Closed Flexbian closed 6 years ago
I'm unable to replicate your issue. I can take the code you posted, create a new brew, save it, edit it, and everything still renders fine. Generally, if rendering stops working after the first page, that means there are some HTML nesting issues in your brew.
Have tested again, it certainly is not working, not sure at all what I am doing wrong. Simply pasting the code into a new Brew, saving, and then trying to edit the new brew does not work for me. Only page 1 is working.
I can even delete all the pages except page 1, and they will all still be there.
Have created a new brew with pasted code, but still un-able to edit anything other than page 1.
After deleting almost everything after page 2, I still have everything from pages I deleted showing. Not only that, but I am on page 1/24 no matter where I am looking on the Brew.
What browser and version are you using? What extensions are you using? Have you tried using an incognito tab?
Using Chrome, only extension used is AdBlocker, and have disabled that and tried re-opening.
Have tried on incognito now, and no changes. I have never opened it before in incognito until just now.
Don't know if this is still a problem, but your homebrew link looks totally fine on my end as another check.
Closing for now because of no further response from the user, and the issue does not have enough information to fix.
Feel free to reopen this issue if this is still a problem for you and you can provide more information, @f
Have been coming on and off on Homebrewery, writing bits here and there for DnD campaign. However I have tried using it today, and yesterday, and some pages are missing, and things are in places they should not be. However I can not correct any issues due to the fact I can not edit anything other than page 1.
I have tried to make a new homebrewery and paste in all the code, it works perfectly, however upon saving, it reverts back to being completely broken, with the same issues listed above.
It seems my page 2 has merged with page 1, and page 3 has been completely deleted. The rest is completely uneditable.
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Morvale
After many days the Halfling returned with the king, a feast was held upon his return to tell tale of his great heroic savior; One Twenty Seven.
Getting to Morvale
The most common form of travel into Morvale is by ship, there is regular travel from Rahk-Ma-Vhi to the porting town of Shidenache which has travel to Morvale. (Remove rations!)
Travel
*Must be allied with Bhouters
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Captain Moorcroft
While spending 1D4+1 days travelling on the ship that is armed and ready to capture a large beast, the crew are in high spirits all the journey, only two people to note on this ship during travel aside from the Captain himself; a Halfling that has been looking out at the open sea through his spyglass almost the whole journey has certainly caught many peoples attention. 1D6 days to arrive at Morvale after dragon encounter
The rest of the crew are anxious and excited to capture a dragon, but believe they are more than ready.
The Dragon Capture
Whilst the ship rips through the ocean, the crew start to talk of "being there" and after a short time, the aura on the ship becomes tense, the talking and movement on the ship suddenly stop when the sound from the skies bellow a loud roar. As the Gnome looks up with his Spyglass as do the rest of the crew, all eyes locked on the dragon. The captain wades himself out of his room and orders of everyone to be ready.
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Nathaniel
You spend 1D4+3 days on this ship, being asked almost every day what you are the God of, as Nathaniel only lets Gods on his ship - that apparently used to be a kraken, that Nathiel fell in love with and the kraken became a ship, but it still needs and a working mind - something you really wish the rest of these lunatics had.
When you reach Time God Island, you find an icy igloo hut with a pine tree growing in what looks like the middle of a frozen ocean. Nathiel calls for a God to volunteer to meet the God of Time known as Timmut, and reclaim the time sword.
Nathiel will pick an NPC God (if a PC does not volunteer - if multiple volunteer he will choose only one to come with him) to meet Timmut and reclaim Timesword.
Timmut is an old scrawny weathered man, the igloo is smooth and a DC 25 climb check. It is not dark outside, and the inside is also easy to see. The floor is littered with clothes, buckets of fish, and blankets.
When approached, Timmut will be defensive about seeing the God of the Sea. Nathaniel may talk to Timmut, but ultimately, Nathaniel wants to kill and claim the sword.
When Nathaniel and his crew arrive at Morvale, PC's will be asked to help move items from the ship to their church.
It will take 1 day after Timmut to arrive at Morvale.
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Sir Pettumal
The journey is swift taking 1d4 days, although you are looked down upon by some. Many of the soldiers are quite welcoming to you, and make your journey a lot more pleasant than you thought it would be. Some of the men even give you information to where to find them if ever in need of accomodation in Morvale or to pay them back for the mead they've been giving you.
1d4 travel.
Lady Faena
When you get to the ship and the Harbour-hand explains that you have paid for travel on Lady Faena's ship. You are barked at like a dog to help move more barrels onto the ship. Failure to comply will result to denial of entry on her ship.
After helping to move an unreasonable amount of barrels from warehouse to ship, with warning only from other crew members and people boarding the ship - it almost suddenly sets sail after the last barrel is locked in place. Lady Faena, although only a Halfling, barks orders like a wretched dog, only stopping to eat a seemingly never ending sandwich or to smoke. You all eventually get cover from the harrasment when nightfall hits and the barking dog sleeps.
You meet another adventuring party, on their way to Morvale to learn more about Fort Armen - they heard there is a dungeon in there and the loot will be worth the harrasment they are being put through now. Arrive 1d4 days
Jester Welch
"The Jester" or so he is called, with a scruffy unshaved face, and a stench of booze and fish greets you as you walk aboard his ship. You are treated to food, drinks, entertainment, excellent accomodation, the sail is relaxing, and you almost forget the quest you're supposed to be on.
Whilst relaxing aboard the ship, you hear two guards talking about the secure item that was brought on board.
"I hear it's a legendary hammer that killed a Tarrasque in one hit"
"Nah, I heard it's a helmet that let's you remember where things you've lost is"
"That's not very good?"
"I'd rather remember where I left my mothers ring than kill something..."
"Yeah, I suppose. Anyway, I'm going to get some food, want to join me?"
1d6+2 days travel
If the player at any point should be caught, they are manacled and locked aboard the ship awaiting proper trial for breaking the law. Taken to Shtoh Wind, then forced to march to Tarn for trial. The verdict will be a fight to the death in the colloseum the winner will get Judge Puggi's vote to live or die.
Bhouter Mabtrithe
The Dwarven Bhouter captain will deny travel to any who enquire that do not have specific documentation. If pushed to be persuaded on, the Bhouter will accept hiding her true motive of capturing the party and using them as slaves.
If you have proper documents, you get to sail to the Bhouter smuggling cove for free, given horses when you arrive in Morvale, a map, and a clear, easy to follow, safe route to Drownyard 1d4+2 days
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Chapter 2: The Local Area
- If you chose Nathaniel or Sir Pettumal, you arrive in Drownyard
- If you chose Cpt Moorcroft you arrive in Tarn
- If you chose Lady Faena you arrive in Wolfsburn
- if you chose Jester Welch you arrive in Shtoh Wind
- If you chose Bhouter Mabtrithe you arrive in Bhouter Smuggler Cove
YOU NEED TO EXPAND IN HERE: HAVE EACH LOCATION HAVE A PAGE WITH BUILDINGS OF INTEREST
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Drownyard
The name given - Drownyard - is due to the pertruding rocks close to its port, one of which, looks like a sinking ship. The place is well populated, but the majority are soldiers. The closest civilized before Deadlands. Covered in snow, and the houses lined with icicles, smoke from warm fires fly from many of the buildings chimenys, as does the sound of metal work. Outside the wooden walls of Drownyard, mills, farm houses, scarecrows and barns surround the area.
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Deadlands
While in Deadlands, roll D100 everytime you are searching to find what you are looking for. Each search is 10 minutes.
Guide:If you are with a guide, only roll a maximum of 10 times before finding what you are looking for.
<ScriptError
Crows Attack Each Search
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Shtoh Wind
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Tarn
Tarn is the largest area of Morvale, with it's thirst for industry, Tarn is a leading example for the rest of Morvale to follow.
ScriptError
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The People and Quests
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Ryndall, Coshmitt, Jace
Three soldiers of the Radiant Men military
Ryndall: Human Male 2nd Fighter
Coshmitt: Dwarf Male 2nd Fighter
Jace: Half-Elf Male 1st Wizard
Where Can Be Found
Quest: A Debt To Pay
Coshmitt and Ryndall sold some items they had looted in Drownyard to Krem; a merchant found at the Iron Works. When they went to the Hush Shadow Inn, they found they were scammed and that their coins were merely illusions.
They have tried to talk Krem into giving them their money, which he denies he ever scammed them and that they are simply using thier military brute tactics to scam him.
In order not to ruin their reputation, the trio is willing to have a trusted fellow that is not part of Radiant Men to shakedown Krem and take the 2gp., they are owed.
Variants of Play
Krem closes shop at 6pm, the lock can be opened with a DC 10, the door can be broken down with a DC 18, the chimney is a DC 13 climb, the fireplace is guarded by a locked iron grate, he has no alarms or traps inside his iron shop.
If Lichi Drahono sorts the problem out, Krem can be found temporarily in Tarn awaiting a trial by combat in the Catherdral Colloseum - Krem is replaced by Radiant Men blacksmith Oregon "Twitchy" Markon and recieve -50% off.
Items found in shop: Searching
Reward
Free accomodation, food, and drink at the Hush Shadow Inn.
Yeti
Multiple Yeti attack peasants working at the Pyre outside
Three Peasants
Four Yeti's
Where Can Be Found
Drownyard Pyre
Quest: Yeti Attack
When the players arrive at the Pyre, they immediately spot three peasants under attack by Yeti's who are unhappy with the fire they can see from their cave.
Variants of Play
The peasants are too busy trying to keep the Yeti's away, they have taken burning wood from the Pyre to keep the Yeti's away, and the Yeti's are getting angrier.
If scare the Yeti's, guards will begin to guard the area.
Putting out the fire makes the Yeti's happy and will flee, however Drownyard will think you care more for Yeti's than the people of Drownyard. -1 charisma checks in Drownyard.
Calling the Guard results in the peasants being killed, and the Yeti's throwing snow at the fire.
Reward
"Thanks" - Persuade or Initmidate to earn 5cp., per player.
Daniel Vorgon
If the players return to the Pyre, a Human Male peasant is working that was not there before.
Where Can Be Found
Drownyard Pyre
Quest: Simple Supply Work
Daniel requests if the party are interested in a simple quest to deliever some documents to Wolfsburn, and return to the Pyre with the logs requested in the documentation.
Variants of Play
Wolfsburn already knowns the players are coming, and the logs are ready and waiting to go. Documents are just proof of who you say you are.
Reward
5gp.
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Champion Lichi Drahono
Can be found at his forge making adjustments to his iron maul and whistling a tune, trophies decorate his forge.
Lichi Drahono:Human Male 12th Barbarian
Gravov Drahono:Human Male 12HD Undead
Where Can Be Found
The Champions Smithy
Quest: Bring Gravov Back
Gravov, brother of Lichi, has gone missing during an expedition into Deadlands, Lichi wants you to find Gravov and bring him home - no matter what.
Lichi is very worried about Gravov and would make his way in there himself; but fears that the worst may have happened to Gravov, and Lichi would rather not see that.
Variants of Play
Guides: Go to Drownyard Guide House quests.
No Guide: When they enter, go to "Deadlands".
Reward
20gp., and Gravov Cleaver - magical weapon.
"Jeranth"
Can be found inside the Deadlands Guide House packing supplies into a bag, sharpening her sickle, or reading.
"Jeranth":Halfling Female 4th Ranger
where Can Be Found
Deadland Guide House: Hire for Deadlands: 70sp.
Hush Shadow Inn: At the bar relaxing each night.
Quest: Deadly Supplies
Jeranth will inform that she can guide you through Deadlands, but she also needs to stop by her friends house in the forest to deliver some supplies. Will take a maximum of 2 rolls for her to find the Hermit House. When "Jernath" arrives at the Hermit house, the two Halflings speak Halfling to eachother.
"These guys helped me get here. I brought your stuff."
"Excellent! I have just finished creating the antidote!"
"Good work Perkinio! I shall take some to sell at home."
Variants of Play
Reward
Crow antidote for each player which lasts one hour, keeps crows away. Heals Blood Crow disease.
Antidotes can be bought off "Jeranth" for 100gp., each.
Gark Lostyard
Can be found inside the Deadlands Guide House smoking a pipe, tending to the fire, or drawing a map of Deadlands.
Gark Lostyard:Human Male 2nd Druid
Hire for Deadlands: 50sp.
where Can Be Found
Deadland Guide House
Quest: Red Eyed Crow
Gark will inform when you are in Deadlands that he has been keeping a secret from "Jeranth" and everybody else. He may be able to close the portal with a rune he has created. He would like to be protected while traveling to the portal to throw the stone in, and hopefully close it.
The stone is indeed magical, but it unfortunately will not close the portal. More Blood Crows will leave the portal and a Red Eyed Demon will appear. Gark will then believe that killing the demon will close the portal.
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If the demon dies, and Gark is still alive, Gark will cover the portal in earth. Stopping more Blood Crows and possible demons appearing; and then propose a retreat back.
Variants of Play
Reward
Your money back.
Krem
Can be found inside his iron shop ready to sell his wares or on his caravan making his way to Tarn to sell goods.
Krem:Gnome Male 1st Wizard
Keemstar:Gnome Male Noble
Twelve Dram-Blert Guards
Where Can Be Found
Iron Works
Random Encounter on Caravan Route
Quest: Forgery
Krem will discuss this job to only someone that looks shady, and will ask them to speak to him in private on a caravan ride to Tarn.
Krem needs a silver tongued rogue to go the Gnome Kingdom of Dram-Blert to convince the Gnomes up there that Krem ordered iron ore for his forge, and that he has already payed for via a contract.
Krem will give you a bag of gold just in case they refuse.
Variants of Play
Reward
If you complete Krem quest succesfully how he asked.
You gain: a chest filled with illusionary gold: 500gp.
If you choose to start an investigation yeilds no results. Krem gets away with it. Only after revisiting Drownyard.
Keemstar will say "I can't control what my men do! Don't blame me!" or simply "forget" anything that happened to him.
Captain Hilda
Captain Hilda will be encountered when going into the Hush Shadow Inn asking if anyone has seen a Dwarf named Dorrell or his bear Maurice. Otherwise she can be found watching the fire eating and drinking a mug of mead.
Where Can Be Found
Hush Shadow Inn
Quest: Dorrell and Maurice
Dorrell and Maurice have gone missing whilst Captain Hilda and her crew travelled from Shtoh Wind to Drownyard. The rest of Captain Hilda's crew have gone to Wolfsburn to finish their quest. Captain Hilda has stayed to offer reard if Dorrell can be found (and if possible) be brought back to her alive.
Variants of Play
Reward
12gp., Spell Scroll to summon Maurice.
Champion Vanadol Liekl
Can only be found at the Wheatstone Inn until all of "Quip's" quests are complete.
Vanadol Liekl:Elf Female 6th Fighter 4th Sorcerer
Where Can Be Found
Champions Hidden Fraternity
Wheatstone Inn
Quest: Assassinate Paulinio Puggi
You should first met Vanadol at the Wheatstone Inn muttering to herself in Draconic. If a player approaches her and can speak Draconic they can understand that she is talking to herself about killing Paulino Puggi - if the player confronts her, she will act confused, and tell you not to listen in on other peoples conversations. If pushed she will leave the Inn and disappear. She has actually disappeared into the Hidden Fraternity which has an anti-teleportation, anti-scrying, and other protection magiks enchanted on it.
If no player speaks Draconic and speaks to her, Vanadol will appear friendly and buy the players a drink and try to enjoy their company because she "needs to take the mind off things" - but will refuse to explain what the "things" are.
If encountered at the Hidden Fraternity via "Quip" she will tell you the plans on assassinating Paulino Puggi.
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Variants of Play
Reward
Gain Champion Hidden Fraterity as a player house, Lichi and Vanadol offer to create a magical weapon for the player that was arrested.
After two in-game days, Vanadol, Lichi, "Quip", and the arrested player will be caught by guards and guilds. You are sentenced to death by Commander Gerk of the Imperial Legion - for cospiracy, murder, and use of illegal magiks.
Fib'otif Irohall
Fib'otif can be found inside his table store polishing tables.
Fibo'tif Ironhall:Elf Male 2nd Rogue
Where Can Be Found
TABLE Guild House
Quest: Let's Turn These Tables
Fib'otif is one of a few members of TABLE (The Amazing Bandit League Enders) who hunt down bandits.
When the players enter with armour and weapons Fib'otif marvels at your items and asks what he can do for you in his shop. If a player enquires about a quest, Fib'otif exclaims "Ah, I don't have any of those Sir/Ma'am!" while sliding an envelope across the table.
Inside the envelope reads "To whom it may concern, we have enclosed a map to the Bhouter smuggler cove you can get to from Drownyard. Go there and blow up their ship, you will find explosives hidden under a blanket of snow near the tree we have highlighted. Bring tindertwigs. - TABLE"
Variants of Play
If the players get to the Bhouter Scout before the raven flies; when the party get to the smuggler cove the Dwarven Bhouters are relaxed and not expecting anything.
If the raven got away; when the party arrive, the camp appears empty, and when the players enter the cove arrows fly at them and four Bhouters run at them with mancatchers. After the first round, the archers reveal themselves and charge. After the second round, two more Bhouters burst through the door, casting offensive spells and throwing healing potions at wounded Bhouters that try to retreat.
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There are 12 Bhouters and 2 Bhouter mages in total.
Reward
"Ah, I'm sure this refund will sort those problems out"
4gp - Never Ending Table quests open up.
Quest: Never Ending Table
Players can re-enter TABLE each session to recieve "Ah, what may I assist with?" - "Oh, I'm sorry, we don't have any of those left..." while sliding an envelope across with a map and instructions.
Each Quest is similar "I have drawn a location, go there and kill the bandits. - TABLE".
Reward
The players will be awarded 50sp., per bandit.
and then "Ah, I'm sorry, we're not hiring right now, come again tomorrow, might have something available."
Ribburn Shturn
Ribburn is a proud member of Wise Owl Knights who will enquire if players are interesting in joining the guild.
Ribburn Shturn:Dwarf Male 4th Paladin
Where can be found
Wise Owl Knights Guild House in Shtoh Wind.
Quest: Joining The Grand Owl
To join they must take part in a ceremony, swear an oath, and capture one of the three Bounties.
The ceremony is after first paying the guild 15sp., after paying two Wise Owl Knights are called to take you to a room to ask you "Why do you want to join?" if they trust your awnser, they will ask you to recite the oath "I am to protect the creatures of this world - in the gods favour and for the peoples - and hold order in the balance of nature"
After one in game day, the ceremony will begin by lighting a pit inside the basement of the guildhouse with statues of Owls watching over the player - they must recite the oath whie doing this. After they recite the oath, the player must declare to The Grand Wise Owl which bounty they will bring to justice. Then throwing bird seeds into the fire as a gift.
The Bounties are as follows:
A player can only encounter these bounties through a random encounter, or by learning the location of the Bounties through speaking to Dimi'Gneck in Tarn.
Reward
Player is now part of the Guild: Wise Owl Knights. Bringing back a bounty they have declared grants them the armour of the Wise Owl Knights.
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Commander Gerk
Commander Gerk can usually be found in his office writing letter and reports for The Empire.
Where Can Be Found
Imperial Legion Guild House
Quest: Dirty Demons
Commander Gerk suspects Judge Paulinio Puggi isn't as good as he says he is. "His way of law is against what The Empire stands for... he is barbaric; something is wrong..."
Commander Gerk wants you to get information about Paulino Puggi that confirms his suspicions.
Variants of Play
Reward
Any verbal information is 50cp., from Com. Gerk
Any physical information is 1gp.
Thed Urrain
Thed Urrain is a weathered old man that enforces the laws of magic in Morvale as Arch-Mage. He is not one for "questings", but he can be swayed in "friendly favours".
Where Can Be Found
Circle Ultimate Guild House
Quest: The Reading Mouse
The Spectator in the Anchient Hydra Library is not aware that there is a mouse living inside his building. Not just any mouse, this mouse is Waldemar Bartkowiak, a great spell caster some-what secretly devoting his life to studying.
Thed would appreciate it if you could buy some bread to leave at the library for Waldemar.
Reward
The ability to meet Waldemar Bartowiak
Clegan Drovean
Clegan Drovean is a bored halfling, giving tours or making orders for the populace of Morvale. She's looking for someone to spring a little excitement.
Where Can Be Found
Bread Factory
Quest: Unsatisfied Scarecrows
After using the options of a tour, making an order, Clegan wonders if you're interesting in starting a little excitement?
Her plan is to awaken the scarecrows in Drownyard by throwing rocks at them and making the scarecrows fight.
Variants of Play
Reward
Clegan offers to give you her Scythe as a gift for 1sp.
Nathaniel
If the players did not board Nathaniels ship
The church is locked and is empty, breaking inside reveals a derelict church with a snow covered floor.
Only when players re-enter Shtoh Wind after trying to visit the church, they find the church open, full of life, and a warm hugging welcome inside.
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If a player is "Sun God"
That player sees the doors as being open, with the "Gods" all around in the warm embacing atmosphere; they can pass through the door as though they are incorporeal.
Nathaniel praises the new god on the test of the mind, Nathaniel calls for the God of Money to hand "God of Sun" 10gp., and to keep the strong mind.
Will save of 10 - save is half damage of 4D10
Nathaniel will summon the illusion of a Kraken breaking in through the ground - a DC 20 Will save will discover it is an illusion. After 5 rounds, the player is paralyzed by a Kraken tentacle. The illusion, the Gods, and all the scenery disappear. All other players do not see the Sun God if they enter until those rounds have been completed.
Reward
10gp. Can be persuaded to give Timesword on a DC 35.
Steve Rucksand
Upon entering the guard house you find a mass of panic at first, before one guard notices you and all the guards quieten, soon after the guards leave. Leaving only the one guard, Steve Rucksand left. Steve will explain the commotion on a DC 13.
Where Can Be Found
Shtoh Wind Guard House
Quest: Petrified Paladin Statue
Steve needs you to go to Mar-Tu-Gere and find a Cleric up there who knows how to unpetrify. Bring the Cleric back, and in a secret location the Cleric can perform his duties to bring the Paladin back.
Statue was found out on the road a few months back, and was bought by Steve himself; only to later discover that the statue was a Paladin - and probably created by Simic the Gorgon.
After being unpetrified, the Paladin known as Stump will ask where he is, and where Avalon is.
Reward:
Stump:"I have no money, but those who saved me, I will give you my company if you are willing to feed, and pay me until I can get back on my feet again - or find Avalon."
Steve Rucksand gives a bag of holding
Opens quest for finding and killing Simic if not done by Wise Owls.
Mathieo Losieo
This shady human, sitting, twirling a dagger on the table.
"Are you with TABLE?" Either response "Good; this is the objective"
Where can be found
Wheatstone Inn
Quest
Mathieo Losieo wants you to track a caravan leaving Tarn, on that Caravan, Narda Huffwood - an outspoken worker of The Sawmill - needs to stop being able to talk. Ambush and kill. Bury his body in the snow. Make it look like a Groan-Sun the Kao Toan Fisherman did it to earn a bigger bounty.
Variants of Play
Reward
1gp. Mathieo Losieo can be found on a TABLE quest.
Lioth the Rust
Trial by Combat
If you are ever arrested, the players must fight Lioth the Rust
Sir. Golo Hedra
The capitain on the harbour smoking his long brass pipe will only give quests to those who has caught his attention (after 10 quests have been completed) but can guide players to where they are needing to go.
Quest: Recruit a Crew
Sir Golo will inform that he is looking for people who are able to recruit people in Morvale for a special task mission. They must choose carefully.
Reward:
Entatrance to Heist
Narda Huffwood
Narda is a black labour worker and caravan transporter for the Sawmill.
Quest: Stop Steve Rucksand
Steve Rucksand is killing people who know what he's truly up to.
Unsure how he is doing it, or why he is doing it... but he's got a special task group that go out killing bandits and unlawfuls. Steve uses this power to stop people knowing about it also. He's also taking large shipments of wood into Shtoh Wind - however he was asking for a special delivery from the harbourmaster Sir Golo.
Confirm Narda suspision - aquire the package.
Variants of Play
Dimi'Gneck Fenzir
Dimi'Gneck the Gnome can be found inside the Wise Owl Knights scrying inside.
Unless met before, players will be guided to the Guild House in Shtoh Wind if they wish to join.
Quest: Hunting the Wolves
People have recently been going missing, Dimi'Gneck suspects lycanthropes are taking them from the farms and cities at night.
Brigthorne, Craeed, Lilaqui
Quest: Free Spirits
Return the bones of the three spirits to their respectful resting grounds in Widdice - which were taken by grave robbers who sell the corpses to necromancers.
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Random Encounters and Continuation
Paulinio Puggi
"Quip"
"Pung"
A Gnome fighter in blue and silver metalic armour, wearing an owlbear winter cape, with a 2H long sword and shield is adventuring solo until he is recruited.
"Pung" fans his ears when stressed - he also hates sunlight - hates bludgeoning weapons - fears death.
Can be recruited to the party for 2gp., a day.
Waldemar Bartkowiak
[Wizard Guild Quests]
Protect Waldemar open a door in the library while 5 rounds of dust mephits attack. 2D4+1 Mephits.
King Killer Keemstar
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Main Quest
After arriving in Morvale, the players need to get to Mar-Tu-Gere. They can do so by recruiting a Mountain Guide. Mar-Tu-Gere has recently been corrupted by "Strings" - the puppet master of this little charade.
Traveling on Mountains
Entering Mar-Tu-Gere
On the road in to Mar-Tu-Gere, 5 ice giant statues stand proudly, one of the five appears destroyed. Graffiti reveals messages "Turn back now" - "Mar-Tu-Gere is lost - LEAVE" - and similar. You see high level clerics leaving.
Inside Mar-Tu-Gere, a large willow tree stands almost centre of the area, upon it you find hanging corpses of villagers, and clerics that did were "disobediant".
The people are distrusting and not willing to co-operate.
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