Salem Jade Regent

Decisions and traveling
On to Karlsguard


brainstorming meeting with sandru ad amiko
amiko wats to go to karlsguard to find the sword and then on to minkai
-will need winter gear to make it to minkai
-need a guide to make it to minkai from karlsguard
track the sword by it’s name
amiko reminds about the letter her grandfather wrote mentioning that agents of the oni tracked their family as far as brinewall.
we will have to pass through the no-lands before reaching karlsguard
no trading opportuntites in the no-lands, but possibly will meet other caravans after reaching the lands of the linorm kings.
we travel north through the last of varysia into the no-lands
- we notice some nolander raiders trailing us for a few days and then they are no longer in sight.
shaelu brings down a couple elk for dinners
as the caravan leaves the no-lands into the lands of the linorm kings kelda tells us we are entering her homeland
I notice one of the ravens following the caravan is much larger than usual, about the size of a small dog. it hovers for a while and then flies off.
Kelda asks if there is anything we need to know about her homeland
- when an ulfan is angry with another they can swear a blood feud against them, the king has decreed you must wait a week for the blood to cool before starting the feud.
large gnomish community, many varky live in the city (from artic area), a few tians there as traders.
we continue toward the bridge sandru mentioned again, as we approach the bridge there are two more caravans we come across, we buy stuff they move on.
we hear sounds coming from below the bridge, ulfan raiders are decending on our caravan. appears to be about 40 of them.
Inititatives – Fighting
cast burning hands
cast magic missle
cast burning hands
cast magic missle
cast magic missle
kelda advises us not to destroy evidence (arm rings bearing sigil of their leige lord)
we pile the bodies back on the boat “viking funeral” and send it down river toward karlsguard
as we draw near the city sandru asks to speak with us
- he says when we reach the city he would like to take the caravan to the bone quarter.
we arrive at the city after a few more days. 35,000 people live in karlsguard.

Thyrie tarnarlsdottir – famous scald, brilliant poet, well known for her use of kennings and undefeating in drinking contests. in the fire quarter

horn quarter is populated by farmers, southern end is home to apiaries (more resilient than regular bees)

ice quarter is the commercial district, inn kelda suggested (owner named tosty finehall) – we secure lodging here, we chat with innkeeper for awhile, he tells us a flaming longship came through town on the river and passed onto the ocean. Ever since some shadowy figures has been askin questions about who killed them.

ivory quarter is home of ulfan merchant houses and guilds, organize expedititions throughout the lands of the linorm kings and up into Tian lands
jade quarter where tian population live, fusion of minkai and other cultures, also where varkys live
oak quarter center of cities woodworking, dry docks
stone quarter, where blacksmiths live, temple to torag.
walls between quarters are used as highways by the cities law and order.

Lots of opportunities for shenanigans.

sword swishen – purchased by prince

the perfumery – archive of curiosities, from all across the lands tian in general proprietor Madam Kai, just have to be respectful and charismatic to be shown everything.

in the stone quarter – many residents are scholars of the ulfan tradition (oral histories) also where the magic items are sold

the temples maintain their own archives – largest is temple to torag

the rheinrunners guild is largest merchant guild in the city they will have records

Final Battle for Brinewall Castle
Dungeoneering, loot & visions


go down into dungeon past the kitchens. several footprints.
kitchen has door that leads off to dining room we already investigated, one leading west swollen shut. other leading down into deeper dungeon area, we go there first (eastern door)
hallway, not a lot of dust, opens after a few feet into a squarish room probably a pantry at some point. heavy oak shevles on the walls, currently house collestion of dead giant centipedes. rummaging among them is the ogre “Slugwart”

at enameled curtains, enameled woman blue skined woman “pharasma” goddess of death, volo guesses we are about to enter a crypt – I cast detct magic – something magical on the other side of iron curtain – concentrate on object, first detect presense of magic, then detect a single moderate aura of magic, not sure what school
the crypt/funeral/temple seems to be in disarray there is a snowglobe floating mists off to one side.
-volo knows there shold be a altar of sorts
looks to be thoroughly looted
as we pass through the iron curtain as a group there is a flash of light near where the altar should be an image of the woman depicted on the curtain appears asking “please put my shrine to rights” there is a space where an altar should be, there is no altar present. the open desecrated sarcophogai are also an afront to the goddess, we begin closing the lids takes bout 30mins to close them all.
we walk to the edge about a 20ft drop, cavern is fairly substantial, the blue lady speaks once more before we head down, she says the amulets we seek are below but protected by pwerful wards, also we cannot go with our armor or weapons.
caleb climbs down the rope, he is standing on a ledge – surrounded by floating lights, very disorienting – another drop ahead more cavern, looks for traps, he continues looking sees possible staglamite/tites, etc. after another 30mins of work we finish the altar etc.
tesara casts detect evil one aura located through the snowglobey area. caleb sees tentacles rising from the cavern below him, the creature is some kind of aberation that floats in the air on bat like wings, looks like an insect, has face tentacles – volo is pretty sure it’s some kind of feind.
unholy blight cast on volo, tesara & tamika – will saves (failed) -20 hitpoints
tesara casts smit evil – shots evil outsider bane arrow CRIT HIT – 42pts of damage
cast magic missle
aaahhhh!!! poisoned tesara
We win!!! Pillage the loot
We found the medallions, to open the vault. Amiko is pleased.
We decide to open the wooden door that was swollen shut. see three washing bins in the walls (laundry room) terrible. purple capped mushrooms? leave it be.
We move onto the vault. Amiko insists on coming with us Calda comes as well.
Caleb & Amiko put the medalions in at the same time open the portcullis – we hav calda stay behind so the portcullis does not close behind us.
we go down a hallway to a room with door to the SW. as we enter the room the dust in the room swirls into the image of a handsome Tien man, his katana held before him. there appears to be a definite family resemblance to Amiko. we push Amiko forward saying “talk to him, talk to him”
the spirit says “grandaughter is that you? I know you” he reaches his arms in anger “ahhhhhhh!” “take the seal away, it is no longer safe here, take it away I am no longer worthy of guarding it” (pointing at a wall) secret door, we direct amiko to open it.
a chamber carved out of the stone, contains 3 identical dark wood chests, as Amiko approaches the central chest opens slightly
detect magic (transmutation, abjuration, some off the charts contains all the schools at once)
Amiko goes to the center chest and pulls out a small contaner in tien style beautifuly made, must be te box mentioned in the letter, looks like it is made out of a reddish hued dark wood engraved on it is a dragon in the eastern style.
Amiko opens the box, and the room blacks out, we experience a vision, followed by another, and another, and another, and another, after they pass we understand them completely, we know amiko is the last surviving heir to the empire. as the visions fade we each have our own visions . . .
our eyes open we are back in brinewall castle each reacting to what we saw.
one of 5 royal seals of Minkai a “Minor artifact” (daily alotment of 5 spells)
see appendices
we check the other chests for traps, do not see any.
1 chest holds ruby staff soft orange wood & short bow eastern style 5ft long
other holds – short blade small blackened through some alchemical process, the baton is short & thick, simple iron shaft with tien characters, amulet is large peridot.
below the items in the chest are scrolls appear to be descriptions of these items.
see appendices
we leave the castle and check on spivy as we leave she comes with us
we return to caravan – sandru is awake, he remembers a voice in his head telling him things he didn’t understand.

Flying & Fighting
Conquering Brinewall Castle


Spivy cast “spell of flight” on me to scout overhead the castle. Can see the courtyard, gatehouse, main keep. . . notice there is a tower on the North end of the keep nestled against the cliff leads down to sea, taller than rest of castle.

creature comes out onto balcony, leaps into the air following me. creature lloks like a woman with wings & bird like claws for feet. (wings are tattered) wild look about her. she flys up toward me but as she get closer she makes a gesture with her arms, does not seem threatening. gestures toward the balcony she came from.

we land on balcony, room inside is lined with bookshelves, a large nest of grass branches, wooden door in wall and flight of stairs leading down, she tries to touch me, i speak to her in common, she has a bow with arrows and a pouch that detect as magic. I allow her to touch me, in my head she speaks to me in my mind, my name is zaiobi, asks if I am one of the adventurers, she tells me her story. she arrived here several months ago, there is a sacred sight in the keep for the demon she has had visions of to complete a mission. she cannot find the site alone, offers to help defeat the shapeshifter but would need an introduction. believes my friends are down the stairs

she leads the way down the stairs to a room with what appears to be a writing desk, and we hear voices down the hall and meet up with my friends. she wants to defeat Kikonu, she suggests an ambush outside.

zaiobi can contact him telepathically. caleb knows she is a harpy.

we agree to set a trap.

we hear a sound of battle down the hall, “let’s check this out”
- we see 2 lizard creatures coming up from below, followed by a teenager with no clothes and a ulfan barbarian woman.
initiatives cast magic missle

we meet morovan (intros all around)
they came from the dungeons below
there are still rooms we have not explored.

we set the ambush in the courtyard, stealth checks
zaiobi will contact him telepathically, she is still a little wiggy to us . . . we wait.
after a while the doors to the great hall open and Kikonu comes out in his human form.
he says “ah zaiobi, I knew you would take me back lover . . .”
she says “yes i couldn’t stay away from you Kikonu . . .” even though we hear her voice her lips werent moving.she shakes her head furiously and flys into the air (the signal to attack)
cast magic missle
kikonu is angry – transforms into red faced creature
cast bungle

continue to clear the upper rooms that are unlocked.
room the corby cleric was heading for.
hold volo back to continue searching the temple area? shrine to Desna, needs reparation. start setting it to rights.
tesara finds a footlocker in a corner – contains stash of magic

nothing of note in library where the nest was.

nw of dining room in what used to be a guard post – battle took place here probably decades ago. stairs in room lead down. walls shreik at us (a haunt – volo takes care of it)

we head downstairs into another room, old tapestrys depicting a seaside castle, the air is musty gashes/slashes to the stone itself. staircase leading back up, one leading down. doors hanging askew on south wall open into small bedroom, all furniture lays in shambles (several scattered papers, letter describing attack on brinewall castle) any senses going on? vibes? atmosphere is a little aprehensive.

start going down staircase into darkness.iron portcullis barring passage, two 5" diameter depressions on either side of portcullis one with depiction of sun other with moon. (dungeoneering check) – need the right amulets to open portcullis
we head back up see in the captains quarter an iron door, leads back to great hall.

head down stairs back to where movo came from. 1st room – mess hall . door to NE lead to kitchen south leads back to dungeon, east hasn’t been back that way, north lead to secret passage to the sea, west door is swollen shut with moisture.

spend night in great hall, get to know one another better. monk flirts with barbarian and amiko. amiko eventually says “thanks but no thanks”
I chat with amiko about sandru, she thinks he is interested but it is complicated. she was in a relationship with his brother and she doesn’t want to say much more, but i get the idea that the relationship with his brother didn’t end well. (she asks me not to mention this to sandru) she believes the vault we want is behind the portculis. she is also wondering if there is some kind of kami sent curse on sandru, why did it happen to him rather than her (with all due respect to sandru, he’s a white person).

On to Brinewall
Caravan troubles, new friends & enemies


heading north out of sandpoint towards lost settlement of brinewall. excitement brews on the caravan. going north along lost coast road, etc. avoiding major towns and trading ports. Sandru – “not to keen on anyone finding out our business.” “frankly our returning to town with all that treasure could have attracted unwanted attention”
the further north we travel the less used the roads become – overgrown only used once per year-ish. upon nearing brinewall the roads become more and more disused people tend to steer clear.

back in brinewall hayday was an easy port to reach northern lands of the linorm kings (nordic country) . . . meet southbound caravan carrying goods from the north.

learn tien language from Amiko – the language she speaks is a dialect of Tien called Tien-men – practice making characters.
Amiko read & re-reads the letter we found attempting to find anything of note.
Sandru appears to be getting worse – sickly. Volo is checking him out. No physical cause found. continue on the caravan. his condition continues to worsen on the 15th day of journey as we turn toward brinewall he slips into unconciousness. he starts babbling every now and then in Tien language (he doesn’t speak tien) “birds that cannot fly” “one treasure two seals” “beware the cuckolded cuckoo”
amiko hasn’t heard of anything like this in all her bardic lore.
inventory sandru’s several magic items (weapons etc.) – none of tien make.
- being controlled by a powerful lawful outsider (a Kami, spirit of the land)
- Amiko has heard of Kami; spirits of a particular place, rules they have to follow layed down by the tien gods, Volo – casts know thy enemy “laws of golden perfection” (limit the direct interaction with mortals) – possessing a mortal should break those laws; a type of spell could work but I don’t know them yet.

making our way to brinewall with amiko – shaeleu takes command of caravan (possibly elven military at some point?)

turn off road toward brinewall; about 100 yards west of track we find old signpost “to brinewall” a trail fades away into undergrowth. must go on foot. damn pony! several hours later trudging through undergorwth we see a ruined village up ahead. above the village on a hill backed by the sea a ruined castle (must be brinewall) large keep/bastion surrounded by a curtain wall, does not look intact, crenalations have collapesed; roof may have fallen in in some places. Village: below castle, several ruined building, looks like a trail leading up to castle frm village, overgrown trails leading into village from different dirctions. possible light house on bluff by sea. maybe ruined port, some old ruined piers on outcropping. closest to us looks like a walled (rod iron decorative/useless) cemetary, from what we can see most buldings in village appear ruined.
all seems quiet besides bird/animal noises.
sweep village on way up to keep: as we approach we do see most of the buildings are in ruined (50+years) overgrown, fallen roofs, etc.
cemetary: strange, it appears well kept, weeded, gravestones are clean, out of the ordinary compared to the rest of the village
detect magic nothing glowing
cemetary gates flanked by goddess desna – in very good condition,
step into cemetary detect evil none apparent
detect undead – none apparent
nothing of note appears clean and well kept – contains 40-50 graves large crypt: contains founder of brinewall – small shrine to desna holding copper bowl holding water detects slightly magic, abjuration
Kaleb drinks water from the bowl – normal tasting, nothing happens. as we talk about removing the bowl we hear a small voice “hey wait, hey wait, leave that alone”
tiny creature flys up on butterfly wings, green hair, rainbow in air floating behind it. from the upper plains – has been taking care of place – she is a Lyrician (kind of azada, chaotic good, divine servant of desna) warning about bowl, turns water into holy water 1x/day – warns about bad guys in the castle; hesitant to meddle with kami, does not think she can do anything to help out friend, possibly could talk to it. make deal to take care of the bad at the castle, and she will help with Sandru if she can and will help if we get hurt as well, her name Spyvi. we bid her farewell on way to castle

go through village on way to keep – glass blowers attracts Amiko’s attention (same floor plan as glass blowers back in sandpoint) was indeed a glassworks, look for completed with makers marks – much like name plates from ships has mark in tien and common (Kaijistu Glassworks) – stories vary about what happend (everyone left, all were killed, etc). contiuing toward the keep very cautious/alert, see smoke rising from keep and other castle buildings
approaching castle gate house – stone structure houses 2 massive wooden gates-closed-don’t see any other ways to enter, no sentinals on curtain walls, checking for other doors (no secret doors) Kaleb – knowledge postern gate? – Kaleb climbing wall attempts successful, top of curtain wall/gatehouse, gives us a hush sign/possible danger sign, peek down through murder hole, see 2 bird creatures, black feathers, raven/crow head, not flying, muscular arms, 1 looks up and sees him!! “Corbis”?

initiatives fighting!!!!
perceptions – victory over gatehouse guards, actions not un-noitced, towers have guards atop them. 1 begins squacking very loudly!! door to stable opens giant spider comes out!! roar!! attacking spider dealing damage to spider another monster comes out one of the dreaded “Eddercaps”? Kaleb hits good!

Great Hall – banners on the walls, thick stone pillars, throne carved to look like castle towers coiled with dragon. seated on it is a Wild-eyed Tien man with long red nose – in front of him stand 4 of the giant bird creatures. Bird creatures appear to be talking, "you took my wings you . . . "
When man on throne notices us he invites us to witness his “latest and greatest masterpiece”
inititatives fighting!!!!
Amiko casts charm person – no affect
guy on throne transforms into creature with bird face wings red scary
Amiko casts unseen servant one of the banners starts moving around like something is tugging on it.
Bad guy casts dimension door WTF he’s gone!!!

walls covered with heralding tapestries, searching room, checking doors (sturdiness?) chairs, throne, not a lot of furnishings in here.

head for cemetary, barring exit are 3 more bird creatures!
initiatives fighting!!!!
paladin shots bow! Hit!

2nd Excursion into Brinestump Marsh
Goblin Village, Shipwrecks & Caves


amiko approaches us we notice she is wearing the hair pin sandru bought
- she asks us if we come accross any more tein culture items to let her know. since they are her people she would like to know more
shaelu congratulates us on our dispatching the goblins.

we decide to go back into the marsh, 1st to the goblin village and then onto the closest shipwrek.

after reaching the goblin village and moving on toward the shipwreck a creature emerges from teh river and attacks us (possible the soggy rive monsetr)
initatives – attacking
upon defeating it – we notice it start to dissolve into a liquid

after a few more hours of travel we reach the shipwrek, we hear see and smell the sea. catch a glimse of the shipwrrek, looks like was driven into swap by a stormsearge – has been burnt out – approx. 60ft long – burning seem odd since we are in a swap.
- go through what remains of ship, nothing really there – kaleb notices something interesting; the ships nameplate in tien and in common the “Kaijitsu Star” (last name of amiko – given to Amiko) take nameplate with us.
- searching futher out, find some charred bones(goblin bones) scattered around.
- unable to determine how old the wreck is.

approching 2nd shipwrek not burnt out like the 1st. on its side – more intact than 1st.
boots squish in the mud as we approach – take a look aeround the ship
- volo sees = a few things all at once – another name plate “Kaijitsu Blossom” take nameplate with us (given to Amiko); several moldy piles of bones in the muck under the nameplate; as you peer at the writing the skeletons begin to rise out of the ground. draw rusty swords (unknown type)
initatives – battle
search remainder of ship, seems to have been mostly cleaned out. does not appear to have been carrying any arms (ballistae, etc).
- make camp for the night

Head toward path on map, come to a clearing with a saggy shack and shed surrounded by pouches feathers etc hung from trees. perception check
- don’t notie anyone or hear anything (possibly the witch we have heard about) – approach door of schack cautiosly – looks like the door has been swollen shut cast detect magic – sense some faint magic inside the hut. knock & no answer – deside to break door down but paladin casts detect evil – feel some kind of evil nearby not very specific.
door kicked open. dark inside hut. sheets of fungus grow on walls all sorts of gords sinew from cieling etc. hear some skittering in the walls (rats?) three doors inside left, right, center – all shut
- center door, broken table stove etc. two doors (left, right) feel like the magic is somewhere in hear. search room – while searching 3 rats come from outside door in 1st entry way. fighting ensues. small creature falls from cieling in 2nd room onto kaleb bites him for damage. rats taken care of. turn to take care of small creature. very fast! cast magic missle creature casts spell (seems to be cause fear on kaleb) tesara crit hits – should be dead but it’s still moving – cast magic missle – it burrows a hole into the wall of shack will be able to move inside the wall. go through door on left into bedroom – wet soggy bed and pile of ruins books in corner, cast detect magic again – creature casts cure light wounds on himself – still in rounds – attempt to kick open door on right; concentrating on my spell = magic seems to be coming from the stove. I walk up to stove cast burning hands 5pts dmg open stove = notice there is a cache
- Loot: (mstrwk dagger & steel scabbard(tamika takes); 2 slightly singed scrolls {false life caster lvl 7}; 33gp)

- after trying open other door. clearly an alchemical laboratory at one time, a human skeleton still lies among ruins – weird stains and crystals grow in room. can tell from titles they are naturalist tomes on creatures transformation (caterpillars to butterflies, etc.)
kaleb checked out shed – nothing of note, mostly rat droppings.

no further incident on way out of swamp. a few more hours brings us to entrance of cavern. 50ft cliff marks edge of marsh, able to decend upon ‘goat path’. at base of cliff a curtain of thick nettle vines conceals cave. Volo casts light on his helmet, going to explore cavern somewhat; see footprints like those at goblin village (skeletons, also looks like they were dragging something).
Kaleb attempts to enter gets stung by nettles becomes sickened we get rid of vines move down fork to the right – opens into cavern with giant wolf spider – fighting ensues.

cast acid splash total miss :-(
cast burning hands singe it but is still standing
cast magic missle
- look around spiders nest nothing found of interest

- make camp in cavern = during Tesara’s watch a large troupe of skeletons come in led by one with chainmail armor on shouts at us “blah blah blah our treasure is for the Kaijitsu alone, I am Tsumatsu face me if you dare blah blah blah”
He advances on Volo and slashes him – other skeletons come toward the rest of us, fighting ensues. defeated!
- Loot: Magical sword Wakizashi (human sized short sword +1 med sized = 1d6 crit 18-20×2 PS dmg); Tien style masterwork chain armor (samurai style)(tesara wears); necklace with bronze key

Perception check on sword – hidden compartment in pummel = mithril scroll tube(volo wants it) 100gp(sell 50gp); scroll inside not magical (letter written in tien characters – given to Amiko) paper has watermark for Brinewall a lost colony somewhere near here;

The cave extends back anoter 200ft, cavern room with 5ft deep pool of dark water with crystals protruding (no value)
Volo casts light on rock and throws it into the pool, it does not sink to bottom and begins to rise toward us out of pool comes an ooze like creature (Giant Ameba) no bigger than a halfling defeated.
- Loot: collected 3 rock crystals possibly sell for 10gp (sold 30gp)

2nd cavern full of skeleton footprints – a few more skeletons wearing Tien armor, through that room and further back come to anothe cavern, open room more skeletal tracks, fairly bare but for a large jade/cherry wood chest(250gp)!!! I shout “the key, the key!!” cast detect magic – abjjuration, divination, transmutation – large cherry wood panels made to hold objects
- Loot: 4 skyrockets(sold all 6 we have for 150gp); magic ring(transmutation-ring of climbing +5 on checks-kaleb takes); magic wand(divination-10 charges identify magic item); mstrk chain shirt(volo takes it); mstrk cold iron wakizashi(sold for 165gp); several potions (5=cure light wounds; 2=cure moderate wounds; 3=lesser restoration); coins total 1560gp;

Head back to Sandpoint to the Rusty Dragon tavern; owned by Amiko (sense there is a back story to the purchase of the tavern) as we walk in all the patrons turn and gape at us. Amiko looks up and says “whoa”, all our other friends are there as well. Drinks on the house!!

We relate our adventures. Ask Amiko about Brinewall: lost colony . . . show her the Tien scroll, she begins to translate into common. passes us a copy. letter is from her grandfather to her father, regarding family secrets. she ask sandru to accompany her to Brinewall to discover her family secrets.

Brinewall is 500 miles north; if everything goes well it may take 2 weeks or more if we encounter troubles. people say Brinewall is haunted; most caravans try to avoid it. Sandru takes a look at it “this is not a forged watermark . . . not that i know anything about such things”
Koya declares she is going with them!
Shaeleu says – “Why don’t you tell how you came to own this tavern?”
Koya attempts to smooth over argument – does a reading with harrowdeck for everyone – Kaleb asks what the cards have for him – Tesara asks what the cards have for her as well – does reading for Tamika as well: winged serpent – picture of a snake with wings (not dragon persay) represents wish fulfillment – Sandru “all right do me!!” the snake bite = bad luck in the future “damn it!!” not necesarily in business – Amiko declines – Shaeleu; the survivor, can also represent loneliness.

Shaeleu asks for a word – She is worried about Amiko & Sandru (asks me to find out whats going on between them) – NO SPELLCASTING – wants to protect Amiko – doesn’t believe the relationship is a safe one.


Sandpoint Daily Variety Vol. 733
Sandpoint Daily Variety Vol. 733


The party of guards associated with Sandru Vhiski’s caravan recently returned to Sandpoint with a massive chest full of Tian treasures. Sources report that the cache has something to do with local notable Ameiko Kaijitsu’s family. Further bulletins as events warrant.

Up to the minute news by Jana Riverweed.

Sandpoint Daily Variety Vol. 732
Sandpoint Daily Variety Vol. 732


Local caravan owner/operator Sandru Vhiski reports that, operating under his authority, his caravan guards have defeated the notorious Chief Gutwad and scattered the Licktoad Goblin tribe.

Interviewed by the Variety’s intrepid reporters on the Lost Coast Road south of Sandpoint, Vhiski stated, "Sandpoint’s citizens can rest easy now that I’ve got this collection of goblin ears! Remember that only one caravan offers freedom from goblins and freedom from needless markups: Sandru’s . . . um, I need to come up with a better name . . . “Sandru’s Traveling Emporium?”

Yet it remains to be seen whether this act of undoubted heroism will improve Vhiski’s reputation locally, which has long been tarnished by his family’s alleged ties to the Sczarni, an alleged organized crime syndicate.

By I said “alleged”, please don’t firebomb my office, Jana Riverweed.

Sandpoint Daily Variety Vol. 731
Sandpoint Daily Variety Vol. 731


Sources report that local noble family scion Ameiko Kaijitsu has inked a deal to bring a caravan of arms and supplies to Sandpoint. Kaijitsu says her negotiating involved “meeting them halfway.”

By savvy business-gnome Jana Riverweed.

Sandpoint Daily Variety Vol. 730
Sandpoint Daily Variety Vol. 730


The Soggy River Monster has been seen again, this time by a fisherman along the New Fish Trail in Brinestump. The fisherman says the creature has a huge mouth and legs that bend backwards like a dog’s. It was devouring a dead goblin on the other side of the river, which is how the fisherman managed to escape. As the fisherman was alone at the time of the sighting, the Variety has not been able to independently verify the existence of the Soggy River Monster.

By hard-nosed interviewer Jana Riverweed.

Sandpoint Daily Variety Vol. 729
Sandpoint Daily Variety Vol. 729


With the city militia unable to patrol the trackless expanse of Brinestump, Sheriff Belor Hemlock has announced the restoration of Sandpoint’s old “goblin bounty.” The town will pay 10 gp for every fresh goblin ear delivered to the town hall — with an additional reward of 300 gp for the group that brings in the head of the Licktoad Tribe’s leader, Chief Gutwad!

Regular readers of the Daily Variety will recall that the bounty was suspended several years ago after the unfortunate drowning deaths of several too-young adventurers looking for goblins along the coast.

By legendary news-gnome Jana Riverweed.


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