I know this is not in the required format for the Antarctic Adventure Jam. What matters here is getting my thoughts down on time.
When I submit the collective material to the jam, I will fix all the formatting errors. Those of you reader who cannot access the jam, I suggest you do. It can only get better.
### 303-530 Edge of Nothing Town
500 people in an increasingly hard to distinguish network of
windbreaks and earth ramparts. The most remote of the Farland settlements,
these people speak with thick accents, containing many Hunter and Coldwater
words. They live by resupplying hunting bands and selling the ivory of their
hunts to traders from Oonel 300-531, Yuseel 303-538 or downriver once a year. The
last time they had to pay any sort of tax was when the River Cat 310.530 came
two summers ago.
Led by Headwoman Ochoo and Spirit-Talker Sam
#### Ochoo F N F6 HP:19 AC:3
Potion of Delusion
Spell scroll (web, dimension door, dispel magic, massmorph,
growth of plants)
Spellbane, Neutral Sword +1
INT 12, Ego 12, Speaks 4
Special Purpose Slay Arcane spell casters
Locate secret doors
Detect shifting architecture
Detect slopes
Healing
#### Sam F N C6 HP:25 AC:7
Spellbook: light (darkness), detect evil
snake charm, bless (blight)
Bag of Holding, Potion of Fire Resistance
Spell scroll (create water, protection from evil 10’ radius
(c), speak with plants, know alignment, neutralize poison)
### 306-528 Frozen Spring Town
100 people who try to stay out of affairs closer to the
coast. They hunt, gather shellfish and trade tundra goods for scant warmer
luxuries. They don’t want any trouble, have never received any trouble and if
asked about politics, claim there is a three-day guest rights for visitors and
the questioner better not overstay it.
Led by Headman Gideo and Spirit-talker Alfoon.
#### Gideo M N F3 HP:8 AC:5
Spear +1
#### Alfoon M C C2 HP:6 AC:7
Spellbook: Purify Food & Water
10 light foot (Mv12 6AC 1HD 1d6)
10 crossbows (Mv12 7AC 1HD 1d6)
### 310-530 Lair of the River Cat
A small forest of masts and spars protrude from the
windswept tundra, sod sheds, windbreaks and tents among them the deposed lord
of the Farlands has staked his camp here, far beyond the reach of Congress and
sets out to reclaim his throne. Mostly by exorting his rightful taxes as a
river pirate and ambushing Congress vassal patrols.
A man whose cold eyes are at odds with his heroic smile. He
would like to find a reason to give up his cursed hereditary sword, but it
symbolises his right. He took his Wizard and Spirit-Talker with him.
140 light foot (Mv12 6AC 1HD 1d6)
80 crossbows (Mv12 7AC 1HD 1d6)
20 heavy crossbows (Mv9 5AC 1HD 1d6)
M N F4 HP:16 AC:0
Shield +1
F N F4 HP:11 AC:2
F N F4 HP:18 AC:2
Greatcusher, Lawful Sword +1
Int: 10 Ego: 6, Speaks 1
Note Shifting Walls & Rooms
Detect Meal & What Kind
Detect Evil and/or Gold
M N F4 HP:25 AC:2
F N F4 HP:12 AC:0
Armor +2
F N F4 HP:13 AC:2
* N F4 HP:12 AC:4
F N F4 HP:7 AC:1
M N F5 HP:13 AC:2
F N F5 HP:27 AC:0
Shield +1
M N F6 HP:25 AC:2
Horncleaver, Lawful Sword -2 (Cursed Sword)
M N F6 HP:28 AC: -1
Armor +2
Shield +1
M N F8 HP:38 AC:3
Shield +1
Glorycleaver, Lawful Sword +1
Lord Martony the River Cat
F N F9 S:11 I:14 W:12 C:10 D:16 CHA:11 HP:33 AC:-2
Armor +1
Shield +1
M N MU11 HP:28 AC:9
Ring of Invisibility
Spellbook: Hold Portal, Protection/Evil, Read Magic, Sleep
ESP, Knock, Levitate, Locate Object
Clairaudience, Dispell Magic, Fly, Water Breathing
Charm Monster, Dimension Door, Polymorph Others
Conjure Elemental, Magic Jar, Transmute Rock-Mud
M L C8 HP:33 AC:1
Armor +2
Spellbook: Detect Magic, Protection/Evil
Find Traps, Hold Person
Continual Light, Locate Object
Create Water, Turn sticks to snakes
Dispell Evil, Insect Plague
15000gp
Gems worth: 3 x 10gp, 3 x 50gp, 8 x 100gp, 4 x 500gp and 2 x
5000gp
Pieces of jewelry worth: 400gp, 4 x 900gp, 10 x 1000gp,
1100gp, 1300gp, 4 x 2000gp, 8 x 3000gp, 4 x 4000gp, 5 x 5000gp, 8 x 6000gp,
7000gp, 8000gp, 9000gp and 10000gp
All embossed with symbols from the land of Congress
Map to Potion of Delusion
Martony says this is the Potion of Longevity and will trade the
map for his life. It is buried under a stone 311-532, already being overtaken
by grass.
Potion of Longevity
Potion of Flying
Beeblade, Lawful Sword -2 (Cursed Sword)
Int: 10 Ego: 1, Speaks 3
Detect Traps
Detect Meal & What Kind
Detect Evil and/or Gold
### 312-530 Safe from Treachery Town
600 People cling to the leeward sides of a hill ridge, away
from the biting interior winds. The name refers to the vast expanse of cold
swampland fenced off by the tributary. The neighbouring landscape freezes in
winter, but for the rest of the year is soggy, poorly marked and teeming with
birds and animals. Otherwise, the locals farm hill terraces closer to the sun.
The Farland inhabitants are wary of strangers; they have met
with the exiled River Cat on their journeys to 310-532 and they
are not impressed. They remember his tax collectors more than the Congress
invaders, who visited once, extorted and forgot about them.
70 light foot (Mv12 6AC 1HD 1d6)
50 archers (Mv12 7AC 1HD 1d6)
They are led by Headman Kelvern F4 and Spirit-Talker Alevo C4.
### 300-531 Village of Oonel
71 people, mostly hunters and trappers, live a precarious
life beyond the edge of Coldwater lands. They were sent here by the people of Vichipa
297-536 to rebuild their fortunes by taking direct control of the fur and ivory
trade. Rather than wait for hunters from the Wa-Wapauine to come down the river
and along the coast. This has turned out to be mutually beneficial, for
Wa-Wapauine hunters also use the camp and their need for cavemen slaves has
made the camp permeant. Attracting Farland and Hunter (culture not profession)
traders. Has an Eagle totem shrine.
In times of trouble, they can raise 14 light foot/archers (Mv12
6/7AC 1HD 1d6)
Led by Head Hunter Yilson F5 and Boboson C1 (brother to the
same in 296-532)
### 302-531 Mastodon Feeding Grounds
45 Mastodon feed here, stripping the shrubs of the tundra
back by ripping up clumps of grass as well. They have migrated from the forests
on their seasonal march up towards the highlands and back and are wary of human
hunters. They will steal fruit and vegetables if left on the ground.
### 302-532 Pits of the First People
150 Cave Men live in deliberate isolation and concentration
around a series of deep shaft caves.
To sustain their enormous (for cavemen) population, they
strike out in bands of 30 into surrounding hexes to hunt big game, fish, gather
or delve into the mysterious underground ecology. They will not attack a party
but will steal unattended supplies and butcher animals.
They fight with Hunter bands for control of limited summer
herds; steal produce from farms and will never spare someone dressed like a
Coldwater. For the slave market of 296-532 makes good money selling hardy
labourers and gladiators captured from them.
### 310-532 No Tree Town
300 people who are the primary recruiting and fencing site
for the buccaneers. They celebrate and, in some ways, fear the buccaneers 310-530
and will not fight or in any way obstruct them. They fish, hunt and grow sparse
vegetables in windbreaks. The entire town has no alcohol or gems as it was
drunk or taxed by the buccaneers as they passed through. They do have piles of Congress
coins they are eager to exchange.
They are led by Headman Macaro F3 and Spirit-Talker Giagori
C3.
Giagori has Armor +1.
### 305-533 Hill Hidden Village
50 descendants from the Farland river people live in a state
of paranoia. They see any outsider as a potential Congressional spy, here to
oppress them. Or even in their fevered imaginings (during winter) orcs who have
learned to wear clothes. They have a -2 rection roll to people not born in the
village. Outsiders who are grudgingly let in are forced to surrender all
weapons and have all their possessions searched. With all food seized as a good
behaviour bond. Any excuse will be used to eat the food and give poisoned food
in return.
Their contact with the outside world comes from a mixed
(village/other Farland) trapper family who haunt the hills as occasional
bandits. They can guide people to and from the village (then subjected to the
bond) or any hex in the hills by verbal description alone.
They are led by Headman Alfoon.
M N T6 S:10 I:6 W:15 C:14 D:14 CHA:12 HP:19 AC:6
Hawkhammer, Lawful Sword +1, +2 vs Lycanthropes
Int: 12
Ego: 2, Telepathy and speaks 1
Read
Magic
Note
Shifting Walls & Rooms
Detect
Gems (# and Size)
Detect
Evil and/or Gold
Teleportation
5 light foot (Mv12 6AC 1HD 1d6)
5 archers (Mv12 7AC 1HD 1d6)
### 315-533 Fort Dnal-Talf
70 disgruntled soldiers of the Congress are fortified amid
undulating shrubs and grass. In an artificial hill of rammed earth and pit
houses. They are here to prevent foes from the March and even the definition of
the March itself from overtaking the empty inland regions. It’s a two-year posting,
with nothing but weekly resupplies and idle speculation. They are at least
issued with foreign rifles and even radium pistols for the leaders. They
torment and assault any non-uniformed visitors out of boredom.
Ffie Videl knows the Second Lock and was sent here to
complete her tour of duty. She has mixed feeling, it’s not prestigious but not
dangerous. She will pretend any visitors are not there to avoid having to make
a report.
Beside her radium pistol, she has foreign pellets for
herself and Hree, they will turn them into ogres, but Ffie does not know.
Hree Quell knows the Second Lock and Ffie’s lover, they met
as First Lock junior officers. She wants nothing more to turn Ffie’s pistol on
something that isn’t a passing animal. She will only act if she thinks Ffie
will approve.
70 medium foot with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10)
see AAJ Appendices p.16
#### Ffie
F C F5 S:13 I:7 W:11 C:8 D:8 CHA:8 HP:13 AC:3 Radium pistol
(2d6)
##### Hree
F C F4 S:12 I:12 W:12 C:5 D:9 CHA:12 HP:5 AC:-1 Radium
pistol (2d6)
Shield +3
### 309-534 Far From River Town
300 people in a state of disarray, having recently had their
ancestral totem stolen by orcs while it was asleep. The town was built by
Farland refuges after various villages and settlements along the river were
burnt by Congress invaders years prior. After they appealed to the Meteor
Spirits, they received a totem and the Congress negotiated a fair tax. A week
ago, orcs came down from the hills and stole it, burning down part of the
temple.
They believe arriving characters are chosen to save it by
the chaotic spirits. If the characters refuse, they will threaten and hold
baggage hostage unless the players agree. They will try and guard it anyway in
case the players try and flee. They fear the Congress will try and invade if it
becomes known, they are right.
Thy are led by a married couple, Headman Macaro and
Spirit-Talker Millano.
Macaro
M L F4 S:13 I:6 W:6 C:9 D:3 CHA:14 HP:16 AC:2
Armor +2
Millano
F L C4 S:15 I:10 W:16 C:8 D:9 CHA:10 HP:13 AC:2
Spellbook: Cure Light Wounds, Light Hold Person
70 light foot (Mv12 6AC 1HD 1d6)
50 crossbowmen (Mv12 7AC 1HD 1d6)
### 313-534 On the Grass Town
400 people live by irrigating from wells rather than the
river like most people of the Farlands. The town started as a camp for hunters
and has grown into a proper town. The Congress travelled by boat during their
invasion and negotiated a normal tax rather than take the time to divert. This
has made the town popular for people leaving the river settlements. The people
are neutral to the Congress for this reason, and the fort 315-533 presents some
safety.
This will change when the administration announces new taxes
and levies for the start of next spring. To raise another force for the
Marches.
The town is run by Hwat Vobmat, who knows the Second
Lock and assisted by local enforcers Headman Orovern and Spirit-Talker Ochoo. The heavy foot are from the Congress.
#### Hwat Vobmat
C MU5 S:11 I:10 W:8 C:9 D:7 CHA:6 HP:4 AC:9
Wand of Fear
Spellbook: Detect Magic, Hold Portal, Protection/Evil, Read
Magic
Locate Object, Wizard Lock
Clairaudience
80 light foot (Mv12 6AC 1HD 1d6)
32 heavy foot armed with Oiligan Battle Rifles (Mv12 4AC 1HD
1d10) see AAJ Appendices p.16
48 crossbowmen (Mv12 7AC 1HD 1d6)
### 306-536 Lair of the Returners
An orc cave complex, all blind turns, firepits and rooms
with multiple entries for flanking. The Returner tribe has climbed back up to a
Mesolithic culture witch substantial influence form their neighbours. Not that
they would show themselves to outsiders, except as night raiders seeking food.
These orcs are fascinated with light and the interplay of refractions, adopting
a dualistic religious system about gradient of light and dark on top of their
preceding ritual gorging rites that produce their champions (stats as Ogres).
But they need a stronger spiritual protector due to their
increasingly less Troglodyte biology and culture. The meteor spirit (stats as
Balrog) of Far From River Town 309-534, was seeking a more Choas-aligned
community and spoke to them. Now they have the meteorite iron idol and it
doesn’t want to leave.
200 orcs (NC Mv9 6AC 1HD 1d6)
2 ogres (C Mv9 5AC 4+1HD 1d6+2)
balrog (C Mv6/15 2AC 10HD 1d6+1)
1000gp in beaten gold prized off the idol
Jewellery made from subterranean cave molluscs, ivory and
stolen gems worth: 700gp, 1200gp, 2 x 3000gp, 5000gp and 9000gp
### 311-536 Old Man and Old Woman River
These two colossal turtles have nested high in this
tributary since before the Titians remade the world. They sleep most months,
mud and plants covering them to look like sandbars. They shift in the winter to
keep their noses warm.
This mated pair have grown tired of their kind's undersea
war and retreated here.
It is customary without remembering why to throw a coin into
the waters here to appease the river spirits. Bigger boats need bigger coins
and all of them go into the hoard.
2 x 11 HD Dragon Turtle
60000gp weight in assorted coins
Gems worth: 2 x 50gp, 2 x 100gp and 2 x 500gp
### 312-536 Fork of the River Town
100 people live by the rivers and streams, getting most of
their physical money from travellers resting after having to negotiation the
local undulations. The village is really four big houses and eight smaller
houses. One belongs to Lenodaro, a ruling Wizard with the appropriate Congress-mandated
collar. Another belongs to Spirit-Talker Kelvern Quell, a mixed cousin of
the powerful Quell family, in 310-541. The other two are rival inns and taverns
combined, not above sabotaging each other’s trade.
#### Lenodaro M L MU4 HP:9 AC:9
Spellbook: Detect Magic, Light, Read Languages, Read Magic
Invisibility, Wizard Lock
Potion of Clairvoyance
#### Kelvern Quell M N C3 HP:7 AC-2
Spellbook: Detect Evil, Light
Armor +2
Shield +1
### 315-536 Throne City
4000 people live in what was once the capital of the
Farlands. It is good land and little clusters of homes surround the central
fortified palace. This is now the administrative hub for the Congress and it
treated with the seriousness that deserves. The inhabitants bemoan the extra
commerce from supplying the Congressional troops and elite do not outweigh the
extra taxes and bullying from them. They are looking for a new leader,
preferrable a known Farlander, but anyone who can lead until they are disposed
of is welcome to pitch their uprising in the temples and the drinking houses. A
temporary mob equal to 300 light foot and 60 archers could be raised in the
name of freedom.
There are three Congressional leaders responsible for maintaining
control over the Farlands, all residing in the palace. Elft Lolkaa, who
controls taxation, Oogd Libbies, who is responsible for military activity
and Repalce Quell, who organises the correspondence with local leadership.
They all know the Second Lock.
They are supported by a dozen Farlander nobles who have been
allowed to keep their spheres of influence. Six Headmen (F3 x2 F4 x2, F5, T3)
and six Spirit-Talker (C3 x2, C3 x2 and C4 x2).
#### Oogd
M N F8 S:7 I:7 W:8 C:14 D:8 CHA:14 HP:41 AC:3 Radium Pistol (2d6)
#### Repalce
F C F7 S:8 I:14 W:7 C:9 D:10 CHA:7 HP:30 AC:2 Radium Pistol (2d6)
Mace +2
#### Elft
M N T6 S:9 I:9 W:10 C:8 D:7 CHA:8 HP:12 AC:7
Leather Armor +1
Ring of Regeneration
40 heavy foot armed with Oiligan Battle Rifles (Mv12 4AC 1HD
1d10) see AAJ Appendices p.16
20 medium foot (Mv12 4AC 1HD 1d6)
20 light cavalry (Mv24 6AC 1HD 1d6)
20 light foot (Mv12 6AC 1HD 1d6) – Farlander
20 heavy crossbows (Mv9 5AC 1HD 1d6) – Farlander
### 316-536 Tower of Gideo Who sees The Realms Invisible
From the Tower-Castle, Gideo is a Wizard in good-standings
with the Congress, wearing the ceremonial collar and keeping a watch for
treasonous magic from other Wizards. He also wants to seize control of known
orc lair 306-536 and master the underground labyrinth, ultimately to build the
centre of an empire with humanoid armies.
Gideo will pay in future land and wealth to get assistance.
This does require overthrowing the Congress and installing himself as
Wizard-King.
His apprentice Rovern MU4, is going along with in the hopes
that Gideo will make him his heir or at least get a large chuck of land along
with arcane knowledge.
Gideo lets his Gargoyles fly out each night to drink the
blood of either random neighbours or his enemies.
#### Necromancer Gideo the Collared
M N MU10 S:18 I:14 W:5 C:10 D:15 CHA:12 HP:27 AC:9
Wand of Metal Detection
Spellbook: Charm Person, Light, Read Languages, Read Magic
Continual Light, Knock, Levitate, Phantasmal Forces
Fly, Protection/Evil, 10' r., Protection/Normal Missiles
Charm Monster, Polymorph Self, Wall of Fire
Magic Jar, Telekenesis
2 Gargoyles
Level 4 Apprentice Magic-User
50 light foot (Mv12 6AC 1HD 1d6)
50 heavy foot (Mv12 4AC 1HD 1d6)
30 crossbowmen (Mv12 6AC 1HD 1d6)
### 310-537 Tracks
Sunk into the mud of the pnorth bank is a set of footprints
leading up to a shelter where a man is camped. He says he is a trapper and a
mercenary, going to Hex 312-536. The rebel who stole the magic item and
30,000gp of magnetic diamonds (3) from Yuseel. He is willing to lend it (but
won’t mention the diamonds) if the party swear an oath (implied but not
magically binding) to fee the Coldwater lands from the Congress.
#### Hoolyassie
M L F5 S:17 I:14 W:8 C:14 D:14 CHA:12 HP:19 AC:4
Neutral Sword +1, +2 vs lycanthropes (Intelligence 7, Ego
11, Note Shifting Walls & Rooms, & Knows 1 language)
### 313-537 Swift Water Town
400 people labour as they always have. They hate the Congress
for seizing control and directing both taxes and conscripts towards their own
ends. But life goes on. Besides Headman Macaro F4 and Spirit-Talker Gideo C3, Mutnat
Libbies knows the First Lock and this is his first practical exercise as an
administrator. He has seized the ferry that crosses the river for his personal
income. Frequently travelling to 315-536 to make reports. The levy members will
only turn up unless the town itself is threatened.
#### Mutnat
M C F3 S:14 I:10 W:9 C:12 D:7 CHA:4 HP:14 AC:6
Chaotic Sword +1, (Intelligence 2, & Knows 1 language)
20 light foot (Mv12 6AC 1HD 1d6)
20 crossbowmen (Mv12 6AC 1HD 1d6)
10 crossbowmen (Mv12 4AC 1HD 1d6) - Congress
10 light cavalry (Mv24 6AC 1HD 1d6) - Congress
### 315-538 River Feeding Spring Town
600 people trudge through life. The natural spring here
allows for sustained agriculture away from the river and their proximity to the
Congress, 316-538 and 315-536 brings trade. But that just seems to create more opportunities
for their Congressional administrator to tax them more. Funding his own endeavours
on the side. Headwomen Sam T3 is at odds with Spirit-Talker Lenodaro C5. For Lenodaro’s
sister is Chatoic the Congresswoman, being of a mixed trading family and she
knows the First Lock.
Chatoic spends all her time inside devising new magical experiments
and observations, she is willing to sell spells to further her power in the Farlands
as she will never be allowed to advance.
A group of traders has set up some tents outside the
boundary wall. These 10 are all C1 and Chaotic in alignment. They seek to overthrow
the Congress in the Farlands for a renewing anarchy. They will question characters
subtly about how they feel and reveal their intentions if satisfied. They claim
to have been sent by the spirits in 314-541.
#### Chatoic
F N MU9 S:9 I:17 W:6 C:5 D:11 CHA:12 HP:16 AC:9
Potion of Invisibility
Spellbook: Hold Portal, Light, Protection From Evil, Read
Magic
Invisibility, Detect Invisible
Fire Ball, Water Breathing
20 light foot (Mv12 6AC 1HD 1d6)
20 heavy foot (Mv12 4AC 1HD 1d6)
20 crossbowmen (Mv12 6AC 1HD 1d6)
### 316-538 Side Branch Town
200 people begrudgingly offer normal hospitality here unless
money is obvious. If asked, they explain that most of their custom is with Fort
Draug-Revir and the Congress forces there are prone to abusing credit. Rovern F3,
is the headman and does nothing anymore. The fort itself is little more than a
complex of rammed earth and wooden palisade surrounding a pair of beached
riverboats. They have the vital goal of insuring nothing from the Marches intrudes
up the river. Due to this, they are armed with rifles and radium pistols.
Nevre Kangeru jut learned a cool trick from a wandering
mercenary who drifted up the river. He was taught the Sureshot Technique as
payment to let the woman pass. He and his brother Fra both know the secret of
the Second Lock. Fra knows his brother doesn’t focus; he will engineer a
situation to make one of them into a hero for decisive action.
The Sureshot Technique is just spending a round aiming to double
the To Hit modifier.
He really wants to show his aim off. He’ll let this slip the
wanderer while drunk, if character pays his tab and new drinks, some 50gp. She
was heading to Coldwater lands but passing through Congress territory along the
way. She is found in 312-545.
60 medium foot armed with Oiligan Battle Rifles (Mv12 4AC
1HD 1d10) see AAJ Appendices p.16
#### Nevre
M N F4 S:15 I:12 W:5 C:14 D:10 CHA:10 HP:9 AC:4 Radium
pistol (2d6)
#### Fra
M C F3 S:11 I:9 W:9 C:13 D:9 CHA:14 HP:12 AC:5 Radium pistol
(2d6)
### 310.539 River From Up High Town
500 people get by here. They unhappily pay their taxes to the
Quell and Congress more broadly. But they were only moderately more happy
paying taxes to the old king. They are ruled by a foreign mercenary, who the
Congress paid in land to sweep the settlements along the hills. His rule has
brought a garrison drawn from all parts of the Congress’ holdings and he takes
his taxes in labour to have built and maintain his castle. The 10 myrmidons are
his oldest comrades.
#### Lord Kenard the Curly
M L F9 S:10 I:13 W:9 C:8 D:10 CHA:15 HP:33 AC:1
Armor +1
Sheavebreaker, Lawful Sword +2
10 Myrmidons
30 crossbowmen/light foot (Mv12 7/6AC 1HD 1d6)
30 heavy foot (Mv12 4AC 1HD 1d6)
30 medium cavalry (Mv18 4AC 1HD 1d6)
### 306-540 Large stone
A large stone juts from the top of a steep hill, all
vegetation and elevation fall away from this high place. It’s pnorth side cut
by a sheer 20-foot drop to a ravine below. Approaching it means clambering up
the scree slopes (save vs dragons breath or slide 20 feet and take 1d6 damage).
On the stone itself is carved writing in Antarctic Common:
“For the underserving fourth people of the hard town. Open
me up and receive a fitting tool”
If the stone is broken open with tools (6 turns), levered
off the top of the hill to smash in the ravine below (takes two attempts) or
combined methods. It reveals a Dagger +2 vs man-sized opponents, +3 vs orcs,
goblins, & kobolds.
This is for 301-539.
### 307-542 Hilltop Camp
A camp sits on a rise, protected by brambles. Though the
greeting is friendly enough. Here is Bobbino T6, a man of the highlands. He is shelling,
preserving and extracting and fire beetles. He knows how to make glowing
torches from fire beetle glands and can be persuaded to share this knowledge for
100gp of supplies, not money. To reveal the additional trick where the glands
are distilled into light that reverts werebeasts back to original form. He
wants a magical item or consumable.
### 305-545 Village of Ewyuoo
35 people live a simple life up in the clan of Ewyuoo, which
has never been part of a tribe, as it was in the times of old. People here live
by terrace farming and hunting in the hills. Life is hard but quiet, no Congress
force nor Yugen tax collector has come by for decades. Only the occasion trader.
Chief Himothson F4 knows how to get into the tunnels beneath the hills. He used
to hunt a vicious if finely furred animal down there. They have all gone and he’s
willing to give fifty per cent of profits; 1gp per pelt for an entire season,
if they can track where they went. This will require going through the tunnels
and out the other side of the hills to Hex 298-532.
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