The Savage Tide

Giant Kitties and Waterslides!

“Oh man! This was the best day ever!

First, we got to smash some demons in the face and rescue a lot of people that they’d been torturing. But that’s not the best part! You see, after that, we were trekking through this plateau, right, and then these other giant kitties came to play, but they forgot that since they’re on the plateau, they’re flibbertygibbit fishsack crazy, and they played a little to rough for our tastes. But that’s okay; I think Tico the Stick Lady is wearing it for a coat!

So there we were, moving these people through the jungle and they’re hurt something awful by the demons and they move slow. We have to cross some rivers, too, and that was a bunch of nonsense, because I can’t swim! I’m a fire guy, after all, not a water guy. Well, I guess I could be a fire and water guy…steam! Oh, that would be awesome!

And speaking of awesome, after we meet up with some other people (including Kira’s sticky dark haired girl), they tell us…get this…that there’s a water slide on the Isle of Dread!


Or…maybe they make one? That would have been really considerate of them. Either way, there’s a LOT of fun to be had. But, like most good things, it had to end. We all had to meet some guy whose name escapes me (get back here, name!) in a tent, and discuss just how we’re going to take back the plateau from the horrifying demons that live there. Turns out, there’s a camp there that the Big Boss is staying at. If we bring righteous murder to him, then all the other demons will begin to squabble and plot against each other, jockeying for position like…well, jockeys for starters. I’m more worried about being in the middle of their “squabbles”. We’ve been hurt pretty badly since we’ve been here, but thankfully Iago has been there to heal us and drink all our bourbon at the same time. I wonder if he could heal us while drinking at the same time?

Either way…I think this is going to be awesome! I can’t wait to write home to mom about this! Assuming I can remember her address. Or that it still exists. Gosh, I don’t even know when I am! But I like the people here. We can pull through this if we all just stick together. Which would be easy for me, because I have a spell called Stick.

Crossing fingers, we all live through this."


. . . Are a Girl's Best Friend

Having broken the corrupted power of an elven necromancer, the group assists the community that lived under his consort’s naive thumb to extract themselves from their underground prison/haven.

Without his powers to sustain her, the ‘goddess’ passes on shortly after shepherding the people into their new existence, leaving them to shepherd themselves. The newly created fortified town of Atok’s Peak has strong ties to Heimat, and wary ties to the Most Holy Synod of Chauntea.

Pressure makes . . .

A mysterious journal on the body of an oddly dressed Olman leads our intrepid group deep under a mountain to a hidden bastion of pre-Cataclys Olman civilization, lead personally By a living goddess. But is all as it seems? The journal hinted at dark secrets; what lies hide in the goddess’s tears?

Into the Lightless Depths III
In the Cerulean shadow . . .

After surviving an encounter with a black pudding, the group encounters the awesome Cerulean Curtain, a blue bubble some 40 miles in radius. Passing through the Curtain sent Rynn, Tico and Sandy into comas, possibly resulting from contact with the Yaoyotl. Sandy quickly recovered, but Tico and Rynn didn’t snap out of it. Irgzid admitted that some slaves come through the same way, but not troglodytes. The trogs generally fed such slaves to a nearby scorpion for safe passage.

Irgzid did know of a possible haven nearby, the secluded town of Barbas. Founded by former aboleth slaves freed from mental control by the Curtain, this town used to trade with the troglodyte tribe, until the tribe raided them for slaves to trade with the kopru. Barbas had then armed and isolated itself, but its citizens might know more about the curtain and its effects.

After talking their way into Barbas (past the tame hook horrors), the group learns that mongrelfolk of Barbas who succumb to the Curtain’s effects generally wake up days later, having dreamt of being interrogated by a lizard-headed human. The headman offers to take care of Rynn and Tico, but the whole village is relocating. Portents delivered via the Curtain foretell the doom of the village. The headman of Barbas promises to deliver them safely to the Wall.

Reluctantly leaving their companions behind, the group forges onward, still tormented about the decision before them. Axtli prudently borrows the Yaoyotl. He has the feeling they’ll need it. On the way down, the headman shows them a hibernating aboleth, meters away from the Curtain. The group slaughters and studies it.

They intimidate the scorpion back into hiding.

Next the group meets an Olman spirit called N’glothnoru, in the remains of an Olman temple. Axtli is suspicious, especially as the temple is so close to Golismorga and is flooded within the Cerulean Curtain. Myri realizes the same thing when she discovers that a glyph the spirit has asked her to remove does nothing other than suppress the aboleth enslavement ability. The ‘spirit’ encourages them to destroy Tlaloc’s Tear, offers up some advice about defeating koprus. Surprisingly, he doesn’t attack and the group cannot flush his body out. Wary, frightened, the group moves on on the advice of Chauntea, who doesn’t beleive they can take the aberration. She also believes that the Curtain will unavoidably fall.

Further down, the path crosses a chasm. At the bottom are six aboleth and a swarm of insects. Rhagodessas ambush the party as they cross. After several close calls, the vermin are exterminated and the group rests, with the two elves once again keeping watch . . .

Into the Lightless Depths II
Umber Hulks, Troglodytes and Gencide, oh my!

As the party descended into the darkness, the mishmash nature of tunnels became clear. Natural fissures honeycomb with lava tubes both old and new and every now and again bits of ancient architecture. A cellar here, a paved street there ending in an open courtyard that hasn’t seen the light of day in milennia.

In a narrow stretch of tunnel, a low rumble alerts the adventurers to a new menace as three umber hulks erupt from the very walls. Two are defeated and the thirds flees back through the wall.

Four miles from the entrance cove the group stumbles upon the smelly, abandoned village of Laogroat. They rescue from cages a troglodyte named Irgzid Uzeye and the inimitable Ebeteaux. Irgzid, apparently immune to the disease that his tribe worshipped had stumbled upon an ancestor spirit, who commanded him to render all assistance to a group of adventurers who would come. The adventurers would be able to free his tribe from the corrupting influence of the kopru that traded the shadow pearls for slaves from the troglodytes. Axtli plans a different way to free the tribe.

Ebeteaux was apparently captured in the trog’s last raid. She was found feebleminded and suffering from vile rigidity. After healing her, Ebeteaux left to go find her ship. She took Axtli’s leopard, as the creature could not easily navigate in the cramped confines. Ebeteaux agreed to meet the party at Heimat to tell them of her adventure on the plateau.

Leaving the deserted village behind, the friends descend ever deeper . . .

Into the Lightless Depths
And they all go marching down . . .

After successfully negotiating a truce with Emraag the Glutton, the group returns to Farshore to supply for a new mission: discover what the pirates had going with these Lords of Dread. In Farshore, Tico is made wary by Meravanci charming the injured pre-recruits. She attempts to draft him for the journey; her resists. After thinking the situation over, she decides to leave him alone for now. She has Keri to watch him, after all.

Kira is see around town with a pretty young thing hanging on his arm. Axtli congratualtes him on his polygamy. Lavinia is very grateful for the return of much of her contribution to Emraag’s bribe. Iago works on converting the injured and Rynn goes barding. Sandy is just along for the ride.

Off the Sea Wyvern goes, back up to Gallivant Cove, where Emraag said the pirates came and went to. They find a small sea cave guarded by a sickly dimetrodon, Vethvusk, and several troglodytes wrapped in what looks like tar-covered rags. After befriending Vethvusk and taking care of her handlers, the group discovers some geodes made of bilestone. They weren’t hollow like most geodes and Myri speculated that they may have held shadow pearls (there were 4 geodes). The group also located the black gunk that the troglodyte priests were using—it apparently numbs pain and delays disease. Why didn’t they heal Vethvusk and themselves instead of simply delaying the disease’s progress?

The disease, identified by Axtli and named vile rigidity, hardens the skin, creating/increasing natural armor at the expense of maneuverability. Death would likely be caused by suffocation. Vethvusk mentions that it was very painful before the trogs began treating her with the black pulp poultice.

The group decides to send the Sea Wyvern off, instructing Deva to follow disease spread prevention protocol once in Farshore harbor. Myri can teleport the group home when they need it.

They head down into the depths . . .

The Lost Citadel Restored to History

The group awakens to discover that Girrard has now been replaced by a halforc, dubbed Sandy by Tico. He (and the now-blase group) appears to take his spacial displacement in stride.

19. False Shrine
The north wall of this large chamber bears an inscription sloppily scrawled on the wall. A large crystal column sits on a stone block flanked by two suits of exquisitely fashioned full plate armor holding outlandish polearms. Through the clear crystal you can see the naked body of an adult male.

This room contained the illusion of a wall-crushing trap, probably designed to lure invaders over a pit trap.

Treasure: The polearms are purely ornamental, however, in the butt of one is concealed a scroll with control water, water breathing and break enchantment. The ring is a ring of floating(MIC 123). The staff is actually an immovable rod.

20. Corridor of Cells
This long corridor is lined with iron doors on either side.

This is where the party finds Axtli and Rynn, and a bunch of long-dead Olman, many sporting tattoos on the right hand. Neither have slept all night, being kept up by a bright spotlight on them as a magic mouth catechizes them in the beliefs of all things Tzolo . Once they have passed, they are allowed to rest, the voice informing them that an acolyte will be informed of their status. The pair awaken to find magical tattoos on their right hands. The tattoo allows the user to cast divine favor as a caster of their level once per week.

20B. Passage Cell
Unlike the others, this bare cell has no back wall, instead, a long corridor stretches west into the darkness.

An invisible wall of glass block the hall 20 feet back.It is recreated 1 minute after being destroyed.
Wall of Glass: 8 inches thick; hardness 1; hp 8, Break DC 15.

21. Squinting Stone Face
Yet another stone face, six feet in diameter, covers the wall at the end of the corridor. The face squints in obvious pain; sharp teeth gritted, eyes shut, hair in messy array.
Through the left eye of this figure a wall can be seen, about 6 feet back. There is no way to get through this way.

22. Sea Chamber
This twenty-foot wide, ten-foot high wall appears to be made of thick, murky glass.

No one knows what is up with this wall.
Wall of Glass: 8 inches thick; hardness 1; hp 8, Break DC 15.

23. Stone Face Drain
This stone face appears to be holding its breath. The eyes bulge, the nostrils seem to pinched closed by an invisible hand, the lips are closed tight, and the cheeks puff out. Stone hair is matted to the forehead as if wet.

The stone jaw is hinged and can be pulled downward. When the jaw is opened, a stone plug 1 foot in diameter is revealed.

24. Secret Door
The portal can be found with a DC 25 Search check. Anyone who has seen it through the face in 21 gets +4.

25. Corpse and Waterway
This twenty-five-foot-high chamber is composed of dark green marble. A pool of murky water forms a moat around a thirty-foot-square island in the center of the room. A male body encased in crystal stands lies in the center of the island. Another pool is visible beneath a one-foot-tall archway on the east wall.

The body is actually a female, wearing a headband of masculinity/feminity. The room is guarded by 4 medium water elementals that attack anyone attempting for cross the moat to the center island. Due to a trick of the light, they appear to be made of swirling, green marble.

Ebeteaux is thought-probed and awakened by the group. She agrees to guide them out and provides a key from Tzolo’s crypt.

27. Great Mausoleum
The walls of this massive forty-foot-tall-chamber of white stone are covered with four tiers of burial niches, one row every five feet. The upper tiers can be reached by iron rungs set into the walls between each row of niches. Each burial niche is seven feet long, two feet high and three feet deep, and holds a corpse clad in moldering rags.

Ebeteaux warns the group of a powerful illusion guarding this room. Nonetheless, Mirri, Sandy and Yeferia all succomb, with the ladies fainting and Sandy running like a scared forest elf.
One minute after entering a complex illusion begins. First, the PCs hear rustling from behind them. They turn, but see nothing. This recurs several times. Then one of the corpses begins to stir. It is joined by several of its companions until the whole room is silently descending to the floor.

Tico locates the ring of three wishes and the hidden entrance to the next room.

28. Pool and Golem Plots
This chamber has a vaulted ceiling that peaks at a height of thirty-five feet at the center of the room. The passageway from the mausoleum enters this room at a height of 30 feet. A long pool of crystal clear water runs down the northern half os the room, while a row of three large mud pits.

Each of the mud pits is in the shape of an animal—camel, hippo and pig. A silver ladle radiating transmutation can be found in the pool. It contains instructions in Olman for activating the door. The Hippo opens the way, then serves the party until the secret door to 29 in opened, then it slumps to mud.\

29. Secret Door

Eventually found by the group, this door leads to the mudship and the tomb of Tzolo.

30. Chamber of the Colossus
A row of red marble pillars runs down the hallway leading to this forty-five foot tall chamber. Each of the five pillars has a word inscribed on its south face. The vaulted ceiling of this chamber is painted to depict animal-headed humans with ornate blades locked together in bloody duels. Turquoise and ebony tiles frame a long pool of crystal clear water that runs down the center of this chamber. Eight red marble statues of tiger-headed humans, naked and brandishing elaborate polearms, stand vigilant along the walls of the chamber.
The room’s dominant feature, however, is the massive statue in the northern alcove. The statue depicts a kneeling elephant

The party back-tracked out of this ominous room in a hell of a hurry.

The Lost Citadel part 2

8. Stone Face
The eyes of this massive stone face appear to be looking down the south tunnel, and tis lips are pursed as if whistling. A soft current of air escapes fromt he carving’s mouth. A single glyph has been carved into the wall beneath the face.

The glyph inscribed beneath the carving is ‘Mawan’, Olman for listen. Int check for Olman speakers reveals a pun: ch’ab, sacrifice.

Tico pokes at something green in the face’s right ear. Instantly, a black hole materializes in front of the entrance to the crypt behind them. A Hurricane force wind blasts from the face towards the hole. Rynn, Iago and Axtli are caught up, sucked towards the hole. Grabbing blindly, Tico and Yeferia manage to grap Iago, but Rynn and Axtli disappear into the void. The winds stop and a female booming voice anounces, “Tzolo accepts your sacrifice! Xipetotec grant new life to the worthy!” The key falls from the face’s right ear.

Based on what the party knows, everyone concludes that the two missing members are probably still alive, for now. They are likely undergoing some kind of test designed by the diabolical Tzolo to test her followers. No one suggests following them.

9. Hidden Cache
A lonely pillar of green basalt stands in the center of this fifteen-foot-high chamber. The pillar is remarkably only for its size, six feet in diameter. The rest of the room is bare.
The pillar has a keyhole at its base. Once activated, a niche opens beneath the pillar, revealing another scrap of parchment. It reads, “Blessed Tzolo, favored one. She tests our mettle and rewards the worthy. Only the penitent may pass.”

10. Long Pillared Hall
A row of black marble pillars extends the length of this 20’ high hallway. A door in the south wall is painted with a griffon head.

A dark suit of full plate armor with curved blades instead of hands stands against the wall. Close inspection of this armor reveals gears at the armor’s joints, and peculiar geometric designs etched into its metallic surface. There appears to be a keyhole in the bas of its neck.
Once fixed properly, the armor patrols hallway.

The party locate the key and a strange manual and prayerbook in a nearby room (they also find a mimic, which they take down and Iago opens like a pinata)

12. Ceremonial Chamber
The ceiling of this eighteen-foot high chamber is painted to resemble swirling patterns of churning water. Alien creatures struggle in the chaotic maelstrom. The once-bright red walls have faded to a dull pink. In the center of the room, a large basin carved into the floor is painted with a scene that initially appears to mirror the painting on the ceiling, but upon closer inspection it is clear that the figures struggling in the maelstrom are humans. Two braziers with glowing coals stand in the northwest and southwest corners. A large tapestry on the north wall depicts several animal-headed humans staring out blankly into the chamber, as if in a trance. Another tapestry on the south wall depicts a feast in which animal-headed humans fight for scraps of meat. A deep-red marble altar flanked by brass candelabra stands agains the east wall. Several items rest upon it. Each candelabra holds seven candles, all black except for the sourthernmost one, which is red.

The party found a tiny viper in a box on the altar, which bit Tico. He could speak common, and the party agreed to free him if he helped them navigate the fortress. His insight was minimal; he rarely left the room, it seems, but he knew a little. His insight into Tzolo left the party with a bad taste in their mouths, as he claimed that Tzolo regularly dispatched followers by telling them to sacrifice Sesse with an invisible knife. Sesse would then bite the surprised follower. Sesse was killed by a lightning bolt that hit Tico in the naga lair.

13. Painted Mural Corridor
A faded mural covers the entire length of the east wall. It depicts bull-, cat-, camel- and mole-headed humanoids carrying a large banner with an inscription.

The Maztican inscription reads “Pig of camel brig thee woe, Hippo clears the way to go.”

14. Two pools
Veins of black run through the white stone of this chamber. Two pools, one long, one short, occupy the room’s center. The long pool is 3 feet deep and filled with crystal-clear water. The short pool is only two feet deep and its bottom appears to be littered with coins.

A secret doorway from here connects to the pillared hall, Myri thinks, but no one followed through. A doorway leads to are 15 and a hallway that led to area 11 and 16.

15. Mosaic Symbol
The gate to this area is made from a strange, bluish metal. The floor is decorated with a huge mosaic of the symbol for Tzolo, inventor goddess. Myri thinks the symbol could also be for Kelemvor, god of death.

No on entered the room. Sesse called it a ‘teleporter’.

11. Ctenixil’s Lair
The black pillars in theis dark chamber are fashioned as though huge snakes are coiled along their lengths. Unlike snakes, however, the heads of the carvings are those of various animals and humanoids.

Fought spirit naga here. Sesse got crisped, Tico ate him off her wrist (party consensus=ew). Yeferia delivered killing blow.

16. Descending stairway.

The stairs in this dusty corridor descend 40 feet. Twenty feet beyond the last step, the corridor ends at a blank south wall.

An inscription found on the last stair read “NOT (North, then South)”.
A secret door was found in the south wall. Tico entered the room, then vanished. The rest of the party, after some debate, followed.

17. Trick room
This chamber is identical to the small room hidden at the end of the decending staircase.

A scything blade trap caught the adventurers unaware in this chamber. Eventually, they found their way out of th chamber, escaping the deadly blades.

18. Pillar and Pool Chamber
The ceiling of this 25-foot-high chamber is supported by a great number of cleverly carved marble pillars decorated with intertwining roses, snakes and delicately clawed hands making strange signs. A 20-foot pool sits in the center of the chamber.

The party is attacked by some kind of hideous humanoid female, who almost kills Girrard. Myri summons a giant crocodile to pin her down. The croc deliver the killing blow, so Myri instantly dismisses him so he can’t munch on her loot. A wand of lightning bolt is her reward.

The party decides to set up Myri’s house here and get some rest.

The Lost Citadel part 1

Tower Features: Rooms and corridors within the tomb are 12 ft high and are made of tightly-fitted white granite blocks that have been magically bonded to trace amounts of adamantium.
This bond has two unique effects.
First, the hardness of the walls, floor and ceilings is increased to 20. Second, the material of the tomb should be treated as adamantium(not stone) for the purposes of all spells that manipulate matter(passwall, stone shape, transmute rock to mud)
There are no light sources within the tower.
All scrolls found are arcane scrolls, unless the spell does not appear on an arcane list.

Magical effects: the Sky Lords created several magical wards to make it difficult for blasphemers to penetrate. First, the structure is warded with a hallow effect warding the entire area with the effects of magic circle against evil and giving all followers of QueztalCoatl freedom of movement. The tower is under the effect of a forbiddance spell, preventing all extraplanar travel and dealing damage to all non-Lawful-Good creatures when they first enter the tower.
Any spell with the earth, water, fire or cold descriptor cast within the tower within the tower has a chance of setting off the locations antimagic defenses.


2. Entry Courtyard
This walled courtyard has a dark-green marble floor. A row of four white granite pillars crosses the expanse, and behind them are two long pools, one filled with crystal-clear water, the other with a dark red liquid. At the far end of the room, a smaller pool sits in front of a massive red iron bell suspended between two upright columns. The sound of wailing voices echoes form behind a door on the north wall.

There is an obvious door with no hinges, handle or any other way to open it. The door is held by a hold portal spell.

Ringing the bell empties the pool beneath it, ringing again reverses the process. At the bottom of the pool lies a black key and a miniature kaua’koi. Inscribed on the weapon is “Choose Wisely.”

The weapon is tossed into Truth, a water weird pops up and proposes a riddle. “Ignoble and noble am I, you may live another day or die as Icarus by this method.” Answer: flight, answered by Myri. The weird congratulates them and releases the door in the wall. She also enables them to pass unharmed into the Hallow effect.

3. Crying Eye Chamber
The walls of this chamber are covered in eyes of al shapes and sizes. The eyes blink and squint, their tears pouring forth in anguished rivulets. A narrow stone gutter runs along the walls, catching the tears and drawing them to small holes in the four corners of the room. This is also the obvious source of the mournful cries that are very loud here.

Iago and Axtli neutralized the tear-acid, allowing the party to dicover the hidden door behind the west wall.

4. Chamber of Alcoves
The walls of this 20’ high chamber are painted with faded geometric designs of gold and green. Iron doors are set into the room’s north, south and west walls. An imposing nine-foot tall green basalt statue rests in the center of the room. It depicts a human with 2 faces pointing an accusing finger at the east wall(Tezcatlipoca, the smoky mirror). Its other hand gestures the universal signal for reassurance. The statue is naked but for a loincloth. Four more statues stand on small pedestals in alcoves in each corner of the room. The northwest contains a plain basalt pillar. The northeast alcove contains a grey stone statue of a snake-headed Maztican woman(Cihuaoatl, Snake Woman). The southwest corner contains a gray stone statue of a hummingbird(Huitzilopochtli, Hummingbird fof the South). The southeast alcove contains the grey stone statue of a reptilian, tusk-mouthed humanoid(Tlaloc, Rain-giver).

After discovering that they needed the key that they left in the courtyard, several attempts were made to pick the locks, with the end result being a poisoned Girrard. Tico used her godblood talisman to create a key-shaped eternal wand of knock, which opened the way. and opened a cache beneath Tezcatlipoca.

5. Dirt Plot
The floor of this bare room is dirt.

6. Great stone Face
The West Wall of this room is dominated by the massive stone carving of a stone face, its convex surface protruding from the wall. The huge face has heavy, blind eyes, thick, pendulous lips, large ears and a bulbous nose and a pair of dull fangs. It is six feet in diameter.

A Search check reveals that a 1-foot wide passageway in the face’s nostrils leads through the wall into the room beyond. A Tiny creature can fit through; a Small creature wriggle through with an Escape Artist check.

7. Crypt
A total of six stone sarcophagi lie in this chamber, the two rearmost being slightly large than the rest. The gate guarding this room’s eastern entrance has dozens of curved daggers facing outwards welded to the bars.

Mazacatl and Fireshriek Isle

It was a quiet day at Heimat. After returning, Tico had sent Girrard to Ira to see what the mvembi could discover about him and Walker. On returning, Tico began showing Heimat to Iago and Setha.

Suddenly, an injured Roc flew in, crashed. Setha kept him from dying, Tico revived him with her healing belt. He claimed to have escaped from Fireshriek Isle, from his god, who is insane. His current name was Mazacatl.
Ixtloaca’s wife, Tizac, had been taken by Mazacatl, and the god had turned cruel and enslaved the people he was protecting.

Upon being asked how to get to his home, he told us to fly there, pulled out a kraken’s eye, said a magic phrase. A vision appeared, a field on the edge of a town. Ixtloaca had just escaped from prison and wasn’t very coherent, still bearing grievous wounds and many scars.

After carrying him off, we noticed a vial filled with god’s blood. It was some kind of artifact that lets people attune to it and craft an item they need.

Yeferia did a Seeing: Mazacatl hadabsorbed a demonic taint to protect his people. They would take over the whole Isle if unchecked. He needed love to save him.

We head to bed after a day of planning and worrying.

Ixtlaoca and Mirri collaborated to teleport us to the isle, just outside the village. Ixtlaoca turned ferret and went to the village to rescue his wife. We headed to the pyramid. A rabbit attacked us, Tico launched a boulder onto it. It morphs back into a human upon death. Tico began dragging the corpse towards the pyramid. We followed.

The writing on the pyramid was a hymn of praise to Mazacatl. We defaced it and Mazacatl attacked from the summit, summoning a fire elemental from the lava flowing off the volcano/pyramid!

Much violence later, A spider-demon was forced out of the crazy god. It grew an extra head/limbs. It bellowed, instilling fear in Rynn and possessed Mirri. We beat it out of her and Mazacatl drew it into the volcano. The death of the demon transformed the isle to a paradise, eliminating volcanic pits in favor of rolling fields.

We then checked on Ixtlaoca, who was fighting with a bear-shark-topus. The wave of transforming energy freed the shapeshifter from possession and husband and wife embraced. Tico gives a speech, the god promised the aid of his people, donated gems to the Archangels, grain to Ilmater’s church and vials of godblood to each of the heroes.

The god, unable to harness his powers any longer, decided to journey to the Shrine of Camazotz and seek help from his old friend.

The group returned to Heimat to rest.


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