You surveil the local tavern, The Sleeping Goose, which was, blessedly, located on the edge of town where you were plopped by the Fey portal.
You learned via eavesdropping that the tavern keeper, Borris, is a known grump. May be best to avoid him.
There are two points of entry:
[[the back window]]
[[the front door]]
Stumpy clings to the windowsill for balance as you climb up him, both cautiously peering over the rim of the window.
No sign of movement. The window leads into a secluded hallway.
You pull yourself up onto the windowsill, back straining with the effort. You can feel your wounds oozing.
Oops.
Your body tingles as it fills with magic. You steadily push it out towards the window, unlocking it with a click.
You both carefully lift the window open.
Stumpy jumps down first and scurries into the shadows to wait for you to catch up.
You grab the ledge and lower your body down.
As you dangle from the window, your back seizes up, causing you to cry out and fall.
Your body smacks the ground, knocking the wind out of you.
Stumpy sprints to your aid and rapidly slaps your cheeks. You bolt up-right, slap-boxing his paws away from you.
[[crawl to safety|hallway]]At this hour, the tavern is full of rowdy drunks who can't focus on anything other than booze and boobs.
Excellent.
As a disheveled man stumbles out of the tavern door, you and Stumpy launch yourselves inside before it shuts.
You dive under the nearest table.
Your feet stick to spilled liquor as you dodge the large feet of the table's occupants.
You slink from table to table.
Mid-dash, a collision between a wasted patron and a wench carrying a pint of beer causes it to rain down on you and Stumpy as you try to avoid the entanglement occurring above you.
Borris, is heading your way with rags to clean up the mess.
You both sprint as fast as you can..
[[Dive through the nearest doorway|hallway]]As you get closer, the sounds of grunting and breathing get louder. You decide it's best to move on.
[[Try Another Door|hallway]] Stumpy boosts you up to the handle.
You use your body weight to pull it down and push the door ajar.
You peek into the room.
It contains a simple bed and nightstand.
A crinkled picture of a much younger Borris, a beautiful elven woman, and an infant, lies atop the nightstand next to two urns.
This clearly isn't the kitchen.
[[Try Again|hallway]] You can smell freshly baked bread and savory spices wafting from behind this door.
Your mouth fills with saliva.
Stumpy bounces on his tippy toes until he grabs the handle, getting the door open.
[[Barge in|kitchen]]
He gently carries you both out of the kitchen and places you in an unused bed to sleep it off 'til morning.
[[Now What?]]He tosses you both onto the street.
[[Now What?]] You have food. Now you need a way to navigate this plane of the Aether.
You need maps.
Tricky thing is...you can't read.
[[Burgle the Map maker|Cartography Catastrophe]]
You find yourselves in a small hallway with three doors. One leads to the kitchen.
Which do you pick first?
[[Door #1: on the left, closest to you]]
[[Door #2: on the left, at the end of the hall]]
[[Door #3: on the right, at the end of the hall]] Huzzah! You've located the kitchen. Unfortunately, Borris is about to locate Stumpy.
What do you do?
[[Knock out Borris with a spell]]
[[Scream]]
[[Bite Borris' ankle]] Now you have Borris' full attention.
Your injury slows your reflexes.
Borris whacks you with a broom, hurling you onto a shelf.
There are several items you can use as a weapon.
Which do you choose?
[[Freshly toasted baguette]]
[[Meat mallet]]
[[Ground pepper]]
[[None]] Victory!
But at what cost?
Your rash actions and poor planning led to an unnecessary altercation that reopened your wounds and traumatized your friend.
How do you apologize?
[[Apology and awkward handshake]]
[[Promise him sweets for life]] You and Stumpy fill your bags with as much as you can fit.
You tweak your nose with your finger twice, teleporting the bags to the hidden stash outside.
You feast on the food that Borris has prepared for tonight's guests.
[[Later...|later]]Later...
Borris finds you both passed out, bellies engorged on top of partially eaten platters of food.
[[Peacefully dealt with Borris]]
[[Attacked Borris]] You come to consciousness slowly.
Your head feels as heavy as a bullfrog.
There's a light pressure on your cheeks that becomes increasingly hard.
It's accompanied by a thwaking sound.
Something's slapping your cheeks.
You open your eyes to see a frantic raccoon face inches from yours.
Stumpy!
He sighs in relief.
That Fey portal was no joke. It knocked you out cold.
You sit up, back screaming in protest.
Your long, blonde hair sticks to the open wounds on your back.
Gross.
Stumpy helps you stand all the way up.
You swoon as lightheadedness plagues you momentarily.
He steadies you.
You can't see your surroundings well, so you ignite a flame in your palm.
The area is unfamiliar.
The reality of your situation punches you in the gut.
You are Thimble Bumblebush. A fairy whose wings have been cut off as punishment for your crime and you have been banished from the Feylands until you return with the legendary Fey item: The Ultimate Shiny.
[[Take inventory]]
<img alt="Thimbleo" src="images/Thimbleo.png">
Unfortunately for you, you are wounded, in your knickers, penniless, starving, and completely lost.
First priority:food.
You can't function on an empty stomach.
[[Locate food establishment|Tavern Heist]]
You fill your hands with sleeping dust and attempt to fling it on Borris' face. As he is much taller than you at floor level, you miss and get sparkly, purple dust all over his white shirt.
[[Dingleberries!|shelf]] You inhale as much air as possible and let out an ear-piercing scream that momentarily stuns and confuses Borris long enough for Stumpy to hide.
[[Sprinkles!|shelf]] You tackle his exposed ankle and bite down with all the force you can muster. It's not much, but it's enough to make him look down at you instead of Stumpy.
[[Cockthistle!|shelf]] The bread is as big as you are, but you brandish it in front of you as if it were a rapier. Borris doubles over laughing as this is the most absurd thing he has ever seen.
Stumpy takes this as an opportunity to bash him over the head with a pan, knocking him unconscious.
[[victory!]] The mallet weighs more than you do, causing you to fall with it directly onto Borris' foot. He cries out in pain, hopping up and down while holding his foot.
Stumpy uses his imbalance to topple him over.
You heft the mallet up and allow gravity to bring it down onto Borris' head. He is now unconscious.
[[victory!]] You grab handfuls of ground pepper and blow it into Borris' face.
He coughs and sputters, blinded.
You leap onto his face while Stumpy goes for the legs.
As Borris falls, you use a hypnotizing spell to make him think he's making snow angels on the floor.
[[victory!]] You put your hands up in a gesture of peace and grovel before him saying, "Please, sir, we're just so hungry and we have no money. We're orphans ya' see and--"
You go on like this for several minutes.
Borris is apparently a very patient man. He waits for you to finish making a web of lies before evaluating you.
He takes in your disheveled appearance, your injuries, and how frail you seem.
Stumpy whines and gives him a pitiful look.
Borris begrudgingly relents saying, "Oh fine! Take a few meals worth of food, but that's it. I want you pests gone."
[[victory!]] "I'm sorry I overcomplicated things, can you forgive me?" you say as you hold out your hand for him to shake.
He doesn't know what a handshake is, so he lightly slaps it, making you fall out in a fit of giggles.
Now for the task at hand.
[[Nab the food|food stashing]]"I, Thimble Bumblebush, henceforth swear that I will get you sweets at the cost of life, liberty, and limb, so help me gods," you say with faux seriousness and an improper salute.
Your stomach grumbles.
Oh yeah!
[[Nab the food|food stashing]]Back at basecamp in the early morning, you pour over the map with Stumpy as if you have any idea what any of it means.
You need gear, but to have gear you must make the gear. To make the gear, you need...things. Lots of different things. Things that can be found all over town if you know where to look.
Things like:
* medicine
* bandages
* needle/thread
* spidersilk
* small sticks
* resin
* dead yet durable, leaves
* fish
* jewelry
* cloth
* leather scraps
* rocks
* willow leaves
Hence, why your good pal is studying the local map.
He indicates the many places to look for the items you need.
<img alt="Feygate" src="images/Feygate.png">
[[The Holy Grail]]
[[Plain Grove]]
[[The Market Square]]
[[Loghoki's Leatherworks]]
[[Babbling Brook]]Congratulations!
Because of your escapades, you and Stumpy have been labeled by the authorities as wanted criminals with posters and everything.
Your journey just got a lot more complicated.
Good luck!After several hours of trying not to get stepped on while asking pedestrians the whereabouts of a map shop, a kind soul finally points you to Maud's Marvelous Maps.
Gaining entry will be tricky.
There are three different potential entry points.
[[Front Door]]
[[Window]]
[[Skylight]]You size up the mail slot.
You lean over to Stumpy saying, "I bet I can fit."
He side eyes you and says, "I bet you can't."
"If I fit, you owe me a fruit tart," you say, winking.
He rolls his eyes in reply.
[[Feet first]]
[[Head first]]The windows on the side of Maud's shop are high up.
Even if Stumpy stood on his hind legs and you stood on his head, you wouldn't be able to reach, much less open, the window.
You need to find a way to boost yourselves up.
[[Rickety crates]]
[[Cumbersome Barrel]]You scale the beam leading to the roof. It takes some time and effort, but you make it at last.
There's a large, round, skylight in the center.
The skylight leads down into the dark abyss. There's no telling what's at the bottom.
You and Stumpy carefully prop it open.
You need a way to lower yourselves down.
You look around on the roof for anything usable.
Hey look! A rope.
Just what you needed.
How lucky!
[[Tie off rope]]
[[Don't tie off rope]]You crawl onto Stumpy for leverage.
You lift the mail slot cover and slip one leg in, balancing the other on Stumpy's head.
You jump and shove your remaining leg into the slot, using the mail slot cover as a swing to slingshot the rest of you through.
Success! Fruit tart, here you come.
You made it through, but now you're plummeting to the floor.
Your feet hit the floor and you almost catch yourself, but the force unbalances you causing you to fall to your butt.
Ouch!
You get to your feet, rubbing the now bruised tissue grumpily.
You create an orb of yellow light.
You notice next to the large, people sized door is a smaller version. Stumpy might fit through here.
You unlock the door and push it open to see an alarmed Stumpy.
You usher him over, insisting he can fit.
He doesn't look sure.
"Look, I'll go behind you to push if you get stuck," you say exiting the small door.
He reluctantly sticks his head through. So far so good.
He does fine until he gets up to his rump. It's a bit too chunky.
You shove with all your might while he wriggles and pushes against the door with his paws. His back legs kick helplessly behind him.
With a pop, he's through.
You find yourself in an opulant, oval room.
There are many desks and tables with maps scattered all about.
Where to start?
[[Table by window]]
[[Table by bookshelf]]
[[Desk by window]]
[[Desk by bookshelf]]
You climb Stumpy for leverage.
You lift the mail slot cover and stick your head through.
Doesn't look too far down. You create a purple orb of light and drop it beneath you illuminating the area.
You see a second, smaller door next to this one.
"Hey, Stump! I found a way for you to get in," you say.
You shove your arms and shoulders through next.
Being carefull of your back, you slide your torso through to your hips.
You used to be an acrobot so this dismount should be a cinch.
You angle your arms where you need them so you can catch yourself and when you're ready, you slide the rest of the way out.
You land on your hands, back bend to your feet, and stand right up.
Ta da! You knew you still had it in you.
You open the door for Stumpy, who tries squeezing his way in.
He's stuck, so you brace your feet on either side of the doorframe while pulling on his little paws. His back feet kick helplessly.
You finally pull him free, and land unceremoniously in a heap.
You brush yourselves off, and you find the light orb you dropped earlier.
You find yourselves in a opulent, oval room.
There are many desks and tables with maps scattered all about.
Where to start?
[[Desk by bookshelf]]
[[Desk by window]]
[[Table by window]]
[[Table by bookshelf]] You notice a barrell laying on the street corner.
Excellent!
You and Stumpy rush over to it.
Seems simple enough. Just roll it right over to the window.
Unfortunately, it's really heavy.
It takes the both you to heave with all your might just to get it to start rolling.
The cobblestone street doesn't help.
It's a slow, bumpy ride.
You painstakingly roll it all the way to the window.
Stumpy boosts you up to clamber onto the barrel and climbs up right after.
The barrel is unsteady, as it is still on it's side, but not unbearably so.
You unlock the window as you did at the Sleeping Goose.
It takes the both of you to hoist the window open.
There are thick, velvet curtains obscuring the inside.
You smack around at the fabric to find where they seperate.
Once you find it, you grab onto the other side of it and jump through.
Clinging to the crimson folds, you loosen your grip just enough to slide down.
You slide for what feels like ages until your feet smack the marble floor.
You form an orb of blue light as Stumpy follows you down.
You find yourselves in an opulant, oval room.
There are many desks and tables with maps scattered all about.
Where to start?
[[Table by bookshelf]]
[[Table by window]]
[[Desk by window]]
[[Desk by bookshelf]] Down a nearby alley, you see some wooden crates.
If you stack them, you should be able to reach the window.
They're light-weight, so you drag them over to the window with ease.
You are able to make a feux staircase with them and ascend them.
They wobble with the weight of the two of you, so you need to hurry before they collapse entirely.
You unlock the window as you did at the Sleeping Goose.
It takes the both of you to hoist the window open.
There are thick, velvet curtains obscuring the inside.
Before you can do anything, the crates give way beneath you.
Stumpy launches the two of you forward through the open window and into the curtains.
The curtains briefly catch you, and you are able to roll your way down them onto the floor.
You spend what feels like hours trying to fight your way out of the suffocating, velvet jungle, but eventually you find yourself in an opulant, oval room.
You create an orb of red light and take in your surroundings.
There are many desks and tables with maps scattered all about.
Where to start?
[[Desk by bookshelf]]
[[Desk by window]]
[[Table by window]]
[[Table by bookshelf]] Better safe than sorry, you decide to secure the rope.
You descend the rope slowly and eventually come to the end.
Not good.
You feel around the air with your feet hoping to connect with something, anything to know that you're near the ground.
Your feet hit nothing.
You have to drop without knowing how far down it is.
You take a deep breath, and...
Release.
As you fall, you attempt a levitation spell. A spell you've never been good at.
You cast it on yourself, hoping you have time, and you feel yourself slow down.
However, you don't come to a full stop as you are supposed to and you still smack into the ground, momentarily stunning you.
You grunt as you sit up. You'll be sore tomorrow.
You create an orange orb of light.
You find yourself in an opulant, oval room.
There are many desks and tables with maps scattered all about.
Where to start?
[[Desk by window]]
[[Table by bookshelf]]
[[Desk by bookshelf]]
[[Table by window]] You decide that you need as much length of rope of as possible, just in case the way down is much farther than anticipated.
That means Stumpy will have to stay above to lower you down.
You loop one end around yourself, knotting it together.
Stumpy gathers the rest in his paws.
You gently swing yourself over the edge of the skylight and let Stumpy slowly release more rope.
You create a small orb of green light to illuminate the area around you.
You still can't see much.
Apparently you are heavier than anticipated, and Stumpy loses his grip on the rope.
You drop a couple of feet, and splat onto a globe that begins rolling with you still on it.
It spins you around and around, tangling the rope.
Now dizzy, you try to quietly disentangle yourself.
Stumpy looks on helplessly from above.
The rope writhes around you like a snake as you struggle against it.
You bend yourself this way and that way trying to give yourself room to maneuver.
The rope loosens its grip and you leap at the chance. You wiggle your whole body back and forth, inching your way out of the rope-snake's clutches.
You wiggle your way to freedom.
You re-form your light orb and begin making your way around the opulant, oval room.
There are many desks and tables with maps scattered all about.
Where to start?
[[Table by window]]
[[Desk by window]]
[[Table by bookshelf]]
[[Desk by bookshelf]]
The Holy Grail is the local apothecary. They'll have bandages and medicine for your open wounds as well as needle and thread.
It's a small building near the Babbling Brook.
The owner is a wizened dwarf woman. That's odd. Dwarves in this land are nomadic. Why isn't she with her people?
You weasle your way into the back of the shop through a rat hole, and open the side door for Stumpy.
You find where the potions and ingredients are kept, but as you peruse the shelves you make a problematic realization; you can't read, and Stumpy doesn't know the first thing about medicine. He also can't tell you what the ingredients are because Befelda is nearby and might hear you.
She may be old, but dwarven hearing is superb.
You're at a loss when Befelda starts talking, seemingly to an empty room,"Not finding what you're looking for, dear?"
You scan the shop, looking for the patron you clearly missed.
You don't see anyone else in the shop.
"Oh don't you worry, sweetpea, it's just us," Befelda says conspiratorially with a wink.
Holy hummingbird! Her hearing is astounding.
"We're looking for a few items, but we have no way to pay for them, miss," you say with shame.
"Yes, I figured as much. Tell you what, how about you help me with a few things, and I'll consider it payment?"
"Deal," you say beaming.
[[Help Befelda with potions]]
[[Help Befelda clean]]You follow the pathway into the grove. The path diverges up ahead.
[[left| spidersilk and resin]]
[[right|small sticks and dead leaves]]The market is boisterous, busy, and loud.
You love it!
The stalls are filled to the brim with vibrant fabrics, jewelry, and other oddities you've never seen.
The vendors are just as exotic as their items. Mostly elves and dwarves, but you also take notice of a couple of orcs hawking their brutish weaponry. The dwarves are expected as this is the main way they make a living. They roam around in merchant caravans traveling from city to city and town to town, selling their wares from all over Azira. In an area like this, however, you expected to see more humans.
You wander for a bit, awe struck.
The other passersby take no notice of you and Stumpy.
You take stock of the placements of the stalls you'll need to burgle.
They're all relatively close to each other.
You and Stumpy formulate a plan to dash and grab as many of the items as you can without stopping, then take a side street to escape what you're sure will become a mob.
Stumpy hoists you up onto the jeweler's stall and climbs up after you.
You act as if you're perusing the wares as a buyer. Carefully inspecting this bauble and that ring and so forth until the saleman is distracted by another customer.
You scoop up as much you can in one arm and make a run for it.
You leap onto the clothing merchant's stall next and snatch up whatever is in your path.
Stumpy's ahead of you at the fish vendor and already has a large opalescent scaled fish in his mouth.
You hear exclamations of shock and anger as people catch on to what's happening.
Someone calls for the guards.
The side street is still a ways ahead of you and you're bogged down by the weight of the materials.
You see a smaller street much closer to you with clothesline hanging between the buildings. Perfect!
You signal Stumpy and you both bolt towards the clothesline.
You both grab low-hanging clothing, pull them down and release to launch yourselves up onto the roofs.
[[Escape & take inventory]]
Loghoki's Leatherworks is located across the bridge in a compound of buildings used for carpentry, blacksmithing, and tanning hides.
The sounds of hammers panging off of metal, the grinding of sandpaper against rough wood, and the scraping of knives on raw hide fill the air.
As you enter Loghoki's, the smell of the harsh tanner's chemicals nearly burns your nose hairs.
There are vats of the stuff and you see a half orc poking around in one with a large stick, pushing the hides all the way into the liquid.
You approach the towering woman, trying to wait for her to be less busy to ask your question.
She doesn't notice you as she continues her work around the shop.
You try to stay patient, but you begin to fidget.
You twiddle your hands and sway on your feet.
Finally, you realize the woman will continue to be in constant motion unless you intervene.
You clear your throat, causing her to pause and look over at you.
"Excuse me, are you Loghoki?" you ask.
"No ma'am, Loghoki was my father," she points to a picture of a dwarf man hanging on the wall as she continues, "I took over the shop after he died. My name is Grelka"
"I'm sorry for your loss, Grelka, but maybe you can help me with something," you respond.
"It's alright, how can I help you?"
"Do you have any leather scraps I can use to make myself some gear and Stumpy here a saddle?"
The woman looks you both over, doing some measurements in her head.
"Unfortunately, the scraps I currently have aren't enough for you to make anything useful. However, after the cuttings I need to make today there should be enough. It'll go faster if you and your furry friend help," she replies.
"Great, just tell us what to do," you say enthusiastically.
Grelka chuckles as she says, "Alright, let's get to work."
[[Slice and dice]]The cold water feels good on your aching bare feet. Your feet aren't used to all of the walking you've been doing lately. You're beginning to realize how much you took your wings for granted.
You sit on the bank as the water runs over your feet slightly dragging them with the current.
Stumpy splashes around deeper in, enjoying the moment of respite.
At some point you realize he's trying to catch fish...and is failing.
You giggle at his antics.
The sun warms you, but the breeze keeps you comfortable.
The willow leaves rustle as the breeze combs through them.
Some of the branches are low enough to skim the water.
Willow leaves make excellent fairy-sized fletchings due to their length, width, and sturdiness.
You wade through the water and pluck several in case you decide to make arrows.
Stumpy sets out some river rocks to use as tools.
It's going to take a while to get those back to base camp.
You decide it can wait and lay down in the soft grass under the shade of the willow.
Stumpy joins you, cuddling up for a nap.
You awake an hour later and begrudgingly drag the stones to base camp.
[[Figure out next steps]] You climb up the curtains with some effort.
The velvet material makes it quite slippery.
You swing from side to side, clinging to the wrinkles in the thick fabric.
Once you have enough momentum, you let go and fling yourself onto the table.
As you and Stumpy pour over the parchments, you realize these are all incomplete.
Some are half-drawn. Others have only major landmarks.
Unfortunately, these will be unhelpful to you in their current forms.
Where to look now?
[[Table by bookshelf]]
[[Desk by bookshelf]]
[[Desk by window]] Stumpy hoists you onto the chair by the desk, and pushes the chair towards it.
You are then able to pull yourself up onto the desk from the seat of the chair with a small hop.
He follows suit with the orb.
You hold the pieces of parchment up for him to see as best as you can.
This is difficult as these are much bigger than you and span the length of the desk itself.
It takes some time to go through all of them.
You find the world map, however, it's massive.
You carefully fold it to make it more manageable.
<img alt="Azira/Krasia" src="Stories/Azira/Krasia.png">
If you still need the local map, where do you search next?
[[Table by window]]
[[Table by bookshelf]]
[[Desk by bookshelf]]
If you have both maps, prepare to leave.
As you're gathering the maps to carry them back to your hiding place, you hear a bell ring in the distance.
That's odd.
You hear it again. Closer.
Something hunts you from the shadows.
You've overstayed your welcome.
[[Skedaddle]]You climb up the bookcase, shelf by shelf, until you are at table height.
You swing your arms, and bend your knees in preparation to jump.
Once your ready, you leap towards the table.
You miss the feeling of air against your wings as you fly through the air.
It feels...wrong.
You land and skid on some papers, nearly knocking it all onto the floor.
Stumpy joins you, orb in his mouth.
You take the orb and place it in the center of the table.
You slide different sheets of paper over to the orb for Stumpy to evaluate.
Sixteen sheets later, you've found the local map!
If you still need the world map, where do you look next?
[[Desk by window]]
[[Desk by bookshelf]]
[[Table by window]]
If you have both maps, prepare to leave.
As you're gathering the maps to carry them back to your hiding place, you hear a bell ring in the distance.
That's odd.
You hear it again. Closer.
Something hunts you from the shadows.
You've overstayed your welcome.
[[Skedaddle]]You wrap your body around the leg of the desk, and caterpillar your way up it.
Stumpy beats you up, and takes a look for himself.
He peaks his head over at you, shaking it.
"There's nothing, but baubles and do-dads up here," he says.
You sigh.
Wasted effort.
You slide down.
Now what?
[[Table by bookshelf]]
[[Table by window]]
[[Desk by window]] Apparently, Mr. Maud had gotten out of bed to relieve himself and BonBon had slunk out of the room with him.
Maud has one of those fancy, magical lamp systems that alights any wicks with a flick of the wrist.
He had done so while on his way to his private throne.
Unfortunately, he had flicked on all of the lanterns, not just the ones he needed.
You and Stumpy are now in full view of BonBon the cat.
BonBon doesn't seem pleased to see you. He also seems very athletic for a housecat.
Stumpy gathers the maps in his mouth slowly.
BonBon watches intently, preparing to pounce.
Run!
[[Flee out the front door]]
[[Flee out of the window]]You and Stumpy dive from your spot as BonBon pounces.
He misses you by an inch.
You somersault through the air, stick the landing, and keep going without breaking stride.
Your back wounds flare up, however, causing you to wince.
You don't know how long you can keep going like this.
Stumpy is much less graceful, but is no less successful. He outpaces you easily. Even with the maps fluttering in his face.
BonBon corrects himself easily, and is right on your heels.
You realize Stumpy will need to squeeze his way through the cat door.
You need to buy him time.
You use magic to blindly fling random objects behind you, hoping to at least slow BonBon down.
Books, sextants, magnifying glasses, inkpots, and even a chair go flying behind you.
You chance a look, and see BonBon has failed to dodge all of it successfully as he's now several feet away.
You also see that in your efforts, you knocked one of the lamps over. It has set the nearby parchment alight.
Fiddlesticks!
BonBon has also noticed the growing flames, and is just as alarmed.
Stumpy has gotten the catdoor open, and is most of the way through. He just needs a little push.
You make eye contact with BonBon, and there's an unspoken agreement.
You need to get out. All of you.
With BonBon's help you shove Stumpy the rest of the way out.
You turn towards the building, now engulfed. There was a lot of flammables in there.
Maud!
You hear coughing nearby, and run around the corner to see that Maud has climbed out his bathroom window. He looks up to see BonBon, and is overjoyed to see he's okay.
He now takes notice of you and Stumpy...with his maps in your clutches.
He puts the pieces together, somewhat accurately, and screams for the local authorities.
[[Flee to safety]]There's a window not far from you. One of you needs to get it open while the other keeps BonBon distracted.
There's no time to play toadstool, parchment, knife to determine who does what.
You square your shoulders, and signal for Stumpy to go for the window on your mark.
You want him to chase you, not Stumpy, so you magically gather water into your palms.
You form it into a ball, and toss it into BonBon's face.
You run immediately.
BonBon yowls then gives chase, dripping wet.
You run, dodging, and leaping over things in your haste.
Your back wounds are starting to seize up with pain. You don't know how much longer you can keep this up.
BonBon isn't far behind.
You lead him under, over, and behind furniture.
You can hear things on tables, and desks being knocked over as you both smack into things full force.
One desk nearly topples over.
Stumpy is now at the window waving you over frantically.
You need to be able to get to the window quickly, so you use magic to pull one of the bookshelves over.
It tumbles into other furniture, and shelves, causing more things to fall over in a domino effect.
One shelf, unfortunately, shatters a lantern and catches fire.
Cobwebs!
You run the length of one of the prone bookshelves, BonBon still on your tail.
There's a gap between you and the window with no time to think. You spring towards Stumpy.
He holds out his paws and catches you. You both tumble to the cobblestone street outside.
BonBon lands next to you gracefully.
You hear an intake of breath, and look up to see Maud staring down at you, mouth agape.
He puts the pieces of the situation together as smoke billows out of his shop, and screams for the authorities.
[[Flee to safety]] Using the local map, you find a route to the nearby bridge.
It's quiet, covered, and secluded with just enough dry ground to sleep on.
Perfect for a base camp.
Now all you need to do is scower town for the everything else.
[[Scavenger Hunt]] Befelda has you and Stumpy prepare ingredients as she specifies, while she sets up the equipment.
Many of the plants are as big as you are tall. You and Stumpy work as a team to carefully dice them. You hold the plants still on the cutting board while Stumpy chops with the knife.
She then has you grind them into powders. It takes a lot of effort and the two of you switch off every few seconds in exhaustion.
Befelda chuckles at your odd dynamic, but holds her tongue.
Once everything is prepped, she explains what each plant is and how it can be used in medicines. Some are good for swelling, others for cleansing, and others still for pain management.
She shows you how to combine them into various forms like pastes, balms, and tonics.
You have now successfully made several useful tinctures and tonics for Befelda.
As for your reward, she has limited supplies.
She can either make a tonic that will soothe your wounds or keep them clean. Not both.
Which do you choose?
[[cleansing tonic]]
[[soothing tonic]]She directs you to the back where there's a sink full of used medical equipment, bowls, and empty flasks.
She needs them washed thoroughly and dried.
You fill one sink up with soapy, warm water and you jump in.
You grab the cleaning cloth and, holding your breath, you dive down to scrub the items clean.
You come up for air occassionally and as the items get clean, you magically set them on the counter for Stumpy to dry them off.
This goes on for a while, but eventually you get everything spotless.
Wet, exhausted, and back burning, you give Befelda a tired grin.
She returns it with a gentle smile.
She dries you off with a soft towel being cognizant of your wounds.
She pins your hair up off your neck and back, so she can apply a balm to your wounds.
She finds the bandages, strips them down into smaller pieces, and wraps a couple around you. The rest she gives to Stumpy for you to use later.
You then ask if you can have a needle and some thread.
She quirks an eyebrow at you, but gets them anyway without asking.
Still need medicine?
[[Help Befelda with potions]]
All done?
You say farewell to that strange, sweet woman. You hope to see her again.
[[Figure out next steps]] You want them healed as quickly as possible, which means keeping them clean and bacteria free. Besides, you now know what herbs to look out for to manage your pain in the future.
Befelda hands you the tonic in two small potion flasks.
Still need needle and thread?
[[Help Befelda clean]]
All done?
You say farewell to that strange, sweet woman. You hope to see her again.
[[Figure out next steps]] The pain in your back has made you clumsy. That's dangerous. You decide that reducing your pain is the better option for the moment and you now know what herbs to look out for if you do need to sterilize them.
Befelda hands you the tonic in two very small potion flasks.
Still need needle and thread?
[[Help Befelda clean]]
All done?
You say farewell to that strange, sweet woman. You hope to see her again.
[[Figure out next steps]]Now that you've stashed your new items, what's next?
[[Loghoki's Leatherworks]]
[[Babbling Brook]]
[[The Market Square]]
[[Plain Grove]]
[[The Holy Grail]]
[[Back to basecamp]]Now that you have all of the components, you need to use them to make your equipment.
What do you make first?
[[top]]
[[bottoms]]
[[socks]]
[[shoes]]
[[utility belt]]
[[weapons]]
You manage to wobble your way down the roof system near the edge of town and make your way back to base camp, the clothing dragging behind you.
You dump your new stuff on the ground and appraise it with pride.
You now have:
* Fish-for meat and bones
* Jewelry-can be broken down into metal bits and pretty jewels
* A striped,cotton-scarf-can be used for some kind of clothing
* A pair of fancy pantaloons-you're not sure for what, but you're sure you'll think of some way to use these
You make a fire and cook the fish.
You and Stumpy eat until you're full, saving the rest for later.
You clean the bones and set aside the sharp pieces to use as knives or arrowheads.
[[Figure out next steps]] As you explore, you come across a lumbermill. It's not on the map. Weird.
You sneak inside. No ones home. Must be out cutting down more trees.
You find a freshly cut pile of wood and sense the resin within. You can extract it with magic, but need some way of containing it.
A large concave leaf would do the trick.
You find a tree that seems to have some decent sized leaves to pick from and send Stumpy up to collect one.
Because he doesn't have a tail to help him balance, he climbs slower than other raccoons.
He takes his time, but eventually manages to bring back a leaf that's extra curly to help keep the resin from leaking out of the sides.
He sets it next to the pile as you go to work using magic to reach deep into the wood fibers and pull the resin to the surface.
You gather as much as you can into a ball and telekenetically place it onto the leaf.
Once released from the magic, the resin slowly deforms and molds to the leaf.
It will most likely harden before you get back.
Still need ingredients?
[[right|small sticks and dead leaves]]
Done exploring?
[[Figure out next steps]] Grelka lays out several, large swaths of treated hide in front of you.
She hands you both a piece of charcoal to mark the lines of the patterns she needs.
She sets the schematics up where you can see them and you set to work marking the hides.
While the two of you focus on that, Grelka continues treating the hides in the vats and defleshing the raw hides.
As Grelka predicted, it went much faster with the two of you and she was able to quickly cut out the patterns.
She gathers the leftover leather strips and pieces for you.
"You don't happen to know how to make a small saddle do you?" you ask.
She scratches her chin while she thinks.
"I could probably whip something up, but if you want it comfortable it'll take a bit more of the leather," she says.
You confer with Stumpy about the pros and cons of using up most of the leather scraps for a comfortable saddle.
You decide you can scrimp on the clothing a little if it means a more comfortable ride for you and Stumpy both.
Grelka takes the scrapes and a blank schematic sheet to plan out how she wants to design it then takes both of your measurements for accuracy.
After a few test fits, it's ready.
You squeal with excitement as you kick your feet from the seat of the saddle.
Stumpy hops around in joy, jostling you about.
Grelka barks out a loud laugh and says, "Now get out of here you little pests, and don't let me catch you thieving from my shop, ya hear?"
You wave goodbye as Stumpy lopes out of the doors.
[[Babbling Brook]]
[[Plain Grove]]
[[The Holy Grail]]
[[The Market Square]]
[[Figure out next steps]] You go through the cloth materials and decide the soft pantaloons would make a nice, breathable top to go underneath the chestplate.
You use the sharp fish bones to cut the pantaloons into the rough shapes you need and use the needle and thread to stitch the sections together.
You put it on to check the fit and after some adjustments it fits perfectly.
Next is the tricky part: the chestplate.
You take the dead leaves, arrange them together to form the basic forms of the front and back, and cut them out.
You make small holes to be able to thread some leather strings through to tie them together.
You warm up the resin in your palms and pour the viscous fluid over the leaf chestplate sections, making sure it pours evenly.
You wait for the resin to harden before stringing the leather through the holes and tie it onto your chest.
It'll give you some protection without slowing you down or impeding your movements.
What's next?
[[bottoms]]
[[socks]]
[[shoes]]
[[utility belt]]
[[weapons]]
Done?
If you made the sword,
[[sword|fitcheck]]
If you made the bow and arrows,
[[bow and arrows|fit check]]For the bottoms, you don't have enough leather to make a perfect pair of breeches, so you'll have to do the best that you can with what you have.
You cut the leather into the proper pattern and attempt to stitch it together.
It works for the most part, but they're a tad short and not all of it could completely come together, leaving some sections open.
At least they're functional and cover the important bits.
What's next?
[[top]]
[[socks]]
[[weapons]]
[[shoes]]
[[utility belt]]
Done?
If you made the sword,
[[sword|fitcheck]]
If you made the bow and arrows,
[[bow and arrows|fit check]]You measure your feet using your hands and mark the leather so the patterns fit.
You cut out the pieces with the fish bone.
You warm up the resin enough so that it's pourable.
You cover the pieces for the soles in resin to make them sturdy.
While the resin is setting, you stitch together the other pieces and fit them over your feet ensuring they are the correct size.
Before the resin in completely solid, you stick the rest of the shoes onto the soles to adhere them together.
Voila! Shoes. Ugly, but functional.
What now?
[[top]]
[[bottoms]]
[[socks]]
[[utility belt]]
[[weapons]]
Done?
If you made the sword,
[[sword|fitcheck]]
If you made the bow and arrows,
[[bow and arrows|fit check]]You take a section of the leather and cut it into strips. One being thicker than the others.
You loop the thicker one around your waiste and secure it.
You use the skinnier scraps of leather like rope, making loops to be able to tie potions, coinpurses, and weapons onto your new belt.
You make extra loops to account for additional items you might acquire in the future.
What now?
[[top]]
[[bottoms]]
[[socks]]
[[shoes]]
[[weapons]]
Done?
If you made the sword,
[[sword|fitcheck]]
If you made the bow and arrows,
[[bow and arrows|fit check]]You have the components to make either a bow and arrows or a sword and sickle.
Unfortunately, you cannot wield both sets at this time.
Which do you choose to start with?
[[Bow and arrows]]
[[Sword and sickle]]You decide that the striped scarf would make excellent over-the-knee socks.
You lay on the scarf and have Stumpy mark the length and width you'll need.
You cut out the two sections and wrap them around your legs.
You have Stumpy hold the edges together so you can stitch them up.
It's painstaking, tedious work and the positions you have to sit in are extremely uncomfortable, but you get it done.
They're not perfect, but they're comfortable and soft.
What's next?
[[top]]
[[bottoms]]
[[shoes]]
[[utility belt]]
[[weapons]]
Done?
If you made the sword,
[[sword|fitcheck]]
If you made the bow and arrows,
[[bow and arrows|fit check]]<img alt="Thimbleba" src="Images/Thimbleba.png">
You decide to add a little pezazz by making some earrings for yourself.
You go over to the river to admire yourself and finally make a startling discovery. Your hair is knappy with dried blood from your initial wing removal. They didn't give you a chance to wash up before kicking you through the Fey portal. You're suddenly disgusted and nauseated. Your hair is just going to keep getting into your wounds and in your way. You have Stumpy take a sharp fish bone and lop it off. Short and out-of-the-way. You feel like you can breathe again.
You now have everything you need to begin your epic journey to find the Ultimate
Shiny, redeem yourself, and go home to the Fey realm.
Are you ready to embark?
[[I'm Ready]]<img alt="Thimbles" src="images/Thimbles.png">
You decide to add a little pezazz by incorporating some of the jewels into your belt and by making some earrings for yourself as well.
You go over to the river to admire yourself and finally make a startling discovery. Your hair is knappy with dried blood from your initial wing removal. They didn't give you a chance to wash up before kicking you through the Fey portal. You're suddenly disgusted and nauseated. Your hair is just going to keep getting into your wounds and in your way. You have Stumpy take a sharp fish bone and lop it off. Short and out-of-the-way. You feel like you can breathe again.
You now have everything you need to begin your epic journey to find the Ultimate
Shiny, redeem yourself, and go home to the Fey realm.
Are you ready to embark?
[[I'm Ready]]You take the larger, bendier stick and carve it into a bow.
You use the spidersilk to create the string. It takes you a few tries and you smack yourself several times in the attempt. Stringing a bow is way more difficult than it would seem.
You then carve the smaller sticks into uniform shafts of the same length and size.
You then carve into one end of each a small notch to be able to nock them to the string.
You cut the willow leaves in half for the fletchings.
You warm up the resin and dip the flat part of the leaves into it to adhere them to the shafts. This is tedious work that takes quite a while.
You use the smaller fish bones to make arrow heads. Unfortunately, they are not all uniform. You hope this won't affect their efficacy.
You use the thread to attach the arrowheads to the shafts.
You're all set to shoot some arrows.
What's next?
[[top]]
[[bottoms]]
[[socks]]
[[shoes]]
[[utility belt]]
Done?
If you made the sword,
[[sword|fitcheck]]
If you made the bow and arrows,
[[bow and arrows|fit check]]You lay out the jewelry on a stone slab and use the hefty river rock to bash them into smaller pieces.
You separate out the jewels from the metal. You might could use them for something else.
You take the sharper looking pieces of metal, place them into the shapes you need, and heat them up with magic.
You take the smaller river rock and, while the metal is still malleable, whack them together. Not the prettiest forge job, but they'll have to do.
You use some of the sticks and whittle them into a handle for the sickle.
You warm up the resin and use it to adhere the handle to the sickle's tang.
For the sword, you get a little fancy and use gold to create the hilt and crossguard in the same method you used to create the blade itself.
You again, use the resin to adhere the blade and hilt together.
You use magic to fortify and sharpen the weapons.
They're not pretty, but they'll get the job done in a pinch.
What next?
[[top]]
[[bottoms]]
[[socks]]
[[shoes]]
[[utility belt]]
Done?
If you made the sword,
[[sword|fitcheck]]
If you made the bow and arrows,
[[bow and arrows|fit check]]You take the left path and it meanders off into the deeper parts of the wood.
As you progress, the trees gets denser, darkening the area.
Spots of sunlight peak through every so often, making the ground glow with warm light.
In one such patch of light, you notice the glint of spidersilk cutting through it.
Aha! Just what you need to make a bowstring should you decide to.
You follow the glint to the source. The web appears abandoned, thank the gods. You don't feel like wrestling with an angry arachnid today.
The main section of the web itself is far too sticky to be useful. You need to find the anchor points that attach the middle section to the area around it.
Easier said than done.
You lightly tug at the corners of the web, watching how they bounce. The sections that are tied off to something won't bounce nearly as much and that's where you need to start backtracking to the nearest objects to find the anchor point.
You do this several times, finding five anchor points. Using your teeth, you separate the anchor points from the web and the objects they're attached to. You bundle them together like rope and sling them over your shoulder.
[[explore deeper]]As you follow the path to the right, you realize it's takes you along the edge.
It's open, airy, and full of light.
You're close enough to the town to hear the commotion of village life. There's something comforting about it. It feels alive. Thriving.
You travel along the path, keeping an eye out for sticks of a particular size. They can't be too long or too thick. Otherwise, they won't make good shafts for arrows.
You need one stick that's larger and is pliable enough to function as a bow.
You also keep an eye out for dead leaves.
When you come across any you check them for brittleness. You need a few that are still sturdy and have some elasticity.
Birds twitter above you and rustle the leaves as they flit from branch to branch. You sigh, wishing you could fly up to them and join the birdy gossip. They always know the sauciest things.
What feels like hours later...
Tired and discouraged, you flop onto the ground dramatically.
"Go on without me," you say pathetically, "I'm weak and will only slow you down."
Stumpy rubs his face with his paws in frustration.
"It's only been twenty minutes," he replies.
"But this is so BORING," you whine.
It's taking a while to find enough of either resource to adequately make anything because most of the leaves break apart and the sticks tend to be too large or not bendy enough.
"Well we can give up now and you won't be able to make a chestplate and arrows or we can keep looking and you will be able to make those things. Those are the only options," Stumpy says, placatingly.
"Fine," you say grumpily.
You lift your arms up to him and ask, "Will you carry me?"
"No," he says shortly, walking away.
"No need to be rude," you say, getting up.
By the time the sun is setting, you scrounge up enough sticks and leaves to be satisfied.
Still need ingredients?
[[left| spidersilk and resin]]
Done?
[[Figure out next steps]]