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About TFT Helper
Name
Utility
Attack
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Protect
Augment
Blight
Summon
Creation
Special
Augury
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clear spells
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none
TFT Hero
TFT Wizard
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clear talents
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Paste a character export string here, then Import Character Friendly warning: TFT Helper is currently using bytes. That's a lot, thanks for enjoying TFT Helper! Unfortunately, the infrastructure becomes unpredictable somewhere around 5MB, depending on your platform and os version. It is recommended that you tap About TFT Helper at the bottom of the menu, scroll down and tap the Storage button. This will give you more information and allow you to delete the progress of your characters as you wish. You can also remove New Adventures you have loaded in the New Adventures section of Go On And Adventure.
Okay
First select an adventure from the menu, then press Play or Delete.
Okay
×
On the one hand, our mobile devices have gigabytes of storage. On the other hand, not all storage is the same. TFT Helper may start exhibiting unpredictable misbehaviors if user storage exceeds 5 megabytes. That should be more than enough for hundreds of characters (five kilobytes each exclusive of notes and journals) and a handful of adventures. A character's adventure progress takes about 75k. Since each device and os version may deal with this differently all we can say is, try to keep it under 5Mb. Any reports of good or bad behavior near or beyond this limit will be welcome! Here are the biggest storage items if you need to reduce storage use:
Create gives you a fresh character to develop, or you can paste in a character someone exported and sent to you.
Edit lets you select an existing character, and then goes to the interactive character card. You can also Delete and Clone characters. Play Character is a virtual character sheet, and at the bottom you can roll dice and track injury and fatigue. Roll Some Dice is just a die roller, and of course you can customize the dice! Go on an Adventure lets you take your character into the Arena, the sewers of Kald, or import a New Adventure! Reference Tables on all manner of details. Coming from the TFT Helper phone app? See About TFT Helper for how to bring your characters along.
Whether you're going to Edit, Clone, or Delete your character, this is where you choose
which character. The buttons at the bottom select what to do with the chosen character.
Clear All will erase all the characters one the device and restore the standard characters.
Click on an attribute to change it. Click on the character's name to change it.
Click on the word "Talent" or "Spell" to bring up those menus. Click on the upper or lower weapon slot, or the armor slot, and the obvious thing will happen! Down at the bottom you'll get warnings if your character doesn't fit the rules. If your character is within bounds you'll see the Export button. This shares the character in the standard format, or copies it to the clipboard if your browser can't share (it can be Imported when you create a new character).
Push the button corresponding to the number of dice you want to roll.
The little gear icon lets you choose the appearance of the dice, and test them for reliability...
This screen is for using your character in play. You can't change attributes or skills,
but you can track injury, fatigue, and remaining ST, and roll dice by tapping
the buttons along the bottom. Injuries and fatigue are recorded for future sessions, or
if you need to switch between characters. You can also make notes at the bottom to keep track
of diseases, curses, poisons, silver, XP, etc. The scroll icon to the right of the armor section
allows you to keep a journal for your character if you wish.
The adventure.
Eleven tables for reference.
Find out all about The Fantasy Trip roleplaying game at: https://thefantasytrip.game Find out all about The Fantasy Trip Helper mobile app including the privacy policy at: https://thefantasytrip.game/products/accessories/tft-helper/ Thanks for using The Fantasy Trip Helper! You can play your character in three ways: take them into the Arena for a straight up fight, tackle the Sewers of Kald adventure, or load and play New Adventures.. In the arena you can choose an opponent from the character cards, one of a handful of beasts or a wizard randomly selected from a small stable of arcane gladiators. This is a good way to try out different weapon and Talent combos. You won't earn experience, but you can share your victories. The Sewers of Kald is a solitaire adventure for a single character that begins with your "arrest" by one of the city's powerful figures. It's probably too much for a starting character, but if you get through your character will have earned some XP and silver. There are several ways through this adventure, and characters with different Talents may notice things others miss. You can also paste in New Adventures created with the Adventure Creator: adventurecreator.brickcylinders.workers.dev This character has started the adventure, either the Arena or the Dungeon. A summary of their adventure so far is presented, and you can continue from there or clear progress and start anew.
Choose an opponent, either from the Legacy Edition character cards or classic examples,
beasts, and wizards.
If your character is Engaged (that is, one yard away from your opponent) you will not be able to move, though you can Disengage during the action phase. If not Engaged your character can move toward or away from your opponent(s). If your opponent won the initiative roll they will move before you. If you won the initiative roll they will move after you. How far you move determines what other actions are possible. If you move over half your Movement Allowance (MA) you won't be able to do anything else. If you choose to move and Dodge you are avoiding ranged attacks, but won't be able to take any other action. You can move up to half your MA and still attack. You can move up to two yards and still change weapons. If you want to shoot a missile weapon, cast a spell, or disbelieve you can only move up to one yard. During the Action Phase you will see buttons for all the actions possible for your character, given their weapons, Talents, how far they moved, and position relative to enemies. The action will not take place immediately; characters act in order of adjusted DX (adjDX). AdjDX is based on a character's DX and adjusting for armor, injury, and any specific penalties associated with the specific action. Disengage means to take a step back from your opponent when your turn to act comes. If your adj is higher than theirs they will not get to attack. Next turn, if you win the initiative roll your character can move away, but if you lose the initiative roll your opponent can re-engage you before you can run. A character that chooses to defend is putting all their attention into their defense, they won't get an attack. The Initiative roll determines which side will move first and breaks ties in DX during the action phase. Before the roll a wizard with a Continuing spell must choose to either end the spell or pay the ST cost to continue it for another turn. This character is in the middle of an adventure. You progress through the adventure using the silvery buttons. Note that sometimes you'll need to scroll down to see all the adventure text and all the buttons. You can leave the adventure by using the main menu button in the upper left corner, your progress will be saved.
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2d
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Mammoth Ivory Blue Swirl Nebula Leather Martian Soil Dragon Scales I don't trust these dice...
+
Yo!
Yo!
Yo!
Yo!
Yo!
Yo!
Yoyo!
To the Arena!
To the Sewers of Kald!
New Adventures
In the arena a character can fight one of the iconic characters, a beast, or even a wizard. User adventures are created with the TFT Helper Adventure Creator on the web. The Sewers of Kald is the original introductory adventure. Note that once you begin the adventure with this character you will not be able to edit the character without resetting their adventure progress. You can clone this character if you want to play them on the table top or try different versions without erasing progress. Your progress through the dungeon is saved, room by room and blow by blow in combat. You can simply return to the main menu or leave the app and when you come back to the adventure and select this character you will be exactly where you left off. Each character's progress is stored separately, so multiple characters can have adventures in progress.
Secret Button! Leads to Test Room...
This is where the synopsis will live.
Continue!
...or you can start over.
Clear Progress for this Character
␥ Opponent Choice: The Arena
You lost.
You win!
Share your victory:
Clear Progress for this Character
adventure8
Goblin Fight (location 8)
adventure9
Welcome to the Secret Alpha Room. Here you can choose the opening.
You probably should have stayed out of Kald. Baron Vugale is not a real baron, but no one is going to call him on it. Or anything else. Too many of your friends are his enemies, so you weren't in town two days before his guards arrested you. Well, arrested is not technically correct, but Vugale's guards grabbed you out of the market and flung you in a cell. He has his own improvised jail beneath his palace, and if the guards aren't just trying to scare you his own private arena for convenient disposal of inconvenient people. And they were just clever enough to put you in the anti-magic cell, too. So you wait... The next day you find out your fate. Vugale has an assassin named Yoltac who has apparently proved very disappointing. The two of you will face each other in the arena. Yoltac has a fearsome reputation, your odds aren't good. Later, however, you notice someone sizing you up through the door. He looks behind him, then enters. Speaking quietly, he introdues himself as Jared, Vugale's accountant. He is carrying no weapons, and dressed in the clothes of a wealthy professional. He reminds you that you are outmatched by Yoltac, but offers you a way out. A few of Vugale's administrators are planning a sort of coup. When you face Yoltac Vugale and his guests will be watching from a balcony. Magic protects them from projectiles and spells, but below the balcony there will be crate. A running leap and a spring off the crate should let you climb onto the balcony. Surprise will be your friend, and you should have time to kill Vugale before any guards can get there. With Vugale dead Jared will order the guards to stand down. He shows you the bag of silver he will hand you at that moment. It may be only a hundred pieces, but he reminds you the alternative is facing Yoltac. Jared's people will get you to the street in the confusion and what happens after that is no business of yours. You'll have no chance to tell anyone of the conspiracy before the fight. Of course, you can just fight Yoltac. Choose carefully. Checking both ways before stepping out of the cell, he leaves.
Continue
Soon a guard comes and leads you into a courtyard that has been fitted out as a shabby arena. Doors and windows boarded up, and there are makeshift obstacles - a pit with a large fire in it, and an open hole supposedly dropping a hundred feet into the sewers below the city. You are given your weapons and armor. Vugale and some guests watch from a balcony, behind their magical protection. Bear traps and weapons lie here and there, along with dried blood. Yoltac can't be happy to be here, but he's had time to prepare. He's got the sun behind him, and his short sword looks like they kind they put spells on. His flat black leather armor was made for nighttime work, with no buckles or studs that might catch a glint of light. He's not smiling, but he's not not smiling. While a herald announces the battle you lean over to pick up your gear and see that the open hole to the sewer is only a twenty foot drop. Not appealing, but possibly better than the rapidly approaching Yoltac.
Fight Yoltac
Jump for the Balcony
Jump into the Sewer
The next day you find out your fate. Vugale has an assassin named Yoltac who has apparently proved very disappointing. The two of you will face each other in the arena. Effusive promises of freedom for the winner are unconvincingly pronounced. You are lead into a courtyard that has been fitted out as a shabby arena. Doors and windows boarded up, and there are makeshift obstacles - a pit with a large fire in it, and an open hole supposedly dropping a hundred feet into the sewers below the city. Vugale and some guests watch from a balcony, behind some kind of magical protection, no doubt. Bear traps and weapons lie here and there, along with dried pools of blood. Yoltac can't be happy to be here, but he's had time to prepare. He's got the sun behind him, and his short sword looks like they kind they put spells on. His flat black leather armor was made for nighttime work, with no buckles or studs that might catch a glint of light. He's not smiling, but he's not not smiling. While a herald announces the battle you are given your gear. As you lean over to pick it up you see that the open hole to the sewer is only a twenty foot drop. Not appealing, but possibly better than the rapidly approaching Yoltac.
Fight Yoltac
Jump into the Sewer
Late that night there's some kind of commotion in the cell next door. Two people shouting turns to four or five, then there's thumping and clanging, the sound of a fight. Suddenly the door to your cell opens, and it's not a guard, but a dissheveled man you presume is another prisoner. He squints at you in the dark and says, "You're not Jared." Then he leaves. You know what to do with an open door. You were brought in from the left, but that way lies the riot. In the darkness you couldn't pick a side if you wanted to, and in any case you are unarmed. Exploring in the opposite direction you find an unlocked door. It's not exit, but it's not a cell either. It's a storeroom, and you can see your gear on a shelf.
Slip Inside
You have a cellmate. He asks a lot of questions, and you answer some of them. He doesn't offer an explanantion of why Vugale has locked him up. He seems confident of talking his way out, in time. You're tempted to ask his story, but then casually mentions he knows a way out. Through he won't be using it. In response to your incredulity, he gets up and bangs on the door. He whispers to the guard, who returns in a moment with a bag containing your gear. Then he lifts a pallet at the back of the cell. When they improvised this prison they were less than thorough. There's a stone drain to the sewer below, a two foot square slap drilled with holes. It's not mortared in place. Lift it up, your cell mate says, an you can escape through the sewers. He's not going through the mud, though. He's going to make Vugale wish they'd never met. But he's sure you can make it out this way.
Down the Drain
You have a cellmate. He's older, bearded, missing a leg, and within a few moments his vocabulary tells you that like yourself, he, too, has spent a lot of time at sea. You swap stories, eager to avoid speculating about your immediate fate. He has a lot of stories. Eventually there's a pause, then he says, "There's a way out, if you have a mind to risk it. There's a grate under that straw, leads to the sewers under the city. Dangerous. Thieves use it to avoid attention, and there are unnatural big rats. There's also the toshers, they that make their living from the bits and bobs that fall into the sewers. They're very jealous of their property, which is to say anything that falls down a gutter. If you follow the water it's supposed to drain somewhere east of the city walls. I'm not strong enough to risk it, but your chances might be better there than in the arena.
Thank Him and Head Down the Drain
Weird weapon
Continue
You waken the next morning to voices, and two faces taking turns looking in at you. Soon the door opens, and you are looking at two very happy guards. They're both talking at the same time, and fawning more than a little. Apparently they caught your impromptu ballad singing a couple of evenings ago. You don't remember anything special about that evening, but evidentally the evening was very memorable to these two, and they definitely don't think you should be fed to Vugale's bear, or something to that effect. They also mention, as they drag you out of your cell, that they are headed off duty, and the only thing funnier than your finale from two nights ago would be if Rocko and his buddies on the next shift had to take the fall for your escape. They have apparently orchestrated this, they explain as they hurry you down the hall to a store room. Still both talking at once, they hand you the gear taken from you when you were grabbed, or at least most of the gear. One of the smiling guards lifts a grate in the floor at the back. It is very dark, and more than a little rank. You have to wonder if the real joke is not tricking you into jumping into the sewer, but they have given you a weapon. One guard indicates that you should follow the flow of the water, and that this will take you to freedom in mere moments. The other guard explains that heading downstream is folly itself, and that a northerly route is safest. The first describes in great detail the horse-sized spiders that lie along the northerly route, while the second explains that where the water gets deeper there are crocodiles bigger than you've ever seen. You're left wondering whether you might be safest with Vugale's bear, but you don't seem to get a vote. Eventually it is decided that time is of the essence if Rocko is going to get what he deserves, and you find yourself dropping about twelve feet into the darkness...
Down into the Darkness
Your tossed into a makeshift cell, and promised one of many colorfully described opponents in Vugale's arena. You act duly impressed, despite the unlikelihood of Vugale owning a tame dragon. You let the bullying run its course, using your charm to maneuver yourself into a sympathetic position in the conversation. It takes some delicate diplomacy, but soon the guards find they'd rather not see a guy like you end up eaten by a crocodile. It is suggested that perhaps later your cell door won't be locked properly, and maybe if you head to the back of the prison you'll find a grate that leads to the sewer. Sure enough, late that afternoon the door is suddenly ajar. At the back of the hallway you see your gear sitting on the floof, next to an old grate.
Take the Hint
You don't sleep well, but the new day yields an opportunity. A change of guard brings a face you recognize from a worship ritual you lead a few days back. He sheepishly tries to avoid eye contact as his duties carry him past your door, but persistence pays off. Once you get him to take a moment to listen it's a foregone conclusion. You remind him of his duty and give him your best blessing. In return, when the other guards are suitably distracted, he hands you your equipment and shows you a ladder that goes down into the darkness. It's the best he can do, this way you won't have to go past the other guards who don't share your god.
Continue
Your knowledge of the streets of Kald pays a small dividend. You recognize one of the guards. He's not a friend, not even an acquaintance, but you know he is, or was, a member of the Pythons. Last you heard the Pythons and Vugale's organization were not friendly. At a discrete moment, out of the earshot of others, you ask him if his new employers know his history. He tells you to shut your mouth, but you can sense fear. You broach the topic another time or two, but don't seem to be making any progress. Then the ex-Python opens your cell door and hands you your equipment. Without a word he leads you down the hall. There's an open sewer grate, and a rope. Wordlessly you climb down. The rope is drawn up, the grate closes.
Continue
Naturalist
Continue
With your knowledge of construction it only takes a few minutes to recognize that the floor of your "cell" is not original. With time on your hands you find a loose flagstone and work it loose. Using that to chip away mortar and loosen more stones, you find a large drain exactly where you expected it.
Down Through the Drain
Of course, they can take your gear but they can't take your skill. And it's not like it's a well-built prison, after all. With nothing better to do you discretely search your cell, and sure enough there's an old nail that should do the job. Waiting until the quiet hours before dawn, your arm goes through the door's view hole. It's not easy to pick a lock this way, but you have lots of time. Not too much later you're bringing the third rate padlock back through the view hole, and lifting the door as you open it so it doesn't creak. Which leaves you with a choice to make. To your left is the entrance, which is definitely leads out but there are probably guards. But when they took your gear they carried it off to the right, to a storeroom? Something else?
Head Left, Toward the Entrance
Explore to the Right
You explore the cell, but find no hope of escape. It doesn't look good. But listening by the tiny window in your cell you hear the guards talking. Eventually you find the opening - one has a son sick son. Overhearing a couple of symptoms you recognize St Vitus Dance. No one wants medical advice from a prison cell, but you are able to describe the other symptoms well enough to win some credibility. You are able to tell him that his son needs stewed gworsha root. You can tell him where to get it, and how to keep the apothecary from giving him stale root. You convince him to run straight out and buy it, then you cross your fingers because it only helps about half the time. But if bad luck got you into this cell, good luck got you out. Or halfway out. Two days later that same guard opens your door and hands you your gear. He's not looking forward to explaining your absence, so you have to leave through the back way. Which is to say the sewer. He takes you to a ladder leading down into darkness, and tells you that if you just follow the stream you'll be out in no time.
Down the Ladder
The guards who dragged you off the street are not particularly impressed by your wizardly status. They have a magic-proofed cell, of course, and sticking you in it is all it takes to provide endless mirth. The night shift brings a different animal. Your grave shift jailer is very much in awe, and pesters you with questions about wizarding ways long into the night. You indulge him, sensing an opportunity. Once he's yawning frequently enough you ask him if he's ever been tested for magical potential, and promise to put in a good word for him at the guild. A tedious hour of assurances later he opens your cell and leads you deeper into the prison. He can't get you out to the street, but he's fetched your gear from wherever they put it. He tells you there's a way into the tunnels under the city. He explains that the wizard's guild is just a little to the west, and everyone knows they have access to the tunnels. And the sewers don't have any monsters you can't handle with your magic!
Down into the Sewers
While exploring your cell you find a section of the brick wall where mortar has decayed. With your strength you can make it flex a little, and what can be flexed can be forced. A few minutes of hard shoving and a dozen bricks go tumbling into the darkness on the other side. A little more shoving and you've got a hole you can climb through. The hole gets you into another cell, which is where they stashed your gear. There's no prisoner here for an obvious reason - the decayed back wall opens into a vertical shaft, part of a garderobe from the smell. There's no way to climb up, and it's going to be pretty smelly to climb down. But a way out is a way out.
Down the Shaft
So you're stuck in a makeshift cell with an unclear future. But if your future is a little shaky, so is this crummy cell. It was clearly built as some other sort of room and converted, badly. The back wall and floor don't properly meet. In fact, with your small frame you could just about slip through there... Into another cell. Which is disappointing at first, but this is where they stashed your gear, so you grab that. The back wall and floor don't meet here, either. Another tight squeeze and you are in a vertical shaft. There's no way to climb up, and it's going to be pretty smelly to climb down. But a way out is a way out.
Down You Go
The sewers are remarkably well made, nicer than the above ground
construction in some parts of Kald. Enough light filters in from drains
and grates to show well-mortared brick walls curving
into an arched ceiling. The floor has a gentle curve that keeps the foot-wide stream
of ankle deep water in the center of the passage, while the sides have collected all
kinds of detritus.
Smaller passages contribute their meager currents to main sewer at all heights along
the wall. Footing is adequate and you can see well enough to make your way along,
but there's no telling what in all that rubbish, or what might be lurking ahead.
The passages form a T intersection here. Water flows in from what you're pretty sure is north and from the west, flowing toward the east. To the west the tunnel seems to narrow somewhat. To the east it seems muckier. At least there's no threat to life or limb here. On the south wall shackles hang from the wall. They look worn, as if they've been there a long time, but they are free from rust and dirt as if they'd been used recently. Kald has many untold stories. There's an old piece of wood here. It would make an ugly staff, but it would work.
← Head West, Upstream
↑ Head North, Upstream
→ Head East, Downstream
Even with the rats gone this section of sewer is pretty creepy. Something is moving under the rubbish. Probably just regular rats. There is more light and sound from the west, even though the passage narrows somewhat, and the walls are more irregular.
← Head West, Upstream
→ Head East, Downstream
This is a darker section of east-west sewer. There is a chute on the south side of the tunnel floor leading steeply down into some kid of cavern. The water seems to go around it. It's climable, but tricky. Getting back up would be uncertain.
← Head West, Upstream
→ Head East, Downstream
Climb Down the Chute
You narrowly miss stepping into an open shaft. This hole in the floor goes steeply down toward the south. The sides are unfinished stone, not the brickwork of the sewer. You could climb down, but climbing back up would be tricky. Other than that this is a slightly darker section of east-west sewer. The water seems to flow around the chute
← Head West, Upstream
→ Head East, Downstream
Climb Down the Chute
There's a little more light here from the street above, though still no way to climb up and no chance they'd hear you shout. But the light illuminates an iridescent, shimmering flow of water down the north wall, coming from a few drain pipes that emerge from the ceiling. The water dripping down the north wall definitely has some magic in it, somehow. As you think about where you must be in relation to Vugale's palace, your knowledge of Kald suggests that you are underneath the Wizard's Guild. That must have something to do with that colorful effluent.
← Head West, Upstream
→ Head East, Downstream
Taste Water
The passable sewer ends here. Several smaller channels empty here, thought most are dry at the moment. There is one on the west wall that you might be able to squeeze into.
Try to Squeeze Through Westward
→ Head East, Downstream
The passage isn't wide enough to get your shoulders in, but while trying you spot a key on a brass ring, hanging on a hook, barely within arm's reach. It seems prudent to take this with you.
Back Out of the Tunnel East
The sewer runs north to south here, with the current going south. It looks like there has been some regular foot traffic here. On the west wall someone has written "From here on is Python Gang territory. You have been warned." There is some writing on the west wall.
↑ Head north, Upstream
↓ Head South Downstream
This section seems tended. There is less rubbish, and evidence of foot traffic. On the east wall is a metal door without handle or lock.
↑ Head North, Upstream
↓ Head South Downstream
Go Through the Door on the East Wall
spies hideout! There will be some treasure to grab, and people to fight if you do
West to Sewer
There's a fair amount of chatter coming down the drains from the streets above. Here and there you can see someone has been digging in the mud and rubbish. You'd guess you're underneath the north side market. If so, the sewer should end soon, and there might be a way out.
↑ Head North, Upstream
↓ Head South Downstream
Tiny Passage to West
You try, but you just can't get past your shoulders.
Back Out to the East
To the north the passage narrows and the ceiling lowers. This is probably as far north as you can go. Your knowledge of Kald tells you that the end of the larger sewer means you're by the north gate. And that means that somewhere around here there's a passable drain.
Climb Up Through the Drain
↓ Head South Downstream
Try the Tiny Passage to North
You really can't squeeze through.
Squeeze Back South
Things are finally starting to look up. A glint reveals a silver necklace laying in the mud. There's surely a story behind how it got washed down here. It's not worth too much, but into your pocket it goes. Better yet, as you are getting your bearings you hear the old sailor's voice from above: "This might help ye!" A canvas bag drops from the hole in the ceiling, landing next to you. Looking inside you find your weapons and armor. The grate has been replaced up above, so you'll never know how the old hand pulled that off.
← Head West, Upstream
→ Head East Downstream
This is the T intersection where you met the tosher. He's gone now, leaving only the muck disturbed from knowing searches. Water flows in from the west and south, flowing toward the east.
→ Head East Downstream
← Head West, Upstream
↓ Head South, Upstream
You come across the site of a recent fire. There's a pile of chared wood and ash against the north wall, which is blackened all the way to the ceiling. The blackened pile gives no clue as to what was burned here or why.
→ Head East Downstream
← Head West, Upstream
Along the north wall there are some mushrooms growing out of the mortar. They don't look half bad. Of course, you know that they're very dangerous, even to touch. But wizards and apothecaries are often willing to buy them. You'll have to come back here with some gloves and a sack.
→ Head East Downstream
← Head West, Upstream
Eat mushrooms
On the north side of this stretch is an old chair, with an empty wine skin hanging from it. There seems to be daylight coming around the corner from the east.
→ Head East Downstream
← Head West, Upstream
First, you smell fresh air. Then you can hear the wind. Finally you round a corner and see the grate. The sewer empties onto the hillside below the city, forming a stream that joins the river a ways off. Unfortunately, you can neither fit between nor move the bars.
See If the Key You Found Will Let You Out
Lift the Third Bar from the Left and Slip Through
← Head west, upstream
The sewer runs north to south here, with the small current running toward the north. A rusty chain hangs from the ceiling, nearly reaching the floor.
↑ Head North Downstream
↓ Head South, Upstream
This north-south stretch of sewer now features the body of a sizeable snake. The more you look at it the more it seems out of place here.
↑ Head North Downstream
↓ Head South, Upstream
The passable sewer dead ends here. Many small drains empty into the passageway, all dry at the moment. Against the wall is a body, face down. Approaching cautiously, you see several stab wounds in the back. The clothes are nice; this was perhaps a scholar or lawyer. Carefully rolling him over, you see his coin purse hanging from his belt and in his arms a bound volume and a bundle of papers. The purse holds about 30 silver pieces, which you can see no harm in taking. The papers appear to be accounts. If this guy was murdered for them maybe you don't want to get caught with them. But why was all this left here?
↑ Head North Downstream
The passable sewer dead ends here. Many small drains empty into the passageway, all dry at the moment. This is where you found the body with the documents earlier. But the body is not as you left it. Someone has searched it, and taken some but not all of the documents. You can't make any sense of the footprints, but it looks like more than one person...
↑ Head North Downstream
tiny passage, some kind of clue
↑ Head North Downstream
This section of cave slopes downhill from the northwest to the souteast. There is a narrow branch splitting off to the northeast, and a steep, tight chimney slopping upwards to the north. The cave itself is very jagged, suggesting it was not formed by erosion. It's smoother to the southeast and northeast, more jagged toward the northwest. There are water marks where sewer overflows have come down the chimney and flowed southeast.
Head Northeast
Head Southeast
Head Northwest
Try to Climb Up the Chute
This section of the cave forms a large curve, leading downhill to the southwest and southeast. There are some white crystals growing on the north wall. A closer look shows sharp yellow spikes inside the crystals - rutilated quartz. If there are larger pieces somewhere under the surface of the wall it could be worth quite a bit of silver; healers use them to slow aging and enhance the effects of some herbs. You don't have the tools to search now, but if you can find a way out this might be a place to return to.
Head Southeast
Head Southwest
The natural cavern curves here, jaggedly running from the northwest to the southwest. Another, more narrow passage heads east, this one hewn roughly from the rock. Above the eastward passage someone has written "Beware of Dragon." There is some writing above the eastward passage. It's definitely a "keep out" or "warning" sign. You can't be sure without Literacy, but that might be the word for dragon. There is no sign water has ever flowed through here.
Head Northwest
Head Southwest
Head East
The cavern branches here. It slopes up somewhat toward the northwest, and down toward the east, where you can see what looks like daylight. There is a smaller, smoother level passage to the northeast. Above there is a wide crevice in the ceiling filled with spider webs and hanging bundles...
Head Northwest
Head Northeast
Head East
You reach the cave entrance and step into sunshine and fresh air. You appear to be some where south of the city. This route into and out of the sewers might come in handy some day. But for now you are free.
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With the creature dead you see you have reached a dead end. The cave ends in a smooth, round compartment. Recognizing the black cave lobster, you poke around the corpse. Locating the gizzard you slice it open and sure enough, amongst the grit are several smmoth pink pebbles. Alchemists will pay for these!
Head Northeast
You find yourself in a natural cavern that has been fitted out as some kind of ritual space. While the walls and ceiling are natural, rough stone, a smooth circular area of floor has been created. Within that area are two concentric pentgrams, inlaid in the living stone in some kind of silvery metal. Around the outside it appears sygils have been drawn in russet, grey, and black powders, then wiped away. It's pretty clear this place has been set up for summoning demons, and not the safe kind. Last you heard the city of Kald had banned that kind of summoning. The natural cavern winds toward the southest, but there is also a cut passage on the north wall with stairs leading up.
Head Southeast
Up the Stairs
The stairs lead up to a well-locked door. No keyhole on this side, no play in the hinges, it's closed tight. You also have a hunch this door has a couple of wards on it.
Back down the Stairs
That is some fine tasting run off! Well, it doesn't actually taste good, it sort of tastes like the stuff tanners soak hides in. But it is never the less pleasant to consume, and you can't help having a little more. Pretty soon you're aware that someone is watching you drink. Several people in fact. Then you're not aware of much at all.
Wake Up Some Time Later
As you step out into the fresh air you suddenly realize how accustomed you had become to the smells. The sewer's outflow joins a small stream, and a few yards upstream of the merge you get yourself cleaned up. You can't be sure if Vugale is looking for you, but if you go back into Kald you'll know to watch your back.
Use the Main Menu Button!
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the info you gained in the dungeon here:
The cavern splits here. There are passable routes northwest, southwest, and southeast. There is just enough sand, grit, and dust on the floor to make out some tracks. Light boots have passed between the northwest and southeast. Something was dragged toward the southwest - and is that blood next to that trail?
Head Northwest
Head Southwest
Head Southeast
The passage here runs northwest to southeast, narrower toward the former.
Where the passage narrows toward the northwest there are words painted on the walls, but you can't read them. You can recognize enough to know they are a wizardly warning of some kind.
Head Northwest
Head Southeast
That's definitely a dragon. This is a hewn chamber, not a natural cavern, about six by twelve yards. At the far end a portcullis bars another hewn passage heading further east. There is nothing else in the room, no piles of gold, no charred remains. The dragon is about the size of a horse. The tendrils of smoke gently wafting up from his nostrils suddenly reverse direction and shoot back into his snout as he inhales...
Run Away to the West
Disbelieve Dragon
Fight Dragon
The dragon vanishes. No corpse. The portcullis blocking your way eastward is too heavy to lift. Peering through you see only a hewn passage heading east, curving out of sight to the north. There are no sounds or smells. After a few minutes a voice sounds inside your head: "You've dispatched my dragon, good for you. Now be clever enough to recognize that this is your third warning and go away."
Head Back to the West
You get a lot of stares as you drag your muddy self out of the sewer and stand in the sunlight. But Vugale's influence is mostly on the south side, so you're free. Now to get cleaned up and get out of town, maybe not in that order
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Use the main menu button
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sewer, about to go down chute
Continue
The Arena
Go to 51 Anyway
In the dim light you're in the guard room before you realize it. There are two guards, but they are mostly asleep. Mostly. You see two barely open eyes bolt open and realize you have the advantage only for another instant.
Try to Get Out the Door
Try to Grab a Weapon
Run Back Toward the Cells
This is the 102 paragraph You get to the door before they can stop you, but it's locked. You could surely pick that lock, but they're hardly going to let you try.
The Fight Starts
You are able to grab a from a nearby weapon rack before they get their weapons drawn.
The Fight Starts
You don't get very far before they standing up with their weapons out, but they're still pretty groggy.
The Fight Starts
The guards are down, but the fight made more than a little noise. If no one heard you might have time to pick the lock, cross the courtyard in the dark and climb the gate to the city streets... if there are no more guards. Or you could head back into the makeshift cells and look for another way out.
Pick the Lock and Try to Escape
Head Back Toward the Cells
The security on Vugale's palace seems pretty good, but on this side of the courtyard there's no one. Timing your moves from one shadow to the next you are up the gate before the shouting starts, and down the street by the time they come out of the gate. You're free. 25 experience points Passing a few makeshift cells you find one door ajar. Smaller and certainly cleaner than the cells. Peering inside, you see your gear on a shelf. You can hear guards talking at the far end of the hallway.
Slip Inside
Strapping on your gear, you hear voices outside, and not friendly ones. But you also notice a grate in the floor at the back of the store room. Below it's very dark, and it smells. Two options, neither appealing.
Head Out and Fight the Guards
Lift the Grate, Jump Down
Vugale's Arena
Quick as you can, you grab the edge of the hole and try to drop safely. Jumping 20 feet into darkness with an unknown surface below is 4 dice against DX. Your Acrobatics talent makes it only 3 dice. You hit the ground pretty hard, and it's slippery. You manage to absorb the shock and roll. You're muddy, but not seriously hurt. The bright sun makes jumping into darkness just a little trickier than you can manage. You can't anticipate the landing, and whatver you just landed on is both hard and slippery. You get more than a little banged up, and very muddy as well.
Pick Yourself Up, Look Around
With Yoltac dead an energetic argument breaks out on the balcony. Apparently this is not the outcome anyone expected, and it's unclear what happens next. The guards by the door to the prison look wary, but aren't taking any action for the moment.
Jump into the Sewer
Fight Vugale
Fight Yoltac
Jump into the Sewer
This text should never appear. (115)
As Vugale dies the tumult intensifies. He dies unmourned, but his courtiers, sycophants, toadies, and lieutenants are instantly calling for your death, arguing over who's in charge, and heading for the exit. Jared is shouting orders, calmly carrying out the rest of his plan. A guard approaches you with a knowing look and slips you the a bag of silver. He tilts his head, indicating for you to follow, and a minute later you are outside the front door. "The version of today's events you hear on the street won't agree with your memory. Keep that to yourself." The door closes and you are free, and 100 silver pieces richer.
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the info you gained in the dungeon here:
You slip and end up sliding down a chute on the south side of the tunnel. You catch yourself before you are seriously hurt. This chute and the space below are not masonry like the sewers, they are more like a natural cavern.
Try to Climb Back Up the Chute
Lower Yourself Down the Chute
There's a little more light here from the street above, though still no way to climb up and no chance they'd hear you shout. But the light illuminates an iridescent, shimmering flow of water down the north wall, coming from a few drain pipes that emerge from the ceiling. A man is collecting the run off in small test tubes. He's dressed in what might be wizard's garments, but they're very ragged. He looks particularly displeased to see you. The water dripping down the north wall definitely has some magic in it, somehow. As you think about where you must be in relation to Vugale's palace, your knowledge of Kald suggests that you are underneath the Wizard's Guild. That must have something to do with that colorful effluent.
Make a Placating Gesture and Back Away to the East
Ask What He's Collecting
A woman leans against the west wall, opposite a metal door on the east wall. Her hair is pulled back. She's wearing black leather armor, and casually holding a long knife. "Do you have Jared's shipment?" She watches you with narrowed eyes.
Shrug and Head Back South
"There was a problem with the shipment."
Ask About the Door
Coming to a T intersection you meet a striking individual searching through the rubbish.
He wears what were once fine clothes, but they are very worn and the various garments don't
belong together. The gambeson has some kind of guild embroidery, which doesn't fit with the plain coif.
The tall boots are missing half their buckles, and everything has bits of mud on it. He's poking through
the detritus with some kind of rake, holding a stained canvas bag.
Ask the Way Out
Greet Him Respectfully
Start Fight
Ignore Him and Head East → Downstream
Ignore Him and Head West ←, Upstream
Ignore Him and Head South ↓, Upstream
You eat some mushrooms, they're not bad. After awhile you decide to have
some of the chicken, too. The garlic bread is nice, but the water in the
goblet is quite foul. It would be rude to mention this, so you just drink it
and ignore the taste.
Wake Up Some Time Later
Sitting in a chair on the north side of the tunnel is a city guardsmen, though not one of the elite from the look of it. There's an empty wineskin hanging from the chair, and one that's not empty yet in his hands. He has a decent looking sword and leather armor. "And what would you be doing down here? There are only few reasons to brave the stench and the creatures, and they're each one against the law." He stands and draws his sword.
Run Back to the West
Fight
He gives you a searching look, thinks about it, and tells you that following the water will lead you
to a culvert east of the city, but it has bars across it. To the south is a big drain in the tanners'
quarter. It's easy enough to lift the grate, and there's even a ladder.
Say Farewell and Head East → Downstream
← Head West, Upstream
↓ Head South, Upstream
He responds to your greeting with a flourish, and asserts that he takes no offense
at your entering his domain since you could not have known. He is a tosher, one
of the proud, if territorial, folks who roam the sewers for whatever coins or
small valuables mayhave been dropped on the streets and washed into the tunnels.
As lord of his realm he grants you passage, provided you don't take any of his
patrimony.
Hand Him the Necklace You Found just West of Here
Say farewell and Head East → Downstream
Say farewell and Head West ←, Upstream
Say farewell and Head South ↓, Upstream
He accepts the necklace as acknowledgement of his suzerainty, but you guess that he's also glad he'll be eating better for a few days. In gratitude, he warns you that south of this point a sizable snake makes its home. He likes it, since it keeps anyone from poaching his rightful income. He doesn't mention how he gets past it to collect, but he suggests you shouldn't head down there. Instead, if you keep heading east you'll come to the sewer's exit on the hill below the town. Vertical bars keep people out, or in your case, in. Here he takes an exagerated glance left and right to make sure no one is listening in, then he tells you that the third bar from the left is loose. Lift it, slide it to one side, slip through, and replace it.
Say Farewell and Head East → Downstream
Say Farewell and Head West ←, Upstream
Say Farewell and Head South ↓, Upstream
"You can tell them yourself." She crosses the tunnel and makes a secret knock on the door. It opens You both enter. There are two men sitting at a table with some papers, they fix their eyes on you. One of them turns the pages to their blank side as he sees you enter. It looks like a basement, probably beneath a tavern. There are stairs leading up to a trap door in the ceiling. There are casks and crates around. The lookout says, "Our new friend here says there's a problem with the shipment." The men look at you expectantly.
"I'm just letting you know it will be late. A couple hours."
"Don't kill the messenger, but Jared wants to negotiate an improvement in his position."
"The shipment was intercepted. Vugale has it. I can lead you into his compound through the sewers."
"There's been a mistake, I don't know any Jared."
The man who hid the documents from you purses his lips and sighs. The other says, "Jared is going to be a problem. Late deliveries, messengers we haven't met, I wonder who he's really working for." The first says, "I guess we'll find out in two hours. It's worth the risk if he can prove Vugale has been embezzeling from the city. Talia, take our guest here upstairs, he can wait there until the shipment arrives." The woman climbs the first two steps and raps on the ceiling. There are some sliding sounds, then the door lifts and the two of you go up the stairs into a tavern you don't recognize. It looks normal enough, except there's a lookout at the door and all the patrons are city guards. They don't seem to mind you coming up from the floor. Talia speaks quietly to the tavern keeper, they both look at you. Talia disappears back down the stairs, the door is shut, covered with an old carpet, and a table is set over it. The tavern keeper seats you at the table, saying, "Let's not have any trouble. You just wait quietly and I'll get you an ale."
Wait for a Distraction and Make a Break for the Street
Wait for Talia
The man who hid the documents from you purses his lips and sighs. The other says, "We knew Jared might be a problem." The first says, "We don't have time to negotiate, and Jared has the goods on Vugale. We have to make it work. We can deal with Jared after." He stands and moves to a crate, takes a small purse from inside and hands it to you. "Here's another hundred for Jared. But tell him that he's raised the stakes. We want the documents, we want the witness, we want it by sundown or it's his head." The woman opens the door back to the tunnels. You take the purse, saying, "I'll tell him."
Step Back into the Sewer Tunnels
There's a pause, then one of the men says, "Well, on your way then." A look passes between the speaker and the woman. The men continue to watch you as the woman opens the door and gestures for you to pass through.
Step Back into the Sewer Tunnels
There's a pause, then one of the men says, "Well, on your way then." A look passes between the speaker and the woman. The men continue to watch you as the woman opens the door and gestures for you to pass through.
Step Back into the Sewer Tunnels.
He is very unhappy.
She attacks.
He defends himself.
He attacks.
As the fight finishes you hear shouting from the tavern. They're getting ready to come
after you, but there's no reason to wait around. You head out of the alley and
into the street at full speed. A few blocks later you're winded, but also sure that you've lost them.
Kald may not be the safest place for you to be right now, but you are free.
He attacks.
You try, but you just can't get past your shoulders.
Back Out to the East
You can't squeeze through, but your hand finds a small cloth pouch. Inside are silver and copper coins worth about 12 silver altogether, and a bent and re-straightened key that is unlikely to fit its lock any longer.
Back Out to the East
You don't fit, but you find a curious pile of small rocks. Each is about the size that can be hidden in a fist, but they are all different types. There's a smooth river pebble, a chunk of basalt, obsidian, sandstone, and so on. Each has the same symbol engraved on it, which is either the letter "J", or an anchor, or maybe a musical note? There doesn't seem to be anything magical about them. Some of these rocks come from very far away.
Back Out to the East
The passage is not wide enough for you to pass, but in trying you discover someone's abandoned gear. There's a rotten rope, a couple waterlogged torches, part of a fire starting kit, a ruined rucksack, an empty flask.
Back Out to the East
You try, but you just can't get past your shoulders. Once you're half way in and your ears adapt to the smaller, quieter space, you can hear voices, probably from a drain further along. You can't make out what they are saying, but from the pace and pitch it sounds like a intense exchange. If you try to shout they can't hear you.
Back Out to the East
Squeezing in, you discover that the sewer smell actually can get worse. Then you discover that you are not going to fit, and getting out is not going to be easy.
Struggle Backward Out of the Passage
You cannot fit in but it's a good thing you tried. Your hand found a small wooden box with silver coins! Also a what looks like a human finger bone wrapped in silk, a cheap brass chain necklace, and a candle stub.
Back Out to the North
You try, but you just can't get past your shoulders. You notice a roll of cloth, though. Unrolling it reveals it has the board for a locally popular game painted on it, and rolled up inside were most of the wooden pieces necessary. Not all, sadly.
Back Out to the North
Carefully trying to slither in, you discover you will not fit. You also discover the broken remains of several small jars. They appear to have been filled with oil, or something preserved in oil.
Back Out to the North
You are not going to fit. Once your far enough in to realize that you are blocking enough of the airflow to notice a different smell. Someone must have been finished pickling something and thrown out the vinegar, because that smell is very powerful. Having been in the sewers for some time that is pleasant change for a few moments.
Back Out to the North
Staff
Not enough ST left to cast Staff
Detect Magic
Not enough ST left to cast Detect Magic
Light
Not enough ST left to cast Light
Dark Vision
Not enough ST left to cast Dark Vision
Detect Life
Not enough ST left to cast Detect Life
Summon Scout
Not enough ST left to cast Summon Scout
Detect Enemies
Not enough ST left to cast Detect Enemies
Trail Twister
Not enough ST left to cast Trail Twister
Reveal/Conceal
Not enough ST left to cast Reveal/Conceal
Mage Sight
Not enough ST left to cast Mage Sight
Pathfinder
Not enough ST left to cast Pathfinder
Open Tunnel
Not enough ST left to cast Open Tunnel
fightDiv
description
There's just enough light from the storm drains in this section of sewer to see two
goblins in rags about thirty feet ahead of you. One has a sword, the other a small bow.
There's no immediately apparent reason for them to be down here, but their intentions
towards you are pretty apparent.
This is the fight description
2
3
4
5
6
7
8
9
10
Continue
You are engaged.
Act (in adjDX order)
Defend (instead of attacking)
Parry with Both Weapons (no attack, -4 hits)
You are not engaged.
And Act
And Dodge
Move Only
You are on the ground and cannot move.
movementReport
Movement Phase:
CMRC w/ Init
OppMoveReport
CMRC w/o Init
actionReport
Stand Up
Recover Dropped Weapon
Disengage
Cast Avert
Not enough ST left to cast Avert
Cast Trip
Not enough ST left to cast Trip
Cast Drop
Not enough ST left to cast Drop
Cast Blur
Not enough ST left to cast Blur
Cast Dazzle
Not enough ST left to cast Dazzle
Cast Turn Missiles
Not enough ST left to cast Turn Missiles
Cast Dispel Missiles
Not enough ST left to cast Dispel Missiles
Cast Reverse Missiles
Not enough ST left to cast Reverse Missiles
Cast Image
Not enough ST left to cast Image
Cast Illusion of a Wolf
Cast Illusion of a Myrmidon
Cast Illusion of a Bear
Not enough ST left to cast Illusion
Summon Wolf
Not enough ST left to cast Summon Wolf
Summon Myrmidon
Not enough ST left to cast Summon Myrmidon
Summon Bear
Not enough ST left to cast Summon Bear
Not enough strength for spells
Reload
No Action
No Action
Roll for Initiative
You have defeated . Hope you had fun!
Having defeated the two guards, but there is no sigh of the keys to the prison door.
After killing the rats you can get a better look at them. Not only are they abnormally
large, not to mention aggressive, their shaved bellies have identical tatoos of a complex
design. One also has a cuff around a rear ankle made out of some kind of hard, nearly black
material.
As he dies the wizard asks you to get him some of the colored water to drink. He says it will heal him, save his life. He promises ransom, but he is not a good liar. Fooling you into drinking the water would accomplish his revenge. You decide it's not wise to search the body of such a malicious mage. In any case, he has no jewelry or amulets visible, and his poor clothes don't suggest he has any money.
Yoltac goes down with a look of tremendous surprise. He's not used to being on the
receiving end.
You defeat the guard, without learning what she was guarding.
You defeat the tosher, and find he has only a handful of copper coins and a dented brass snuff box.
You defeat the sewer guard.
The snake dies.
The spider dies, but its legs continue to thrash for some time.
Vugale dies.
You are victorious!
As Edriprix dies his spells dissipate, and the brazier and materials he was working on consume themselves.
With a final crunch the creature dies, though it's limbs continue to writhe.
You're free, for now. Time to run.
The dragon vanishes without a trace.
Your opponent is defeated.
Continue
You have been defeated. Use the main menu button, or....
Clear Progress for this Character
You have defeated the test goblins!
Clear Progress for this Character
Climbing up out of the sewer covered in mud gets you some strange looks, but for the moment you are free again!
Share your victory:
Use the main menu button.
Clear Progress for this Character
If your GM is willing you can share your character and lucky escape with the button above, then share your XP, SP, and
the info you gained in the dungeon here:
You win 903
Continue
Well, of course the shipment does show up, and your little ruse is revealed. There's no point
in trying to fight your way out, the tavern is full of the city watch. You're thrown into
the city jail. Officially, you tried to steal the till from the tavern. In reality you meddled
in the matters of the powerful, and the city jail is not as easy to escape as Vugale's makeshift
personal prison.
The end. Two goblins were too much for you, you are dead. Use the main menu button or...
Clear Progress for this Character
You are dead. You probaby should have tried to escape a different way. Use the Main Menu button, or...
Clear Progress for this Character
You are chewed up by suspiciously large rodents. Perhaps you would have been better off in your cell. Use the Main Menu button.
Clear Progress for this Character
That wizard packs a mean Magic Fist. You did try to be polite, but sometimes that's not enough. Now you'll never know what he was up to. Use the Main Menu button.
Clear Progress for this Character
Yoltac is a fearsome opponent, you were definitely overmatched. Vugale's guests enjoyed the fight, but that is the end of this character. Use the Main Menu button.
Clear Progress for this Character
You die in the sewer, wondering what she was protecting behind that door. Use the Main Menu button.
Clear Progress for this Character
You shouldn't have gone looking for a fight with someone who makes their living searching for lost valuables in the sewers. It's a step up from thieving, but still requires solid self-defense skills. Use the Main Menu button.
Clear Progress for this Character
That guard must have made someone angry to get posted in the sewer, because it wasn't for lack of fighting skills. Use the Main Menu button.
Clear Progress for this Character
You were killed by the sewer snake. Use the Main Menu button.
Clear Progress for this Character
The spider wraps you in silk and hangs you from the ceiling. That is the end. Use the Main Menu button.
Clear Progress for this Character
As you die you can hear Jared reveal to everyone that you were a pawn of his rival. He has proof! Use the Main Menu button.
Clear Progress for this Character
The cave bear was too much for you. Use the Main Menu button.
Clear Progress for this Character
You are dead. Use the Main Menu button.
Clear Progress for this Character
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You are overcome by profound sleepiness.
And wizards carry daggers.
Continue
Okay
Okay
Choose your illusion...
Wolf
Myrmidon
Bear
Which expertise?
Knife
(base talent will be added)
Sword
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Ax/Mace
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Pole Weapons
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None
Okay
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