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<blockquote data-quote="Lwaxy" data-source="post: 5796348" data-attributes="member: 53286"><p>The last sounds of the flute faded in the common room of The Weathered Rose. The sparse crowd applauded and went back to their foods and drinks as the bard climbed down the stairs of the stage. He was still feeling weak, even a day after he woke up from fitful, feverish sleep. Performing kept his minds off his experiences and worries about the rest of the group, so he had insisted he would keep the patrons entertained for the help he and his friends had already gotten. At first, he had hoped to set it up so he would be assumed to have died after returning, in the hopes of getting the pursuers off their tracks. But he had had no chance with all the visitors and officials and other people wanting to thank him for his help with the Razmiran problem. </p><p></p><p>As Teltz sat down at the bar ordering an ale, he thought about the likeliness that the strangers who had found them at Kassen after all those years would simply wait there for their return. No doubt they had heard the story of the crypt and the theft of the pendants and the group's journey to retrieve them. Yes, they might just wait in town, but then, it would be better for them to follow and catch them on their way back. That thought brought to mind how much they had endangered the others by traveling with them. Maybe their foes would not wait to catch Samin and him alone. Maybe they would just try to take everyone out. Teltz was not sure if they wanted him and Samin alive or not, but in any case, it would be very bad to be caught. </p><p></p><p>Discretely paid lookouts he had sent through the city had reported no party like he had seen in Kassen coming up the river, or into any other part of town but the latter was hard to make sure of. There were not enough lookouts for him to employ, but if any pursuers would follow them on other ways, they would be significantly slowed down and not be able to be here yet. </p><p></p><p>While he was thinking of something to do other than wait, the current bartender, a young half-dwarf with the most amazing green eyes and blonde hair came over to him. Teltz thought that, overlooking the slight beard on her upper lip and the small size, she could be considered a beauty by human standards. "You don't look that happy," she stated the obvious. "Worried about your friends, no doubt. Do they know what they are doing?"</p><p></p><p>The bard thought that to be an odd question, he had expected more talk along the lines of pointless reassurances, as he had gotten them all day. "No," he answered truthfully. "I have no idea if they know what they are doing, because I sure as hell is hot would not have let them go had I been awake. What a folly, the cultists will never escape the island again."</p><p></p><p>"From what I heard," the woman grinned and put down another ale, "that high priest of theirs did return once." </p><p></p><p>"Yeah, with experienced friends at her side, not a bunch of whacky cultists," Teltz grinned. "My friends," he added, "have as good as no experience. We just left our hometown after all. " He didn't want to talk about his own experience in such matters. </p><p></p><p>"But you got more experience." The bartender said that matter-of-factly. "You don't have to say it. I know experience when I see it."</p><p></p><p>"Not that much more." Finishing his ale, Teltz felt slightly dizzy, reminding him he had not eaten dinner yet. "What about getting me some stew and bread?" he smiled, trying to find a new subject to move on to. </p><p></p><p>While the half-dwarf – Linnie, he remembered now – went about his orders, he had a look at the current patrons. It was late in the evening, and only those staying at the inn were here, as it seemed. No one he had not seen already, new guests were not that common this time of year. The weather had taken a turn for the worse and the winds were now blowing almost constantly, often bringing water sprays deep into the city. Winter was coming quickly, not a time for traveling far. But they would have little choice once everyone – hopefully everyone – was back from this ill thought through adventure. </p><p></p><p>As he started eating, Teltz noticed Linnie still looking at him. "What?" he asked between two bites. </p><p></p><p>"Oh I was just wondering, if it was possible.. I mean, if you feel well enough... if you could..."</p><p></p><p>Now the bard got it. "You've got a problem you do not want to bother the officials with, and you were wondering if I could try to take care of it?"</p><p></p><p>She had the decency to blush. "There not many people here willing to help, especially not any with even the slightest experience. They all have their own business to attend to. Even all the paladins are gone, with the war and the undead in the area and all."</p><p></p><p>Teltz nodded, but didn't say anything. He figured if it was important enough to the woman, she would speak up again. "It probably won't take you long, and it might take your mind off your worries..." she indeed started again. </p><p></p><p>"Alright, so what is this about?" Teltz half expected a rat infested cellar for him to use his rat piper melody on, or maybe her younger brother he had seen earlier who got into trouble with someone.</p><p></p><p>"I'll show you after my shift... or maybe tomorrow, you look like you could use some sleep," Linnie winked. And as to that, she was definitely right. </p><p></p><p></p><p></p><p></p><p></p><p>"Of course," Bjön decided before Samin could do his weird thing again. "All we ask is that we get the amulet back their leader carries." </p><p></p><p>"Deal," the lizard hissed. "Not like we could use it for anything." But to anyone listening, this promise did not sound very sincere. </p><p></p><p>As the lizards went on to enter the center of the city, Samin chewed his lip, Cajun scratched his crotch and Zaza held the still unconscious Mook. It was the fetchling who finally said it. "We do not need the amulet – the key to this city. No one can remove this magic item creating all this gold, and the gold will stay in the city at all times. Thus, the cultists pose no threat. There are other riches here though, some of them no doubt dangerous. We do not really need them, tough I would not object taking as much as we can safely remove. You cannot return the parts of the key to your undead people at the crypt, no matter if benevolent or not, nor can you hand the other part to the pathfinders. My apologies," he bowed slightly to Bjön, " but the Pathfinders are not a basically good aligned group. If they were to keep one part of the key while knowing where the others are, only ill can come off it eventually. We need, however, leave here quickly. Either the cultists will kill the reptiles, in which case we only have to avoid the raising level of molten gold. Or the reptiles win, in which case..."</p><p></p><p>"...they would come back and fight us, as they have promised, giving us the key or not." The kobold fell in with slight amusement obvious in his voice. "Which is not a good thing looking at their numbers. And if we leave the key with the obsessed priestess, it will never leave the city again, right?" </p><p></p><p>Mook suddenly spoke up. "The doors to the city will close, no matter where the key is. And only be able to be opened again in 10 years. The dragon told me before... before... what happened anyway?" Mook sounded weak, but Zaza's worries that she would turn out like Teltz had seemed unfounded. </p><p></p><p>"So," the paladin decided, eying Brenn-Krell with new respect, "if we leave, Iramine will die in here because the doors won't open again. We just need to close the doors before they close on its own... would that help?" He looked questioningly to the gnome. Mook nodded. "Let's go then," he ordered. </p><p></p><p>After some hesitation, Cajun lifted Mook to carry her and went back the way they had come. "But... Zaza dared to mention. "Our mission... the retrieval of the amulets... Kassen's rest?"</p><p></p><p>"He, of all people, would understand," Samin said, sounding certain. Then he turned and followed Cajun, and the others fell in behind. </p><p></p><p>But this was another problem they had to discuss on their way back. There was no way they could admit to the Pathfinder lodge they had left the key inside and betrayed their mission. It would cause all sorts of trouble for their future endeavors. It was Samin who finally suggested they should not return, at least not all. He suggested Bjön and Brenn-Krell – once he was pure Brenn again – should find their ship and go back, pretending all the others had died. Then pick up Samin's dad and meet elsewhere. </p><p></p><p>Kronk, who could handle a ship well enough, could sail back with the rest of them, using the hopefully still present ship of the cultists – or, of that was not seaworthy, come pick them up later. The idea of staying on the dangerous island for longer, even at the shore, was terrifying, but it seemed to be the only logical decision.</p><p></p><p>Bjön was adamant that he couldn't lie that well about what had happened, and it also went against his oath as paladin and pathfinder. He eventually agreed but insisting that only he went back. Brenn-Kell agreed, pledging to stay with the party, as he had little to lose back home. He had been volunteered for this mission by his enemies to hopefully die, as he explained in an exasperated voice. </p><p></p><p>They had no problem leaving the city. Bjön noticed that Cajun and Zaza managed to pilfer some more treasures from buildings and some minor traps. He did not comment. They would probably need it all later, right now, all he wanted was to leave this godsforsaken island. </p><p></p><p>Zaza brought up the issue of the madman who had led them here. But when they exited the city, the former pathfinder was nowhere to be seen. Edawon Hest said he had been gone for some hours, and from the rotting flesh in his wake, he would probably be dead soon. This made them all sad, especially Mook, but there was little to be done about it. They settled at the doors to wait if any of the cultists or the reptiles would come back out, but it did not happen. With the doors closed without problem by the party, they decided to go back to the shore once they knew the molten gold must be receding. </p><p></p><p>On the way back, Mook realized something. "If we p-pretend to be d-dead... our f-families? Everyone else b-back home?" she asked weakly. Zaza and Cajun only had a mother barely aware what she was doing anymore, thanks to alcohol, and Samin's father would follow them. But Mook had a whole extended family of gnomes all around the area. </p><p></p><p>"I am sorry," Samin muttered. "I forgot... here is the thing though, da and me cannot go back. Remember the strangers showing up before we left? The ones everyone was so curious about?"</p><p></p><p>Mook nodded. She remembered her vision, and the promise she gave to herself to stay with her friends. Except she had not planned to pretend to be dead to her family. Cajun grunted, seeing his suspicions come true. </p><p></p><p>"Da warned me they would eventually come to hunt us. I don't know the details, he won't tell me. I will ask him again, I think we all should know now, but I just don't know. But they cannot get us!" shock at what he had let slip was suddenly in his face. </p><p></p><p>"We'll all keep the secret," Bjön assured, looking at Brenn-Krell. The fetchling just nodded. They saved his life, he would keep their secret save. Bjön seemed not at all concerned about the kobold. </p><p></p><p>Kronk then spoke up for the first time about his purpose here. "I was told the thieves of thieves would come aid the area of my origin, my home, in an important task. I come from a place called Falcon's hollow – or better, from the hills north of it. The other, more sinister kobold tribes cause havoc in the area. I was given a vision, a mission, to bring the thief of thieves and friends there. And that you would help the town. We can't, although we tried. There are only few of my tribes around."</p><p></p><p>"How would you know I am the one you were looking for?" Zaza snorted. "A lot of people steal from thieves. And I'm not really a lawbreaker."</p><p></p><p>"No, but you are the thief of thieves, I knew it when I saw you first," the monk insisted. </p><p></p><p>"So, w-where do we m-meet again?" Mook asked while riding on her wolf. </p><p></p><p>"The best is," Bjön said, " to travel upriver to Detmer and Kerse, and if needed, Macridi. Wait there for us until I show up with Teltz if we have not caught you by then. From there, it is just south to get to Falcon's Hollow eventually." He looked questioningly at Kronk, who nodded. "A few days, with horses and good luck." The others agreed. Mook was slumped over her wolf though, morning the self imposed loss of her family. If she had insisted, they would have let her go back, she knew, but it would feel like betrayal. And she had to admit, the prospect to return to the sleepy town of Kassen, a large village really, was not appealing. </p><p></p><p>The trek back was, luckily, much easier as the negative energy storms had stopped. To their relief, they did find the ship the cultists came in, including some of the slaughtered crew. They had run afoul of the lizards, as it seemed. There was no sign of any trouble around though, and as Bjön left them to light the fires promised to the dwarf captain, he prayed for them to have no problem with the ship and placed on it the blessing of Desna. </p><p></p><p></p><p>-------------------------------------------------</p><p></p><p>A short musing about the adventure modules so far. This set of 3 modules was not the best match, and not the best single adventures either. Mainly, there are some logical problems. </p><p></p><p>For one, in the 2nd part, the town people supposedly burn the temple of the Razmirans down. This makes no sense at all, not only because the danger of fire jumping to other buildings in such a densely populated area would be way too high, but their nation is at war and hard pressed for resources. One would think they would just drive the evil out and reuse it. </p><p></p><p>Which was what my players wanted - they intended to try and claim it as an interim base to get back to regularly. However, that does not at all work with part of the overlying story arc Teltz' player and me came up with. So I had the cultists burn the place down, which makes a lot more sense seeing how they need to get rid of evidence and wouldn't want to leave any bit of value for the city to use. </p><p></p><p>Originally, all the PCs wanted was the key, and maybe stop the cultists from getting more treasure. They couldn't know what was inside the city, as the two enemy undead in the crypt never mentioned it (which is in itself another mistake, as they should have been able to recognize the hands of her former comrade at work). </p><p></p><p>So, as was suggested at one point, all they would have to do was wait outside for their foes to come back out. and if they would not come back out, the key would have probably been lost anyway. Or better yet, one idea was to just find their ship and disable it, then just negotiate for the return of the key if the cultists came back - or just leave the island bye bye. </p><p></p><p>For the sake of staying as much in their young characters as possible, and for the sake of actually seeing what comes next of course, we at least got almost to the end of the story. That they decided not to fight the priestess and her remaining few made absolute sense after they found out about the gold in the city and all. </p><p></p><p>And talking of gold, the air in there would have had to be really toxic. </p><p></p><p>That's not the first time this group committed the unthinkable heresy to change the premise of an adventure, of course, but I found it most fitting as it also gives them a good reason not to return to Kassen anytime soon. Certainly makes my task to keep their foes on their tracks a bit more interesting. </p><p></p><p>Coming up next, some interludes and the Falcon's Hollow adventures.</p></blockquote><p></p>
[QUOTE="Lwaxy, post: 5796348, member: 53286"] The last sounds of the flute faded in the common room of The Weathered Rose. The sparse crowd applauded and went back to their foods and drinks as the bard climbed down the stairs of the stage. He was still feeling weak, even a day after he woke up from fitful, feverish sleep. Performing kept his minds off his experiences and worries about the rest of the group, so he had insisted he would keep the patrons entertained for the help he and his friends had already gotten. At first, he had hoped to set it up so he would be assumed to have died after returning, in the hopes of getting the pursuers off their tracks. But he had had no chance with all the visitors and officials and other people wanting to thank him for his help with the Razmiran problem. As Teltz sat down at the bar ordering an ale, he thought about the likeliness that the strangers who had found them at Kassen after all those years would simply wait there for their return. No doubt they had heard the story of the crypt and the theft of the pendants and the group's journey to retrieve them. Yes, they might just wait in town, but then, it would be better for them to follow and catch them on their way back. That thought brought to mind how much they had endangered the others by traveling with them. Maybe their foes would not wait to catch Samin and him alone. Maybe they would just try to take everyone out. Teltz was not sure if they wanted him and Samin alive or not, but in any case, it would be very bad to be caught. Discretely paid lookouts he had sent through the city had reported no party like he had seen in Kassen coming up the river, or into any other part of town but the latter was hard to make sure of. There were not enough lookouts for him to employ, but if any pursuers would follow them on other ways, they would be significantly slowed down and not be able to be here yet. While he was thinking of something to do other than wait, the current bartender, a young half-dwarf with the most amazing green eyes and blonde hair came over to him. Teltz thought that, overlooking the slight beard on her upper lip and the small size, she could be considered a beauty by human standards. "You don't look that happy," she stated the obvious. "Worried about your friends, no doubt. Do they know what they are doing?" The bard thought that to be an odd question, he had expected more talk along the lines of pointless reassurances, as he had gotten them all day. "No," he answered truthfully. "I have no idea if they know what they are doing, because I sure as hell is hot would not have let them go had I been awake. What a folly, the cultists will never escape the island again." "From what I heard," the woman grinned and put down another ale, "that high priest of theirs did return once." "Yeah, with experienced friends at her side, not a bunch of whacky cultists," Teltz grinned. "My friends," he added, "have as good as no experience. We just left our hometown after all. " He didn't want to talk about his own experience in such matters. "But you got more experience." The bartender said that matter-of-factly. "You don't have to say it. I know experience when I see it." "Not that much more." Finishing his ale, Teltz felt slightly dizzy, reminding him he had not eaten dinner yet. "What about getting me some stew and bread?" he smiled, trying to find a new subject to move on to. While the half-dwarf – Linnie, he remembered now – went about his orders, he had a look at the current patrons. It was late in the evening, and only those staying at the inn were here, as it seemed. No one he had not seen already, new guests were not that common this time of year. The weather had taken a turn for the worse and the winds were now blowing almost constantly, often bringing water sprays deep into the city. Winter was coming quickly, not a time for traveling far. But they would have little choice once everyone – hopefully everyone – was back from this ill thought through adventure. As he started eating, Teltz noticed Linnie still looking at him. "What?" he asked between two bites. "Oh I was just wondering, if it was possible.. I mean, if you feel well enough... if you could..." Now the bard got it. "You've got a problem you do not want to bother the officials with, and you were wondering if I could try to take care of it?" She had the decency to blush. "There not many people here willing to help, especially not any with even the slightest experience. They all have their own business to attend to. Even all the paladins are gone, with the war and the undead in the area and all." Teltz nodded, but didn't say anything. He figured if it was important enough to the woman, she would speak up again. "It probably won't take you long, and it might take your mind off your worries..." she indeed started again. "Alright, so what is this about?" Teltz half expected a rat infested cellar for him to use his rat piper melody on, or maybe her younger brother he had seen earlier who got into trouble with someone. "I'll show you after my shift... or maybe tomorrow, you look like you could use some sleep," Linnie winked. And as to that, she was definitely right. "Of course," Bjön decided before Samin could do his weird thing again. "All we ask is that we get the amulet back their leader carries." "Deal," the lizard hissed. "Not like we could use it for anything." But to anyone listening, this promise did not sound very sincere. As the lizards went on to enter the center of the city, Samin chewed his lip, Cajun scratched his crotch and Zaza held the still unconscious Mook. It was the fetchling who finally said it. "We do not need the amulet – the key to this city. No one can remove this magic item creating all this gold, and the gold will stay in the city at all times. Thus, the cultists pose no threat. There are other riches here though, some of them no doubt dangerous. We do not really need them, tough I would not object taking as much as we can safely remove. You cannot return the parts of the key to your undead people at the crypt, no matter if benevolent or not, nor can you hand the other part to the pathfinders. My apologies," he bowed slightly to Bjön, " but the Pathfinders are not a basically good aligned group. If they were to keep one part of the key while knowing where the others are, only ill can come off it eventually. We need, however, leave here quickly. Either the cultists will kill the reptiles, in which case we only have to avoid the raising level of molten gold. Or the reptiles win, in which case..." "...they would come back and fight us, as they have promised, giving us the key or not." The kobold fell in with slight amusement obvious in his voice. "Which is not a good thing looking at their numbers. And if we leave the key with the obsessed priestess, it will never leave the city again, right?" Mook suddenly spoke up. "The doors to the city will close, no matter where the key is. And only be able to be opened again in 10 years. The dragon told me before... before... what happened anyway?" Mook sounded weak, but Zaza's worries that she would turn out like Teltz had seemed unfounded. "So," the paladin decided, eying Brenn-Krell with new respect, "if we leave, Iramine will die in here because the doors won't open again. We just need to close the doors before they close on its own... would that help?" He looked questioningly to the gnome. Mook nodded. "Let's go then," he ordered. After some hesitation, Cajun lifted Mook to carry her and went back the way they had come. "But... Zaza dared to mention. "Our mission... the retrieval of the amulets... Kassen's rest?" "He, of all people, would understand," Samin said, sounding certain. Then he turned and followed Cajun, and the others fell in behind. But this was another problem they had to discuss on their way back. There was no way they could admit to the Pathfinder lodge they had left the key inside and betrayed their mission. It would cause all sorts of trouble for their future endeavors. It was Samin who finally suggested they should not return, at least not all. He suggested Bjön and Brenn-Krell – once he was pure Brenn again – should find their ship and go back, pretending all the others had died. Then pick up Samin's dad and meet elsewhere. Kronk, who could handle a ship well enough, could sail back with the rest of them, using the hopefully still present ship of the cultists – or, of that was not seaworthy, come pick them up later. The idea of staying on the dangerous island for longer, even at the shore, was terrifying, but it seemed to be the only logical decision. Bjön was adamant that he couldn't lie that well about what had happened, and it also went against his oath as paladin and pathfinder. He eventually agreed but insisting that only he went back. Brenn-Kell agreed, pledging to stay with the party, as he had little to lose back home. He had been volunteered for this mission by his enemies to hopefully die, as he explained in an exasperated voice. They had no problem leaving the city. Bjön noticed that Cajun and Zaza managed to pilfer some more treasures from buildings and some minor traps. He did not comment. They would probably need it all later, right now, all he wanted was to leave this godsforsaken island. Zaza brought up the issue of the madman who had led them here. But when they exited the city, the former pathfinder was nowhere to be seen. Edawon Hest said he had been gone for some hours, and from the rotting flesh in his wake, he would probably be dead soon. This made them all sad, especially Mook, but there was little to be done about it. They settled at the doors to wait if any of the cultists or the reptiles would come back out, but it did not happen. With the doors closed without problem by the party, they decided to go back to the shore once they knew the molten gold must be receding. On the way back, Mook realized something. "If we p-pretend to be d-dead... our f-families? Everyone else b-back home?" she asked weakly. Zaza and Cajun only had a mother barely aware what she was doing anymore, thanks to alcohol, and Samin's father would follow them. But Mook had a whole extended family of gnomes all around the area. "I am sorry," Samin muttered. "I forgot... here is the thing though, da and me cannot go back. Remember the strangers showing up before we left? The ones everyone was so curious about?" Mook nodded. She remembered her vision, and the promise she gave to herself to stay with her friends. Except she had not planned to pretend to be dead to her family. Cajun grunted, seeing his suspicions come true. "Da warned me they would eventually come to hunt us. I don't know the details, he won't tell me. I will ask him again, I think we all should know now, but I just don't know. But they cannot get us!" shock at what he had let slip was suddenly in his face. "We'll all keep the secret," Bjön assured, looking at Brenn-Krell. The fetchling just nodded. They saved his life, he would keep their secret save. Bjön seemed not at all concerned about the kobold. Kronk then spoke up for the first time about his purpose here. "I was told the thieves of thieves would come aid the area of my origin, my home, in an important task. I come from a place called Falcon's hollow – or better, from the hills north of it. The other, more sinister kobold tribes cause havoc in the area. I was given a vision, a mission, to bring the thief of thieves and friends there. And that you would help the town. We can't, although we tried. There are only few of my tribes around." "How would you know I am the one you were looking for?" Zaza snorted. "A lot of people steal from thieves. And I'm not really a lawbreaker." "No, but you are the thief of thieves, I knew it when I saw you first," the monk insisted. "So, w-where do we m-meet again?" Mook asked while riding on her wolf. "The best is," Bjön said, " to travel upriver to Detmer and Kerse, and if needed, Macridi. Wait there for us until I show up with Teltz if we have not caught you by then. From there, it is just south to get to Falcon's Hollow eventually." He looked questioningly at Kronk, who nodded. "A few days, with horses and good luck." The others agreed. Mook was slumped over her wolf though, morning the self imposed loss of her family. If she had insisted, they would have let her go back, she knew, but it would feel like betrayal. And she had to admit, the prospect to return to the sleepy town of Kassen, a large village really, was not appealing. The trek back was, luckily, much easier as the negative energy storms had stopped. To their relief, they did find the ship the cultists came in, including some of the slaughtered crew. They had run afoul of the lizards, as it seemed. There was no sign of any trouble around though, and as Bjön left them to light the fires promised to the dwarf captain, he prayed for them to have no problem with the ship and placed on it the blessing of Desna. ------------------------------------------------- A short musing about the adventure modules so far. This set of 3 modules was not the best match, and not the best single adventures either. Mainly, there are some logical problems. For one, in the 2nd part, the town people supposedly burn the temple of the Razmirans down. This makes no sense at all, not only because the danger of fire jumping to other buildings in such a densely populated area would be way too high, but their nation is at war and hard pressed for resources. One would think they would just drive the evil out and reuse it. Which was what my players wanted - they intended to try and claim it as an interim base to get back to regularly. However, that does not at all work with part of the overlying story arc Teltz' player and me came up with. So I had the cultists burn the place down, which makes a lot more sense seeing how they need to get rid of evidence and wouldn't want to leave any bit of value for the city to use. Originally, all the PCs wanted was the key, and maybe stop the cultists from getting more treasure. They couldn't know what was inside the city, as the two enemy undead in the crypt never mentioned it (which is in itself another mistake, as they should have been able to recognize the hands of her former comrade at work). So, as was suggested at one point, all they would have to do was wait outside for their foes to come back out. and if they would not come back out, the key would have probably been lost anyway. Or better yet, one idea was to just find their ship and disable it, then just negotiate for the return of the key if the cultists came back - or just leave the island bye bye. For the sake of staying as much in their young characters as possible, and for the sake of actually seeing what comes next of course, we at least got almost to the end of the story. That they decided not to fight the priestess and her remaining few made absolute sense after they found out about the gold in the city and all. And talking of gold, the air in there would have had to be really toxic. That's not the first time this group committed the unthinkable heresy to change the premise of an adventure, of course, but I found it most fitting as it also gives them a good reason not to return to Kassen anytime soon. Certainly makes my task to keep their foes on their tracks a bit more interesting. Coming up next, some interludes and the Falcon's Hollow adventures. [/QUOTE]
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