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	<id>https://wiki.kelek.online/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rorik</id>
	<title>Kelek - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.kelek.online/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rorik"/>
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	<updated>2026-05-05T20:21:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.kelek.online/index.php?title=Radari&amp;diff=7101</id>
		<title>Radari</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Radari&amp;diff=7101"/>
		<updated>2026-04-29T08:44:09Z</updated>

		<summary type="html">&lt;p&gt;Rorik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name                 = Radari&lt;br /&gt;
| image                = &lt;br /&gt;
[[File:&lt;br /&gt;
[[File:Radari.webp|thumb]]|300px|frameless|center]]&lt;br /&gt;
| class                = Champion &lt;br /&gt;
| occupation           = Hellknight Lictor of the Order of the Scourge &lt;br /&gt;
| tier_of_play         = Master&lt;br /&gt;
| player               = Doug&lt;br /&gt;
| adopting_storyteller = Open&lt;br /&gt;
| ancestry             = Azarketi&lt;br /&gt;
| heritage             = Inured&lt;br /&gt;
| aliases              = Sexy&lt;br /&gt;
| pronouns             = He/They&lt;br /&gt;
| age                  = Young&lt;br /&gt;
| height               = 5&#039; plus tentacles&lt;br /&gt;
| partner              = It&#039;s Complicated &lt;br /&gt;
| relatives            = None&lt;br /&gt;
| status               = Alive&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Radari, one of the [[Associates]] of [[the Round Table]], is an energetic and strangely happy Hellknight. He is the brightest smiling Lictor among the Hellknights in [[Desperate Hope]], and is the only one ever found out of his armor most times of the day. One of few water-bound lifeforms in Onadbyr, Radari can always be found at least partially wet when moving around town using his 8 large tentacles that make up his legs. Preferring to stay near large sources of water he normally spends his days training in between brief swims in the river running through [[Desperate Hope]].&lt;br /&gt;
&lt;br /&gt;
Radari seems always happy to give a helping hand whether it be to cure or to harm. A bit rough with some his friendly demeanor and smile do not hide the fact that his methods tend to be on the brutal side with no reservations about spilling bloodshed. &lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Radari is a Champion and Hellknight Lictor who uses his magnetic presence to be an obstacle to his enemies and beacon to his friends. With his latest chain sword in hand, he keeps all eyes on him and allies spirits raised.&lt;/div&gt;</summary>
		<author><name>Rorik</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Gwenevere&amp;diff=7100</id>
		<title>Gwenevere</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Gwenevere&amp;diff=7100"/>
		<updated>2026-04-29T08:39:09Z</updated>

		<summary type="html">&lt;p&gt;Rorik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name                 = Gwenevere M &lt;br /&gt;
| image                = &lt;br /&gt;
[[File:Gwenevere portrait.jpg|300px|frameless|center]]&lt;br /&gt;
| class                = Summoner &lt;br /&gt;
| occupation           = Undead Master &lt;br /&gt;
| tier_of_play         = Master&lt;br /&gt;
| player               = Doug&lt;br /&gt;
| adopting_storyteller = Open&lt;br /&gt;
| ancestry             = Orc&lt;br /&gt;
| heritage             = Grave&lt;br /&gt;
| aliases              = Gwen&lt;br /&gt;
| pronouns             = She/Her&lt;br /&gt;
| age                  = 39&lt;br /&gt;
| height               = 7&#039;1&amp;quot;&lt;br /&gt;
| partner              = [[Orion Argyros]]&lt;br /&gt;
| relatives            = None&lt;br /&gt;
| status               = Alive&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gwenevere Argyros, one of the [[Associates]] of [[the Round Table]], is a tall Grave Orc woman. With pale skin and bright pink eyes, her stature and resting bitch face gives most the impression she does not desire your attention. She is often accompanied by her eidolon Seraphiel an undead angel and her husband [[Orion Argyros]]. When not smoking she is seen wearing a thick black face mask that resembles a lower skeletal face.  &lt;br /&gt;
&lt;br /&gt;
Gwen can be found in the neighborhood known as Freak Street. A street patrolled by constant undead wolves under the control of Orion and Gwen together. No harm comes to those that don&#039;t attempt to attack the undead.  &lt;br /&gt;
&lt;br /&gt;
Those with the senses for undead, will often feel an unnerving feeling coming from Gwen. And whenever Gwen gets serious, a black-ish smoke will be seen pouring out which sends a strange shiver down those that see it. &lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Gwen herself is a backliner that focuses on summoning her Eidolon and then calling her Undead Companion and then summoning more Undead. She focuses on putting as many bodies on the field as possible in order to form a wall of meat for enemies to get through.&lt;/div&gt;</summary>
		<author><name>Rorik</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Cyrus_Leyvald&amp;diff=7099</id>
		<title>Cyrus Leyvald</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Cyrus_Leyvald&amp;diff=7099"/>
		<updated>2026-04-29T08:35:22Z</updated>

		<summary type="html">&lt;p&gt;Rorik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name                 = Cyrus Leyvald&lt;br /&gt;
| image                = &lt;br /&gt;
[[File:Cyrus Leyvald temp portrait.png|300px|frameless|center]]&lt;br /&gt;
| class                = Psychic&lt;br /&gt;
| occupation           = Elro&#039;s Custom Leatherworks&lt;br /&gt;
| tier_of_play         = Legendary&lt;br /&gt;
| adopting_storyteller = Open&lt;br /&gt;
| ancestry             = Human&lt;br /&gt;
| heritage             = Aphorite &lt;br /&gt;
| aliases              = &lt;br /&gt;
| pronouns             = He/Him&lt;br /&gt;
| age                  = 26&lt;br /&gt;
| height               = 5&#039;2&lt;br /&gt;
| partner              = &lt;br /&gt;
| relatives            = [[Serene Leyvald]] (sister)&lt;br /&gt;
| status               = Alive&lt;br /&gt;
| player               = Doug&lt;br /&gt;
}}&lt;br /&gt;
Cyrus Leyvald, is the younger brother of [[Serene Leyvald]] and one of the active [[Associates]] for [[the Round Table]], working as a master tailor for [[Illiam Elro]] at Elro&#039;s Custom Leatherworks. He is a psychic with a deep background in both the arcane and occult magic. His specialty is mental magics and resisting them.  &lt;br /&gt;
&lt;br /&gt;
All further requests for information, if they be required, can be directed to the Leyvald residence.&lt;/div&gt;</summary>
		<author><name>Rorik</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=7034</id>
		<title>Miscellaneous Rulings</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=7034"/>
		<updated>2026-04-22T22:04:47Z</updated>

		<summary type="html">&lt;p&gt;Rorik: /* Ancestry Feats */&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;
* 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>Rorik</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=7025</id>
		<title>Miscellaneous Rulings</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Miscellaneous_Rulings&amp;diff=7025"/>
		<updated>2026-04-22T00:46:02Z</updated>

		<summary type="html">&lt;p&gt;Rorik: /* Ancestry Feats */&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 no longer has the Human tag attached&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>Rorik</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Rare_Options_Guide&amp;diff=7024</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=7024"/>
		<updated>2026-04-22T00:31:00Z</updated>

		<summary type="html">&lt;p&gt;Rorik: /* Poppet */&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 of 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>Rorik</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=The_More_the_Hellknight-ier%3F&amp;diff=6217</id>
		<title>The More the Hellknight-ier?</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=The_More_the_Hellknight-ier%3F&amp;diff=6217"/>
		<updated>2025-05-18T01:40:23Z</updated>

		<summary type="html">&lt;p&gt;Rorik: Created page with &amp;quot;{{Infobox expedition log | title = The More the Hellknight-ier | date = 3/14/25 | storyteller = Slayzo | tier_of_play = Lvl 5  | player_characters = Radari, Sanguine, Omen Grave, Zeal | rewards = 350xp due to death | result = Success | author = Radari | downtime_days = 0 }} With the Arena complete, 3 Associates and Hellknight Armigers step forward for their trial.  == Log == AAAAAAHHHHH OH MY GODS!!!! THIS WAS SO EXCITING AH IT WAS AWESOME AND FUN AND POW...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = The More the Hellknight-ier&lt;br /&gt;
| date = 3/14/25&lt;br /&gt;
| storyteller = Slayzo&lt;br /&gt;
| tier_of_play = Lvl 5 &lt;br /&gt;
| player_characters = [[Radari]], [[Sanguine]], [[Omen Grave]], [[Zeal]]&lt;br /&gt;
| rewards = 350xp due to death&lt;br /&gt;
| result = Success&lt;br /&gt;
| author = Radari&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
With the Arena complete, 3 Associates and Hellknight Armigers step forward for their trial. &lt;br /&gt;
== Log ==&lt;br /&gt;
AAAAAAHHHHH OH MY GODS!!!! THIS WAS SO EXCITING AH IT WAS AWESOME AND FUN AND POWERFUL AND EVERYONE WAS WATCHING US, IM STILL TREMBLING TRYING TO WRITE ON THIS PIECE OF PAPER THAT LICTOR SAYS I HAVE TO SUBMIT. ALSO NOW IM A LICTOR TOO!?!?!!??!?!?!!?!?!?!?!? &lt;br /&gt;
&lt;br /&gt;
OK OK OK OK &lt;br /&gt;
&lt;br /&gt;
So we got to the Arena, and Lictor Zeal said all these words to the crowd about our achievements and about how we would be submitting ourselves for our trial. Omen went up and he died really quickly. Everyone was sad except for I think Sanguine, but I&#039;m sure she was hiding it on the inside. It sucks that Omen died but also I don&#039;t think he ever did anything? I&#039;m not sure if people can say you died, especially if you never really lived but whatever! &lt;br /&gt;
&lt;br /&gt;
Oh and then Sanguine went for it and OH MY GODS AGAIN SHE WAS SO BRUTAL AND AWESOME AND SHE KILLED THE DEVIL AND MADE IT LOOK SO EASY!! I knew she was proud of herself, but I always knew she would pass because she&#039;s just that awesome. Man I want the confidence she has in herself, its addicting!! And she even wished me luck after all that, she was so sweet!!&lt;br /&gt;
&lt;br /&gt;
Yeah so then I went up and I kept getting distracted by Aster in the stands looking sexy, but then I also had a devil fighting me. I felt like I was winning too easy, so I started trying to punch the thing because I wanted to really put my life on the line! Finally the devil started landing his (her? Their? I&#039;ll have to ask Lictor on devil gender later) hits and I felt myself getting really hurt! AGH SO MUCH FUN, I WANT TO DO A TRIAL EVERY YEAR!!&lt;/div&gt;</summary>
		<author><name>Rorik</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=A_Hell_of_Knight&amp;diff=6128</id>
		<title>A Hell of Knight</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=A_Hell_of_Knight&amp;diff=6128"/>
		<updated>2025-04-05T03:36:35Z</updated>

		<summary type="html">&lt;p&gt;Rorik: Created page with &amp;quot;{{Infobox expedition log | title = A Hell of Knight | date = 4/4/25 | storyteller = Jolyene (with ghost writer Doug) | tier_of_play = Any | player_characters = Sanguine, Vara, Sir Arf, Radari, Zeal | rewards = 300xp, gp per level | result = Success | author = Radari | downtime_days = 10 }}  HEY THERE GUYS, IM SO EXCITED TO BE WRITING THIS ABOUT US GOING ON OUR VERY FIRST MISSION WELL I MEAN ZEAL AND SANGUINE AND I!!!!! THIS IS GOING TO BE AMAZING!...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = A Hell of Knight&lt;br /&gt;
| date = 4/4/25&lt;br /&gt;
| storyteller = Jolyene (with ghost writer Doug)&lt;br /&gt;
| tier_of_play = Any&lt;br /&gt;
| player_characters = [[Sanguine]], [[Vara]], [[Sir Arf]], [[Radari]], [[Zeal]]&lt;br /&gt;
| rewards = 300xp, gp per level&lt;br /&gt;
| result = Success&lt;br /&gt;
| author = [[Radari]]&lt;br /&gt;
| downtime_days = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
HEY THERE GUYS, IM SO EXCITED TO BE WRITING THIS ABOUT US GOING ON OUR VERY FIRST MISSION WELL I MEAN ZEAL AND SANGUINE AND I!!!!! THIS IS GOING TO BE AMAZING! LICTOR WANTS ME WRITING THE MISSION LOG AND HERE WE FUCKING GOOOOOOOOOOOOO&lt;br /&gt;
&lt;br /&gt;
So we travelled for a couple days and Sir Arf told us all about his sad story about his lady that he lost because he got stuck in a box or something. Sanguine even seemed interested by the story!&lt;br /&gt;
&lt;br /&gt;
We got the ruins that they were holding at and we found all the armigers looking sad but its probably because their Maralictor is wounded and one of the other hellknights is dead!&lt;br /&gt;
&lt;br /&gt;
They tell us that they were traveling here when suddenly a group of devils appeared and attacked them! The hellknights were all thrown into these weird circles that suddenly created a devil for each of them to fight while stuck inside the circle. Sounds like its almost like a hellknight trial? &lt;br /&gt;
&lt;br /&gt;
Before the hellknight could finish telling us the story, the devils reappeared again! A contract devil, some bone devils and a shit ton of orts appeared and the contract devil is talking smack with our new poppet friend&lt;br /&gt;
&lt;br /&gt;
The orts all rush us with the FFA special, the bone devils stay by the contract devil for a bit until launching into the air. But Vara starts kicking the shit out of one WHILE IN THE AIR LIKE A BADASS&lt;br /&gt;
&lt;br /&gt;
Right before Zeal and Vara manage to get to the contract devil it manages to finish a ritual it was casting&lt;br /&gt;
&lt;br /&gt;
Suddenly we all get stuck in ritual circles?? Oh wait no its just the hellknights in the group, welp guess I get to fight a vordine again! &lt;br /&gt;
&lt;br /&gt;
Sanguine and Valena work on fighting a levaloch while I try to fight my Vordine and Big Daddy Zeal wrecks shop with a TYRANT DEVIL &lt;br /&gt;
&lt;br /&gt;
Vara and Sir Arf first take care of the bone devils while moving closer to Sanguine&#039;s fight &lt;br /&gt;
&lt;br /&gt;
Sanguine struggles against the Levaloch but Vara manages to come in a save the fight, I thankfully got the Vordine taken care of and Our Heavenly Father Zeal remains Zeal&lt;br /&gt;
&lt;br /&gt;
As the devils starting dying, the Orts start moving again as they begin to use their numbers &lt;br /&gt;
&lt;br /&gt;
But with an absolutely AWESOME EXPLOSION The Big Man Zeal DECIMATES the Tyrant Devil and we manage to secure a victory!&lt;br /&gt;
&lt;br /&gt;
After patching up a few wounds, we all transport the Maralictor and his armigers back to Desperate Hope with us! &lt;br /&gt;
&lt;br /&gt;
MISSION SUCCESS!&lt;/div&gt;</summary>
		<author><name>Rorik</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=6127</id>
		<title>Expedition Logs</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=6127"/>
		<updated>2025-04-05T03:34:17Z</updated>

		<summary type="html">&lt;p&gt;Rorik: &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;
==April- Summer 229==&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;
==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>Rorik</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Long_Way_Home&amp;diff=6120</id>
		<title>Long Way Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Long_Way_Home&amp;diff=6120"/>
		<updated>2025-04-01T03:45:09Z</updated>

		<summary type="html">&lt;p&gt;Rorik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Long Way Home&lt;br /&gt;
| date = 3/31/25&lt;br /&gt;
| storyteller = Slayzo&lt;br /&gt;
| tier_of_play = Master&lt;br /&gt;
| player_characters = [[Issac Davenport]], [[Amber May]], [[Angstrom Lockhart]], [[Kirrily Icesickle]], [[Chrysanthemum Lavandula Orchidaceae Delphinium Helianthus]]&lt;br /&gt;
| rewards = 275 xp, Eye of Fortune, Stag Helm, Wrist Grapplers, 5,000gp&lt;br /&gt;
| result = Success&lt;br /&gt;
| author = [[Angstrom Lockhart]]&lt;br /&gt;
| downtime_days = 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The following is a report written by Mr. Lockhart on behalf of the Davenport Family:&lt;br /&gt;
&lt;br /&gt;
The Party assembled in the morning. The rat known as Siltmean arrived with two wooden wagons &lt;br /&gt;
We drove the carts for 2 weeks without incident before we reached the forest.&lt;br /&gt;
We began driving into the forest till the first cart was damaged and lost the top of it.&lt;br /&gt;
We attempted to fix the cart. It did not get fixed. &lt;br /&gt;
&lt;br /&gt;
We travel a bit further and reach a small camp filled with villagers &lt;br /&gt;
The villagers are refugees from the nearby settlement Malcove&lt;br /&gt;
They report that a Fire Hippo attacked their settlement 2 weeks ago&lt;br /&gt;
	The team identify this creature to be a Maliadi&lt;br /&gt;
After questioning the villagers for a few more minutes, the team elects to head to the settlement and dispatch the creature&lt;br /&gt;
&lt;br /&gt;
The party spends several more days traveling to Malcove &lt;br /&gt;
Damage is sustained to some of the carts but they remain operational &lt;br /&gt;
Upon arriving to Malcove, half of the village is burned down&lt;br /&gt;
A single human is seen chopping wood, he states that the beast is near the bridge&lt;br /&gt;
&lt;br /&gt;
The team approaches the bridge, one member steps forward and challenges the beast&lt;br /&gt;
The beast responds back, invisible and projecting its voice, as it accepts the challenge&lt;br /&gt;
The bet of the challenge is each putting a life on the line&lt;br /&gt;
The team member begins a card game, winning the first and third round beating the creature&lt;br /&gt;
The creature states it did not promise its life, the team argues otherwise &lt;br /&gt;
Upon reaching an agreement, the creature goes to fetch a woman with more information of the burrow&lt;br /&gt;
&lt;br /&gt;
15 minutes pass before the woman returns on her own, unharmed&lt;br /&gt;
The team works to create a distraction to bring the creature back. It is unsuccessful &lt;br /&gt;
A suggestion is put forth by the team that the creature is hiding among the townsfolk&lt;br /&gt;
The team begins reinterviewing the villagers, specifically the old woman that the creature returned&lt;br /&gt;
After bringing the woman a distance from the crowd, it is revealed to be the creature in disguise&lt;br /&gt;
&lt;br /&gt;
The team engages in a fight with the creature.&lt;br /&gt;
The creature dies. &lt;br /&gt;
&lt;br /&gt;
After completing the elimination of the Maliadi the team works to locate the next village Erast-Hir&lt;br /&gt;
With directions to the village, the team heads to the next destination&lt;br /&gt;
The team arrives at Erast-Hir, the villagers are aware of the burrow and its location a few hours north&lt;br /&gt;
The team travels to the burrow where the rat is allowed to enter, but none of the other team members&lt;br /&gt;
The rat gives the team three things to obtain: &lt;br /&gt;
	A source of quality metal, a sizeable workspace and several carts&lt;br /&gt;
&lt;br /&gt;
Returning to the village of Erast-Hir the party completes the collection of each item&lt;br /&gt;
The rat returns later and states the team will be remaining in the village for a week to complete a project&lt;br /&gt;
The finished project is a large vehicle with legs&lt;br /&gt;
This device is used to return the team to the city of Onadbyr&lt;br /&gt;
&lt;br /&gt;
This marks the end of this report. No casualties suffered. Mission Successful.&lt;/div&gt;</summary>
		<author><name>Rorik</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Long_Way_Home&amp;diff=6119</id>
		<title>Long Way Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Long_Way_Home&amp;diff=6119"/>
		<updated>2025-04-01T03:44:44Z</updated>

		<summary type="html">&lt;p&gt;Rorik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Long Way Home&lt;br /&gt;
| date = 3/31/25&lt;br /&gt;
| storyteller = Slayzo&lt;br /&gt;
| tier_of_play = Master&lt;br /&gt;
| player_characters = [[Issac Davenport]], [[Amber May]], [[Angstrom Lockhart]], [[Kirrily Icesickle]], [[Chrysanthemum Lavandula Orchidaceae Delphinium Helianthus]]&lt;br /&gt;
| rewards = 275 xp, Eye of Fortune, Stag Helm, Wrist Grapplers, 5,000gp&lt;br /&gt;
| result = Success&lt;br /&gt;
| author = [[Angstrom Lockhart]]&lt;br /&gt;
| downtime_days = 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The following is a report written by Mr. Lockhart on behalf of the Davenport Family:&lt;br /&gt;
&lt;br /&gt;
The Party assembled in the morning. The rat known as Siltmean arrived with two wooden wagons &lt;br /&gt;
We drove the carts for 2 weeks without incident before we reached the forest.&lt;br /&gt;
We began driving into the forest till the first cart was damaged and lost the top of it.&lt;br /&gt;
We attempted to fix the cart. It did not get fixed. &lt;br /&gt;
&lt;br /&gt;
We travel a bit further and reach a small camp filled with villagers &lt;br /&gt;
The villagers are refugees from the nearby settlement Malcove&lt;br /&gt;
They report that a Fire Hippo attacked their settlement 2 weeks ago&lt;br /&gt;
	The team identify this creature to be a Maliadi&lt;br /&gt;
After questioning the villagers for a few more minutes, the team elects to head to the settlement and dispatch the creature&lt;br /&gt;
&lt;br /&gt;
The party spends several more days traveling to Malcove &lt;br /&gt;
Damage is sustained to some of the carts but they remain operational &lt;br /&gt;
Upon arriving to Malcove, half of the village is burned down&lt;br /&gt;
A single human is seen chopping wood, he states that the beast is near the bridge&lt;br /&gt;
&lt;br /&gt;
The team approaches the bridge, one member steps forward and challenges the beast&lt;br /&gt;
The beast responds back, invisible and projecting its voice, as it accepts the challenge&lt;br /&gt;
The bet of the challenge is each putting a life on the line&lt;br /&gt;
The team member begins a card game, winning the first and third round beating the creature&lt;br /&gt;
The creature states it did not promise its life, the team argues otherwise &lt;br /&gt;
Upon reaching an agreement, the creature goes to fetch a woman with more information of the burrow&lt;br /&gt;
&lt;br /&gt;
15 minutes pass before the woman returns on her own, unharmed&lt;br /&gt;
The team works to create a distraction to bring the creature back. It is unsuccessful &lt;br /&gt;
A suggestion is put forth by the team that the creature is hiding among the townsfolk&lt;br /&gt;
The team begins reinterviewing the villagers, specifically the old woman that the creature returned&lt;br /&gt;
After bringing the woman a distance from the crowd, it is revealed to be the creature in disguise&lt;br /&gt;
&lt;br /&gt;
The team engages in a fight with the creature.&lt;br /&gt;
The creature dies. &lt;br /&gt;
&lt;br /&gt;
After completing the elimination of the Maliadi the team works to locate the next village Erast-Hir&lt;br /&gt;
With directions to the village, the team heads to the next destination&lt;br /&gt;
The team arrives at Erast-Hir, the villagers are aware of the burrow and its location a few hours north&lt;br /&gt;
The team travels to the burrow where the rat is allowed to enter, but none of the other team members&lt;br /&gt;
The rat gives the team three things to obtain&lt;br /&gt;
	A source of quality metal, a sizeable workspace and several carts&lt;br /&gt;
&lt;br /&gt;
Returning to the village of Erast-Hir the party completes the collection of each item&lt;br /&gt;
The rat returns later and states the team will be remaining in the village for a week to complete a project&lt;br /&gt;
The finished project is a large vehicle with legs&lt;br /&gt;
This device is used to return the team to the city of Onadbyr&lt;br /&gt;
&lt;br /&gt;
This marks the end of this report. No casualties suffered. Mission Successful.&lt;/div&gt;</summary>
		<author><name>Rorik</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Long_Way_Home&amp;diff=6118</id>
		<title>Long Way Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Long_Way_Home&amp;diff=6118"/>
		<updated>2025-04-01T03:41:41Z</updated>

		<summary type="html">&lt;p&gt;Rorik: Created page with &amp;quot;  The following is a report written by Mr. Lockhart on behalf of the Davenport Family:  The Party assembled in the morning. The rat known as Siltmean arrived with two wooden wagons  We drove the carts for 2 weeks without incident before we reached the forest. We began driving into the forest till the first cart was damaged and lost the top of it. We attempted to fix the cart. It did not get fixed.   We travel a bit further and reach a small camp filled with villagers  Th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
The following is a report written by Mr. Lockhart on behalf of the Davenport Family:&lt;br /&gt;
&lt;br /&gt;
The Party assembled in the morning. The rat known as Siltmean arrived with two wooden wagons &lt;br /&gt;
We drove the carts for 2 weeks without incident before we reached the forest.&lt;br /&gt;
We began driving into the forest till the first cart was damaged and lost the top of it.&lt;br /&gt;
We attempted to fix the cart. It did not get fixed. &lt;br /&gt;
&lt;br /&gt;
We travel a bit further and reach a small camp filled with villagers &lt;br /&gt;
The villagers are refugees from the nearby settlement Malcove&lt;br /&gt;
They report that a Fire Hippo attacked their settlement 2 weeks ago&lt;br /&gt;
	The team identify this creature to be a Maliadi&lt;br /&gt;
After questioning the villagers for a few more minutes, the team elects to head to the settlement and dispatch the creature&lt;br /&gt;
&lt;br /&gt;
The party spends several more days traveling to Malcove &lt;br /&gt;
Damage is sustained to some of the carts but they remain operational &lt;br /&gt;
Upon arriving to Malcove, half of the village is burned down&lt;br /&gt;
A single human is seen chopping wood, he states that the beast is near the bridge&lt;br /&gt;
&lt;br /&gt;
The team approaches the bridge, one member steps forward and challenges the beast&lt;br /&gt;
The beast responds back, invisible and projecting its voice, as it accepts the challenge&lt;br /&gt;
The bet of the challenge is each putting a life on the line&lt;br /&gt;
The team member begins a card game, winning the first and third round beating the creature&lt;br /&gt;
The creature states it did not promise its life, the team argues otherwise &lt;br /&gt;
Upon reaching an agreement, the creature goes to fetch a woman with more information of the burrow&lt;br /&gt;
&lt;br /&gt;
15 minutes pass before the woman returns on her own, unharmed&lt;br /&gt;
The team works to create a distraction to bring the creature back. It is unsuccessful &lt;br /&gt;
A suggestion is put forth by the team that the creature is hiding among the townsfolk&lt;br /&gt;
The team begins reinterviewing the villagers, specifically the old woman that the creature returned&lt;br /&gt;
After bringing the woman a distance from the crowd, it is revealed to be the creature in disguise&lt;br /&gt;
&lt;br /&gt;
The team engages in a fight with the creature.&lt;br /&gt;
The creature dies. &lt;br /&gt;
&lt;br /&gt;
After completing the elimination of the Maliadi the team works to locate the next village Erast-Hir&lt;br /&gt;
With directions to the village, the team heads to the next destination&lt;br /&gt;
The team arrives at Erast-Hir, the villagers are aware of the burrow and its location a few hours north&lt;br /&gt;
The team travels to the burrow where the rat is allowed to enter, but none of the other team members&lt;br /&gt;
The rat gives the team three things to obtain&lt;br /&gt;
	A source of quality metal, a sizeable workspace and several carts&lt;br /&gt;
&lt;br /&gt;
Returning to the village of Erast-Hir the party completes the collection of each item&lt;br /&gt;
The rat returns later and states the team will be remaining in the village for a week to complete a project&lt;br /&gt;
The finished project is a large vehicle with legs&lt;br /&gt;
This device is used to return the team to the city of Onadbyr&lt;br /&gt;
&lt;br /&gt;
This marks the end of this report. No casualties suffered. Mission Successful.&lt;/div&gt;</summary>
		<author><name>Rorik</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=6116</id>
		<title>Expedition Logs</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=6116"/>
		<updated>2025-04-01T02:30:46Z</updated>

		<summary type="html">&lt;p&gt;Rorik: /* March - Spring 229 */&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;
==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;
* [[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>Rorik</name></author>
	</entry>
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