Session 20 - Troll Patrol
In which a rest is had, and reports of trouble arrive from the southwestern Narlmarches...

Managing to get home without too trouble, everyone goes to their respective homes to get a well-deserved rest. Sarthaal takes this time, with his decreased lack of sleep, to properly receive a mail-order bride: Kanaan, a surly half-orc spear-woman from the tribes in the River Kingdoms. As payment for this, the tribe has demanded a tribute of armor- at least one full suit of plate armor, and several layers of scale mail for their fighters. Sarthaal clarifies that indeed this payment can be taken over a course of time, but that at least some of the initial payment must be sent back soon to secure Kanaan as his arranged bride. She is not excited at all, but seems diplomatic enough as orcish tribespeople go, in that she only hits Sarthaal when he makes socially awkward and inappropriate early advances on her, rather than trying to kill him.

Rumours begin to spread concerning the castle’s new occupant, as the rest of the group gets proper rest, especially Brand who is completely conked out with a scar on his neck from where his stab wound has since been healed.

The afternoon brings a report from a woodland trapper that had an encounter with a troll, sending feared whispers through town. The kingdom’s leaders convene for this troublesome report and send out the party to ascertain the extent of the troll threat- only one troll was reported, but are there more? There certainly are…

With several days travel, they arrive in the darker corners of the southern Narlmarches, and discover reptilian tracks of an unspecified nature. They are large, however, and thus are considered with caution, before being followed. The trail leads to the scene of a fight, where the corpse of a half-dissolved troll indicates the large reptile was of the acid-creating variety. Most likely a drake. All the scuff marks about show that there were at least five trolls, which wandered off again to the southwestern woods yet again. Deeper into the woods, the party discovers a different sort of reptilian-kin- redscale kobolds which they stumble upon, whom immediately demand to know why the party is present in their holdings. Sarthaal doesn’t even deign to entertain their assertions before utterly obliterating them with a fireball spell. Their charred corpses will serve as a warning to other redscales.

Further on they discover a well trod troll-path; the trolls have certainly been here for some time, in numbers. This may explain the decreased amount of deer or other large sources of food- they’re in hiding from hungry trolls. They settle in to make ready for a troll attack, with a band coming around the corner. Finch hides in the woods, and Mason softens the earth on the path before them- ensuring that as they charge, a sandy morass awaits them to slow their approach. Knowing their true weakness, Sarthaal lets loose fire after fire spell, roasting most of them while Finch draws one on a wild goose chase in the woods after slicing and dicing his number two.

In the end, the party is victorious, though Sarthaal’s magical forces are depleted, and the troll filled woods are looking more menacing by the hour.

7000xp (1750xp each)
1600xp x 4 Trolls
100xp x 4 Kobolds
200xp CSI

Several vials of drake acid and troll blood.

Session 19 - Devil's Deal
In which a dungeon is delved, an an old face confronted.

Despite the shock, the party soon rallies to Brand’s defence, attacking the offending statue with gusto, though they discover quickly that more than one are animate as one by one, four in total activate with the intent of bringing stone and steel death upon the invaders. One in particular operates as a magical turret, blasting Brand again and again until he chops off the stupid thing’s arms. Breathing heavily, they rally, and discover that in the midst of all this, Finch has disappeared! Outside, she’s beat feet to flee the island, but instead winds up drinking to herself to try to regain her composure outside the tower. With great trepidation, she decides, after a few hours thought, that she’d best go in and find her companions… to get them to leave immediately, out of utter terror for the not only Chelish, but Asmodean presence!

Insides, the three men have retreated from the hall of statues to a centralized storefront and under Sarthaal’s orders begin to construct crude fortifications out of boxes, chests, and other stackables. Though rickety, the slapdash effort will prevent them from being overrun as they sleep and at least giving them time to rise to the battle and meet their enemy in fewer numbers as they clamber over. The first one to clamber over is Finch, before they rest in the dungeon, and though she tries to tell them to leave, Sarthaal implores her to stay… with a charm spell that just barely works.

They rest, but only manage to get about two hours worth when their camp is attacked by the wailing of ghouls, and then the ghouls themselves. They are under siege! They rise, going to defend their three entrances with good success- the ghouls can at best barely get over the wall before being blasted or sliced to smithareens. Mason’s earthwork proves effective- softening the structure of the wall above the doorways so that the stone and clay drop a crushing load on the interlopers. Imps appear then, a clear devilish presence establishing itself amidst the undead, whirling and screeching around the party’s heads… but it is Finch’s neck that feels it most keenly. Not their talons, but the ache of her House’s tattoo, which would usually signify the presence of an Asmodean cleric! Moments after, one of the walls is blasted and shattered, with a bearded devil behind their true foe, a hell knight of Asmodeus- none other than Godfred Lambert, a blackguard in the flesh who ought to be back in the dungeons of Restov! Sneering, he launches into the fray as his imps die, the last one of which does manage to tear Finch’s scarf from her neck, revealing her mark.

Already weakened from the siege, the onslaught of an antipaladin and a larger devil at the same time proves nearly too much. They are so nearly matched, even as Brand is forced to fall by the fiery blade of Godfred- who stands atop him with blade at throat, to propose a deal… and on the side, recognize that Finch ought go back to her lawful owners, as she is property.

Godfred proposes thus- that they invaded his current home, and that as compensation they must leave and not disturb the island. In exchange, he swears that he and any followers of his will leave the vicinity within six months, with an addition of nonaggression between the two parties. In effect, everyone gets to live and let live, and they’ll leave the island and the kingdom’s vicinity in some time. Sarthaal barters the time down mercilessly, sneering at the notion that devil worshipers would be good company and that they surely are up to no good (which is a fair point), while Godfred simply tells him to ask Finch how trustworthy Chelish paperwork and sworn oaths are, which grudgingly she can’t really refute (the devil, as always, being in the details you don’t see and not the deals you do). Waiting patiently, a contract is written up, and signed by both parties.

At this point, Sarthaal unleashes an attack, the whole contract having been a distraction- Finch uses her elemental gem to summon a water elemental to attack Godfred as Sarthaal simultaneously throws a barrel of flammable oil at Godfred, getting him soaked in it from the waist down. Howling with fury, Godfred attacks Brand at his feet before being pushed back, leaving the party’s warrior on the knife-edge of death! The flaming arrow Sarthaal next shoots sets Godfred aflame, and finally he breaks from the room at a dead run down the dark corridor behind him. The devil with him simply teleports, leaving them alone. Instead of giving chase, they flee after getting Brand healed to conciousness- too sore and wounded to persist in battle any longer. It seems to have been a good idea to pause, as Mason senses the underground dungeon beginning to shudder, and quake… its collapse imminent! They rush up the stairs as it collapses beneath them, and leap from the tower’s front door as it falls, piece by piece, in on itself into a wreckage, with their panting forms taking a breather in the moonlight.


13000xp (3250xp each)

800xp x 4 Animate Statue
800xp x 4 Wight
200xp x 2 Zombies
600xp x 4 Imps
2200xp x Godfred Lambert
1600xp x Bearded devil

Totally destroyed a tower and got to jump away from it while it collapsed behind you.

Session 18 - Tipping the Scales
In which an inn opens, a child is rescued, and a spirit leads falsely.

Months pass, and in the early days of May, winter snows clear, and ice thaws around Candlemere lake.

Finch’s inn, the Sparrow’s Nest opens to much cheer as a ‘flagship’ effort in the entertainment industry of Redemption. A great big opening party announces its present as the tavern comes to dominate the main street as the largest building that isn’t the castle. The Mason and Brand, who have been chummy as of late, are on hand to provide extra guard (and to quaff, of course). Brand in particular has been popular with the local fisherman, and one of their signature members, Arven, has indeed help make sure the Sparrow’s Nest has fish on the menu. Sarthaal has been conducting strange experiments in the dungeon, but makes a token appearance. Finch, of course, is serving up a storm to customers and developing a healthy (or at least inebriated) customer base.

The next day, Arven awakens Brand as he is in need- his son Tanner is missing! Supposedly watching the chickens at home, that scamp wandered off and Arven cannot locate him. Usually the boy is back by morning, but as the hours went on, Arven became concerned that this was more than a simple walkabout by his boy, and sought help. Brand assembles the tired, hung-over, or busy-in-the-dungeon members of the team, and together they set off a bit groggily to track the boy southwards. Mason proves adept at this, and unerringly leads them along the riverbank, where they discover lizard tracks picking up the boy’s own tracks before leading off. A kidnapping? Or a murder?

They press on, and later that day come upon the outskirts of a lizardfolk village- blue swatches of paint on their chests in intricate patterns indicating their Azure tribal roots. Stealthily checking out the situation, Finch ascertains that the boy is indeed in there- wailing as he is being snapped at by beasts beneath his hanging cage. The party discusses the best course of action, and agrees that diplomacy is the best initial route, with a fallback of “grab the boy and run”, and the fallback plan C of “if all goes to hell, kill everything that moves that isn’t us or a child.”

Sarthaal approaches the front gates astride his mount, with Brand, Mason, and Arven hanging back (Arven being a liability in his angered, desperate state). Finch is actually tucked in his cloak as hidden backup. With the help of some linguistic magic, and one of the guard speaking smatterings of Taldane, they manage to open a dialogue and have a chance to meet the chieftain, Vesket, to trade.

The Chieftain is powerful and taciturn and unwilling to simply give up the boy, though given the discontent a wailing boy is causing his tribe, will agree that the matter can be consulted instead through the ancestral spirits, and bids Sarthaal to join him and his braves in the spirit hut. His mount is allowed entry, as well as the boy’s cage, who is dragged in near the central fire pit. A ceremony begins, with chanting and lizardfolk mud painting, which actually appears to draw some form of spectral entity- a floating ball of light with a lizard skull in the center. It pulses ominously in communication with Vesket, who declares that the ancestors demand tribute in the form of a non-lizardfolk innocent. Sarthaal, who can currently comprehend all normal languages, does not actually get the sense that any real communication has taken place here that Vesket would be privy to, although the spectral entity delights in the boy’s fear. Vesket’s second in command, Bahb, angrily argues that they ought let the boy go, and that this kind of cruelty is unbecoming of true lizardfolk.

Deciding not to listen too much longer, Sarthaal leaps suddenly into action, bidding his mount to bite the cage and carry it- Tanner is not too heavy for Moonlight’s neck to bear. As they flee out the front door, Sarthaal casts fireball back into the tent- a massive plume of fire immolating many of the braves within, and injuring the others. The wisp attacks on Sarthaal’s rear, avoiding the flame and striking back with electrical shocks.

Seeing the plume of flame rise from the water’s edge, Mason and Brand charge across to secure the front gate, receiving Sarthaal as he nears them, unconscious with shock, though Finch’s quick hands with a potion bottle get him conscious again before they beat feat- partly aided by a civil war that erupts as unpopular ruler Vesket and his loyalists defend against Bahb and the other lizardfolk’s sudden eruption into battle over the issues of child kidnapping (as will later be determined, more so over the act of cruelly making the boy suffer rather than simply killing him outright or otherwise doing something productive with him).

After a time, the fleeing party sees the spirit wisp streaking over head, popping in and out of view, as it heads down the river towards Candlemere, and the tower thereupon. Deciding grudgingly to head back, the group discovers the end of a lizardfolk war, with Bahb having defeated Vesket at the expense of his own safety, as he is currently bleeding to death from a trident wound. Mason heals the new chieftain, as well as any lizardfolk he can, which does wonders to improve race relations. The lizardfolk tend to the dead by preparing them for food (waste not, want not), and Sarthaal extends the following treaty- that the lizardfolk may keep their village as is, and be considered neutral in the eyes of Solace, but that any aggression or hunting of the populace of his barony will be met with an armed squad returning with them to wipe the lizardfolk out. Sarthaal is enacting his rarely used TWO strikes and you’re out proposition, and it is agreed upon by Bahb.

Their first goal met, they return to town where Arven is quite thankful, offering his wife’s (Erastil praise her soul) enchanted ring as a reward for saving his son, but Brand refuses it on principal. Their first deed done, they collapse exhausted and sleep up, feeling refreshed enough to ask Arven to help them in a more pertinent way- lending them the use of his boat so that they can get across to Candlemere island.

The island’s tower looms as they travel over the waves, with Brand and Mason doing most of the rowing, only to discover that the damn place is surrounded by a thicket of sickening nettles that makes them feel none too good. Night is falling, and they only have one place to go- the potentially haunted tower. Within, they find it mostly ruined, with a staircase leading up. A cursory examinatino reveals that this is not all- Finch detects a secret entrance build into a fireplace leading down- as it clicks open, the staircase down reveals itself, and the party treads down into the unknown. With torches lit, they eventually find the base, and strike out east into a tunnel, and south again. It isn’t long before a store room reveals a wight to them, and though they defeat the undead, they doubt it’ll be the last of their troubles. Something seems awfully familiar about the tapestries, though, as Sarthaal knows, but Finch is drawing a blank. The next room down provides illumination in the form of prominent statues lined up one after the other of heroic and devilish figures, making the meaning of the tapestries apparent to Finch- this was a Chelish tower, and these statues are in honour of diabolists! Going stock still, she gasps and falls back, unable to even slink into the shadows as she would normally, before a curious Brand is attacked by a statue coming alive!


4800xp (1200xp each)

400xp x 6 Lizardfolk
1600xp Saving Tanner!
800xp x 1 Wight

Arven’s fishing boat whenever you need it.
Non-aggression/expansion pact with Azure Claw tribe.

Session 17 - Das Boot
In which dissent is kicked in the groin, turtles have power, and a witch is visited.

Political Dissent

Arriving back in town, Mason, Finch, and Brand head to the tavern to slake their thirst, but find that some public dissent of the establishment is going on. A heavy-set bard named Grigori is at the head of a mob of tavern dwellers speaking to them of the concerns he has heard recently in Redemption- most prominently, that the barony capitulates with “suspicious” fairies over that of its own citizens, and that the integration of kobolds spells eventual menace as being able to breed in Solace’s safety will bring doom in the form of a reptilian uprising. Finch tries to calm down the proceedings, and is flustered by Grigori’s counter arguments, and the event has taken on a stage-production quality. Corax, the logger from months previous, is on hand to support Grigori regarding “rightful business enterprise” being quashed by the “librul government”.

At some point, a runner informs Sarthaal of what’s going on.
Shortly after this point, Sarthaal arrives. He kicks open the door in a wild display, before calmly walking up to Grigori. Saarthal kicks him hard in the groin. He whispers “Now you know what I’m feeling by your display.” This casts a pall over the room, as Sarthaal informs everyone present that “inciting a mob” is considered illegal, and that if anyone has any concerns with the management of the kingdom, they can come bring it before the court at the castle instead of whipping up people in the public square… or else.

Grigori counters with stammered “freedom of speech” arguments but is having trouble speaking after the groin-kick, and shortly after, the crowd disperses. The following day, Grigori is found eating lunch calmly at the tavern, and assures that he will be certain to bring any concerns in the future directly to the court.

Feeling that the home-front situation is now under control, the party assembles and heads south once more, to explore the lands to their south and to come to an understanding with the hill giant with a Comprehend Languages spell now that Sarthaal is out of the dungeon, from which strange, unsettling kobold and human screams come from.

The Giant

The giant is near where he was left, still blubbering and definitely out of alcohol- it is fortunate that the party brought along a wagon full of ale. Between the booze and magical understanding, the giant can now speak and be understood by Sarthaal. He claims that he is distressed by a lack of a mate in these lands, the lack of his favourite type of moonshine, and most recently, that a gang of trolls to the west in the woods threw him out of their gang. He is still quite lonely, but the apparent acceptance of the motley group assuages him somewhat, as well as the promise that they’ll keep an eye out for any hill giant mates for him if they happen to run into any.

Turtle Power

On the way back home, they chart the land along the eastern edge of Tuskwater Lake, discovering first an oddly warmed mud hole (natural gasses?) that are overflowing with fungus, both small and large. While studying it from the ledge, Mason notices some particularly unusual black mushrooms around the base of a putrid-smelling pile. Deciding to not risk his nose, Sarthaal safely uses mage hand from a distance to retrieve the mushrooms, hovering them on back so that they can study them later.

Further north, they discover an abandoned hulk of broken boat sticking out of the ice in a small channel that leads off the main lake. Hiking down the hill towards the private pond area, Finch discovers that the boat has no particular markings that she would be afraid of, however, the broken up ice reveals from beneath it a flurry of activity as savage turtles, as big as Brand, burst forth. Retreating, the party can obviously outpace the turtles, who turn back to go into the pond. The bite marks on the boat indicate the obvious culprit for its destruction, and turning back, the party attempts to slaughter the vicious animals. They are successful, with Mason going down to the brunt of the attack, and Finch’s nimble shell-jumping keeping her out of range of bites, but in plenty of range for necks.

Back in Redemption, Brand and Finch seek out some fishermen to discover the owner of the boat they had found. A man named Arven claims he knew the original owner, Oliver, and that his passing is indeed sad. He gives his regards, and thanks them for killing off the ol’ crackjaws as they are known to fisherfolk.

The Old Beldame

The party is barely home for long before Finch remembers hearing reports of strange, ghostly lights emanating from the tower ruins back on the wee island of Candlemere, south of the Tuskwater. As well, some new rumours regarding The Old Beldame, a witch who purportedly turns trespassers on her lawn into scarecrows and eats children come to light. Armed with this and not wanting to sit on their laurels, the group takes a rest before venturing south once more. Firstly, to the edge of Candlemere, where they discover that the ice is definitely frozen over but not sufficiently frozen that they aren’t worried about going under midway across. Deciding to wait for the thaw in spring before boating on out, they head back, and pass by the witch’s hut…

They make sure to call and ring the bell, rather than barging in. Despite proclamations that she’s not home, they make contact with the purported witch, who says she’ll turn them into scarecrows like ‘that bandit, Mitch’. “Mitch” the scarecrow seems ominous, and oddly terrifying to Sarthaal. Bringing up the topic of mushrooms that they had found, they discover that Old Beldame desires them for her brewing…. of tea, not potions. The assembled group heads inside for tea and have a chat, with the crone making Mason particularly uncomfortable regarding her interest in dwarven men. Mitch the scarecrow keeps an eye from the window.


2475xp each, for exploration, handling dissent, retrieving mushrooms, pacifying a giant, and defeating turtle power!

6 Black Rattlecaps = 600 gp from Old Beldame
Elemental Gem (water)

Session 16 - Wolf's Bane
In which werewolves are tracked down, a giant cries, and a bandit eludes.

Sarthaal begins a magical science project in the dungeon, and is not to be distrubed.

Brand shows up in town with a hot lead on where the werewolves ought to be hiding out- presumably, in an old, abandoned ferry station of dwarven manufacture. This stands out, because ferries are not something dwarves often make. Mason and Finch team up with Reeves and two of the guards- Bruce Gawain, and Robin of Locksley, who make a raiding party.

Heading south, they arrive at the ferry and approach silently to try to surprise anyone inside. Between wolf-form Mason and Finch being a ninja, they determine one man is inside, and may be talking to himself.

Taking opposite doors, the team busts inside to confront the lone man who pleads for his life. The party investigates, and finds some bodies hidden with a chest in a back room, making his claims of innocence hard to believe. The werewolves somehow got outside- attacking through the doors at the now pent up party, and attempt to ravage them. The attempt goes poorly, and they are defeated by the party at large. One werewolf escapes through a hidden path under the chest in the back room, and makes a run for it, with Finch giving chase. En route, she is hit by a poisoned dagger… fortunately, her armor caught the poison.

Rounding up and slaying the werewolf, the party looks about for the dagger-thrower, and see a horse galloping over the eastern hill. They track it down, only to discover that it has been trapped with a pot of rats which spurred the horse onwards- no rider. Backtracking, they find footsteps and attempt to trace down the mystery assailant, with little luck.

The steps lead them to bigger steps, which lead them to a giant… who is sad, and crying. Everyone behaves themselves, and the giant does not attack. Finch gives him some booze, and while they cannot understand him other than the basics of yes/no, name, and booze, they determine that he is not a particular threat at the moment. Finch’s offering puts them on neutral terms.

Pushing west, Mason turns into an eagle to attempt to get a better view of the escaped bandit… and finds nothing. The tracks led into the river, and then disappear. With little to go on, but the werewolves slain, everyone packs up and goes home, still considering it a success.


600XP each for slaying the werewolf threat.

Treasure Chest:
1x scroll of bark-skin
1x emerald
1x gold necklace
2x message tokens
1x wolfsbane dose
10 pp
1200 gp
400 sp

3x short swords
2x light crossbow
45x crossbow bolts

Session 15 - Council Matters
In which the legal system and kobold-human relations are improved, and winter wolves are coming.

DECEMBER (Kuthona) 4710 AR

Brand has kept his mission of werewolf hunting front and center, despite the cold, and makes a room at the inn his base of operations as he methodically explores the wilderness around the city. He’ll find them! (Brand’s player was unavailable on this day, and bid us to continue without him for the moment)

Mason, Finch, and Sarthaal are all gathered in the dungeon around the turn of the full moon, awaiting confirmation on Kundal’s werewolf problem. They discuss if it works how he might repay his debt to society. Even though the murders occurred while he was out of his mind, he at least should have self-reported earlier when he began to suspect what happened, which might have saved two lives if not the first. Working off his debt as a guard is believed to be the best use of his talents, as his father’s trade of working as a tanner is somewhat underwhelming.

The full moon rises, and Kundal remains human. Hurray for wolfsbane! Sarthaal enters the cell and, when asked by Kundal why a year of work protecting Solace would be followed through on- not that he was planning on running away, he claims- Sarthaal inscribes a magical rune that disappears shortly after on Kundal’s forehead. Kundal is very superstitious about magic, having failed a check to notice that the rune was so much smoke and mirrors. Sarthaal explains that this is a mark of pain that will hurt him if he leaves the borders of Solace- that it will slowly grow to be debilitating the farther he is outside of the barony. Believing it completely (for now), Kundal is set free and. The following day, at the baron’s mercy, Kundal is invited to dinner with the castle’s inhabitants and enjoys fine steak.

Reeves tries to get in a few words with Finch edgewise but is bolted over by Sarthaal insisting that he, Mason, Finch, Kush’ket, and Kundal all ride for the Sootscale caverns overnight. Nobody is happy about this, but they go along with it at the elf’s vehement insistence. They are understandably tired when they arrive the next morning, with Kundal being presented to Chief Sootscale as a symbol of human and kobold alliance; the man is instructed to accompany a team of kobolds through the wilderness of Solace as part of the newly formed kobold ranger group The Silver Peace. He gets his badge and is sworn in; Sootscale is pleased, as much like with his niece Kush’ket being a consort, it means there will be more signs of kobolds and humans getting together, which will hopefully lead to them getting less lip from everyone who is not hip to the new dynamic of peace and inter-racial harmony. To similar effect, Sarthaal requisitions a few kobold braves, champions of the spear to serve amongst his honour guard.

The party immediately goes to sleep after the meeting, with Sarthaal in particular bothering Kush’Ket’s family (they do not yet know how to speak Taldane, the common tongue).

Returning home that night, they discover Reeves continuing his training of the local militia- Finch noting that he’s helping an attractive human woman at that moment in time with her archery. Later on, he has a serious discussion with her… regarding their relationship, and the defining thereof. He’s grown tired of just being the occasional lay, and would rather they be an actual relationship of adults. Finch squirms a bit at being put in the crosshairs so directly on the matter, especially with explosive sounds outside, and Reeves presses the matter for an answer, not letting her simply run off! She finally exclaims yes, fine, before throwing open the shutters (like other castle residents) to discover Sarthaal engaging in silly shenanigans with the minor explosives with his new kobold guard buds. Everyone does an anime sweat drop and then goes back to their business.

JANUARY (Abadius) 4711 AR

The new year is brought in with an important meeting where matters of council are discussed, with the entire council present. Of note:

Svetlana notes that a gregarious man named Loy Rezbin, who had approached them for the right to build a town in the name of Solace to the northwest, would as a natural leader type and man of words, probably be a good fit for the position of Grand Diplomat to further relations with neighboring baronies or countries (such as Brevoy). The position, til’ now, has been lacking.

Oleg brings up the matter of the nation’s woeful economics, encouraging everyone to hunker down and focus on that to the detriment of other factors, because if the place can’t be paid for, there isn’t going to be a barony much longer in any event. Making note of this, Finch decides to have her spy network focus on underground wheeling, dealing, and smoothing rather than focusing on security concerns (She switches her leader bonus from stability to economy).

Chief Sootscale insists that as soon as the nation expands north, that he wishes to claim the hills around the old sycamore tree that the mites inhabited as kobold farmland, where they can harvest mushrooms, tubers, rodents, and other proper kobold foodstuffs. He is already thinking of cornering the rat-on-a-stick market. Secondly, reports are in regarding Kundal and his task force- they had gone into the woods to seek out the supposed Redscale kobold menace (that attacked the gnomes)… and found but one half-filled burrow, which was easily routed. The redscales appear to have fled, which is a bit of a non-sequitir at this point.

The council decides that first they’ll make an actual tavern establishment over the winter before expanding the confines of the barony in the spring, hopefully, to expand on farm production which will lower costs. Finch and Sarthaal also seem keen on a brothel, despite how an obviously lurid location may provoke some unrest, but are content to get a few other things first.

Bored of meetings, they experience some excitement a few days later, as the winter wolf that Reeves first encountered a few months prior has returned in ferocity, harassing hunters to the east. They ride out to meet it, and though Mason tries out his new wolf-form shape change to sneak into its cave and perhaps speak to it in wolven language, the wolf turns out to have been wise to them having found its lair- and attacks! It’s frosty breath and ferocious jaws prove almost overpowering to Reeves and Finch, who fight alongside eachother (to her chagrin, having never been seen by Reeves before in a fight, and worried about him thinking differently of her after seeing her in action). Sarthaal’s scorching spells in particular wear away it’s tough hide. They fell the wintry beast, and breathe a sigh of relief, and healing potions, before struggling with primitive surgery. Sarthaal produces a somewhat damaged freeze-breath gland, before they head back to town.

1600xp (wolves, politics, a late XP shot for number of buildings).
3 kobold spear champions added to Sarthaal’s honour guard.
1 committed relationship (Reeves + Finch)

The party has 15600xp total now, tipping them into level 5!

Session 14 - Murder in the Ville
In which a new companion arrives, and a murderous werewolf is dealt with...

October 28th (LAMASHAN) 4710 AR

Brand Medyved, a minor noble from north-eastern Brevoy, arrives in town after a long ride on the trail of a few werewolves who had been on a murder spree. First, however, he deals with sore riding muscles by getting off the horse, and into a proper Inn. As it is morning and he’s not ready for sleep yet, he inquires as to where a gentleman might find some local colour- and is pointed over towards Murderpub, the unofficially named tavern where Tobias Dark spends much of his time between hunting trips.

The party of Sarthaal, Mason, and Finch are led by Jeoff the guard to the scene of the crime- one of them. A shepherd’s boy lies eviscerated on the outskirts of town, torn apart in a bestial manner, with large wolf tracks leading away into the woods. Inquiring his bereaved father about the boy’s death does not really present new information, except giving the poor man someone’s shoulder to cry on for a moment. Riding off, the party heads off to investigate the second murder- an innkeeper’s hired girl killed while apparently fetching water. She is missing bits and looks like she was partially eaten, in particular missing an ear entirely. Further tracks are not located, the ground not being as soft and print-friendly as the previous location.

Brand enjoys his ale, and chats up some locals in a friendly manner.

Heading back to the first location, Mason tracks the foot prints which were fortunately not forgotten about, and when trailed into the woods, forms into a patch where wolf and human footprints meet, suggesting some form of lycanthropy. Everyone is pretty sold that this is indeed a werewolf scenario.

The three then split up to fetch various numbers of the guard, and to seek out contacts amongst the locals in search of a likely culprit, with the assumption being that the werewolf is a newcomer to town, if indeed he or she is still in town. The last night of the full moon is coming, and they hope to figure this out within the next several hours.

Between Finch’s contacts, Mason’s presence in the pub, and Sarthaal’s shakedown of the unofficially named ‘Fluffy Cloud’ inn, it is determined that there are only a few new folks in the area, and that the guy in the inn with the hairy uni-brow probably was in the clear. At the inn, they discover Brand, and interrogate him, with the noble readily admitting that he was from Brevoy, of the Medyved family (which Mason vouches for, having grown up in the same city area), and furthermore on the trail of a werewolf. There’s a natural fit present, and he accompanies them on the investigation.

Finch offers up that she’s received some private info that a Iobarian barbarian sort with a wolf-fang necklace is known to be in town, they wind up back at the inn, with Sarthaal demanding entrance to the man’s room- one the bartender didn’t cop too earlier in an egregious demonstration of it slipping his mind. The perp’s name is Kundal.

The room is empty barring private possessions, and beneath the bed… Finch finds an ear. It’s a match; the earrings are rather distinct between it and the other ear of the murdered inn-worker.

With Kundal not found in town by the guard, it’s determined that he may still be out in the woods or otherwise hidden in some fashion. They confer, and decide to come up with the tastiest bait possible, which seems to be Finch riding a delicious pig purchased from a local farmer. The rest of the band hides nearby on the outskirts of town, hoping this will attract attention. The werewolf proves canny as night falls, however, ignoring the trap and stealthily creeping towards town instead (after a successful perception check to notice the trap, and a following 19 on the stealth roll). A scream goes out, and party runs as fast as they can (as well as Squealy Nord, the pig).

It’s too late to save a merchant who was stabling his horse, but the werewolf can be stopped now mid-murder, as it turns to face the party who leap from horseback to engage it! As with most single but powerful monsters, they circle about the werewolf and via attrition beat it down to unconsciousness. Quickly, they tie up the beast and haul it’s bleeding body to the castle with Brand bearing most of the weight, getting it into the dungeons. By morning, it’s converted back to human form… Kundal.

With some light interrogation, the morose man admits readily that he knows he killed those people, but that he couldn’t resist while in the lunar blood rage lycanthropy gave him. Furthermore, he claims that he was not part of any pack of werewolves from Brevoy, but that he was attacked outside of town less than a week ago, indicating that there may be another group of werewolves still out there leaving ‘children’ in their wake. Punishment is discussed, with a near split on the “kill the werewolf” vs “try to heal the werewolf”, until Joan Khavken, who has a history with werewolf problems, comes down firmly on what their city is named: Redemption. Missives are sent, with an order specially worded to find good quality wolfsbane from a herbalist in Brevoy.


The Sootscale Silver Mine receives an influx of labour and is prepared to have production begin in earnest throughout the winter! Kobolds and a handful of chain-ganged bandits are now procuring valuable ore for the barony- though some of the Sootscale guard take to banging some of the fresh metal into badges befitting their station.

Sarthaal takes Brand for a ride to introduce him to the Chief, and the racial tensions while present are at a ‘distasteful’ level rather than open hatred. Using some of the new silver ore, the Chief promises to send a custom-made set of silver manacles as a gift in exchange for their good relations. A week later, his word is made good on, and the captured werewolf beneath Redemption’s castle is bound in a metal befitting his cursed desease- at least until the wolfsbane order that was sent to Restov can be processed. When the herbal treatment arrives, it seems to be successful. It will take a test of the full moon’s presence the following month to truly determine whether or not the taint of lycanthropy Kundal acquired has been cured.

700xp each
Mason retrieves Kundal’s Bulette Armor.

SOLACE, NG Kingdom

Size: 5, Control DC: 25, Population: 2750

Economy: 19 (+3 buildings, +2 taxes, +10 leadership, +1 roads, +1 fangberries, +2 mine)
Loyalty: 14 (+2 buildings, +2 festivals, +10 leadership, +2 alignment, -2 taxes)
Stability: 20 (+3 buildings, +12 leadership, +2 alignment, +4 fae allies, +2 mine, -1 no promotions, -2 no diplomat)

Promotion Level: NONE
Taxation Level: Normal
Feasts Per Year: 6

Unrest: 0

Consumption: 4 (+2 festivals, +5 size, +1 city district, -4 farmland)
Treasury: 0 BP

Notable Sites: Tatzylgrad (capitol city), Sootscale Silver Mine, Fangberry Farms

REDEMPTION, capitol city

Base Value: 200 gp
Defense: +8
Population: 1500

1x Castle
1x House
1x Mill

Session 13 - Even The Trees
In which our band makes peace with woodland denizens, and burns down a tree.

October 24th (LAMASHAN) 4710 AR

Towards the end of the month the ruling council is sent word that a diplomatic incident is occurring to the west, where, in unclaimed woods, loggers who claim to hail from Solace are in conflict with some form of nixie over the ownership of a section of forest. While heading out to deal with this, the party is approached by Reeves, who announces that he’s been informed by some of the guard that to the east are reports that a great white wolf and what laymen suspect to be worgs are causing destruction. Unwilling to divide their already limited party of three, Reeves is instead instructed to take a group of the guard and go deal with the wolf threat personally, while diplomacy is handled by the ruling council. Everyone gears up and rides on out, ensuring that neither threat is left untouched.

Riding hard most of the day, Finch, Mason, and Sarthaal discover, with some exploration, the location of the point of contention. The loggers are lead by a brutish man named Corax who does not like being given shit by the nixie, Melianse, who has been using her magic to trick and elude the loggers while preventing them from commencing their operation in earnest. A few valuable coachwood trees have been cut, and in response three of the loggers appear to be charmed- standing at attention with their axes at the edge of the nixie’s watery pool. She peers from the water, nose-high.

Corax believes them to be here to slay the nixie, but Sarthaal belays that command and says they’re here for diplomacy. Grumbling, Corax allows it, but is displeased that his claims of ’they’re trees here for the takin’" and ‘I thought this was a community run by civilized folks, not tricksy fae in the woods" are not paid as much heed as Melianse the nixie’s tale of her home being invaded without so much as a consultation, and suggests they simply go exploring to find more coachwood- though he tries to remember, Mason is more earth concious as a druid rather than in tune with plant life, and is no help recalling where coachwood might be located in the north.

Corax is about ready to riot after being told to buzz off, but between the party’s obvious prowess, baron-like authority, and Melianse’s charm tactics, he decides a fight isn’t worth it and grumbles while the loggers pull up camp and prepare to head north to find a better source of coachwood.

Melianse is pretty annoyed with the trees of hers having been chopped down, but bears no ill will towards the diplomatic group. She asks that they simply replace the trees, and that a dryad to the west that she knows of may have a few magical talismans that could help put right the damage done to her domain. Sarthaal agrees that this is the right thing to do, and that it is best that they continue doing some exploring in their southern realms.

October 25th (LAMASHAN) 4710 AR

As promised, they find a dryad’s grove- and a very sad dryad, crying to herself on the edge of a watery pool (presumably not entirely created by her tears). Approaching in a non-threatening manner, Finch asks the dryad what is wrong. The dryad, Tiressia, is distraught over a menace that has been threatening the woodlands… and specifically, her bonded tree. According to her, a fearsome abomination of plant life known as a scythe tree has been feeding in their vicinity, roving north from it’s home somewhere in the darker woods to the south. She fought it and was unable to defeat it’s sharp, flailing limbs, and requests that the party, if they could be ever so kind, battle it on her behalf. By way of trade, she agrees to the request that she provide them with her magical tree growing tokens to help Melianse- a name she recognizes, and has had agreeable relations with in the past.

Playing a little unprompted tune on his mandolin, Sarthaal is surprised as pan pipe music emerges from the bushes, followed by a satyr- Tiressia’s companion, Falchos.

Without waiting to see how many other creatures might be hiding in Tiressia’s grove, they set out to confront an evil tree.

October 26th (LAMASHAN) 4710 AR

In a dark glen they locate the tree- or rather, it locates them! Hiding ever so well amongst other flora, it launches out to slash it’s whipping branches, and the group- particularly Finch- really feels that having someone better armored than they around would be a real help right now. Or loggers, come to think of it. Nevertheless, they wear it down, especially as Sarthaal’s scorching rays cause it’s bark to blister and burst. Falling dead, the party breathes a sigh of relief, loots it’s environs, and heads back to Tiressia, who is so delighted on the quick turnaround on their promise that she doesn’t just give them the tree tokens they asked for, but some additional wand and potion aid besides. Flirtily, she winks and adds that she’ll keep a good eye out for any trouble in the future, and that she’d know just who to call if she gets in a tight spot.

October 27th (LAMASHAN) 4710 AR

Melianse is also pleased, as the tokens are used and her replacement coachwood trees spring to full bloom. Much like Tiressia, the nixie promises to keep an eye along her riverbanks for signs of trouble- particularly loggers. Some fae might be bad, but others are helping improve the security of the barony, and everyone considers it a win for diplomacy.

On the way home, they discover a party of gnomes who are in trouble- their carriage is stuck in the muck of the river, apparently having gotten stuck while crossing. Their leader is cursing and directing them, but it seems like the small gnomes may simply be too weak without their ponies to help pull- who are also stuck. Hitching their mounts to the carriage solves the problem- additional heave-ho dragging the whole shebang out of harm’s way. The gnomes are very happy to share their evening campfire with the tall folk- except for Finch, who gets the same welcome, but is treated more as brethren by virtue of height.

Their leader is a gnome by the name of Jubilost Narthropple, and his caravan was run into the river after getting spooked by a bunch of kobolds. “Filthy redscales!” he says; “Not the Sootscales…” the party hears. He is on an expedition to find some dwarven ruins, he subtly reveals, and to this effect has been scouting the southern regions of the Greenbelt for it. Sarthaal asks what they’ve found so far, but they are unwilling to share the information freely- they worked hard for that mapped information, after all. Finch tries to sneak into the carriage in broad daylight, with little success. Payment is required, and the haggling involves not only Sarthaal’s personal stores, but also a bit of price cutting by way of Finch giving the man a healthy flash. The old gnome considers this kind of treatment one way to avoid the Bleaching, and agrees. Finch, though protesting that it wasn’t her idea, goes along with the plan, and they receive information on a few areas to the south and east of Redemption.

With all that silliness settled, they rest one more night before getting back to Redemption.

October 28th (LAMASHAN) 4710 AR

When they get back home, Reeves reports that they dealt with the worgs, but that the alpha was definitely a winter wolf and that he retreated before he lost all of his men. The threat has been cut down, as has some of his posse, and Reeves, though injured, claims he’ll be fine.

At which point, they get reports about two gruesome murders on the outskirts of Redemption while they were gone….


2800xp each (Sarthaal, Finch, Mason)

Gnomish Map info
2x Potion of Cure Mod. Wounds
1x Scroll of Summon Nature’s Ally 2
6x Feather Tokens (Tree). Five were given to Melianse.
1X Wand of Cure Light Wounds (8 charges).
3x Pieces of golden amber
A robe of vermin
Silver ring
12gp worth of change

Session 12 - Birth of a Nation
In which a barony is built, month by month, brick by brick.

Ruler: Sarthaal (Adam)
Councilor: Svetlana Leveton (NPC)
General: Cpt. Reeves Falgrim (NPC)
Grand Diplomat: ?
High Priest: ?
(waiting on Joan Khavken* to finish her meditations…)
Magister: ??? (waiting on Count Rocca to send someone qualified…)
Marshal: Chief Sootscale (NPC.)
Royal Assassin: Tobias Dark (NPC)
Spymaster: Finch Cloudkicker (Diane)
Treasurer: Oleg Leveton (NPC)
Warden: The Mason (Andrew)

  • At which point Erastil will be the barony’s state religion.


Of first importance is namings, and the Stag Lord’s old demesne is new again as the capital named Redemption of the barony of Solace- a new land where any immigrants from Brevoy or elsewhere may find peace, even if they didn’t fit in where they came from. The settlers set up making temporary structures, huts, carriages, or the like as Brevoy’s artisans on loan spend an extremely efficient and hard working month on the castle itself. Stag Fort is remade into the Castle of Redemption, overlooking the Tuskwater Lake. Though all manner of general market work, revelry, labour, and homes may slowly be forming outside the castle, it is only over time that they will grow into true establishments that make the barony proud and prosperous! Sarthaal, Finch, Mason, and Tobias have got their work cut out for them.

Though it will take most of a year to get back to it, the 28th of Pharasma (March) is deemed the day of Stagfall, a celebration of the Stag Lord’s defeat.


Bolivar Trask, the magister Count Rocca promised arrives, tending to his duties tepidly. There’s not a whole lot to do, and he’s taking his sweet time with it, but the mage’s limited efforts to set up training sessions and the framework of education and magical care for the kingdom are better than nothing.

A proper residential block is built, transforming the huts near the base of the castle from thatched mud to walled structures. Some of the first citizens now have something solid to live in. It is with some annoyance that banditry returns to the region briefly, but is ended just as decisively- the early deployments of kobold marshals along pathways between Oleg’s to the north, the Sootscales to the east, and Redemption to the south manage to capture the brigands- and actually leave two alive. One enjoys a sentence of work in the kobold silver mines as a preferable alternative to death, while the other is brought back as a dungeon mate for Redemption’s castle’s underbelly. Little information on their disorganized mass is present other than that they were to take advantage of the sudden influx of travelers.

Farmland is established in the hills to the northeast, bringing in fresh hope as crops are planted late, but not too late to make a difference come winter. The light taxes make the citizens present quite happy for the present.


A peaceful month in which the kingdom expands to the northwest in fangberry country, some tax money finally flows in, and as a result a mill is built within the city of Redemption. Though as of yet unofficial, the more Erastilian citizenry celebrate Archerfeast on the 3rd of Erastus. Salsa proves a popular food during this time, for some reason.


Rumblings of bandit activity once again flare up as the kingdom expands north along the Thorn River, prompting questions of why they’re even bothering at this point- as they only have at best a month to make a kerfuffle before they are rounded up or run out of the barony’s environs by a mixture of kobold and human defence.

Bolivar Trask’s tepid performance as Magister due to his dislike of living in the boonies is mildly improved as Finch makes him a few offers (and positions) he can’t refuse.

Joan Khavken arrives, having meditated for months and ready to take up the chains of office in service to Erastil, which most of the citizenry who are faithful at all embrace. She settles for now into a room in Stag Castle, though almost immediately Sarthaal sets about trying to set Mason up with Joan due to their previous knowledge of one another from the city of Stoneclimb. Though the tie is tenuous, a series of hilarious antics ensue in the kitchen where Lily Teskerten rolls her eyes, putting together crude icing decoration at the behest of her Ruler. In a private dining room, a table is set by Jubex, the incredibly nervous servant boy, and Mason and Joan are told separately to meet there at the same time with Sarthaal for dinner. This is clearly a ploy, and when they arrive, they are ‘sealed in’ so as to have a proper private meal with one another. Neither is exceptionally offended by the situation, nor particularly attracted to one another, and hey there’s cake so it’s not really a loss. Afterwards they leave, because Jubex is seriously not going to be able to stop them. Matchmaking failure.


The kingdom finally expands eastwards, enveloping Sootscale territory. Some ceremony is held as the newly formed ‘Sootscale Village’ trades drink and food, having a feast to unite their tribe with the ‘Solace’ tribe. Chief Sootscale is a crafty leader and sees where the wind is heading… and consequently, is very amenable with providing his neice Kush’Ket as a consort to go back to the city with Sarthaal, who much as in the past has expressed an interest in non-elf creatures. Some people look askance at this relation, but it more firmly cements the kobolds as a true part of the kingdom and not simply vassals as some of the citizenry has taken to doing. He takes to calling her ‘Yuvitza’ while in private. Despite murmurings, there is no proof of their relationship being sexual.

Joan proposes the September 22nd celebration, in line with harvest week and the equinox, be termed the Unity Harvest.

For their part, Redemption brings with it some newly farmed fangberries, the juice of which even the kobolds find delicious. At some point, Bokken hears about the whole barony having occupied fangberry territory, and decides to move his hut south where he can be closer to his favourite food- now that it’s not menaced by bandits.

While at Sootscale, the ruling council can clearly see that bandits who are not slain are being put to hard use- the long abandoned silver mine is slowly but surely being cleared up and being set up for production.


With the economy performing weekly, discussion is had and the tax level is raised to be able to afford continued production. The lack of a proper diplomat keeps relations with Brevoy or anywhere else at a minimum, and promotional campaigns remain inaccessible. It is otherwise a peaceful month, simply maintaining the holdings they have at present.


SOLACE, NG Kingdom

Size: 5, Control DC: 25, Population: 2750

Economy: 17 (+3 buildings, +2 taxes, +10 leadership, +1 roads, +1 fangberries)
Loyalty: 13 (+2 buildings, +2 festivals, +10 leadership, +2 alignment, -2 taxes)
Stability: 14 (+3 buildings, +12 leadership, +2 alignment, -1 no promotions, -2 no diplomat)

Promotion Level: NONE
Taxation Level: Normal
Feasts Per Year: 6

Unrest: 0

Consumption: 4 (+2 festivals, +5 size, +1 city district, -4 farmland)
Treasury: 1BP

Notable Sites: Tatzylgrad (capitol city), Sootscale Silver Mine, Fangberry Farms

REDEMPTION, capitol city

Base Value: 200 gp
Defense: +8
Population: 1500

1x Castle
1x House
1x Mill

1750 xp, which pushes the party into level 4!
-for founding a kingdom, settling a capital city, and expanding your kingdom to 5 hexes!


“I dont think anyone here is fit (to rule).” – Tobias
“He’s not people, he’s important!” – Saarthal

Session 11 - Who's Who
In which rulers are chosen, and a fort is rebuilt...

8th of Desnus (May) 4710 AR

Count Rocca, Tobias, and the rest of the party gather inside Oleg’s while the big line of carriages settles down for a pit stop for the evening. Tobias gets a chance to explain what he’s been up to, regarding him heading back to Restov (perhaps a bit sulkily) after Joan was unable to help him destroy the pendant they retrieved from the Stag Lord. In Restov, Count Rocca’s forces conspired to use the pendant as bait- successfully! Godfred Lambert and the rest of the Asmodean cult were drawn out and captured or killed. Finch eases up, willing to accept that Tobias was not actually possessed by Asmodean spirit or something like it, which is what she half-way seems to believe happened to Vitrius.

Somewhere in there, Yuvitza slinks off to her quarters for a brief meditation. The chains of office are not for her; with new found enlightenment, she turns into a bird and leaves. Sarthaal is quite sad when he learns of this, but manages to choke back most of his tears for the ensuing meeting.

They sit down and discuss who’s going to be what in the new regime of the barony they are forming. Sarthaal seems a natural choice for Baron, though Finch fights him on that score. Some impromptu voting is brought in, and Sarthaal is chosen. Finch instead takes up the reigns of Spymaster, with Mason being unofficially in charge of architecture, and officially in charge of guarding their urban holdings as Warden. Tobias is more than happy to be the scary man called in when needed as the kingdom’s Executioner, or Headsman. Headmaster is also bandied around.

Names for the new kingdom are discussed, and while Railington is mentioned and Murderville roundly shot down by any except Tobias, eventually Solace is settled on as a symbolic name for the barony; the alternative, Redemption, is instead going to be reserved for the capital city, which will be formed around the Stag Lord’s former holdings, against the bank of Tuskwater Lake.

9th of Desnus (May) 4710 AR

The following day, Count Rocca and the settlers proceed forth in a southern fashion to get to Stag Fort, while Tobias rides on ahead to make sure all is well. Finch, Sarthaal, and Mason go for a bit of a ride, beginning their journey to convince other fine folks they’ve met to take up senior positions in the new management. Oleg and Svetlana know which way the wind is blowing, and friendly as they are agree to become Treasurer and Councilor, respectively. Though they don’t know any wizards, and Bokken seems right out to lunch as a choice for Magister, Count Rocca promises that he might know a guy they can at least pay to come out to the boonies; he’ll get back to them on that. Reeves, a consummate soldier, is happy to serve as General of the barony’s armies (small as they will be for some time to come).

11th of Desnus (May) 4710 AR

Arriving at the Temple of the Elk, the party tries to convince Joan Khavken to come on as their High Priest of Erastil… partly unsuccessfully. She is unwilling to give up her meditations and reflection, considering them only partly done, and thus, only partly able to serve. She promises that within the next few months she will return, when her inner peace is achieved.

At Stag Fort, Tobias Dark and some good ol’ boys pull up their sleeves and get to work, prepping the fort for conversion into something whole. Sean “Akiros” Bean pitches in.

The most contentious choice of senior council member is to the east… as they intend to entreat upon Chief Sootscale to become their Warden, with his kobolds watching the roads and conducting patrols. Better to have these allies working for the man, it is thought, rather than be outside the system.

13th of Desnus (May) 4710 AR

When they arrive, they are surprised to find the tunnels increased in size for larger guests… and what guests are there, are surprising. Chief Sootscale speaks to Hragulka the troll and his two troll guards. The kobolds are on edge, but Chief Sootscale appears to be bravely discussing diplomacy with the trolls who hail from somewhere to the south; the trolls are trying to convince the kobolds to join them in a monstrous kingdom free from the rules and misunderstandings of holier-than-thou humanoids. The party, naturally, disputes this. In the ensuing struggle of words, Chief Sootscale is convinced to maintain contact with the developing human kingdom that is encroaching from the north; his past interactions with Finch and Mason have convinced him that they at least are true to their word, and significantly less likely to wind up regarding kobolds as food. Hragulka retreats, having been surprisingly articulate for a troll. He doesn’t make any kind of physical attacks on anyone while exiting.

That being done, Sarthaal and co stay for dinner, before getting ready to head to where the real work will begin… at Stag Fort, now named Redemption.

375 XP each, for Diplomacy

StarJumper, a riding dog for Finch, is brought along with the Count!
A barony.


“This is the shittiest bread ever” – Saarthal (about nature’s pocket)
“You’re making a cake for Waffles, from Waffles? That’s… the most pathetic thing i’ve ever heard…” -Finch


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