /&gt;
* Formulas cannot be crafted without the Inventor feat, and only Common formulas may be crafted as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor Feat (Remaster)]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon and Rare formulas may only be invented using this feat if one of the two conditions are met:&amp;lt;br&amp;gt;&lt;br /&gt;
# They have the item in their possession.&amp;lt;br&amp;gt;&lt;br /&gt;
# They have a Means of Access to the item.&amp;lt;br&amp;gt;&lt;br /&gt;
* The DCs for inventing Uncommon and Rare formulas follow the DC difficulty adjustments listed [[Difficulty Classes#Difficulty_Adjustments|here]] (normally not used for crafting in Kelek).&lt;br /&gt;
* Inventing a formula for an item in the character&#039;s possession will not require the disassembly of the item nor consume the item, so the character may try again as long as they maintain possession of the item. See [[Crafting#Crafting_a_Formula|Crafting a Formula]] for more information on crafting formulas.&lt;br /&gt;
* Inventing a formula through Means of Access requires opening a [[Ticket]] for [[Firekeeper]] verification, even if using Assurance.&lt;br /&gt;
* Characters are not permitted to invent the formulas for Unique or homebrewed items using this feat, even if they have possession of the item.&lt;br /&gt;
* Monks have Access to uncommon weapons with the Monk trait&lt;br /&gt;
* Inventors have Access to uncommon items with the Gadget trait&lt;br /&gt;
* Gunslingers have Access to uncommon firearms and uncommon firearm attachments up to level 1&lt;br /&gt;
* Characters can gain Access to uncommon ancestry weapons through Weapon Familiarity feats&lt;br /&gt;
* Characters can gain Access to organization-specific uncommon items through that organization&#039;s dedication feat.&lt;br /&gt;
* Examples of means of Access are: Gnome Weapon Familiarity for the gnome flickmace, the Hellknight Dedication for Hellknight Half-Plate, or the Inventor class for items with the Gadget trait.&lt;br /&gt;
* Per AoN: &amp;quot;Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5158 Impeccable Crafting]&#039;&#039;&#039;&lt;br /&gt;
* Cannot be combined with Assurance- you must roll to gain its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5171 Legendary Performer]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as follows (changes bolded):&lt;br /&gt;
* &amp;quot;When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. &#039;&#039;&#039;You receive a +1 status bonus to the roll&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5172 Legendary Professional]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as Legendary Performer, but when you Earn Income with Lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6498 Risky Surgery]&#039;&#039;&#039;&lt;br /&gt;
* Risky Surgery cannot be used to gain a bonus to Earn Income.&lt;br /&gt;
* Risky Surgery cannot be combined with Assurance- you must roll to gain its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5208 Scare to Death]&#039;&#039;&#039;&lt;br /&gt;
* Feats and abilities that refer specifically to the Demoralize action do not apply to Scare to Death- including Intimidating Glare, Intimidating Prowess, and the Braggart style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6504 Signature Crafting]&#039;&#039;&#039;&lt;br /&gt;
* The use of Signature Crafting is optional, one may decide to craft an item as if the character didn&#039;t have this feat.&lt;br /&gt;
* The [https://2e.aonprd.com/Rules.aspx?ID=1083 d100 table] for item quirks may optionally be used instead of the d10 table included in the feat.&lt;br /&gt;
&lt;br /&gt;
===Ancestry Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5233 Untrained Improvisation]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, instead of -2, the Untrained proficiency becomes -1 until 7th level, and +0 after.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ancestry Lore&amp;quot;-type feats&#039;&#039;&#039;&lt;br /&gt;
* With the Player Core series and Howl of the Wild&#039;s new ancestries, the trend is that &amp;quot;Ancestry Lore&amp;quot;-type feats (e.g., [https://2e.aonprd.com/Feats.aspx?ID=4388 Dwarven Lore]) now grant [https://2e.aonprd.com/Feats.aspx?ID=5114 Additional Lore] of that Ancestry. Ancestries that have not been reprinted as of Player Core 2&#039;s release (e.g., Kitsune) now gain the Additional Lore feat of that Ancestry, receiving an automatically scaling Lore skill. This must match what is granted by the specific Ancestry Lore feat (e.g., Fetchlings gain the Additional Lore feat for Shadow Plane Lore, as listed in [https://2e.aonprd.com/Feats.aspx?ID=2500 Fetchling Lore]).&lt;br /&gt;
&lt;br /&gt;
===Class/Archetype Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6391 Efficient Rituals]&#039;&#039;&#039;&lt;br /&gt;
* Efficient Rituals will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You can perform particularly extensive rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. &#039;&#039;&#039;If a ritual has a casting time of less than 1 day, you can instead cast it in 1 hour.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4873 Far Shot]&#039;&#039;&#039;&lt;br /&gt;
* Far Shot cannot extend the range of the [https://2e.aonprd.com/Spells.aspx?ID=2062 Monk&#039;s Wild Wind stance]&#039;s Wind Crash Strikes.&lt;br /&gt;
* Far Shot cannot extend the range of a Kitsune&#039;s [https://2e.aonprd.com/Feats.aspx?ID=2617 Foxfire].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4158 Harrow Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* The rituals learned through this feat cannot be taught to others, keeping in line with the language of the [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication] and the [https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist] class feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4646 Healing Hands]&#039;&#039;&#039;&lt;br /&gt;
* A Heal spell cast from a scroll by a cleric with the Healing Hands feat will roll d10s.&lt;br /&gt;
* A spell scroll created using a Heal cast by a cleric with the Healing Hands feat will be a normal Heal scroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3112 Inventor Dedication]&#039;&#039;&#039;&lt;br /&gt;
* A character who is not trained in Medium Armor may take the Inventor Dedication and select the Armor Innovation. In this case, they will be considered trained in their Armor Innovation, though not any other Medium Armor.&lt;br /&gt;
* When taken as part of the Inventor Dedication, the Subterfuge Suit will be considered either Light Armor or Medium Armor for the sake of proficiency scaling, whichever would be more beneficial to the character. The Power Suit will remain Medium Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4838 Lunging Stance]&#039;&#039;&#039;&lt;br /&gt;
* The range for Lunging Stance does not apply flanking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6741 Majestic Proclamation]&#039;&#039;&#039;&lt;br /&gt;
* Majestic Proclamation will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 &#039;&#039;&#039;round&#039;&#039;&#039; on a successful check (&#039;&#039;&#039;dazzled for 1 minute&#039;&#039;&#039; on a critical success).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3484 Necromancer&#039;s Visage]&#039;&#039;&#039;&lt;br /&gt;
* The prerequisites for Necromancer&#039;s Visage will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;Ability to create or control undead; &#039;&#039;&#039;ability to cast spells from spell slots&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=7635 Operatic Adventurer]&#039;&#039;&#039;&lt;br /&gt;
* Operatic Adventurer may only be taken as a regular archetype feat, not as a skill feat.&lt;br /&gt;
* The feat has the additional requirement Expert Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=871 Pathfinder Agent Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=307 Razmiran Priest Dedication]&#039;&#039;&#039;&lt;br /&gt;
* The basic activation of the Razmiri Mask (Call Upon Razmir&#039;s Benevolence) will be adjusted as follows (changes bolded):&lt;br /&gt;
* Activate—Call Upon Razmir’s Benevolence (concentrate, manipulate, occult) Frequency once per minute; Effect You bend &amp;quot;divine&amp;quot; power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. &#039;&#039;&#039;The target is then immune to this activation until your next daily preparations.&#039;&#039;&#039; If the target was unconscious, it regains consciousness and doesn’t lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3717 Share Weakness]&#039;&#039;&#039;&lt;br /&gt;
* Share Weakness can be applied to allies within the Thaumaturge&#039;s reach.&lt;br /&gt;
* Share Weakness also applies to enemies under the effect of Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5025 Spellbook Prodigy]&#039;&#039;&#039;&lt;br /&gt;
* Characters with this feat are expected to succeed at some point during the 90 days of downtime, and thus do not need their rolls witnessed in order to Learn a Spell. They must still log their activity in a [[Ticket]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3714 Sympathetic Vulnerabilities]&lt;br /&gt;
* The weaknesses granted by Sympathetic Vulnerabilities persist even after the initial target dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official remaster, the text of this feat has been adjusted to be in line with the remastered [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication]:&lt;br /&gt;
* &amp;quot;You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can&#039;t teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6244 Tumbling Strike]&#039;&#039;&#039;&lt;br /&gt;
* Succeeding at both the Acrobatics check and the Strike will grant Panache to those with the Panache class feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4271 Winter Sleet]&#039;&#039;&#039;&lt;br /&gt;
* The uneven ground movement restrictions apply when you move while on a square of uneven ground, not when you move onto the square. You don&#039;t have to balance to move into the aura, just to move within the aura/out of the aura.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=318 Wylderheart Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Access and prerequisites changed to &amp;quot;member of the [[Holdfasts]]&amp;quot;&lt;br /&gt;
* Due to the change in context for the Wylderheart archetype, you can choose any family of fiends for the Additional Lore granted by this dedication. This can be retrained, but it will cost 30 days of downtime (as it is changing based on the dedication feat).&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=58 Champion]===&lt;br /&gt;
&#039;&#039;&#039;Blessed Armament&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official ruling, the rune granted by Blessed Armament grants an effect &#039;&#039;in addition to&#039;&#039; existing runes or special properties of the weapon, rather than suppressing or replacing them.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=60 Monk]===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1867 Flurrying Rune]&#039;&#039;&#039;&lt;br /&gt;
* In addition to melee weapons with the Monk trait, the Flurrying rune may also be etched onto [https://2e.aonprd.com/Equipment.aspx?ID=3086 Handwraps of Mighty Blows].&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=22 Thaumaturge]===&lt;br /&gt;
&#039;&#039;&#039;Exploit Vulnerability&#039;&#039;&#039;&lt;br /&gt;
* The &amp;quot;target of Exploit Vulnerability&amp;quot; refers only to the initial creature Exploited, not to any under the effect of the weakness by other means, such as Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Hand&#039;&#039;&#039;&lt;br /&gt;
* If a summoning effect, such as a [https://2e.aonprd.com/Equipment.aspx?ID=1032 Retrieval Prism], has a requirement of &amp;quot;You have a free hand.&amp;quot;, you may use it to summon items that can be used with the same hand in which you are holding your implement. For example, scrolls could be summoned if the character has the feat [https://2e.aonprd.com/Feats.aspx?ID=3703 Scroll Thaumaturgy].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=1232 Mirror&#039;s Reflection]&#039;&#039;&#039;&lt;br /&gt;
* Emanations only extend out of one copy, but which one it is can be changed freely between each action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Implements.aspx?ID=5 Mirror Adept Benefit]&#039;&#039;&#039;&lt;br /&gt;
* The player can choose whether or not the reflection shatters.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=18 Summoner]===&lt;br /&gt;
&#039;&#039;&#039;Reaction Spells&#039;&#039;&#039;&lt;br /&gt;
* Reaction spells (such as Blood Vendetta) that trigger on taking damage can only trigger if the Summoner themselves took the damage, not their Eidolon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime&#039;&#039;&#039;&lt;br /&gt;
* Since Eidolons and Summoners share actions, they cannot perform separate Downtime activities. However, the Eidolon may perform Downtime in lieu of the Summoner, and either may support the other, granting a +1 circumstance bonus to any skill in which they share proficiency. As normal, this cannot modify checks which use Assurance.&lt;br /&gt;
&lt;br /&gt;
==Spells and Rituals==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=170 Butterfly Bender]&#039;&#039;&#039;&lt;br /&gt;
* The number of beneficiaries is equal to the primary caster + five others (two of whom must be secondary casters), for a total party of 3-6.&lt;br /&gt;
* For &amp;quot;A convenient opportunity&amp;quot;, if the gain/loss is of Earn Income, then the characters will receive as Early Downtime;&lt;br /&gt;
** &#039;&#039;Gain:&#039;&#039; Seven (7) days of Earn Income at one level above the character&#039;s current level.&lt;br /&gt;
** &#039;&#039;Lose:&#039;&#039; Seven (7) days of Earn Income at one level below the character&#039;s current level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=888 Corrosive Body]&#039;&#039;&#039;&lt;br /&gt;
* To clarify: the temporary HP granted by this spell&#039;s effect applies both when performing an unarmed strike and when being struck in the way described by the spell, as long as Acid damage is dealt. Creatures with an acid immunity do not activate the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=117 Create Undead]&#039;&#039;&#039;&lt;br /&gt;
* Minions created with a critical success on the Create Undead ritual can be assigned to anyone present at least 4 levels higher than the undead. Undead minions can thus be created for other people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=81 Divine Aura]&#039;&#039;&#039;&lt;br /&gt;
* The spell will be adjusted as follows to bring it in line with the remaster (changes bolded):&lt;br /&gt;
* &amp;quot;Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. Choose a &#039;&#039;&#039;sanctification&#039;&#039;&#039; your deity allows. You can&#039;t cast this spell if you don&#039;t have a deity or your deity &#039;&#039;&#039;does not allow sanctification&#039;&#039;&#039;. This spell gains the trait of the &#039;&#039;&#039;sanctification&#039;&#039;&#039; you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with the &#039;&#039;&#039;trait&#039;&#039;&#039; opposite to the spell &#039;&#039;&#039;(unholy if you chose holy, holy if you chose unholy)&#039;&#039;&#039;. These bonuses increase to +4 against effects created by such creatures that attempt to impose the @UUID[Compendium.pf2e.conditionitems.Item.9qGBRpbX9NEwtAAr]{Controlled} condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything &#039;&#039;&#039;opposite in sanctification&#039;&#039;&#039; to your divine aura. When a creature of &#039;&#039;&#039;opposite trait&#039;&#039;&#039; hits a target with a melee attack, the creature must succeed at a Will save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 minute. It&#039;s then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura&#039;s radius grows 10 feet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]&#039;&#039;&#039;&lt;br /&gt;
* The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=152 Reincarnate]&#039;&#039;&#039;&lt;br /&gt;
* When successfully reincarnated, the player rolls a 1d20. On a 1-14, the character reincarnates into a Common ancestry. On a 15-20, the character reincarnates into an Uncommon/Rare ancestry. This roll cannot be adjusted or rerolled.&lt;br /&gt;
* For Common ancestries, the options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, and Orc. The player can remove a single ancestry from the pool, then rolls 2d6. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Leshy has been removed from the Common ancestry pool due to their nature as immortal spirits.&lt;br /&gt;
* For Uncommon/Rare ancestries, the options are Athmaru, Azarketi, Catfolk, Centaur, Fetchling, Hobgoblin, Kholo, Kitsune, Kobold, Lizardfolk, Merfolk, Minotaur, Nagaji, Poppet, Ratfolk, Samsaran, Sprite, Tanuki, Tengu, Tripkee, Vanara, and Wayang. The player can remove two ancestries, then rolls 2d20. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Only unlocked Rare ancestries are included.&lt;br /&gt;
** Automaton has been removed due to being a construct.&lt;br /&gt;
* Players may select from the Common heritages for their new ancestry. Versatile heritages are subject to [[Storyteller]] approval, and require story justification.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=3117 Shining Wayfinder]&#039;&#039;&#039;&lt;br /&gt;
* The radius can be increased by 10ft at a time, in accordance with the remastered Bless.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6710</id>
		<title>Miscellaneous Rulings</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6710"/>
		<updated>2025-09-29T23:33:46Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Mechanics==&lt;br /&gt;
&#039;&#039;&#039;Applying Tattoos/Grafts&#039;&#039;&#039;&lt;br /&gt;
* If the crafter elects to reduce cost by spending more days, the customer does not need to be present for those days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copying Spells and Formulas&#039;&#039;&#039;&lt;br /&gt;
* There is no material cost to copy a formula or spell from one book to another. For spells specifically, there is a material cost to &#039;&#039;learn&#039;&#039; the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime and Hero Points&#039;&#039;&#039;&lt;br /&gt;
* Hero Points may not be used for downtime rolls, as they take place outside of session and [https://2e.aonprd.com/Rules.aspx?ID=2260 over an extended period of time], with the exception of;&lt;br /&gt;
* Hero Points may be used to reroll saving throws for [https://2e.aonprd.com/Rules.aspx?ID=2389 Afflictions], provided the character had Hero Points remaining at the end of the session where they gained the Affliction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companion Independent Actions&#039;&#039;&#039;&lt;br /&gt;
* Can be used at any point during the turn, but cannot use [https://2e.aonprd.com/Actions.aspx?ID=2400 Command an Animal] once complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discovering Recipes&#039;&#039;&#039;&lt;br /&gt;
* You can learn cooking recipes following the rules for the [https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor] feat&lt;br /&gt;
* Crafting them likewise would work like any consumable following the [[Crafting]] rules&lt;br /&gt;
* Collecting Ingredients would require the [https://2e.aonprd.com/Actions.aspx?ID=1476 Hunt and Gather] activity against a [[Difficulty Classes|standard DC of your level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duplicate Skills&#039;&#039;&#039;&lt;br /&gt;
* If you become Trained in a non-Lore skill from two separate sources (such as a Background, Class, Dedication, or Ancestry feat), you may replace one of the skills with another of your choice.&lt;br /&gt;
** This does not apply to skill &#039;&#039;increases&#039;&#039;, only initial trainings, unless otherwise specified.&lt;br /&gt;
* If a character gains the same Lore skill from multiple sources (such as their Background, an Animist Apparition, Additional Lore, or [Ancestry] Lore), they may not take an extra lore or skill to replace the duplicate(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 20+ Permanent Items&#039;&#039;&#039;&lt;br /&gt;
* Must be approved by Storytellers prior to rewarding.&lt;br /&gt;
* May only be rewarded in Legendary sessions, and may only be used by Legendary characters.&lt;br /&gt;
* May be used at their full strength at level 20, and a modified version before that.&lt;br /&gt;
* Storytellers determine on a per-item basis what the weaker, usable version of the item looks like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Traits.aspx?ID=641 Lineages]&#039;&#039;&#039;&lt;br /&gt;
* At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past level 3, per our [[Creating a Character#Changes_to_Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=37&amp;amp;Subcategory=40 Specific Magic Weapons]&#039;&#039;&#039;&lt;br /&gt;
* You may upgrade existing property runes on specific magic weapons with the same requirements as upgrading runes in general: You must provide the difference in cost between what the original rune would be and the upgraded version, and you must have the formula for the rune or otherwise be able to craft it.&lt;br /&gt;
* This does not change any of the other specific magic weapon rules, such as allowing etching of runes not already included or removing runes.&lt;br /&gt;
* To upgrade a SMW, you must open a [[Ticket]].&lt;br /&gt;
* Any weapons with two or more damaging runes (such as the Sky Hammer) are not permitted to be upgraded in this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Strikes&#039;&#039;&#039;&lt;br /&gt;
* The following can apply to Unarmed Strikes as well as Weapon Strikes:&lt;br /&gt;
** Energy Mutagen&lt;br /&gt;
** Silver Salve&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncommon Archetypes&#039;&#039;&#039;&lt;br /&gt;
* If a character is approved to take an Uncommon Dedication, blanket permission is assumed for subsequent Uncommon feats within that archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead Healing&#039;&#039;&#039;&lt;br /&gt;
* Any healing that doesn&#039;t have the &amp;quot;Vitality&amp;quot; trait (i.e., Healing Potions) or target/affect &amp;quot;a living creature&amp;quot; (i.e., Treat Wounds, Elixirs of Life) can heal undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=2305 Stride]&#039;&#039;&#039;&lt;br /&gt;
* A Stride action can only be done using land Speed, per the [https://2e.aonprd.com/Rules.aspx?ID=2347 Speed rules].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Vehicles.aspx Vehicles]&#039;&#039;&#039;&lt;br /&gt;
* Vehicles larger than Large size can be crafted now. Contact [[Siltmean the Craftrat|Siltmean]] for further information.&lt;br /&gt;
* Vehicles require an amount of downtime to craft equal to the normal Days of Setup times the number of crew required to man the vehicle (pilot+crew). These days can be spread out amongst characters or completed by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=34 Wands]&#039;&#039;&#039;&lt;br /&gt;
* Wands can be upgraded to contain a higher rank of the existing spell by paying the difference in cost, as long as the higher rank casting is still provided in the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=2439 Drowning and Suffocating]&#039;&#039;&#039;&lt;br /&gt;
* When you run out of air, you fall unconscious and start suffocating. You can&#039;t recover from being unconscious and must attempt a DC 14 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you take double damage and become Dying. If you are already Dying, you progress the value as you would normally after taking damage. On each check after the first, the DC increases by 3 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious or Dying (unless you&#039;re at 0 Hit Points). You do not gain or increase your Wounded condition. If you have a feature that improves critical failures into failures, such as a barbarian&#039;s Greater Juggernaut, critically failing will still cause you to become Dying, though you won’t take double damage.&lt;br /&gt;
* You begin holding your breath as a free action triggered by losing access to air. Auditory actions, as well as spells with the Concentrate trait (or Verbal components for legacy spells) cause you to lose all air, immediately falling unconscious. Spells with the Subtle trait, including spells that gain it from spellshapes such as Conceal Spell, do not cause you to fall unconscious immediately, but do cause you to lose 2 rounds of air, as described in the Suffocation and Drowning rules. Casting spells without Concentrate or Legacy Verbal components will also cause you to lose 2 rounds of air.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===General/Skill Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5124 Battle Cry]&#039;&#039;&#039;&lt;br /&gt;
* When using Battle Cry, ignore the requirement for Demoralize that the enemy be within 30ft (at DM&#039;s discretion).&lt;br /&gt;
* When using Battle Cry, allow for the character to roll Intimidation for initiative (at DM&#039;s discretion).&lt;br /&gt;
* Even if the character has Intimidating Glare or Intimidating Prowess, the Demoralize gains the Auditory trait, though the language requirement may still be bypassed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5139 Craft Anything]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon/rare spell items (scrolls/wands) cannot be crafted without access as normal.&lt;br /&gt;
* Formulas cannot be crafted without the Inventor feat, and only Common formulas may be crafted as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor Feat (Remaster)]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon and Rare formulas may only be invented using this feat if one of the two conditions are met:&amp;lt;br&amp;gt;&lt;br /&gt;
# They have the item in their possession.&amp;lt;br&amp;gt;&lt;br /&gt;
# They have a Means of Access to the item.&amp;lt;br&amp;gt;&lt;br /&gt;
* The DCs for inventing Uncommon and Rare formulas follow the DC difficulty adjustments listed [[Difficulty Classes#Difficulty_Adjustments|here]] (normally not used for crafting in Kelek).&lt;br /&gt;
* Inventing a formula for an item in the character&#039;s possession will not require the disassembly of the item nor consume the item, so the character may try again as long as they maintain possession of the item. See [[Crafting#Crafting_a_Formula|Crafting a Formula]] for more information on crafting formulas.&lt;br /&gt;
* Inventing a formula through Means of Access requires opening a [[Ticket]] for [[Firekeeper]] verification, even if using Assurance.&lt;br /&gt;
* Characters are not permitted to invent the formulas for Unique or homebrewed items using this feat, even if they have possession of the item.&lt;br /&gt;
* Monks have Access to uncommon weapons with the Monk trait&lt;br /&gt;
* Inventors have Access to uncommon items with the Gadget trait&lt;br /&gt;
* Gunslingers have Access to uncommon firearms and uncommon firearm attachments up to level 1&lt;br /&gt;
* Characters can gain Access to uncommon ancestry weapons through Weapon Familiarity feats&lt;br /&gt;
* Characters can gain Access to organization-specific uncommon items through that organization&#039;s dedication feat.&lt;br /&gt;
* Examples of means of Access are: Gnome Weapon Familiarity for the gnome flickmace, the Hellknight Dedication for Hellknight Half-Plate, or the Inventor class for items with the Gadget trait.&lt;br /&gt;
* Per AoN: &amp;quot;Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5158 Impeccable Crafting]&#039;&#039;&#039;&lt;br /&gt;
* Cannot be combined with Assurance- you must roll to gain its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5171 Legendary Performer]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as follows (changes bolded):&lt;br /&gt;
* &amp;quot;When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. &#039;&#039;&#039;You receive a +1 status bonus to the roll&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5172 Legendary Professional]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as Legendary Performer, but when you Earn Income with Lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6498 Risky Surgery]&#039;&#039;&#039;&lt;br /&gt;
* Risky Surgery cannot be used to gain a bonus to Earn Income.&lt;br /&gt;
* Risky Surgery cannot be combined with Assurance- you must roll to gain its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5208 Scare to Death]&#039;&#039;&#039;&lt;br /&gt;
* Feats and abilities that refer specifically to the Demoralize action do not apply to Scare to Death- including Intimidating Glare, Intimidating Prowess, and the Braggart style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6504 Signature Crafting]&#039;&#039;&#039;&lt;br /&gt;
* The use of Signature Crafting is optional, one may decide to craft an item as if the character didn&#039;t have this feat.&lt;br /&gt;
* The [https://2e.aonprd.com/Rules.aspx?ID=1083 d100 table] for item quirks may optionally be used instead of the d10 table included in the feat.&lt;br /&gt;
&lt;br /&gt;
===Ancestry Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5233 Untrained Improvisation]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, instead of -2, the Untrained proficiency becomes -1 until 7th level, and +0 after.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ancestry Lore&amp;quot;-type feats&#039;&#039;&#039;&lt;br /&gt;
* With the Player Core series and Howl of the Wild&#039;s new ancestries, the trend is that &amp;quot;Ancestry Lore&amp;quot;-type feats (e.g., [https://2e.aonprd.com/Feats.aspx?ID=4388 Dwarven Lore]) now grant [https://2e.aonprd.com/Feats.aspx?ID=5114 Additional Lore] of that Ancestry. Ancestries that have not been reprinted as of Player Core 2&#039;s release (e.g., Kitsune) now gain the Additional Lore feat of that Ancestry, receiving an automatically scaling Lore skill. This must match what is granted by the specific Ancestry Lore feat (e.g., Fetchlings gain the Additional Lore feat for Shadow Plane Lore, as listed in [https://2e.aonprd.com/Feats.aspx?ID=2500 Fetchling Lore]).&lt;br /&gt;
&lt;br /&gt;
===Class/Archetype Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6391 Efficient Rituals]&#039;&#039;&#039;&lt;br /&gt;
* Efficient Rituals will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You can perform particularly extensive rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. &#039;&#039;&#039;If a ritual has a casting time of less than 1 day, you can instead cast it in 1 hour.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4873 Far Shot]&#039;&#039;&#039;&lt;br /&gt;
* Far Shot cannot extend the range of the [https://2e.aonprd.com/Spells.aspx?ID=2062 Monk&#039;s Wild Wind stance]&#039;s Wind Crash Strikes.&lt;br /&gt;
* Far Shot cannot extend the range of a Kitsune&#039;s [https://2e.aonprd.com/Feats.aspx?ID=2617 Foxfire].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4158 Harrow Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* The rituals learned through this feat cannot be taught to others, keeping in line with the language of the [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication] and the [https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist] class feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4646 Healing Hands]&#039;&#039;&#039;&lt;br /&gt;
* A Heal spell cast from a scroll by a cleric with the Healing Hands feat will roll d10s.&lt;br /&gt;
* A spell scroll created using a Heal cast by a cleric with the Healing Hands feat will be a normal Heal scroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3112 Inventor Dedication]&#039;&#039;&#039;&lt;br /&gt;
* A character who is not trained in Medium Armor may take the Inventor Dedication and select the Armor Innovation. In this case, they will be considered trained in their Armor Innovation, though not any other Medium Armor.&lt;br /&gt;
* When taken as part of the Inventor Dedication, the Subterfuge Suit will be considered either Light Armor or Medium Armor for the sake of proficiency scaling, whichever would be more beneficial to the character. The Power Suit will remain Medium Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4838 Lunging Stance]&#039;&#039;&#039;&lt;br /&gt;
* The range for Lunging Stance does not apply flanking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6741 Majestic Proclamation]&#039;&#039;&#039;&lt;br /&gt;
* Majestic Proclamation will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 &#039;&#039;&#039;round&#039;&#039;&#039; on a successful check (&#039;&#039;&#039;dazzled for 1 minute&#039;&#039;&#039; on a critical success).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3484 Necromancer&#039;s Visage]&#039;&#039;&#039;&lt;br /&gt;
* The prerequisites for Necromancer&#039;s Visage will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;Ability to create or control undead; &#039;&#039;&#039;ability to cast spells from spell slots&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=7635 Operatic Adventurer]&#039;&#039;&#039;&lt;br /&gt;
* Operatic Adventurer may only be taken as a regular archetype feat, not as a skill feat.&lt;br /&gt;
* The feat has the additional requirement Expert Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=871 Pathfinder Agent Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=307 Razmiran Priest Dedication]&#039;&#039;&#039;&lt;br /&gt;
* The basic activation of the Razmiri Mask (Call Upon Razmir&#039;s Benevolence) will be adjusted as follows (changes bolded):&lt;br /&gt;
* Activate—Call Upon Razmir’s Benevolence (concentrate, manipulate, occult) Frequency once per minute; Effect You bend &amp;quot;divine&amp;quot; power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. &#039;&#039;&#039;The target is then immune to this activation until your next daily preparations.&#039;&#039;&#039; If the target was unconscious, it regains consciousness and doesn’t lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3717 Share Weakness]&#039;&#039;&#039;&lt;br /&gt;
* Share Weakness can be applied to allies within the Thaumaturge&#039;s reach.&lt;br /&gt;
* Share Weakness also applies to enemies under the effect of Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5025 Spellbook Prodigy]&#039;&#039;&#039;&lt;br /&gt;
* Characters with this feat are expected to succeed at some point during the 90 days of downtime, and thus do not need their rolls witnessed in order to Learn a Spell. They must still log their activity in a [[Ticket]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3714 Sympathetic Vulnerabilities]&lt;br /&gt;
* The weaknesses granted by Sympathetic Vulnerabilities persist even after the initial target dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official remaster, the text of this feat has been adjusted to be in line with the remastered [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication]:&lt;br /&gt;
* &amp;quot;You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can&#039;t teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6244 Tumbling Strike]&#039;&#039;&#039;&lt;br /&gt;
* Succeeding at both the Acrobatics check and the Strike will grant Panache to those with the Panache class feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4271 Winter Sleet]&#039;&#039;&#039;&lt;br /&gt;
* The uneven ground movement restrictions apply when you move while on a square of uneven ground, not when you move onto the square. You don&#039;t have to balance to move into the aura, just to move within the aura/out of the aura.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=318 Wylderheart Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Access and prerequisites changed to &amp;quot;member of the [[Holdfasts]]&amp;quot;&lt;br /&gt;
* Due to the change in context for the Wylderheart archetype, you can choose any family of fiends for the Additional Lore granted by this dedication. This can be retrained, but it will cost 30 days of downtime (as it is changing based on the dedication feat).&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=58 Champion]===&lt;br /&gt;
&#039;&#039;&#039;Blessed Armament&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official ruling, the rune granted by Blessed Armament grants an effect &#039;&#039;in addition to&#039;&#039; existing runes or special properties of the weapon, rather than suppressing or replacing them.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=60 Monk]===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1867 Flurrying Rune]&#039;&#039;&#039;&lt;br /&gt;
* In addition to melee weapons with the Monk trait, the Flurrying rune may also be etched onto [https://2e.aonprd.com/Equipment.aspx?ID=3086 Handwraps of Mighty Blows].&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=22 Thaumaturge]===&lt;br /&gt;
&#039;&#039;&#039;Exploit Vulnerability&#039;&#039;&#039;&lt;br /&gt;
* The &amp;quot;target of Exploit Vulnerability&amp;quot; refers only to the initial creature Exploited, not to any under the effect of the weakness by other means, such as Sympathetic Vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Hand&#039;&#039;&#039;&lt;br /&gt;
* If a summoning effect, such as a [https://2e.aonprd.com/Equipment.aspx?ID=1032 Retrieval Prism], has a requirement of &amp;quot;You have a free hand.&amp;quot;, you may use it to summon items that can be used with the same hand in which you are holding your implement. For example, scrolls could be summoned if the character has the feat [https://2e.aonprd.com/Feats.aspx?ID=3703 Scroll Thaumaturgy].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=1232 Mirror&#039;s Reflection]&#039;&#039;&#039;&lt;br /&gt;
* Emanations only extend out of one copy, but which one it is can be changed freely between each action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Implements.aspx?ID=5 Mirror Adept Benefit]&#039;&#039;&#039;&lt;br /&gt;
* The player can choose whether or not the reflection shatters.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=18 Summoner]===&lt;br /&gt;
&#039;&#039;&#039;Reaction Spells&#039;&#039;&#039;&lt;br /&gt;
* Reaction spells (such as Blood Vendetta) that trigger on taking damage can only trigger if the Summoner themselves took the damage, not their Eidolon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime&#039;&#039;&#039;&lt;br /&gt;
* Since Eidolons and Summoners share actions, they cannot perform separate Downtime activities. However, the Eidolon may perform Downtime in lieu of the Summoner, and either may support the other, granting a +1 circumstance bonus to any skill in which they share proficiency. As normal, this cannot modify checks which use Assurance.&lt;br /&gt;
&lt;br /&gt;
==Spells and Rituals==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=170 Butterfly Bender]&#039;&#039;&#039;&lt;br /&gt;
* The number of beneficiaries is equal to the primary caster + five others (two of whom must be secondary casters), for a total party of 3-6.&lt;br /&gt;
* For &amp;quot;A convenient opportunity&amp;quot;, if the gain/loss is of Earn Income, then the characters will receive as Early Downtime;&lt;br /&gt;
** &#039;&#039;Gain:&#039;&#039; Seven (7) days of Earn Income at one level above the character&#039;s current level.&lt;br /&gt;
** &#039;&#039;Lose:&#039;&#039; Seven (7) days of Earn Income at one level below the character&#039;s current level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=888 Corrosive Body]&#039;&#039;&#039;&lt;br /&gt;
* To clarify: the temporary HP granted by this spell&#039;s effect applies both when performing an unarmed strike and when being struck in the way described by the spell, as long as Acid damage is dealt. Creatures with an acid immunity do not activate the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=117 Create Undead]&#039;&#039;&#039;&lt;br /&gt;
* Minions created with a critical success on the Create Undead ritual can be assigned to anyone present at least 4 levels higher than the undead. Undead minions can thus be created for other people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=81 Divine Aura]&#039;&#039;&#039;&lt;br /&gt;
* The spell will be adjusted as follows to bring it in line with the remaster (changes bolded):&lt;br /&gt;
* &amp;quot;Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. Choose a &#039;&#039;&#039;sanctification&#039;&#039;&#039; your deity allows. You can&#039;t cast this spell if you don&#039;t have a deity or your deity &#039;&#039;&#039;does not allow sanctification&#039;&#039;&#039;. This spell gains the trait of the &#039;&#039;&#039;sanctification&#039;&#039;&#039; you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with the &#039;&#039;&#039;trait&#039;&#039;&#039; opposite to the spell &#039;&#039;&#039;(unholy if you chose holy, holy if you chose unholy)&#039;&#039;&#039;. These bonuses increase to +4 against effects created by such creatures that attempt to impose the @UUID[Compendium.pf2e.conditionitems.Item.9qGBRpbX9NEwtAAr]{Controlled} condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything &#039;&#039;&#039;opposite in sanctification&#039;&#039;&#039; to your divine aura. When a creature of &#039;&#039;&#039;opposite trait&#039;&#039;&#039; hits a target with a melee attack, the creature must succeed at a Will save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 minute. It&#039;s then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura&#039;s radius grows 10 feet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]&#039;&#039;&#039;&lt;br /&gt;
* The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=152 Reincarnate]&#039;&#039;&#039;&lt;br /&gt;
* When successfully reincarnated, the player rolls a 1d20. On a 1-14, the character reincarnates into a Common ancestry. On a 15-20, the character reincarnates into an Uncommon/Rare ancestry. This roll cannot be adjusted or rerolled.&lt;br /&gt;
* For Common ancestries, the options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, and Orc. The player can remove a single ancestry from the pool, then rolls 2d6. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Leshy has been removed from the Common ancestry pool due to their nature as immortal spirits.&lt;br /&gt;
* For Uncommon/Rare ancestries, the options are Athmaru, Azarketi, Catfolk, Centaur, Fetchling, Hobgoblin, Kholo, Kitsune, Kobold, Lizardfolk, Merfolk, Minotaur, Nagaji, Poppet, Ratfolk, Samsaran, Sprite, Tanuki, Tengu, Tripkee, Vanara, and Wayang. The player can remove two ancestries, then rolls 2d20. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Only unlocked Rare ancestries are included.&lt;br /&gt;
** Automaton has been removed due to being a construct.&lt;br /&gt;
* Players may select from the Common heritages for their new ancestry. Versatile heritages are subject to [[Storyteller]] approval, and require story justification.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Associates&amp;diff=6708</id>
		<title>Associates</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Associates&amp;diff=6708"/>
		<updated>2025-09-29T03:22:56Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters (PCs) are Associates of the [[The Round Table|Round Table]], and report directly to the [[Round Table Council|council]]. They mostly live in [[Onadbyr]], and are dedicated to the improvement, and survival of the city.&lt;br /&gt;
&lt;br /&gt;
==Alchemist==&lt;br /&gt;
*[[Samara Slitherslime]], a candy medusa chirurgeon.&lt;br /&gt;
*[[Sanaa]], a mixed-heritage nagaji toxicologist.&lt;br /&gt;
&lt;br /&gt;
==Animist==&lt;br /&gt;
*[[Ione Icesickle]], a duskwalker-dwarven liturgist of [[Clan Icesickle]].&lt;br /&gt;
&lt;br /&gt;
==Barbarian==&lt;br /&gt;
*[[Aster]], a minotaur diabolic dragon instinct barbarian.&lt;br /&gt;
*[[Berta Stormhammer]], a dwarf fury instinct barbarian.  Member of [[Clan Ashenforge]] and Treasurer of Desperate Hope.&lt;br /&gt;
*[[Kaina]], a kitsune elemental barbarian. Wait, didn&#039;t she get executed in 225?&lt;br /&gt;
*[[Pomba Bright-Eyed]], a grippli animal instinct (frog) barbarian, and a member of the [[Bright-Eyed Tribe|quintuplets]].&lt;br /&gt;
*[[Rinazomi]], a hungerseed bloodrager. Member of the Flesh-eater clan, and worshipper of Szuriel&lt;br /&gt;
&lt;br /&gt;
==Bard==&lt;br /&gt;
*[[Aruwyn Briar]], a pale half-human half-elf maestro bard.&lt;br /&gt;
*[[Bright Eyes]], a dwarf polymath and the leader of [[Clan Ashenforge]].&lt;br /&gt;
*[[Jemerov]], a maestro muse human.&lt;br /&gt;
&lt;br /&gt;
==Commander==&lt;br /&gt;
Kelek does not have any Commanders... yet&lt;br /&gt;
&lt;br /&gt;
==Champion==&lt;br /&gt;
*[[Mutt]], a human paladin who follows Kols, and is more machine than person now.&lt;br /&gt;
*[[Quill]], a catfolk obedience champion of Arazni.&lt;br /&gt;
*[[Radari]], an azarketi grandeur champion of Hanspur.&lt;br /&gt;
*[[Zeal]], a human tiefling paladin who follows the Godclaw as a hellknight.&lt;br /&gt;
&lt;br /&gt;
==Cleric==&lt;br /&gt;
*[[DDOS]] An automaton warpriest of Wulgren who&#039;s being piloted by a bunny named Gadget&lt;br /&gt;
*[[The Duke of Compassion|DOC]], an Automaton cloistered cleric of Sarenrae.&lt;br /&gt;
*[[Swaying Petals]], a Leshy cloistered cleric of Sarenrae.&lt;br /&gt;
&lt;br /&gt;
==Druid==&lt;br /&gt;
*[[Clementine]], a Storm Order Sacred Nagaji.&lt;br /&gt;
*[[Dar]], an orc of the wave order.&lt;br /&gt;
*[[Melfyra]], an ardande/elf animal order druid who researches the undead. She&#039;s definitely not a vampire.&lt;br /&gt;
*[[Sahona Bright-Eyed]], a wild order grippli, and a member of the [[Bright-Eyed Tribe|quintuplets]].&lt;br /&gt;
&lt;br /&gt;
==Exemplar==&lt;br /&gt;
Kelek does not have any Exemplars... yet&lt;br /&gt;
&lt;br /&gt;
==Fighter==&lt;br /&gt;
*[[Atticus]], a khopesh and shield wielding Steelskin Hobgoblin and [[Hellknights|Lictor of the Order of the Torrent]]&lt;br /&gt;
*[[Dendra]], a multitalented pick wielding gnome, smith, and bard.&lt;br /&gt;
*[[Hogo Pok&#039;sharr]], a barricade buster hungerseed orc.&lt;br /&gt;
*[[Serene Leyvald]], a human ganzi polearm fighter, sister of [[Cyrus Leyvald]], and a member of the [[Heavy Hitters]].&lt;br /&gt;
*[[Sir Arf]], a windup poppet lancer, riding on his majestic steed Hengroen.&lt;br /&gt;
*[[Terog Shalesmiter]], an ancient blooded dwarf fighter.&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
*[[Fragile Garnier]], an elven fire-and-earth suli with a big shield.&lt;br /&gt;
*[[Husk]], a fleshwarp unarmed interceptor and grappler.&lt;br /&gt;
&lt;br /&gt;
==Gunslinger==&lt;br /&gt;
*[[Mips]], a caveclimber kobold sniper.&lt;br /&gt;
*[[Aleth|Shadefrost]], a woodland elf sniper.&lt;br /&gt;
*[[Yasmine]], a kitsune pistolero.&lt;br /&gt;
&lt;br /&gt;
==Inventor==&lt;br /&gt;
*[[Siltmean the Craftrat]], an armor innovator Ratfolk Oread.&lt;br /&gt;
&lt;br /&gt;
==Investigator==&lt;br /&gt;
*[[Isaac Davenport]], a cavern elf empiricist and boss of Angstrom.&lt;br /&gt;
*[[Life Giver]], a leshy of the empiricism methodology.&lt;br /&gt;
&lt;br /&gt;
==Kineticist==&lt;br /&gt;
*[[Sheeri of the Frozen Wastes]], an undine elf of the water and air gates.&lt;br /&gt;
*[[Vliegen the Windborne]], a skyborn tengu of the air and water gates.&lt;br /&gt;
*[[Willowroot]], a fleetwind centaur of the earth/wood gates.&lt;br /&gt;
&lt;br /&gt;
==Magus==&lt;br /&gt;
*[[Kali]], a starlit span sylph kitsune.&lt;br /&gt;
*[[Peaches]], a twisting tree Hooded Nagaji.&lt;br /&gt;
*[[Rowyn Lloch]], a sparkling targe root leshy who smells like onions?&lt;br /&gt;
*[[Uravas - &amp;quot;Cap&#039;n Stardust&amp;quot;]], a laughing shadow pitborn Elf.&lt;br /&gt;
&lt;br /&gt;
==Monk==&lt;br /&gt;
*[[Amber May]], a human beastfolk of the tiger stance.&lt;br /&gt;
*[[Clam]], a lizardfolk of the gorilla stance.&lt;br /&gt;
*[[Eloise Pearlheart]], a human undine of the reflective ripple stance&lt;br /&gt;
*[[King of Dance]], an automaton clawdancer.&lt;br /&gt;
*[[Miles Ender]], a human of the wolf stance.&lt;br /&gt;
*[[Quan]], a half-elf fetchling of the dragon stance.&lt;br /&gt;
*[[Tuli Mrysky]], an undine dwarf of the monastic archer stance and member of [[Clan Ashenforge]].&lt;br /&gt;
&lt;br /&gt;
==Oracle==&lt;br /&gt;
*[[Grist Vanafeld]], a battle mystery elf.&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
*[[Cyrus Leyvald]], a human aphorite, Precise Discipline / Infinite Eye psychic, and brother of [[Serene Leyvald]].&lt;br /&gt;
*[[Kora Caroli]], an Emotional Acceptance / Silent Whisper merfolk who hails from the northern sea&#039;s abyssal region.&lt;br /&gt;
*[[Reiker]], an Emotional Acceptance / Distant Grasp human serving his parole.&lt;br /&gt;
&lt;br /&gt;
==Ranger==&lt;br /&gt;
*[[Ariyu]], a precision ranger pitborn elf.&lt;br /&gt;
*[[Kirrily Icesickle]], a flurry ranger undine dwarf.&lt;br /&gt;
*[[Vara]], a precision ranger Elf mixed nephilim.&lt;br /&gt;
&lt;br /&gt;
==Rogue==&lt;br /&gt;
*[[Capri]], a human-dromaar ruffian.&lt;br /&gt;
*[[Cutter Black]], an elven ruffian and a captain of the wall.&lt;br /&gt;
*[[Hiroyuki]], a brave tanuki thief from the Old Country.&lt;br /&gt;
*[[Phyl]], a ratfolk mastermind and a bit of a bookworm.&lt;br /&gt;
*[[Sain de Pherae]], a human scoundrel dandy.&lt;br /&gt;
*[[Ser Bewwy]], a ghost poppet thief.&lt;br /&gt;
*[[Winnefred Sparklecheek IV]], a &#039;thief&#039; and Santa&#039;s Head Pixie.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer==&lt;br /&gt;
*[[Calamity Button]], a halfling of the Imperial Bloodline.&lt;br /&gt;
*[[Chrysanthemum Lavandula Orchidaceae Delphinium Helianthus]], an Angel Bloodline celestial nephilim leshy.&lt;br /&gt;
*[[The Lord of Carnage|LOC]], a mage automaton with the Primal Bloodline powered by the C. Core.&lt;br /&gt;
*[[Mantella Bright-Eyed]], an incredibly divorced tripkee sorcerer, and a member of the [[Bright-Eyed Tribe|quintuplets]]&lt;br /&gt;
*[[Minerva Rey Hawthorn]], a nephilim human of the Angelic Bloodline.&lt;br /&gt;
*[[Patton Laoghaire]], an elf beastkin of the Nymph Bloodline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summoner==&lt;br /&gt;
*[[Femi]], a ratfolk with a beast eidolon.&lt;br /&gt;
*[[Gwenevere]], a grave orc with an undead eidolon, married to [[Orion Argyros|Orion]].&lt;br /&gt;
*[[Sanguine]], a human Hellknight Vicarius with a demon eidolon.&lt;br /&gt;
*[[Urallo]], an elf nephilim with an unforgettable fey eidolon.&lt;br /&gt;
&lt;br /&gt;
==Swashbuckler==&lt;br /&gt;
*[[Carrion]], a human hellspawn nephilim gymnast.&lt;br /&gt;
*[[Evalynne Stoneking]], a friendly and Rascally Dwarf.&lt;br /&gt;
*[[Sparrow]], a tengu fencer.&lt;br /&gt;
*[[Suttonalia Morroweather]], a gnome battledancer.&lt;br /&gt;
&lt;br /&gt;
==Thaumaturge==&lt;br /&gt;
*[[Mimi]], a shield implement stuffed poppet.&lt;br /&gt;
*[[Orion Argyros]], a mirror implement human pitborn nephilim.&lt;br /&gt;
&lt;br /&gt;
==Witch==&lt;br /&gt;
*[[Braoin]], a faith&#039;s flamekeeper tripkee with very shiny skin.&lt;br /&gt;
*[[Crows]], a devourer of decay ardande elf with an opinionated firefly familiar.&lt;br /&gt;
*[[Illiam Elro]], Onadbyr&#039;s very own Dream Witch.&lt;br /&gt;
*[[Wander &amp;amp; Wonder|Wander]], a spinner of threads human aiuvarin with his lil&#039; dragon guy&lt;br /&gt;
*[[Eira Illarhi]], a spinner of threads nephilim elf with a moth as her familiar.&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
*[[Arumi]], an elven hellspawn student of civic wizardry.&lt;br /&gt;
*[[Boophis Bright-Eyed]], a tripkee-turned-human student of protean form, and a member of the [[Bright-Eyed Tribe|quintuplets]].&lt;br /&gt;
&lt;br /&gt;
=The Hall of Heroes=&lt;br /&gt;
Not all associates return from every fight, here we honor their brave sacrifices.&lt;br /&gt;
*[[Tesa Tiet]], a tiefling zombie goblin alchemist who died saving [[Rommack]] from an underground gnoll offensive.&lt;br /&gt;
*[[Voml Deepmine]], a dwarf great pick fighter who died protecting the guild hall of [[Clan Ashenforge]] from the manics of the [[Woman in Winter]].&lt;br /&gt;
*[[Elasha Vennala]], an elven thief rogue who died clearing out aggressive mutated creatures from near the town.&lt;br /&gt;
*[[Tremla Fera]], a skyborn tengu ruffian rogue who died distracting swarms of undead from following her party during the Journey to Arrepo.&lt;br /&gt;
*[[Breatel]], a nomadic halfling Reedemer who followed Desna and died saving Ishi from the rats.&lt;br /&gt;
*[[Mother Crow]], a tengu nodachi fighter who took the role of the Tender of Space Below and so is eternally trapped in Velborough.&lt;br /&gt;
*[[Vreal Leethal]], a human bomber and a member of [[Clan Ashenforge]].&lt;br /&gt;
*[[Explosylva]], a weapon innovator Tiefling.&lt;br /&gt;
*[[Kagari]], A frozen wind kitsune of fire, metal, and wood gates. Found guilty of summoning devils and got executed by archons.&lt;br /&gt;
*[[Castiorn &amp;quot;Cass&amp;quot; Flamebrace]], A witty dwarf who apprenticed under a wizard as a kid. Died to a kobold in the star pit.&lt;br /&gt;
*[[Holly Crown]], a root leshy liberator who was crushed to death by vines and whose soul was claimed by a deimavigga.&lt;br /&gt;
*[[Victoria Honeystride]], a human battle mystery oracle that got turned into a 6-month-old by Grist&#039;s word&lt;br /&gt;
*[[Omen Graves]], a human of the Resentment and abuser of devil. Died during his Hellknight Trial.&lt;br /&gt;
*[[Seskro]], A scatterbrained kobold Vindicator of Apsu. Got her head bitten off by a Caldera Oni&lt;br /&gt;
*[[Muldog]], a hobgoblin interrogator. He was killed by a ghoul in cold blooded revenge.&lt;br /&gt;
*[[Sabelle Regalia]], a human polymath cleric of the Living God, who died doing what he loved.&lt;br /&gt;
&lt;br /&gt;
=Retired Associates=&lt;br /&gt;
*[[Saltgrog]], a rock dwarf redeemer who follows Cayden Caliean, who now spends his days fishing.&lt;br /&gt;
*[[Zarembe &amp;quot;Z&amp;quot; Silverclaw]], a catfolk thief rogue and former street urchin.&lt;br /&gt;
*[[Shreex Poisontongue]], a nagaji with a beast eidolon.&lt;br /&gt;
*[[Devwin Bellowbit]], a gnome fencer.&lt;br /&gt;
*[[Aroth Datan-Zon]], a dwarf universalist.&lt;br /&gt;
*[[Razan Kohil]], a vanaya tiefling toxicologist who now works full time as an assistant at [[Absinthe&#039;s Alchemical Applicants]].&lt;br /&gt;
*[[Little Leaf]], a leaf order leshy.&lt;br /&gt;
*[[Zokun Datan-Zon]], a vanguard dwarf and a member of [[Clan Ashenforge]].&lt;br /&gt;
*[[Sade Mrysky]], an undine dwarf of the wolf stance, member of [[Clan Ashenforge]], and member of the [[Heavy Hitters]], who now lives in a van down by the river.&lt;br /&gt;
*[[Cedric]], a sparkling targe emberkin who dabbles with alchemy and blacksmithing.&lt;br /&gt;
*[[Bomrek Datan-Zon]], a dwarven warpriest and a member of [[Clan Ashenforge]].&lt;br /&gt;
*[[Draumir Mistchaser]], an elf of the alchemical sciences.&lt;br /&gt;
*[[A Lord of Tinkering]], a construct innovator automaton.&lt;br /&gt;
*[[Mayel]], a Mushroom Leshy with the Imperial Bloodline of Sorcery and the cutest town courier, who has expanded his mail-carrying services to include outposts.&lt;br /&gt;
*[[Roland von Reuenthal]], a weapon implement human and the son of [[Viktor von Reuenthal]].&lt;br /&gt;
*[[Benny Shadetree]], a Human leaf order Druid that has gone back to his home to show his bigoted daddy what-for.&lt;br /&gt;
*[[Lotus Black]], went to the corner store outside of town and never came back&lt;br /&gt;
*[[Iosayas]], a goblin half-elf that went outward to find his blood kin.&lt;br /&gt;
*[[Cedric Fairbane]], a human chirurgeon alchemist.&lt;br /&gt;
*[[Emmelia|Emi]], a ganzi nagaji superstition instinct barbarian who couldn&#039;t stay in one place for very long.&lt;br /&gt;
*[[Delath Vennala]], an armor innovator orc.&lt;br /&gt;
*[[Alan Cobblefolk]], a human of the alchemical sciences.&lt;br /&gt;
*[[Aren]], a human of the mountain stance.&lt;br /&gt;
*[[Absinthe]], an ancestors mystery kitsune.&lt;br /&gt;
*[[Arina von Gicking]], an ancestors mystery ratfolk who retired to focus on writing her book.&lt;br /&gt;
*[[Ashley Hawthorne]], a precision human and wife of [[Ellie Hawthorne]].&lt;br /&gt;
*[[Tyrion]], a human aasimar with the Angelic Bloodline.&lt;br /&gt;
*[[Vik]], a wand implement nagaji oread.&lt;br /&gt;
*[[Zaya]], a chalice implement kitsune.&lt;br /&gt;
*[[Edel Rumblebrew]], a dwarf/nephilim inscribed witch. Her familiar, Baubles, unionized&lt;br /&gt;
*[[Batective]], a Nyktera sprite of the Empiricism methodology&lt;br /&gt;
*[[Fen Ergivald]], a human cloistered cleric and a member of the [[Heavy Hitters]]. Retired to concentrate on their work at Grandmother&#039;s House.&lt;br /&gt;
*[[Kit Calloway]], An Elven precision ranger, member of the [[Heavy Hitters]]. Retired to settle into a comfortable domestic life.&lt;br /&gt;
*[[Ellie Hawthorne]], a human ganzi illusionist and wife of [[Ashley Hawthorne]].&lt;br /&gt;
*[[Bodrukk the Undwarf]], an orc giant instinct user, former member of [[Clan Ashenforge]] and founder of the [[Heavy Hitters]], who works at [[Grandmother&#039;s House]] in his downtime.&lt;br /&gt;
*[[Lucky]], an empty sky Kitsune maestro bard.&lt;br /&gt;
*[[Kasumi]], an empty skies kitsune cloistered cleric of Atreia.&lt;br /&gt;
*[[Raijin]], a Suli Orc katana fighter that has come back from Velborough anew.&lt;br /&gt;
*[[Iza]], a drifter human.&lt;br /&gt;
*[[Naen Brokenspear]], an oathkeeper dwarf dwarven war axe fighter.&lt;br /&gt;
*[[Vyana]], a human of the mountain stance.&lt;br /&gt;
*[[Keira Sturmknell|Keira]], a laughing shadow Orc&lt;br /&gt;
*[[Sssst]], a melixie sprite of the wood gate. Retired and returned to the First World due to disgust at all the dirty carnivores who live in Onadbyr.&lt;br /&gt;
*[[Joyuese]], A rough tiefling triggerbrand who favors black-powder knuckle dusters. Got a job at the local breakfast house and decided she&#039;d rather do that instead.&lt;br /&gt;
*[[V]], a human cloistered cleric of Lamashtu.&lt;br /&gt;
*[[Dolomir Cragbeard]], a rock dwarf pick fighter.&lt;br /&gt;
*[[Odin Coalbranch]], a dwarf pick fighter.&lt;br /&gt;
*[[Ugshakk the Bold]], an orc greatpick fighter.&lt;br /&gt;
*[[Bliss-Retold-Till-Eternity]], a sniper gnoll duskwalker.&lt;br /&gt;
*[[Oska]], a pistolero sacred nagaji.&lt;br /&gt;
*[[Coitessezin]], a sparkling targe kobold and a member of the [[Heavy Hitters]].&lt;br /&gt;
*[[Ishi]], a human of the dragon stance.&lt;br /&gt;
*[[Lazarus]], a gathered lore human nephilim of the oscillating wave who disappeared under mysterious circumstances.&lt;br /&gt;
*[[Reddington &amp;quot;Red&amp;quot; Turner]], a half-elf human scoundrel.&lt;br /&gt;
*[[Tivoli]], a half-elf human ruffian.&lt;br /&gt;
*[[Tik]], a dragonscale kobold with the Shadow Bloodline.&lt;br /&gt;
*[[Drake Von Bach]], a witty human dhampir.&lt;br /&gt;
*[[Lunaris Nightbloom]], a starless shadow Witch gnome.&lt;br /&gt;
*[[Nathan]], a halfling universalist.&lt;br /&gt;
*[[Damian Brooks]], an armor innovator Human Half-Elf. Taking some time off to build more cabinets.&lt;br /&gt;
*[[Jade]], a human warpriest in service of Arqueros. Taking time to work as a Tourniquet with the Holdfasts.&lt;br /&gt;
*[[Kovit of Ravan]], a rakshasa chirurgeon that went to build shop elsewhere.&lt;br /&gt;
*[[Bonko]], a little fairy dragon who decided to spend less time fighting and more time making friends and helping to raise a baby.&lt;br /&gt;
*[[Echostar]], a human spirit instinct barbarian who went out to pasture.&lt;br /&gt;
*[[Dr. Theodore Rex]], a human mutagenist, who drank one too many odd elixirs.&lt;br /&gt;
*[[Gwenevere]], a grave orc with an undead eidolon, who retired to make house with her husband [[Orion Argyros|Orion]].&lt;br /&gt;
*[[Niko Barden]], a gathered lore nine lives catfolk of the unbound step who disappeared in a puff of smoke&lt;br /&gt;
*[[Jovial Guts]], an inexorable iron Great Gnoll who became a full time lawyer&lt;br /&gt;
*[[Jeremy Yates]], a half-elf of the Imperial Bloodline, who went off on a long tirade about lore.&lt;br /&gt;
*[[Anima]], human hungerseed fury instinct barbarian, joined a new crowd in the Old Country.&lt;br /&gt;
*[[Takamono]], a maestro muse catfolk.&lt;br /&gt;
*[[Gorn]], a dwarven liberator of Pharasma.&lt;br /&gt;
*[[Timenos Rivellon]], human liberator of Trudd.&lt;br /&gt;
*[[Fallon]], an elven warpriest.&lt;br /&gt;
*[[Malachi Dawnbringer]], an angelkin human cloistered cleric of Sarenrae.&lt;br /&gt;
*[[Dwy Goldleaf]], a woodland elf shortbow fighter.&lt;br /&gt;
*[[Garik Cragborne]], a rock dwarf meteor hammer fighter.&lt;br /&gt;
*[[Lalia Darkblade]], an elven greatsword fighter.&lt;br /&gt;
*[[Pashiro The Wind Song]], an orcish hungerblood, wandering warrior, poet and vassal.&lt;br /&gt;
*[[Rowanne]], a fleetwind centaur, guisarme fighter. &lt;br /&gt;
*[[Wrax]], an unbreakable goblin fighter.&lt;br /&gt;
*[[Castel]], a halfling sniper.&lt;br /&gt;
*[[Disorro Saur]], a drifter halfling.&lt;br /&gt;
*[[Amani Hashmi]], a construct innovator Human who is spending time on her craftwork.&lt;br /&gt;
*[[Iskierka]], an Ifrit Kobold of the fire gate.&lt;br /&gt;
*[[Maki]], a human tiefling of the tiger claw stance who is spending time on the path to perfection.&lt;br /&gt;
*[[Hiromi|Hiromi Hiroaki]], a cosmos mystery Kitsune who is spending time tending to the onsen.&lt;br /&gt;
*[[Kuyun Volvine]], a flurry ardande elf.&lt;br /&gt;
*[[Angstrom Lockhart]], a human ruffian and Isaac&#039;s goon, retired from associate work.&lt;br /&gt;
*[[Maven Adler]], a half-elf thief.&lt;br /&gt;
*[[Myrdivar]], a human changeling of the Aberrant Bloodline.&lt;br /&gt;
*[[Nelista]], a human pitborn of the Demonic Bloodline.&lt;br /&gt;
*[[Rynexyra]], a cavern elf of the Shadow Bloodline.&lt;br /&gt;
*[[Ophelia]], a duskwalker elf with a devotion phantom eidolon.&lt;br /&gt;
*[[Ramesses]], an amulet implement duskwalker tengu focusing on his knick-knack shoppe.&lt;br /&gt;
*[[Sister Stille]], a mirror implement human from [[Lancaster]].&lt;br /&gt;
*[[Zafiya al-Rati]], a regalia implement elf.&lt;br /&gt;
*[[Tris]], a poppet blessed by Andoletta. She picked up some fey magic on some excursions under the bed. Retired after being part of a series of horrifying events&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Crows&amp;diff=6599</id>
		<title>Crows</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Crows&amp;diff=6599"/>
		<updated>2025-09-05T03:35:26Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Crows&lt;br /&gt;
| image = &lt;br /&gt;
[[File:Crows portrait.png|300px|frameless|center]]&lt;br /&gt;
| class = Witch (Devourer of Decay)&lt;br /&gt;
| occupation = Wilderness Guide&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Elf&lt;br /&gt;
| heritage = Ardande&lt;br /&gt;
| aliases = The Creature&lt;br /&gt;
| pronouns = He/They/It&lt;br /&gt;
| age = ?&lt;br /&gt;
| height = 6&#039;1&amp;quot; (6&#039;7&amp;quot; with the horns), add 6&amp;quot; if they stand up straight&lt;br /&gt;
| partner = None&lt;br /&gt;
| relatives = Serenity (Familiar)&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = [[User:dagwoodech|Dag]]&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox Associate&lt;br /&gt;
| name = Serenity&lt;br /&gt;
| image = &lt;br /&gt;
[[File:Serenity portrait.png|300px|frameless|center]]&lt;br /&gt;
| ancestry = Firefly (but not really)&lt;br /&gt;
| pronouns = She/Her&lt;br /&gt;
| height = 6&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
Crows is an [[Associates|Associate]] of [[the Round Table]] who wandered into town one day during their travels. He never seems to be in any type of hurry, and seems to follow the motto that &amp;quot;all things must die.&amp;quot; Accompanying it is a large firefly named Serenity that looks like it might just crumble to dust at any moment. While Crows is just about the most tolerant person around, Serenity is quite opinionated, making it known any time she disagrees with Crows. Or anyone else, for that matter. She always has the Speech familiar ability. Crows carries around a lantern of fireflies, none of which are magical, but just serve to light the way. He is also often seen leaving an ethereal, ephemeral trail behind him that marks his path.&lt;br /&gt;
&lt;br /&gt;
With the Devourer of Decay as his patron, Crows focuses his efforts on preserving the natural cycles of life and death, seeing death as the natural and welcome end to all things. Once dead, his soul would not consent to returning to its body, and they aren&#039;t inclined to help anyone complete that process for another, either. While Serenity makes it well known that undeath is unnatural, Crows sees it more his duty to shepherd those who have pursued it onto the next life. Though, as with all things, he feels no real urgency to do so.&lt;br /&gt;
&lt;br /&gt;
As a primal caster, Crows prefers to buff, debuff, and heal, rather than deal the killing blow. It is uncommon to see them do damage at all, in fact. That said, don&#039;t expect any Hasting to go on. What are you in such a hurry for, anyways?&lt;br /&gt;
&lt;br /&gt;
==Mission History==&lt;br /&gt;
Spring 229&lt;br /&gt;
* [[Fly Me To The Moon (Part 1)]]&lt;br /&gt;
* [[An Explosive Arrival]]&lt;br /&gt;
* [[Fly Me To The Moon (Part 2)]]&lt;br /&gt;
* [[Fly Me To The Moon (Part 3)]]&lt;br /&gt;
&lt;br /&gt;
Summer 229&lt;br /&gt;
* [[Party at Budington Manor]]&lt;br /&gt;
&lt;br /&gt;
Autumn 229&lt;br /&gt;
* [[To Greener Pastures]]&lt;br /&gt;
&lt;br /&gt;
Winter 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 230&lt;br /&gt;
* [[Prince of Darkness]]&lt;br /&gt;
&lt;br /&gt;
Summer 230&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 230&lt;br /&gt;
* [[Worth Its Weight]]&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6596</id>
		<title>Miscellaneous Rulings</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=6596"/>
		<updated>2025-09-04T17:21:02Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Mechanics==&lt;br /&gt;
&#039;&#039;&#039;Applying Tattoos/Grafts&#039;&#039;&#039;&lt;br /&gt;
* If the crafter elects to reduce cost by spending more days, the customer does not need to be present for those days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copying Spells and Formulas&#039;&#039;&#039;&lt;br /&gt;
* There is no material cost to copy a formula or spell from one book to another. For spells specifically, there is a material cost to &#039;&#039;learn&#039;&#039; the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime and Hero Points&#039;&#039;&#039;&lt;br /&gt;
* Hero Points may not be used for downtime rolls, as they take place outside of session and [https://2e.aonprd.com/Rules.aspx?ID=2260 over an extended period of time], with the exception of;&lt;br /&gt;
* Hero Points may be used to reroll saving throws for [https://2e.aonprd.com/Rules.aspx?ID=2389 Afflictions], provided the character had Hero Points remaining at the end of the session where they gained the Affliction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companion Independent Actions&#039;&#039;&#039;&lt;br /&gt;
* Can be used at any point during the turn, but cannot use [https://2e.aonprd.com/Actions.aspx?ID=2400 Command an Animal] once complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discovering Recipes&#039;&#039;&#039;&lt;br /&gt;
* You can learn cooking recipes following the rules for the [https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor] feat&lt;br /&gt;
* Crafting them likewise would work like any consumable following the [[Crafting]] rules&lt;br /&gt;
* Collecting Ingredients would require the [https://2e.aonprd.com/Actions.aspx?ID=1476 Hunt and Gather] activity against a [[Difficulty Classes|standard DC of your level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duplicate Skills&#039;&#039;&#039;&lt;br /&gt;
* If you become Trained in a non-Lore skill from two separate sources (such as a Background, Class, Dedication, or Ancestry feat), you may replace one of the skills with another of your choice.&lt;br /&gt;
** This does not apply to skill &#039;&#039;increases&#039;&#039;, only initial trainings, unless otherwise specified.&lt;br /&gt;
* If a character gains the same Lore skill from multiple sources (such as their Background, an Animist Apparition, Additional Lore, or [Ancestry] Lore), they may not take an extra lore or skill to replace the duplicate(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 20+ Permanent Items&#039;&#039;&#039;&lt;br /&gt;
* Must be approved by Storytellers prior to rewarding.&lt;br /&gt;
* May only be rewarded in Legendary sessions, and may only be used by Legendary characters.&lt;br /&gt;
* May be used at their full strength at level 20, and a modified version before that.&lt;br /&gt;
* Storytellers determine on a per-item basis what the weaker, usable version of the item looks like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Traits.aspx?ID=641 Lineages]&#039;&#039;&#039;&lt;br /&gt;
* At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past level 3, per our [[Creating a Character#Changes_to_Characters|Changes to Characters]] rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=37&amp;amp;Subcategory=40 Specific Magic Weapons]&#039;&#039;&#039;&lt;br /&gt;
* You may upgrade existing property runes on specific magic weapons with the same requirements as upgrading runes in general: You must provide the difference in cost between what the original rune would be and the upgraded version, and you must have the formula for the rune or otherwise be able to craft it.&lt;br /&gt;
* This does not change any of the other specific magic weapon rules, such as allowing etching of runes not already included or removing runes.&lt;br /&gt;
* To upgrade a SMW, you must open a [[Ticket]].&lt;br /&gt;
* Any weapons with two or more damaging runes (such as the Sky Hammer) are not permitted to be upgraded in this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Strikes&#039;&#039;&#039;&lt;br /&gt;
* The following can apply to Unarmed Strikes as well as Weapon Strikes:&lt;br /&gt;
** Energy Mutagen&lt;br /&gt;
** Silver Salve&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncommon Archetypes&#039;&#039;&#039;&lt;br /&gt;
* If a character is approved to take an Uncommon Dedication, blanket permission is assumed for subsequent Uncommon feats within that archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead Healing&#039;&#039;&#039;&lt;br /&gt;
* Any healing that doesn&#039;t have the &amp;quot;Vitality&amp;quot; trait (i.e., Healing Potions) or target/affect &amp;quot;a living creature&amp;quot; (i.e., Treat Wounds, Elixirs of Life) can heal undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=2305 Stride]&#039;&#039;&#039;&lt;br /&gt;
* A Stride action can only be done using land Speed, per the [https://2e.aonprd.com/Rules.aspx?ID=2347 Speed rules].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Vehicles.aspx Vehicles]&#039;&#039;&#039;&lt;br /&gt;
* Vehicles larger than Large size can be crafted now. Contact [[Siltmean the Craftrat|Siltmean]] for further information.&lt;br /&gt;
* Vehicles require an amount of downtime to craft equal to the normal Days of Setup times the number of crew required to man the vehicle (pilot+crew). These days can be spread out amongst characters or completed by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?Category=34 Wands]&#039;&#039;&#039;&lt;br /&gt;
* Wands can be upgraded to contain a higher rank of the existing spell by paying the difference in cost, as long as the higher rank casting is still provided in the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rules.aspx?ID=2439 Drowning and Suffocating]&#039;&#039;&#039;&lt;br /&gt;
* When you run out of air, you fall unconscious and start suffocating. You can&#039;t recover from being unconscious and must attempt a DC 14 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you take double damage and become Dying. If you are already Dying, you progress the value as you would normally after taking damage. On each check after the first, the DC increases by 3 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious or Dying (unless you&#039;re at 0 Hit Points). You do not gain or increase your Wounded condition. If you have a feature that improves critical failures into failures, such as a barbarian&#039;s Greater Juggernaut, critically failing will still cause you to become Dying, though you won’t take double damage.&lt;br /&gt;
* You begin holding your breath as a free action triggered by losing access to air. Auditory actions, as well as spells with the Concentrate trait (or Verbal components for legacy spells) cause you to lose all air, immediately falling unconscious. Spells with the Subtle trait, including spells that gain it from spellshapes such as Conceal Spell, do not cause you to fall unconscious immediately, but do cause you to lose 2 rounds of air, as described in the Suffocation and Drowning rules. Casting spells without Concentrate or Legacy Verbal components will also cause you to lose 2 rounds of air.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===General/Skill Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5124 Battle Cry]&#039;&#039;&#039;&lt;br /&gt;
* When using Battle Cry, ignore the requirement for Demoralize that the enemy be within 30ft (at DM&#039;s discretion).&lt;br /&gt;
* When using Battle Cry, allow for the character to roll Intimidation for initiative (at DM&#039;s discretion).&lt;br /&gt;
* Even if the character has Intimidating Glare or Intimidating Prowess, the Demoralize gains the Auditory trait, though the language requirement may still be bypassed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5139 Craft Anything]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon/rare spell items (scrolls/wands) cannot be crafted without access as normal.&lt;br /&gt;
* Formulas cannot be crafted without the Inventor feat, and only Common formulas may be crafted as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor Feat (Remaster)]&#039;&#039;&#039;&lt;br /&gt;
* Uncommon and Rare formulas may only be invented using this feat if one of the two conditions are met:&amp;lt;br&amp;gt;&lt;br /&gt;
# They have the item in their possession.&amp;lt;br&amp;gt;&lt;br /&gt;
# They have a Means of Access to the item.&amp;lt;br&amp;gt;&lt;br /&gt;
* The DCs for inventing Uncommon and Rare formulas follow the DC difficulty adjustments listed [[Difficulty Classes#Difficulty_Adjustments|here]] (normally not used for crafting in Kelek).&lt;br /&gt;
* Inventing a formula for an item in the character&#039;s possession will not require the disassembly of the item nor consume the item, so the character may try again as long as they maintain possession of the item. See [[Crafting#Crafting_a_Formula|Crafting a Formula]] for more information on crafting formulas.&lt;br /&gt;
* Inventing a formula through Means of Access requires opening a [[Ticket]] for [[Firekeeper]] verification, even if using Assurance.&lt;br /&gt;
* Characters are not permitted to invent the formulas for Unique or homebrewed items using this feat, even if they have possession of the item.&lt;br /&gt;
* Monks have Access to uncommon weapons with the Monk trait&lt;br /&gt;
* Inventors have Access to uncommon items with the Gadget trait&lt;br /&gt;
* Gunslingers have Access to uncommon firearms and uncommon firearm attachments up to level 1&lt;br /&gt;
* Characters can gain Access to uncommon ancestry weapons through Weapon Familiarity feats&lt;br /&gt;
* Characters can gain Access to organization-specific uncommon items through that organization&#039;s dedication feat.&lt;br /&gt;
* Examples of means of Access are: Gnome Weapon Familiarity for the gnome flickmace, the Hellknight Dedication for Hellknight Half-Plate, or the Inventor class for items with the Gadget trait.&lt;br /&gt;
* Per AoN: &amp;quot;Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5158 Impeccable Crafting]&#039;&#039;&#039;&lt;br /&gt;
* Cannot be combined with Assurance- you must roll to gain its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5171 Legendary Performer]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as follows (changes bolded):&lt;br /&gt;
* &amp;quot;When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. &#039;&#039;&#039;You receive a +1 status bonus to the roll&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5172 Legendary Professional]&#039;&#039;&#039;&lt;br /&gt;
* The effect of the feat has been altered as Legendary Performer, but when you Earn Income with Lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6498 Risky Surgery]&#039;&#039;&#039;&lt;br /&gt;
* Risky Surgery cannot be used to gain a bonus to Earn Income.&lt;br /&gt;
* Risky Surgery cannot be combined with Assurance- you must roll to gain its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5208 Scare to Death]&#039;&#039;&#039;&lt;br /&gt;
* Feats and abilities that refer specifically to the Demoralize action do not apply to Scare to Death- including Intimidating Glare, Intimidating Prowess, and the Braggart style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6504 Signature Crafting]&#039;&#039;&#039;&lt;br /&gt;
* The use of Signature Crafting is optional, one may decide to craft an item as if the character didn&#039;t have this feat.&lt;br /&gt;
* The [https://2e.aonprd.com/Rules.aspx?ID=1083 d100 table] for item quirks may optionally be used instead of the d10 table included in the feat.&lt;br /&gt;
&lt;br /&gt;
===Ancestry Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5233 Untrained Improvisation]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, instead of -2, the Untrained proficiency becomes -1 until 7th level, and +0 after.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ancestry Lore&amp;quot;-type feats&#039;&#039;&#039;&lt;br /&gt;
* With the Player Core series and Howl of the Wild&#039;s new ancestries, the trend is that &amp;quot;Ancestry Lore&amp;quot;-type feats (e.g., [https://2e.aonprd.com/Feats.aspx?ID=4388 Dwarven Lore]) now grant [https://2e.aonprd.com/Feats.aspx?ID=5114 Additional Lore] of that Ancestry. Ancestries that have not been reprinted as of Player Core 2&#039;s release (e.g., Kitsune) now gain the Additional Lore feat of that Ancestry, receiving an automatically scaling Lore skill. This must match what is granted by the specific Ancestry Lore feat (e.g., Fetchlings gain the Additional Lore feat for Shadow Plane Lore, as listed in [https://2e.aonprd.com/Feats.aspx?ID=2500 Fetchling Lore]).&lt;br /&gt;
&lt;br /&gt;
===Class/Archetype Feats===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6391 Efficient Rituals]&#039;&#039;&#039;&lt;br /&gt;
* Efficient Rituals will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You can perform particularly extensive rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. &#039;&#039;&#039;If a ritual has a casting time of less than 1 day, you can instead cast it in 1 hour.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4873 Far Shot]&#039;&#039;&#039;&lt;br /&gt;
* Far Shot cannot extend the range of the [https://2e.aonprd.com/Spells.aspx?ID=2062 Monk&#039;s Wild Wind stance]&#039;s Wind Crash Strikes.&lt;br /&gt;
* Far Shot cannot extend the range of a Kitsune&#039;s [https://2e.aonprd.com/Feats.aspx?ID=2617 Foxfire].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4158 Harrow Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* The rituals learned through this feat cannot be taught to others, keeping in line with the language of the [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication] and the [https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist] class feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4646 Healing Hands]&#039;&#039;&#039;&lt;br /&gt;
* A Heal spell cast from a scroll by a cleric with the Healing Hands feat will roll d10s.&lt;br /&gt;
* A spell scroll created using a Heal cast by a cleric with the Healing Hands feat will be a normal Heal scroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3112 Inventor Dedication]&#039;&#039;&#039;&lt;br /&gt;
* A character who is not trained in Medium Armor may take the Inventor Dedication and select the Armor Innovation. In this case, they will be considered trained in their Armor Innovation, though not any other Medium Armor.&lt;br /&gt;
* When taken as part of the Inventor Dedication, the Subterfuge Suit will be considered either Light Armor or Medium Armor for the sake of proficiency scaling, whichever would be more beneficial to the character. The Power Suit will remain Medium Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4838 Lunging Stance]&#039;&#039;&#039;&lt;br /&gt;
* The range for Lunging Stance does not apply flanking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6741 Majestic Proclamation]&#039;&#039;&#039;&lt;br /&gt;
* Majestic Proclamation will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 &#039;&#039;&#039;round&#039;&#039;&#039; on a successful check (&#039;&#039;&#039;dazzled for 1 minute&#039;&#039;&#039; on a critical success).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3484 Necromancer&#039;s Visage]&#039;&#039;&#039;&lt;br /&gt;
* The prerequisites for Necromancer&#039;s Visage will be adjusted as follows (changes bolded):&lt;br /&gt;
* &amp;quot;Ability to create or control undead; &#039;&#039;&#039;ability to cast spells from spell slots&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=7635 Operatic Adventurer]&#039;&#039;&#039;&lt;br /&gt;
* Operatic Adventurer may only be taken as a regular archetype feat, not as a skill feat.&lt;br /&gt;
* The feat has the additional requirement Expert Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=871 Pathfinder Agent Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=307 Razmiran Priest Dedication]&#039;&#039;&#039;&lt;br /&gt;
* The basic activation of the Razmiri Mask (Call Upon Razmir&#039;s Benevolence) will be adjusted as follows (changes bolded):&lt;br /&gt;
* Activate—Call Upon Razmir’s Benevolence (concentrate, manipulate, occult) Frequency once per minute; Effect You bend &amp;quot;divine&amp;quot; power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. &#039;&#039;&#039;The target is then immune to this activation until your next daily preparations.&#039;&#039;&#039; If the target was unconscious, it regains consciousness and doesn’t lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3717 Share Weakness]&#039;&#039;&#039;&lt;br /&gt;
* Share Weakness can be applied to allies within the Thaumaturge&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=5025 Spellbook Prodigy]&#039;&#039;&#039;&lt;br /&gt;
* Characters with this feat are expected to succeed at some point during the 90 days of downtime, and thus do not need their rolls witnessed in order to Learn a Spell. They must still log their activity in a [[Ticket]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist]&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official remaster, the text of this feat has been adjusted to be in line with the remastered [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication]:&lt;br /&gt;
* &amp;quot;You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can&#039;t teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=6244 Tumbling Strike]&#039;&#039;&#039;&lt;br /&gt;
* Succeeding at both the Acrobatics check and the Strike will grant Panache to those with the Panache class feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Feats.aspx?ID=4271 Winter Sleet]&#039;&#039;&#039;&lt;br /&gt;
* The uneven ground movement restrictions apply when you move while on a square of uneven ground, not when you move onto the square. You don&#039;t have to balance to move into the aura, just to move within the aura/out of the aura.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Archetypes.aspx?ID=318 Wylderheart Dedication]&#039;&#039;&#039;&lt;br /&gt;
* Access and prerequisites changed to &amp;quot;member of the [[Holdfasts]]&amp;quot;&lt;br /&gt;
* Due to the change in context for the Wylderheart archetype, you can choose any family of fiends for the Additional Lore granted by this dedication. This can be retrained, but it will cost 30 days of downtime (as it is changing based on the dedication feat).&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=58 Champion]===&lt;br /&gt;
&#039;&#039;&#039;Blessed Armament&#039;&#039;&#039;&lt;br /&gt;
* In the absence of an official ruling, the rune granted by Blessed Armament grants an effect &#039;&#039;in addition to&#039;&#039; existing runes or special properties of the weapon, rather than suppressing or replacing them.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=60 Monk]===&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Equipment.aspx?ID=1867 Flurrying Rune]&#039;&#039;&#039;&lt;br /&gt;
* In addition to melee weapons with the Monk trait, the Flurrying rune may also be etched onto [https://2e.aonprd.com/Equipment.aspx?ID=3086 Handwraps of Mighty Blows].&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=22 Thaumaturge]===&lt;br /&gt;
&#039;&#039;&#039;Free Hand&#039;&#039;&#039;&lt;br /&gt;
* If a summoning effect, such as a [https://2e.aonprd.com/Equipment.aspx?ID=1032 Retrieval Prism], has a requirement of &amp;quot;You have a free hand.&amp;quot;, you may use it to summon items that can be used with the same hand in which you are holding your implement. For example, scrolls could be summoned if the character has the feat [https://2e.aonprd.com/Feats.aspx?ID=3703 Scroll Thaumaturgy].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Actions.aspx?ID=1232 Mirror&#039;s Reflection]&#039;&#039;&#039;&lt;br /&gt;
* Emanations only extend out of one copy, but which one it is can be changed freely between each action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Implements.aspx?ID=5 Mirror Adept Benefit]&#039;&#039;&#039;&lt;br /&gt;
* The player can choose whether or not the reflection shatters.&lt;br /&gt;
&lt;br /&gt;
===[https://2e.aonprd.com/Classes.aspx?ID=18 Summoner]===&lt;br /&gt;
&#039;&#039;&#039;Reaction Spells&#039;&#039;&#039;&lt;br /&gt;
* Reaction spells (such as Blood Vendetta) that trigger on taking damage can only trigger if the Summoner themselves took the damage, not their Eidolon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downtime&#039;&#039;&#039;&lt;br /&gt;
* Since Eidolons and Summoners share actions, they cannot perform separate Downtime activities. However, the Eidolon may perform Downtime in lieu of the Summoner, and either may support the other, granting a +1 circumstance bonus to any skill in which they share proficiency. As normal, this cannot modify checks which use Assurance.&lt;br /&gt;
&lt;br /&gt;
==Spells and Rituals==&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=170 Butterfly Bender]&#039;&#039;&#039;&lt;br /&gt;
* The number of beneficiaries is equal to the primary caster + five others (two of whom must be secondary casters), for a total party of 3-6.&lt;br /&gt;
* For &amp;quot;A convenient opportunity&amp;quot;, if the gain/loss is of Earn Income, then the characters will receive as Early Downtime;&lt;br /&gt;
** &#039;&#039;Gain:&#039;&#039; Seven (7) days of Earn Income at one level above the character&#039;s current level.&lt;br /&gt;
** &#039;&#039;Lose:&#039;&#039; Seven (7) days of Earn Income at one level below the character&#039;s current level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=888 Corrosive Body]&#039;&#039;&#039;&lt;br /&gt;
* To clarify: the temporary HP granted by this spell&#039;s effect applies both when performing an unarmed strike and when being struck in the way described by the spell, as long as Acid damage is dealt. Creatures with an acid immunity do not activate the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=117 Create Undead]&#039;&#039;&#039;&lt;br /&gt;
* Minions created with a critical success on the Create Undead ritual can be assigned to anyone present at least 4 levels higher than the undead. Undead minions can thus be created for other people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Spells.aspx?ID=81 Divine Aura]&#039;&#039;&#039;&lt;br /&gt;
* The spell will be adjusted as follows to bring it in line with the remaster (changes bolded):&lt;br /&gt;
* &amp;quot;Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. Choose a &#039;&#039;&#039;sanctification&#039;&#039;&#039; your deity allows. You can&#039;t cast this spell if you don&#039;t have a deity or your deity &#039;&#039;&#039;does not allow sanctification&#039;&#039;&#039;. This spell gains the trait of the &#039;&#039;&#039;sanctification&#039;&#039;&#039; you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with the &#039;&#039;&#039;trait&#039;&#039;&#039; opposite to the spell &#039;&#039;&#039;(unholy if you chose holy, holy if you chose unholy)&#039;&#039;&#039;. These bonuses increase to +4 against effects created by such creatures that attempt to impose the @UUID[Compendium.pf2e.conditionitems.Item.9qGBRpbX9NEwtAAr]{Controlled} condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything &#039;&#039;&#039;opposite in sanctification&#039;&#039;&#039; to your divine aura. When a creature of &#039;&#039;&#039;opposite trait&#039;&#039;&#039; hits a target with a melee attack, the creature must succeed at a Will save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 minute. It&#039;s then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura&#039;s radius grows 10 feet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]&#039;&#039;&#039;&lt;br /&gt;
* The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://2e.aonprd.com/Rituals.aspx?ID=152 Reincarnate]&#039;&#039;&#039;&lt;br /&gt;
* When successfully reincarnated, the player rolls a 1d20. On a 1-14, the character reincarnates into a Common ancestry. On a 15-20, the character reincarnates into an Uncommon/Rare ancestry. This roll cannot be adjusted or rerolled.&lt;br /&gt;
* For Common ancestries, the options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, and Orc. The player can remove a single ancestry from the pool, then rolls 2d6. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Leshy has been removed from the Common ancestry pool due to their nature as immortal spirits.&lt;br /&gt;
* For Uncommon/Rare ancestries, the options are Athmaru, Azarketi, Catfolk, Centaur, Fetchling, Hobgoblin, Kholo, Kitsune, Kobold, Lizardfolk, Merfolk, Minotaur, Nagaji, Poppet, Ratfolk, Samsaran, Sprite, Tanuki, Tengu, Tripkee, Vanara, and Wayang. The player can remove two ancestries, then rolls 2d20. The player then selects between the two ancestries rolled, which are numbered alphabetically.&lt;br /&gt;
** Only unlocked Rare ancestries are included.&lt;br /&gt;
** Automaton has been removed due to being a construct.&lt;br /&gt;
* Players may select from the Common heritages for their new ancestry. Versatile heritages are subject to [[Storyteller]] approval, and require story justification.&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Orion_Argyros&amp;diff=6595</id>
		<title>Orion Argyros</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Orion_Argyros&amp;diff=6595"/>
		<updated>2025-09-04T17:18:13Z</updated>

		<summary type="html">&lt;p&gt;Dagwoodech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name                 = Orion Argyros&lt;br /&gt;
| image                = &lt;br /&gt;
[[File:Orion Argyros portrait.png|300px|frameless|center]]&lt;br /&gt;
| class                = Thaumaturge (Mirror)&lt;br /&gt;
| occupation           = Astronomer, Astrologer, Harrower&lt;br /&gt;
| tier_of_play         = Master&lt;br /&gt;
| adopting_storyteller = Open&lt;br /&gt;
| ancestry             = Human&lt;br /&gt;
| heritage             = Pitborn Nephilim&lt;br /&gt;
| aliases              = That Idiot Tiefling Down the Street&lt;br /&gt;
| pronouns             = He/Him&lt;br /&gt;
| age                  = 40&lt;br /&gt;
| height               = 5&#039;5&amp;quot;&lt;br /&gt;
| partner              = [[Gwenevere]]&lt;br /&gt;
| relatives            = &lt;br /&gt;
| status               = Alive&lt;br /&gt;
| player               = [[User:Dagwoodech|Dag]]&lt;br /&gt;
}}&lt;br /&gt;
Orion Argyros, one of the [[Associates]] of [[the Round Table]], is a fiendish nephilim human man with no relatives to speak of. He sees himself as “blessed by the stars” and often spends nights charting the sky above. He believes that some things are predestined. He has a perhaps unhealthy fascination with the occult, finding the wonder in things that might turn away others. He uses a starknife, the favored weapon of the Cosmic Caravan, but doesn&#039;t appear to closely follow their edicts.&lt;br /&gt;
&lt;br /&gt;
Orion has dark violet skin and horns similar to those of an ox. His skin is dotted with tattooed silver stars, connected by thin lines into constellations in places. His eyes are a pale silver and almost seem to glow, and he has short, black hair. He dresses in several layers of blacks and greys, accented with silver jewelry, particularly rings.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Orion uses his Mirror implement to manipulate the battlefield to his advantage- allowing himself to be where he needs to be to create optimal scenarios for his team. His Esoteric Lore and Exploit Vulnerability features allow him to be a versatile ally in combat and exploration, and his Scroll Thaumaturgy allows him to supplement other casters. His interests mainly lie outside of combat, as he devotes himself to the studies of Harrow and Astrology, specializing in Occultism. He is bad at strength, bad at constitution, and bad at wisdom, but by gods does he know how to tell fortunes. His Harrower dedication allows him to be really good at [https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]. (And only for 10 gold, too!) He also has the Ritualist Dedication to really broaden his scope (by like five degrees), Flexible Ritualist which allows him to take on two aspects of a ritual at once, and Assured Ritualist to cover for others&#039; mistakes.&lt;br /&gt;
&lt;br /&gt;
== Mission History ==&lt;br /&gt;
Spring 223&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Summer 223&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Step 1: Getting the Band back Together]]&lt;br /&gt;
*[[The Burnt Leaf Festival]]&lt;br /&gt;
&lt;br /&gt;
Autumn 223&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Winter 223&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Frogs, Frogs? Frogs! Frogs.]]&lt;br /&gt;
&lt;br /&gt;
Spring 224&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Summer 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Butter Cave]]&lt;br /&gt;
*[[Malicious Intent: Armed and Dangerous]]&lt;br /&gt;
&lt;br /&gt;
Autumn 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[It Was all a Dream?]]&lt;br /&gt;
&lt;br /&gt;
Winter 224&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Hate Like Rune]]&lt;br /&gt;
&lt;br /&gt;
Spring 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[The Original Rune]]&lt;br /&gt;
*[[Buried Knowledge]]&lt;br /&gt;
&lt;br /&gt;
Summer 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[7 Deadly Runes]]&lt;br /&gt;
*[[Everything is Fine in Shaftesbury]]&lt;br /&gt;
*[[Dreams of Solace]]&lt;br /&gt;
*[[Onadbyrs Legacy]]&lt;br /&gt;
&lt;br /&gt;
Autumn 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[No Man&#039;s Land]]&lt;br /&gt;
*[[No Man Knows]]&lt;br /&gt;
*[[Dreams of Whimsy]]&lt;br /&gt;
&lt;br /&gt;
Winter 225&amp;lt;br&amp;gt;&lt;br /&gt;
*[[A Stench Most Foul]]&lt;br /&gt;
*[[Dreams of Extravagance]]&lt;br /&gt;
&lt;br /&gt;
Spring 226&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dreams of Terror]]&lt;br /&gt;
&lt;br /&gt;
Summer 226&amp;lt;br&amp;gt;&lt;br /&gt;
*[[A Longing For Knowledge]]&lt;br /&gt;
&lt;br /&gt;
Autumn 226&amp;lt;br&amp;gt;&lt;br /&gt;
*(None)&lt;br /&gt;
&lt;br /&gt;
Winter 226&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 227&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 227&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 227&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Slaves to Power]]&lt;br /&gt;
*[[You Sunk My Puzzle!]]&lt;br /&gt;
&lt;br /&gt;
Winter 227&amp;lt;br&amp;gt;&lt;br /&gt;
*[[A Frosty Stalemate (Creature Culling 3)]]&lt;br /&gt;
&lt;br /&gt;
Spring 228&amp;lt;br&amp;gt;&lt;br /&gt;
*[[All Dogs Go To Heaven]]&lt;br /&gt;
&lt;br /&gt;
Summer 228&amp;lt;br&amp;gt;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 228&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Autumn 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Winter 229&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Spring 230&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
Summer 230&lt;br /&gt;
* [[Kill Team: The Flesh Eaters]]&lt;br /&gt;
&lt;br /&gt;
Autumn 230&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Dagwoodech</name></author>
	</entry>
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