Finding the Spark (Pathfinder 1E Quest)

Well, it's not necessarity about dissolution of Taldor as an empire. It might just be about the change of the party in charge backed by domestic or foreign influences. Either way, whatever they are doing to supplant (neutralize?) the current governor is highly suspect and illegal, which necessitates countermeasures in case of discovery and regular measures in case of a successful 'power transfer'. Having their people in key positions (and cultivating replacements if not) would be expected.

I suspect something is being prepared for the princess' visit.
 
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[X] Try to pick up the trail where you would have met the three-eyed drow
-[X] But first, shopping time


I think trying to find the fresh trail is a good idea, Gorok is great at tracking, including underground.
If we start with the human contacts, the Drow will be forwarned.
If we start with the Drow, we can find proof of their human contacts and have the Governor arrest them then.

Cleaner all around, assuming we can beat a few Drow?
Mmm.

In the city where the governor has to use telepathy to avoid talking about sensitive matters, where pirates roam freely and are broken out in broad daylight when captured, where drow take in slaves and none are the wiser...

You'd think it signifies a certain weakness of the central authority and its institutions. If House Basri is making moves that should see it executed for treason, robbery, conspiring with demons and possibly worse things, they probably have contingencies. Those would likely include neutralizing any whistleblowers and accidental witnesses. I would assume a network of informers and a rampant corruption among the guards, what with the weak governor, scheming diplomats, and a lot of money involved, even if the Captain himself is on the level, which is not guaranteed.

Then again, going into it blind and counting only on ourselves has its own risks.

[x] Try to pick up the trail where you would have met the three-eyed drow
-[x] But first, shopping time
Y'all make good points.

[X] Try to pick up the trail where you would have met the three-eyed drow
-[X] But first, shopping time
 
[X] Try to pick up the trail where you would have met the three-eyed drow
-[X] But first, shopping time
 
Vote closed.
Adhoc vote count started by DragonParadox on Nov 9, 2024 at 5:21 AM, finished with 25 posts and 7 votes.

  • [X] Try to pick up the trail where you would have met the three-eyed drow
    -[X] But first, shopping time
    [X] Speak to the Captain of the Cassomir guard, see what they have
    -[X] If we're likely to encounter Drow, we should take what steps we can to prepare for them. Visit the markets, specifically those selling enchanted and Alchemical goods, to spend some of our newfound wealth.
 
Arc 9 Post 44: Where Others Tread
Where Others Tread

16th of Kuthona 4707 A.R. (Absalom Reckoning)

Spilling out from the Empty Gate, a monolithic lintel three times a man's height carved of pure statuario marble, the final remnant of a temple of Gozreh torn down in a storm for the hubris of its maker now only open to sea and sky, the markets of Cassomir are alive with the organized chaos of a dozen large trading concerns. Pennants in blue, sea green, and gold vie in workmanship with the banners of noble houses as the braying of donkeys objecting to their burdens mingles with bartering in all the tongues of man and beyond. From Khatapesh's merchants, whips at their side and a dozen amulets hung about their necks against misfortune, to haughty pale folk of the far north, their eyes blue as winter's chill, to elves in colors spun of forest shadows, and dwarves clinking with every step. There are fewer halflings than in Augustana and they walk with their eyes in the ground, and strangest of all one cannot spot a single gnome in the whole market, not by the sounds of strange inventions nor the bright colors that they favor. Still, the markets offer all that one might ask for and some desires new found.

Finding a merchant willing to buy scrap and hides proves gratifyingly easy and the cold-eyed southerner, claiming to hail from Osirion, but more likely to hail from the Shackles according to Oka's whispered insight, distinctly does not ask where a company like yours might have found so many buttons or gold teeth. You've half a mind to ask him if he's heard of any secret slave trades, stopped only by the conviction that he'd lie to your face if he doesn't know and sell news of interested parties as far as he can if he does.

Yet all that's nothing beside what you find inside Korvel and Company's Quality Goldsmiths, the ones with, appropriately enough, the golden pennants. As soon as Gorok starts to put the gems down on the polished wooden counter the woman working behind it clicks her tongue. "Even more out of Fusil? Wonder what they've been buying that's so fine?"

"More?" you ask, a little too eagerly maybe since she flinches at your voice, or maybe she just hadn't noticed you slipping in. The survivors, they were here.

"Oh eye, there was a woman, some kind of wizard or foreigner, dressed all in living metal head to toe and she certainly had the look of highborn. Spoke funny though, not like you lot," she nods towards Mina. "Must've been from up north or even east, out of the mountains, though what an easterner would be doing with Andoran gems is... none of my business, if you catch my drift."

Sold
  • 200 lbs of metal scrap
  • 6 poorly tanned hides
  • A collection of bucklers, buttons, and gold teeth
  • Raw gemstones worth
Gained: 2,102 gp

Oh she was from farther than you could imagine, you think, but leave the talking to Mina so as not to poison the well.

"Did she say anything about where she was going? They are friends of ours..."

"Oh aye? Rich friends, are they?" the clerk looks down at Cob with the sort of worry usually reserved for an improperly banked fire. "I think it's best for you to take your coin and go. We here at Korvel and Company pride ourselves on discretion."

Mina Diplomacy with Hex Re-roll (DC 10): 1d20+1 = 2 3

Pit spit! You curse inwardly. We were so close. As gold changes hands you wonder though: Maybe we still are...After all the clerk's mind's likely lingering on the strangers. Why have a listen?

[] Try to read the clerk's mind to figure out what she recalls of the Azlanti survivors who passed this way

[] It's not worth the risk, being caught using spells on the merchants in Cassomir carries a fine, but more importantly would draw attention you can ill afford
-[] Write in what you wish to buy

[] Write in


OOC: Enjoy.
 
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Darn!
Ok.

I don't want to risk having heat come down on us, not when we are working against a house with local institutional power, and we are enemies of the Asps.
Looking up spells.

Next level Sirim or Mina can attempt to scry and (attempt to) cast message through the spell.

There might be lower level spells we can use to find a scent or memory of them being here or some esoteric thing? Shall continue looking.
-----
Edit: DP, is this where we make our big shopping list of magic items?

Edit: Bird Feather Token – d20PFSRD

How is "Target" designated for the above item? I doubt this would work, but I have to check: can we target the mage and just follow the bird?

We know the mage's race, and there aren't too many Alzanti about, I think.
 
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Uh, whom did we get gold teeth from? The ogres?

Our divination is likely to be more useful than whatever information a merchant could gleam during the trade; more recent as well. If we really wanted to, we might have the governor put his hand on the scales when we are done with his job.

Is Mina wearing the Djezet-Skin? We bought one, and she even had it show up in an interlude, though I don't see it on her equipment list.
 
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Scrolls to have on hand:

Mistsight – d20PFSRD

Scrolls to learn from:

Deathwine – d20PFSRD

Communal Delay Poison (When we get level 4 spell slots, it'll be better to prep this 3rd level spell than Wild Arcana it)

Two each of Cure [Spell Level] Wounds for Deathwine usage.
Get the Pathfinders/who they get poisons from to get a dhabba that they can milk for its spittle so we have a good supply.
Pearl of Power – d20PFSRD For Gorok and Mina
Amulets of Protection vs Evil
Shadow Piercings – d20PFSRD Eye Piercing, Greater 32k
@DragonParadox Wait, we saw the mage in our vision from the circlet? Would that make her a valid target for Sending? (Pricy as a level 4 scroll, I know)

Also, the Dwarven gems we recovered, did we get a finders fee for those, or leverage we can use to get market access for scrolls/items, or have they not been returned yet?
Scorpion's Sting loot:
9,640 gp
Chest of Dwarvish Gemstones

A plain iron chest inlaid with darkwood from Andoran and sealed with a complex lock. The pirates did not dare open it before they reached safe anchorage, least it draw the eye of some dwarfish scryer on them.

Charts of Fey Voyage
Written more in subtle glamor than ink and parchment, these charts purport to show the slow 'migration' of the Verduran's trees, opening anchorages where there had been none and hiding an them from prying eyes.
-----

Captain's Loot:
Gentleman's Foil
Appearance: Set with onyx stones and small diamonds this blade has written upon the steel: 'Neither in life nor death shall they escape', a thread to foes living and undead.
Ability: It bears an enchantment that is intended to ensure its bearer is never bested by sheer weight of numbers. As long as the wielder is threatening an opponent with the foil, other foes must succeed at a DC 12 Will save to move to a space where they would also be threatened by the foil; those who fail this save end their movement just outside the foil's reach.

Masterwork Shortsword +1

Deep-Glass Armor
Description: Rather than links of chain this armor is wrought of thousands of small crystalline shards that somehow flow into a seamless whole, allowing no blade to slip through, and so too are they said to guard the mind of their user. Dwarf work, according to Urgor, and ill-omened indeed to find in the possession of a pirate who would so brazenly rob the short folk.
Ability: Voidglass Chainshirt +1

Circlet of Charisma +2

Greater Horn of Fog
Description: A thrice twisted horn not of any land-bound beast, the rim of this instrument is carved with scenes of battle between faceless gangling giants and many armed monstrosities whose forms are more guessed at that fleshed out, as though the maker had disdained to show them in full, or feared to do it.
Ability: This functions like a Horn of Fog, but the user may also choose to call a Fog Cloud that lasts for 30 minutes and either stays around the user as long as he moves less than 20 ft per round, or remains stationary.

Potions and Alchemical Products:
Potion of Water Breathing
Potion of Expeditious Retreat
Dust of Darkness
Ink Bottle (20x20ft cloud of darkness underwater)

False Priest's loot:
Heavy Mace
Circlet of Persuasion,
Cloak of Resistance +1
Headband of Alluring Charisma +2
Iron Holy Symbol of Razmir

Scrolls:
Scroll of Prayer
Scroll of Shield
Scroll of Spiritual Weapon

Wands:
Wand of Cure Light Wounds (15 charges),
Wand of Shield of Faith (CL 6th, 21 charges);
Tyloise -First Mate-
Armor of the Kyonin Marchguard
Description: Wrapped in living vines seemingly designed to pierce foes who come to close with its spikes this armor has one more secret to it, each bud hides an eye of bright gold within
Abilities:: +1 Sensing Rosewood Armor

Amulet of Survival
Description: Bearing the arched lettering of Varisian script this amulet forged into the likeness of an owl is no ancient heirloom or precious plunder. Odds are good it was simply forged by some middling enchanter up north towards the river Kingdoms
Abilities:

  1. +2 Con
  2. Auto-casts Stabilize if the wearer passes out

+1 Mithral Scimitar

Potions:
Expeditious Retreat
Cure Light Wounds x2

Crazy Eyes -Alchemist/Enginner-
Engineer's Leathers

Descriptions: These garments appear to be more buckle and pouches than armor all of it stained with strange fluids and oils that react unpredictably to the most mundane of conditions. They might catch fire when set to dry on a sunny deck or sprout a coating of golden scales when exposed to salt water, less a work of enchantment and more wild magic soaked all the way though

Abilities:

  1. +1 Studded Leather Armor
  2. 1/day when exposed to dangerous environmental conditions the user will benefit from an alchemist spell of levels 0-2 that ameliorates or negates the contrition. An alchemist may give up the use of a prepared formula of level 2+, pouring the contents onto the armor to recharge the ability. Each time this is done in the span of a day there is cumulative +20% chance of a wild magic surge

Weapons
Darts coated in giant wasp poison x6
Acid x2,
Alchemist's fire x2
+1 Handaxe

Potions and Poisons:
Cure moderate wounds,
Delay poison,
Lesser restoration,
Remove disease
2x Numerian Fluids

Documents
Stained and... furry formula book, no one can tell why it's grown a coat of fur, but it is apparently most similar to bear's pelt.
 
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Here's what I've got so far. It's a lot. I don't expect to find all of this stuff, and I can remove some of it if y'all don't want to spend this much gold.

Some stuff we absolutely need, though, especially the Amulets, Rings, and Hats, IMO, if they're available. We need to be able to hide from Divination and just disguise our general appearance. We've got serious enemies now.

I've currently got stuff slotted in for Sirim, too, even though he can't use yet. If we can get the stuff now, it would be worth it, I think.

Gotta run out for a bit, so I haven't had a chance to total up everything yet. I'll take care of that and make any changes y'all think we need when I get back.

[X] Comprehensive Shopping List
-[X] Wondrous Items
--[X] Belt of Physical Might (+4 DEX & CON): x2, Gorok & Cob (40,000 gold each, total 80,000 gold)
--[X] Belt of Mighty Constitution (+4 CON): x4, Kori, Mina, Sirim, Warty (16,000 gold each, total 64,000 gold)
--[X] Headband of Alluring Charisma (+4 CHA): x1 (16,000 gold)
--[X] Headband of Vast Intelligence (+4 INT): x2, Mina, Sirim (16,000 gold each, total 32,000 gold)
--[X] Hunter's Band: x1, Gorok (11,000 gold)
--[X] Headband of Ponderous Recollection : x1, Cob (5,100 gold)

--[X] Cloak of Resistance +4: x5 (16,000 gold each, total 90,000 gold)
--[X] Unfettered Shirt: x5 (10,000 gold each, total 50,000 gold)
--[X] Boots of Speed: x2 (12,000 gold each, total 24,000 gold)
--[X] Jaunt Boots: x3 (7,600 gold each, total 22,800 gold)
--[X] Gloves of Arrow Snaring: x5 (4,000 gold each, total 20,000 gold)
--[X] Trapspringer's Gloves: x1 (4,000 gold)
--[X] Hat of Disguise (Slotless): x5 (3,600 gold each, total 18,000 gold)
--[X] Amulet of Proof Against Detection and Location: x5 (35,000 gold each, total 175,000 gold)

--[X] Bracers of the Glib Entertainer: x1, Kori (7,900 gold)
--[X] Verdant Vine Bracer: x4 (6,000 gold each, total 24,000 gold)
--[X] Bead of Newt Prevention: x5 (1,000 gold each, total 5,000 gold)
--[X] Pearl of Power (1st): x2 (1,000 gold each, total 2,000 gold)
--[X] Iron Spike of Safe Passage: x1 (2,000 gold)
--[X] Handy Haversack: x5 (2,000 gold each, total 10,000 gold)
--[X] Folding Boat: x1 (7,200 gold)
--[] Mallet of Building: x1, Gorok's Tribe (5,000 gold)
--[X] Traveler's Any Tool: x10, Gorok's Tribe (250 gold each, total 2,500 gold)
-[X] Rings
--[X] Ring of Sustenance(Slotless): x5 (5,000 gold each, total 25,000 gold)
--[X] Ring of Mind Shielding: x5 (8,000 gold each, total 40,000 gold)
--[X] Ring of Protection from Evil: x5 (8,000 gold each, total 40,000 gold)
--[X] Ring of Minor Spell Storing: x2 (18,000 gold each, total 36,000 gold)
-[X] Wands & Rods

--[X] Wand of Cure Light Wounds: x2 (750 gold each, total 1,500 gold)
--[X] Lesser Metamagic Rod of Tenebrous Spell: x1 (1,500 gold)
--[X] Lesser Metamagic Rod of Extend Spell: x1 (3,000 gold)
--[X] Lesser Metamagic Rod of Encouraging Spell: x1 (3,000 gold)
--[X] Lesser Metamagic Rod of Silent Spell: x1 (3,000 gold)
--[X] Lesser Metamagic Rod of Still Spell: x1 (3,000 gold)
--[X] Lesser Metamagic Rod of Enlarge Spell: x1 (3,000 gold)
-[X] Scrolls, Poison, Potions:
--[X] Scroll of Commune with Birds: x4 (25 gold each, total 100 gold)
--[X] Scroll of Mistsight: x4 (25 gold each, total 100 gold)
--[X] Scroll of Blur: x1 (150 gold)

--[X] Scroll of Rune of Rule: x1 (150 gold)
--[X] Scroll of Clay Skin: x1 (375 gold)
--[X] Scroll of Deathwine: x1 (375 gold)
--[X] Scroll of Contingent Action: x1 (375 gold)

--[X] Scroll of Delay Poison (Communal): x1 (375 gold)
--[X] Scroll of Raise Dead: x1 (6,125 gold)
--[X] Scroll of Teleport: x2 (1,125 gold each, 2,500 gold)
--[X] Scroll of Greater Teleport: x1
(2,275 gold)

--[X] Potion of Cure Serious Wounds: x4 (750 gold each, total 3,000 gold)
--[X] Fire Jackal Saliva: x10 doses (50 gold each, total 500 gold)
-[X] TOTAL: 844,700 gold
 
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I want items that allow our party members access to protective spells and spells generally reserved for mage classes. Blur, Stoneskin, Mirror Image (target: you, so no one but casters can benefit) and the like.
 
We should consider carefully (well, mostly DP should consider), if we really want to start allowing slotted items to become slotless.

Not sure if Pathfinder has rules for it, but even if it did, Slot-restrictions are a way of limiting how much gear you can cram on a high-level character.
Pathfinder allows for it, at double the regular price. Kori's Azlanti headband is slotless.

Generally, though, it should be limited to lower level item, IMO. That's an easy way to keep us (me, especially) from getting out of hand with stacking gear.
 
Here's what I've got so far. It's a lot. I don't expect to find all of this stuff, and I can remove some of it if y'all don't want to spend this much gold.

Some stuff we absolutely need, though, especially the Amulets, Rings, and Hats, IMO, if they're available. We need to be able to hide from Divination and just disguise our general appearance. We've got serious enemies now.

I've currently got stuff slotted in for Sirim, too, even though he can't use yet. If we can get the stuff now, it would be worth it, I think.

Gotta run out for a bit, so I haven't had a chance to total up everything yet. I'll take care of that and make any changes y'all think we need when I get back.

[X] Comprehensive Shopping List
-[X] Wondrous Items
--[X] Belt of Physical Might (+4 DEX & CON): x2, Gorok & Cob (40,000 gold each, total 80,000 gold)
--[X] Belt of Mighty Constitution (+4 CON): x4, Kori, Mina, Sirim, Warty (16,000 gold each, total 64,000 gold)
--[X] Headband of Alluring Charisma (+4 CHA): x1 (16,000 gold)
--[X] Headband of Vast Intelligence (+4 INT): x2, Mina, Sirim (16,000 gold each, total 32,000 gold)
--[X] Hunter's Band: x1, Gorok (11,000 gold)
--[X] Headband of Ponderous Recollection : x1, Cob (5,100 gold)

--[X] Cloak of Resistance +4: x5 (16,000 gold each, total 90,000 gold)
--[X] Unfettered Shirt: x5 (10,000 gold each, total 50,000 gold)
--[X] Boots of Speed: x2 (12,000 gold each, total 24,000 gold)
--[X] Jaunt Boots: x3 (7,600 gold each, total 22,800 gold)
--[X] Gloves of Arrow Snaring: x5 (4,000 gold each, total 20,000 gold)
--[X] Trapspringer's Gloves: x1 (4,000 gold)
--[X] Hat of Disguise (Slotless): x5 (3,600 gold each, total 18,000 gold)
--[X] Amulet of Proof Against Detection and Location: x5 (35,000 gold each, total 175,000 gold)

--[X] Bracers of the Glib Entertainer: x1, Kori (7,900 gold)
--[X] Verdant Vine Bracer: x4 (6,000 gold each, total 24,000 gold)
--[X] Bead of Newt Prevention: x5 (1,000 gold each, total 5,000 gold)
--[X] Pearl of Power (1st): x2 (1,000 gold each, total 2,000 gold)
--[X] Iron Spike of Safe Passage: x1 (2,000 gold)
--[X] Handy Haversack: x5 (2,000 gold each, total 10,000 gold)
--[X] Folding Boat: x1 (7,200 gold)
--[X] Mallet of Building: x1, Gorok's Tribe (5,000 gold)
--[X] Traveler's Any Tool: x4, Gorok's Tribe (250 gold each, total 1,000 gold)
-[X] Rings
--[X] Ring of Sustenance(Slotless): x5 (5,000 gold each, total 25,000 gold)
--[X] Ring of Mind Shielding: x5 (8,000 gold each, total 40,000 gold)
--[X] Ring of Protection from Evil: x5 (8,000 gold each, total 40,000 gold)
-[X] Wands & Rods

--[X] Wand of Cure Light Wounds: x2 (750 gold each, total 1,500 gold)
--[X] Lesser Metamagic Rod of Tenebrous Spell: x1 (1,500 gold)
--[X] Lesser Metamagic Rod of Extend Spell: x1 (3,000 gold)
--[X] Lesser Metamagic Rod of Encouraging Spell: x1 (3,000 gold)
--[X] Lesser Metamagic Rod of Silent Spell: x1 (3,000 gold)
--[X] Lesser Metamagic Rod of Still Spell: x1 (3,000 gold)
--[X] Lesser Metamagic Rod of Enlarge Spell: x1 (3,000 gold)
-[X] Scrolls, Poison, Potions:
--[X] Scroll of Commune with Birds: x4 (25 gold each, total 100 gold)
--[X] Scroll of Mistsight: x4 (25 gold each, total 100 gold)
--[X] Scroll of Blur: x1 (150 gold)

--[X] Scroll of Rune of Rule: x1 (150 gold)
--[X] Scroll of Clay Skin: x1 (375 gold)
--[X] Scroll of Deathwine: x1 (375 gold)
--[X] Scroll of Contingent Action: x1 (375 gold)

--[X] Scroll of Delay Poison (Communal): x1 (375 gold)
--[X] Scroll of Raise Dead: x1 (6,125 gold)
--[X] Scroll of Teleport: x2 (1,125 gold each, 2,500 gold)

--[X] Potion of Cure Serious Wounds: x4 (750 gold each, total 3,000 gold)
--[X] Fire Jackal Saliva: x10 doses (50 gold each, total 500 gold)
-[X] TOTAL: 812,925 gold
Updated my plan a bit to add a +CON belt for Warty, along with some additional scrolls, including a scroll of Raise Dead.

The total currently comes up to 812,925 gold. I haven't got magical armor or weapons included in this, because we're not terribly lacking in that department and we're going to have adamantine stuff soon that we'll want to have specially enchanted.

@BeepSmile, I think I've got all of your wishlist stuff included, except for the Drow Poison. This isn't the place to find any of that stuff.

I want items that allow our party members access to protective spells and spells generally reserved for mage classes. Blur, Stoneskin, Mirror Image (target: you, so no one but casters can benefit) and the like.
Some of these are harder to manage than others. There is a Blur option from the Minor Cloak of Displacement. Those cost 24,000 gold each, though, and I think the Cloaks of Resistance are more important. We could get some Blur potions, though?

Mirror Image and Stoneskin items are more problematic. Mirror Image is personal range, so potions are not available.

Stoneskin is a 4th level spell and it has an expensive spell component, so magic items with it are very expensive. There is, however, a less powerful but still good Damage Reduction spell called Clay Skin. It doesn't provide as much DR, but it's 3rd level and doesn't have expensive components. I've added a scroll of it to the list so Sirim can learn it.

My best idea for getting Blur, Mirror Image, Clay Skin, and similar spells for some of our other people on demand rather than relying on potions, where possible, or wands, scrolls, etc., are to either invest in some Rings of Minor Spell Storing or Vibrant Purple Prism Ioun Stones. Each can hold up to 3 levels of spells the user can cast on themselves, but the rings are 18,000 each and the stones are 36,000 each. The stones are Slotless items, though.

If we had a couple of them, for example, we could load a Blur and a Shield spell into each of them for later use, then Gorok and Cob could each use one to gain both spells. Or Mirror Image and Blurred Movement, or just Clay Skin, etc., in some combination of up to 3 spell levels.

The rings wouldn't need to be worn all the time, just when the effects are being cast, so our people could take off their Rings of Mind Shield and swap them out for a couple rounds.

Okay, I've talked myself into it. Gonna add a couple Rings of Minor Spell Storing to the plan. That will raise the total cost to 848,925 gold. Of course, this is assuming we find everything on my list.
 
Okay, I've talked myself into it. Gonna add a couple Rings of Minor Spell Storing to the plan. That will raise the total cost to 848,925 gold. Of course, this is assuming we find everything on my list.
I guess some things we can find, some things we'll have to commission and wait for.

And some likely can't be gotten at all.
Hunter's Band for example requires very specific Ranger spells, who are rarely in the enchanting business.
Or Bracers of the Glib Entertainer, those need a high-end Bard willing to spend time for it.
 
I guess some things we can find, some things we'll have to commission and wait for.

And some likely can't be gotten at all.
Hunter's Band for example requires very specific Ranger spells, who are rarely in the enchanting business.
Or Bracers of the Glib Entertainer, those need a high-end Bard willing to spend time for it.
Yeah, I doubt we'll be able to get all of this stuff immediately.

The Hunter's Band is less likely to be found, since 11th level Rangers with Craft Wondrous Item are going to be rare. A 7th level Bard, on the other hand, should be much more common, relatively speaking.

I'll take what we can get for now. My main priority right now is the anti-Divination stuff.
 
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