DM Beckett
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Since we start in a couple days mind if we do some RP to introduce ourselves? Also are there seven players or did someone post with 2 different profiles?
Please do. Kick off is not too far away. The adventure will begin out in the middle of a rainy street in one of Absalom's Harbors where you where told to meet with Venture-Captain Drandle Dreng.
Ven Lorovox the Seeker
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Also, just so there is no confusion, I will be using this DM Avatar for this game.
DM Beckett.
Quartz Fizzlebang
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A small gnome in brightly colored patchwork of clothing sits outside the meeting places waiting to be called inside. He looks like most people expect when the see a gnome, the biggest thing that stands out is that he has no eyebrows so his face has a constant surprised look. Next to him stands a donkey that seems to have a whole lab on her back, "Oh boy Penelope, I wonder who we're going to meet this time and where we might go." He says to her. "Now dont give me that look. That happened one time and he didnt actually try to eat you. He was just mean. The others were nice. You even made a friend with ones companion." Looking at the donkey you could swear it scowls at the gnome. Seeing the first person approach he jumps to his feet. "Hi, I'm Quartz Fizzelbang, alchemist extraordinaire and this is Penelope. How do you do?"
Quint Zorn
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Quint nods at the small gnome. His long coat covers the length of his body as his worn hat shades the majority of his grizzled face.
Holding a gloved hand out he says. Name's Quint. Do you know why we were called here?
Ven Lorovox the Seeker
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Ill be posting the intro soon. Out with the wife on some errands.
-Posted with Wayfinder
Dumm
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"My name is Dumm," the big half-elf says in slow, broken Common. He stands somewhat tall and his muscles bulge from hard survival. His long hair is imperfectly washed, and interwoven here and there with feathers and small bones. His armor is made of leather, as is the sling at his belt. The only thing he clearly got from the city is the large sword across his back. "I no know what the Society wants, but they telled I they need I again, so I comed."
-Posted with Wayfinder
Ven Lorovox the Seeker
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School of Spirits
The fall rains have come early this year, and a chill wind blows off the waters of Absalom’s harbor, bringing with it the smell of a storm somewhere far off at sea. Venture-Captain Drandle Dreng hurries down the street in a most unusual outfit for the aging Venture-Captain: some sort of blue military uniform complete with a green sash displaying a pair of ornate medals and a black umbrella.
“Ah, there you all are,” he half-mutters to himself. “Is everyone here?” Without waiting for an answer, he turns on his heels and heads off at a brisk pace, occasionally turning around to make sure everyone is keeping up.
“You’re probably wondering where I’m dragging you, eh? Seven years ago I sent young agents much like yourselves on a preliminary exploration of the necropolis below the Drownyard in the Precipice Quarter. The Drownyard is the name that was given to the old Tri-Towers School, once home to some of Absalom’s wealthiest progeny. It was destroyed in the great earthquake of 4698ar, and we thought that all of the children, teachers, and staff had perished.”
“But let be back up a bit. Eight years ago, the Society discovered an ancient necropolis under the Drownyard. It dates back to the third century ar, and if you know anything about Absalom’s history, you’ll know that we know almost nothing about those early years. It took me almost an entire year of negotiating with the parents of the children who died in the Tri-Towers Yard to convince them to grant us access to the site, and when we did, what did we find? A lot of spooky stuff: undead, haunts, and some nasty bugs. But we also found something completely unexpected: a survivor. A little slip of a girl named Junia Dacilane somehow survived in a death-like state for 10 years. The only thing that kept her alive was a ring of sustenance that she had found among the crypts. Junia’s mother, Lady Miranda Dacilane, was of course beside herself when we pulled her living daughter from the ruins and she vowed to not only give the Society full access to the property, but personally underwrite our archaeological efforts there. Soon thereafter I set up an archaeological dig at the Drownyard, and we’ve been pulling out fascinating fragments from Absalom’s early history ever since."
"Every year I visit Lady Dacilane to renew our contract to maintain the dig, but this year it seems that she wants us to jump through an additional hoop. She wants us, or rather you, to escort her daughter back to the Drownyard. It seems that Junia’s become a bit obsessed with her alma mater, and since the Precipice Quarter is no place for pampered young noblewomen, she needs an escort. Think you can manage that?”
Without giving anyone a chance to interrupt him, he quickly adds, “Oh, and don’t forget to call the Drownyard the Tri-Towers Yard while we’re at Dacilane Manor. No one who lost children in the earthquake likes to be reminded of that tragedy… even the ones who got their child back.”
Quint Zorn
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Knowledge Local: 1d20 + 3 ⇒ (20) + 3 = 23
Knowledge Local: 1d20 + 3 ⇒ (8) + 3 = 11
Taldan Navy and the Lion Blades. You are quite distinguished Master Dreng.
Quint nods his head. We will help this girl.
Andruss Delsine
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Kn. Nobility: 1d20 + 5 ⇒ (8) + 5 = 13
Kn. Local (untrained DC 10): 1d20 + 4 ⇒ (8) + 4 = 12
Andruss was trying to protect himself as best as he can from the rain. He is a little more than 5' tall, his noble Taldan traces are clear for any common observant, specially by his well care beard, a symbol of nobility in his country. When meet the other agents, Andruss was very polite and serious, maintain an intellectual posture. As long as he see the VC's clothes, he smiles. "Very well, but what are his intentions in dressing an uniform of a junior officer in the Taldan Navy?". Andruss straightens his blurry eyeglasses in his face. "Will be a pleasure for us, specially for me, to help an important member of my country's nobility. And I can't forget to say that will be an honor to me explore there with Mr. Dumm, which I recognize as one of those sent there in the first mission, years ago. Count with me, Sir". Apparently he messes in something on his shoulders, that seems be moving under his clothes. "Stay calm, Paccolo. The rain will stop soon", Andruss whispers.
Ven Lorovox the Seeker
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It's not too late to swap out if you want. Just let me know. I did warn it was related to Black Waters. :P Just keep in mind the 1st-5th Tier.
Dumm
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Dumm nods at Andruss. "I know this man. I hope dead things no walk now, yes?" He chuckles. It takes a lot to scare someone who has had to fight and kill to survive from a young age, but Dumm had to admit that the sight of a rotting corpse shuffling around--that had scared him. "I am surprised the girl wants returns there. I think she had enough of the place before."
-Posted with Wayfinder
Andruss Delsine
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Gentlemen, are we waiting for someone else? If no, I believe that we can go now, I cannot wait to help Lady Dacilane.
And drink some tea with her, of course, he thinks while looks to the others, waiting for an answer.
Quartz Fizzlebang
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"Yes, yes. Lets be off and help this young lady." The little gnomes says as he heads out. Leaving the building he goes up to his donkey, "Come along Penelope. We need to help a young lady out." He tells her with a smile.
Ven Lorovox the Seeker
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There may be one last addition that could not find a game, but Ill move along when I get off work.
Skerdo Cabeza de Vaca
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Sorry for the delay in posting; my weekend got unexpectedly nuts.
A lean, fit young man jogs up to the group just before they depart, his well-worn and weather-stained apparel suggesting a life on the road--at least for the past few months.
"Sorry 'm late," he grunts. "Still new to the city; couldn't find the place. What's up?"
When the others fill him in (and introduce themselves), he nods. "The name's Skerdo. Pleased t'meet you all, 'm sure. Sounds like this shouldn't be too bad a jaunt. Had my fair share of practice escorting noble folk, that's certain." He chuckles.
"No questions from me. Let's meet the girl and be off."
Ven Lorovox the Seeker
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"Very well, if there as anyone else, they can either earn their keep and track us down or run back to the Lodge." And with that, Drandle again turns on his heel and leads the way. The journey itself takes about 10 minutes, traveling through the rain at a brisk pace before you arrive at your destination. Anyone that has played Black Waters is familiar with it.
Dacilane Manor is an imposing four-story townhouse of heavy masonry with a parapet roof that is festooned with numerous leering, demonic gargoyles. After knocking on the door, a middle-aged Hafling woman in a large apron answers it. Please come in. My lady will join you momentarily in the drawing room.”
The interior of Dacilane Manor is just as imposing as the outside. A side foyer with a grand staircase leads to the second floor, while open double-doors lead into the drawing room. Heavy black draperies cover all the windows, shrouding the manor in shadows. All of the furniture in the common areas is oversized, expensive, and gothic, made of dark-stained mahogany wood.
Lady Dacilane enters a few moments after the you and Dreng have gathered in the sitting room. She is a tall, stern-looking, yet attractive Chelaxian woman with sharp features, a fair complexion, and black hair accented with gray and white. She is dressed in a well-made, floor-length black gown streaked through with crimson. A plain looking silver pentagram necklace is her only jewelry.
Dreng immediately jumps up to greet her, bowing and kissing her hand in a formal fashion. He then quickly introduces the each of you before launching into a prepared speech about the importance of Lady Dacilane’s ongoing support of the Society’s activities and the many important artifacts they have been able to recover from the Tri-Towers Yard necropolis. Lady Dacilane listens politely, making a few pro-forma inquiries into several details about the management of the site before getting to the heart of the negotiation and addressing you directly.
“As I am sure Master Dreng has already informed you, I have a particular request of the Pathfinder Society this year. My daughter Junia has recently celebrated her eighteenth birthday, but she maintains a certain obsession with the traumatic events that befell her at the Tri-Towers Yard so many years ago. I have stopped her from sneaking out of the manor and visiting that place several times, and I feel that her past is keeping her from fully embracing her future. I would ask that you accompany her to the gods-forsaken Precipice Quarter and let her see her fill of the decay and misery. Perhaps those sights will cure her of her unnatural obsessions.”
Please feel free to ask any questions you might have.
Dumm
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"I happily see you again, Lady Dacilane. Why your daughter wants go back to that place? She no was there enough long ago?"
-Posted with Wayfinder
Andruss Delsine
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I played the Black Waters with a pregen and apply the chronicle sheet in this PC. I count as he succeeded in Black Waters?
Andruss Delsine
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The Taldan greets Lady Dacilane with all of those etiquette rules, and as Drandle, he bowed and kissed her hand.
As they start the conversation, Andruss accepts a cup of tea and drinks some of it.
Was a pleasure for me to rescue your sweet daughter, milady. And it will be a bigger pleasure guide her in the Tri-Towers Yard. Count with us to bring her back safe.
After a few sips of tea, he asks Lady Dacilane: and where is little Junia?
Ven Lorovox the Seeker
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"Junia has a particular affection for the Pathfinder Society, most likely because it was your members who rescued her from the necropolis. It is my hope that she will be more forthcoming about her condition with you."
"Junia’s experiences during and after the earthquake were terrible, and they have left lasting mental scars. Despite my efforts and those of some of Absalom’s best healers, I have been unable to truly help her. Nevertheless, it is time for her to put her childhood experiences behind her and face her adult responsibilities."
Lady Dacilane calls for her daughter once you have finished asking your questions. Lady Dacilane’s daughter comes bounding down the stairs and into the sitting room a few moments after he mother calls her. She has her mother’s height, black hair, and fine facial features, but that’s where the similarities end. Unlike her mother’s carefully coiffed hair, Junia’s is short and practical, and she carries herself with a confident and unladylike swagger. She is dressed in grey breeches, knee-high leather boots, a white cotton shirt, and an azure blue riding coat with tails with a golden eagle pin on the lapel. Beneath her coat, it is clear that she is wearing a mithral chain shirt.
Upon arriving in the drawing room, Junia clicks her heels in a military manner and greets her mother with a mischievous grin. Lady Dacilane immediately turns bright red with embarrassment, reprimanding her daughter for appearing in such a “ridiculous outfit in front of our guests”, and then throws up her hands and storms out of the room without another word. Junia introduces herself to each of you as not Junia but “J., like the letter”, and shakes everyone’s hand.
Like her mother, anyone she recognizes from Black Waters, she is much more friendly and respectful towards, asking about your other adventures and seems to hold you in very high regard.
Skerdo Cabeza de Vaca
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Skerdo's mouth tightens when he sees Lady Dacilane's pendant, but he says nothing. Don't go jumping to conclusions, now. Not all who follow the Prince of Darkness are strictly evil... Not having met her before, he merely nods a perfunctory greeting, and stays silent.
When Junia--or J., it would seem--arrives, the young man brightens considerably. This is more the kind of noble I'm used to! He smiles and steps forward, bowing deeply to her after her mother has left. "Pleased t'make your acquaintance, m'lady J. And for what it's worth, I rather like your costume. The name's Skerdo, of Lastwall. New to this city."
Quint Zorn
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And I am Quint He says with a small tip of his wide brimmed hat.
Loosening his gun holster. We will make sure you are well-protected on your journey.
Quartz Fizzlebang
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"Hi, J! I'm Quartz" The gnome says with an enthusiastic wave. "I think your outfit is lovely! And very practical." He adds as he goes to shake her hand.
"So whats the plan? Your the leader for today. Just head right there or is there anything else you want to do?" He asks J.
Dumm
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Dumm stares at Junia-- or "J"-- in a way that only someone unused to the rules of social graces might. She's grown up. No longer the girl he'd once helped rescue, she, but a grown woman. "You look very different, Jun-- J. From years behind, when we took you to home. More old. More pretty."
-Posted with Wayfinder
Andruss Delsine
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"How you grew up, little Jun... I mean, J.! And what a beautiful woman you became. Congratulations to you for this shining young lady, Mrs Dacilane."
Andruss stand up from the chair, walks to J. and bowed and kissed her hand.
Kn. Nobility: 1d20 + 5 ⇒ (2) + 5 = 7
"But yes, you looked ridiculous with these military manners", he just think it, while smile to her.
Skerdo Cabeza de Vaca
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Skerdo coughs discreetly, hoping to get Dumm to notice that he's being rude, and nudges the half-elf with his foot.
Bluff Check to pass a secret message: 1d20 + 1 ⇒ (8) + 1 = 9
He's not as subtle about it as he'd like to be.
Dumm
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Lol this could be fun. Low roll means Dumm gets the wrong message, plus as his name would suggest, he's not very bright.
Dumm looks at Skerdo incredulously. "You think I speak wrong? You no saw her years behind when I saw her. She is very more pretty, now that she is a woman and not a girl."
-Posted with Wayfinder
Ven Lorovox the Seeker
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J. obviously blushes at that last comment, trying very girlishly to hide a smile as well. She also takes special notice of the comment about her being the leader, and seems to rather like that idea, probably playing through some sort of epic fantasy in her mind of the adventures to come.
Dreng excuses himself at this point, claiming that he is needed back at the Grand Lodge. Before he leaves, he hands over a large, iron key, explaining that it opens the wrought iron gates to the Tri-Towers Yard. He warns them that although the necropolis below has been cleared of undead, the partially restored surface structure still holds a dangerous haunt. “Try to stay away from there,”
he mutters, “we’ve tried to eliminate it several times, but it keep coming back. If you do need to go in there, take a look in the supply closet, you may find it useful.”
Once the Venture Captain leaves, J. picks up a backpack from a stool in the corner and pulls out a kukri, which she sheathes at her hip. She also takes a moment to collect several heavy volumes from a side room, books you instantly recognize as Pathfinder Chronicles, the deeds and adventures of the Pathfinder Society, and holds up one close to her heart. A few of you recognize it for what it is, as this one in particular involved you in a short story, partially altered as they always are, simply called The Black Waters of Absalom. She then straps on the backpack and looks expectantly at the you. “Well, shall we go? I’m ready when you are.”
Once out of her home, J. breathes a sigh of relief and visibly relaxes. She asks the PCs how they would like to proceed to the Precipice Quarter, and admits that she hasn’t gotten out of the house much in the last several years. She is keen on taking the lead, though you all know the way to the Drownyard, either b reputation or past experience. Along the way, J. enthusiastically asks each of you about your lives, your adventures, and the Pathfinder Society, but clearly not to the point of being an annoyance. She seems genuinely interested, but doesn't press the issue if she feels you don't want to talk about it.
As you cut through one of the back streets near the docks, you encounter a group of Chelish mariners, and as they catch sight of an "Eagle Knight", begin hurling insults, calling her, among other things, a traitorous peasant. At first it's just insults, but in their drunken anger, they start getting a little closer than they should, and one of them throws a punch that sends J. to the ground.
Andruss: 1d20 + 4 ⇒ (12) + 4 = 16
Dumm: 1d20 + 2 ⇒ (19) + 2 = 21
Quartz: 1d20 + 4 ⇒ (3) + 4 = 7
Quint: 1d20 + 7 ⇒ (19) + 7 = 26
Senach: 1d20 + 2 ⇒ (19) + 2 = 21
Skerdo: 1d20 + 2 ⇒ (15) + 2 = 17
==============================
J (NPC): 1d20 + 4 ⇒ (12) + 4 = 16
==============================
Chelish Thus (1-3): 1d20 - 1 ⇒ (10) - 1 = 9
Chelish Thus (4-6): 1d20 - 1 ⇒ (13) - 1 = 12
Roll Off
Dumm: 1d20 + 2 ⇒ (14) + 2 = 16
Senach: 1d20 + 2 ⇒ (12) + 2 = 14
ROUND 1
Quint (), Dumm (), Senach (), Skerdo (), & Anduss ()
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Chelish Thug 1 (), Chelish Thug 2 (), Chelish Thug 3 (),
Chelish Thug 4 (), Chelish Thug 5 (), & Chelish Thug 6 ()
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Quartz ()
Also, the map is up and you are able to move your pieces around as needed. For touch screens, (phones, tablets, etc. . .), make sure you download the free Google Slides App, and you can do it from that device, too.
Quint Zorn
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With a flash Quint quickly pulls a pistol from it's sheath.
I wouldn't do that if I were you...
Quint pulls both triggers followed by a resounding BANG!
Firing at the man's leg a small cloud of smoke blocks his sight momentarily as he quickly reloads the pistol with alchemical paper.
Target #1 with normal bullets
Double Barrel Pistol Shot 1: 1d20 + 8 - 4 + 1 ⇒ (11) + 8 - 4 + 1 = 16
damage: 1d8 + 1 ⇒ (4) + 1 = 5
Double Barrel Pistol Shot 2: 1d20 + 8 - 4 + 1 ⇒ (3) + 8 - 4 + 1 = 8
damage: 1d8 + 1 ⇒ (6) + 1 = 7
-4 for double barreled pistol;
+1 Att/Dam- Point Blank Shot;
Misfire on 1-2 with normal bullets;
Misfire on 1-3 with alchemical bullets.
Skerdo Cabeza de Vaca
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"Hey!" Skerdo yells. "Get away from her!" Leaping forward, he draws both his blades and swings at the nearest marine.
Moving forward and attacking #1. On the off-chance he's down, just moving ahead to #3
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Quartz Fizzlebang
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Before we leave.
Quartz tells J about all of his most recent adventures. Most recently infiltrating a cult in the river kingdoms and taking down the leader. Explaining how they were stealing from almost everyone in the town and corrupting it for their 'living god'. He stressed how helpful he was at sneaking in without even raising the alarm of the two guards that were almost next to him when he did so.
Then he will tell her a couple different ways to get there but really wants her to feel in charge and the real leader. Also he will stay right next to her all the time. He wants to make sure her first mission is a total success.
Sweet the guy with all the AoE's is last. Awesome. I guess its hammer time.
Andruss Delsine
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"It wasn't a good thing to do, gentlemen."
Andruss moves some steps forward and curses one of the thugs..
Evil Eye on thug #2. Will DC 14
EDIT: the evil eye is for -2 on saves.
Dumm
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As Quint unloads his thunderous weapon, Dumm dive-tackles the thug that threw the punch. "YOU... NO... HURT!"
Moving toward, and targeting, whichever thug attacked J.
Grapple: 1d20 + 5 ⇒ (8) + 5 = 13
Ven Lorovox the Seeker
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Quint draws his weapon on the unarmed man and nearly takes his leg off with the blast aimed at his patella, leaving him hobbling on one foot and screaming as blood flows freely from the wound. Ignoring most of the rest, Dumm rushes forward and tackles another of the thugs, while Skerdo moves and attempts to finish off the one-legged one, but misses his strike.
Will DC 14: 1d20 + 0 ⇒ (6) + 0 = 6 <failed>
From the back, Andruss evokes his mental mind-game against the thug locked in an arm wrestling match with Dumm.
The seriously wounded mariner attempts to flee, leaving a trail of blood as he limps away. The other mariners, little more than thugs, begin to swarm forward, drawing their short swords as they do, and a few manage to get a few slashes in, and even drawing a bit of blood as they do. Or, in Dumm's case, perhaps more then just a bit, as his wound doesn't seem to stop bleeding. . .
Attack vs Skerdo (AC15): 1d20 + 3 ⇒ (18) + 3 = 21 <HIT>
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Attack vs Dumm (AC14): 1d20 + 3 ⇒ (1) + 3 = 4 <miss>
Attack vs Dumm (AC14): 1d20 + 3 ⇒ (20) + 3 = 23 <CRIT?>
Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11
Grapple vs (CMD 22): 1d20 + 13 ⇒ (3) + 13 = 16 <fail>
Attack vs Dumm (AC14): 1d20 + 3 ⇒ (13) + 3 = 16 <CRIT!!!>
ROUND 1
Quint (), Dumm (-11), Skerdo (-4), & Andruss ()
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Chelish Thug 1 (-5), Chelish Thug 2 (), Chelish Thug 3 (),
Chelish Thug 4 (), Chelish Thug 5 (), & Chelish Thug 6 ()
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Quartz ()