As he sinks towards oblivion, the paladin hears the voice of his mentor and friend, Dove Falconhand. "Angus, get up. There is much work to do, and little time left to accomplish it."
"I'm so tired, Dove. There's always one more villain to slay, one more crisis to avert, one more kingdom to save. Haven't I done enough?"
"What rubbish! I'm dead and I'm still trying to save the Weave. Get up, boy! When you took that oath, there was no provision for early retirement. Get up, and get back to work!"
A sudden crack of lightning flashes in the warehouse, striking the paladin's body, causing the mimics to shrink back, shrieking. When the dust settles, his body is nowhere to be found.
-----
Sometime later, the paladin awakes on a bed in the safehouse, weak and wounded, but alive.
Years ago, a juvenile mimic stowed away with an adventurer, who rented a room at the Windsnug Inn. The mimic posed as rations and started feeding on mice, then posed as a lantern and began sneaking off in the night, posing as a dead mouse to catch and eat cats. Then it posed as a live cat and began exploring the city.
The Wolf Brothers were twins who migrated from Zhentil keep, performing the several key assassinations in the removal of High Blade Jaseen by the current High Blade Selfaril. The wolfbrothers, so called for their attire consisting largely of wolf pelts and adorned with lupine symbols were, in truth, simply avid hunters. Appointed as the High Blade's own personal secret service, political disagreement soon led to betrayal as Selfaril replaced the Wolfbrothers with a new contingent of loyalist pulled from the elite ranks of the soldiery and known as the Hawks. Shunning the assassins, he seeded the city with rumors of lycanthropy and supposed ill intentions. The brothers evidently remained in the city and slowly over time their numbers gre: from two to three, to five, to nine until it was fair to call the assembly a clan. Bizarrely, the memners not only dressed alike, but bore precisely the same countenance, save fro some unique, quite possibly deliberate, questionably self-inflicted or ritualistc scars. They were rarely seen in groups larger than two, but the rumors of larger assemblies, of strange appearances simultaneously in different parts of town crept across Mulmaster.
Only two men in the city knew the truth. One was the owner of the Windsnug Inn, who realized what he had one day when he saw the mimc that stowed away eating an unsuspecting hungry mouse before resumings its disguise as a pack of rations. It was he who kept it in his hotel, feeding it a steady stream of small creatures until it was large enough for him to enact his plan. He watched the creature grow to assume both its feline form, then he placed a chair in the room with the growing mimic. That chair would go on to consume over two-hundred guests of the Inn, but few if any made the connection with the place. The innkeeper had ammassed a small fortune in goods that he sold off to the black network. articles "left behind" by guests who had departed rather hastily. The missing clientele were never really missed. They came to Mulmaster, stayed at the inn, then left the next morning to set about whatever business brought them to the city. Of course, that wasnt actually the guests that had arrived walking out of the Windsnug Inn. They wouldn't be seen again.
As things do, the mimic multiplied. Soon articles of furniture all over the hotel were secretly predators stalking their next meals. A table, a barstool a breadbox. Then the destruction hit. In the wake of the disaster met by Mulmaster, wrought by the Cults of the Elemental Evils, the proprieter thought it wise to expand his operation and purchased a new facility, a destroyed old warehouse, which was rebuilt in record time on a shoestring budget. It had no windows, but in this town, that's not crazy for a warehouse. The mimic colony in fact composed the majority of the structure.
The proprietor himself kept the door chained shut, knowing the mimics were patient but also mobile. For he had also become aware of their new trick. (Rereadi g this, I see it's unclear thst the whole building is mimic colony, but the chain is real. The lock and chain are a visual deterrent to keep people out, but the mimics do roam the night, hunting. T he chain isn't meant to keep them in, I'm just finding all kf this hard to convey in the narrative. Like why Gandolf couldn't just fly to Mordor on the Eagles at the very start).
While scampering through the city one night, a mimic in the guise of a cat followed a shadowy figure as it crept through the night. The darkly bearded man entered a home and stabbed a woman to death as she lay asleep in her bed. The cat watched. As the killer crept through the bedroom, the cat silently walked up the exterioir wall and slipped in the window iteself. The assassin silently looked through drawers, opened cabinets and unhung pictures from the walls. When he saw a small chest he mouthed the words "How did I miss that?" He opened the chest and as he did, the chest unfuled and devoured the man's arm. He fought with great zeal, raising a clatter as the small creature resisted the assassin's blade. Eventually, as it always had, the poison overtook the man.
Through the back door, alerted bythe sound, his partner, his brother, his very face, looked on in horror as he watched his own body being eaten by a strange translucent white blob with rowns of ferocious teath end a riot of red glowing eyes of varied size. X saw his brother being eaten, but found the opportunity to launch a sneak attack. The creature, confused by the sight of his prey attacking him believed it to be an impossible trick. The bewildered blob began to dart around the room, dashing for cover, looking for an escape. The door? no good, blocked. THe window? he tried, Slash, a deep cut. the creature hid under the bed. The assassin waited. Unable to flee, afraid to attack, dfeeling outmatched, the mimc took on the appearance of a white cat and slowly, cautously emerged from beneath the bed and proceeded to approach pass and drag its flank along the boot of its new master, who did not slay the mimc. Instead, he was intrigued by the cat and its strange face. The miniature sphinx bore the exact appearance of his late brother, of himself. In the end, the assassin's curiosity saved the cat.
In time, the remaining wolfbrother, feeling a perverse kinship with the creature that killed his own twin began to take the cat hunting in the mountains beyond the city wall. Once in the woods, he would take the form of the wolfbrother, but on a particular hunt, the duo came across a black wolf, which they brought down with a pair of well aimed arrows. The mimic, recognizing the fur as like the pelts his master wore, adopted the form of the creature and began to hunt by his side in this new form, both in the woods and in the city. In time, teh wolfbrother would learn of the rest of the colony and soon they all served two masters. For, the proprieter of the Windsnug Inn yet brought them food, keeping a rotating contingent of mimics employed now not just in the Inn, but strategically throughout the city. An empty crate in an alley, an unattended cart filled with furs, an unlit lamppost outside a tavern late at night. Rarely were the mimics seen, but when they were it was usually in the form od a cat or mouse or, if too large for that, rarely, as a wolf. And so the rumors and the secrets simmer just beneath the blanket of snow that covers the city of secrets.
As Angus' last light fades, he hears the words of Dove on the Weave, Do not lose hope, Angus Kilburney. The day is not yet won, teh light not yet snuffed, teh serpent still lies coiled in waits." Just then, light fills the room once more as the old elven monk kicks in the door and lobs a lit Molitov cocktail at the mimics. "Angus, you fool! Arise!" with his stirring paddle in hand, the monk rushes into the building, smacking chests as they gnash and slap him with their pseudopods, burning him with thier acit spittle. From his belt he draws a plum-sized ampuole. he holds it above Angus' face and squeezes, the tack-sharp spike in the palm of his glove shattering the glass and dousing the Paladin's face in healing elixer. Like a shot of adrenaline to the heart, the strange brew invigorates Angus, who rises to his feet with the energy of a squirrel in heat. He looks around at the bizarre scene and everything is clear, save where the ripples of heat from the burning rushes and chests distort things. Everything is moving slowly. Angus is under the effect of a haste elixer with some healing properties as well.
The monk battles the monsters in slow motion, smashing through the tiny chest with his stirring rod as a section of ceiling falls on his back, razor-toothed maw agape, sinking its fangs into elven flesh and sending the staff flying. The monk screams, finds Angus amid the chaos and shouts "Gooooo! SSsssaaaaavvee yyoouurrrssssseellf." and brings his fisted hands together at the wrists, bowing his head, in respectful imitation of Ilmatar. The monk squeezes both gloved hands and a flash of ehat and light explodes from his upraised arms, sending Angus flying through the open double doors onto the cold snowy street of the market hold.
Blinking back into conciousness, Angus turns his attention to the source of heat and light flickering in the darkness. He stands, painfully, the fresh snow cascading from his body as he moves to see what remains of the mimic colony, but all that stands is a pyre of burning timbers, and in the air hanngs the smell of burning rancid fetid material mixed with the sweeter notes of rushes and the choking sulfur of smoke. The fire yet burns, but Angus finds himself exhausted. (4 levels of Exhastion).
<So, did anyone else do anything while Angus was off battling mimics and gravity was dragged to her untimely demise?>
<What do you want to do next? Long rest by night? Stay up and rest during the day? Tomorrow night the Thayans will magically transport the item and the notes from the city. If you are ready to enter, just say what you're doing and what time of day it is. Try to let me know what room /wall/area you're in>
<if you're thinking "that's not how mimics behave" 1. They do in this world and 2. Read the mimic colony entry in TCoE, that's what I was following. I was also inspired by 1995 sci-fi B movie "Screamers". It's not a good movie, but it is memorable. Take the events within the building any way you please. Maybe it was a hallucination, probably there was an explosion. No matter how, that thing is gone and Angus is alive. 4 levels is a lot, but I'm assuming at least 1 will shed with a long rest and maybe you can buck one or two more somehow before starting to break-in, but you have to get in there 'tonight'.>
Ussa remains at the safehouse, aiding Angus' recovery. Remallia and Zehira have departed the city and Morwena is somewhere in Mulmaster, presumably, but hasn't been seen in days.
Sam will then call everyone to a table “right so with the information we have and the knowledge that we have obtained we need to move tonight or we lose are chance to help the people and the loot inside” he looks around “so who wants to speak up first” looking at his companions
<@Ikarbano is already inside. We're running that in PMs. She posted earlier, our intent is to have her and the party meet inside the embassy. She's also working for the theives' guild, but not for the Harpers or Cloaks. The party is working with all three and the Thayan rebels.>
I don't need a full cohesive plan. If someone is doing something before entrance, like a disguise or a spell or a distraction, just say you're doing that (if applicable) and tell me what room you're trying to enter. Maps are on the campaign page.
"So I wonder if Sam could disguise himself to look like a Red Wizard, and then once inside cause some sort of distraction, like letting the animals loose or setting a fire or something."
Angus (having completed a long rest?) will try to waylay a staff member as they approach the staff entrance, restrain and gag them and hide them in the safehouse, and then use their staff credentials to enter the staff entrance.
Which Red Wizard? There are 4 (I think) rebels, who were previously the face of the Thayan occupation and about 7 (iirc) current Red Wizards in good standing in the embassy.
<If you're impersonating a high-profile individual, you should be trying to impersonate a specific one, whereas a rank and file sort would not need as much attention, but might not have as much access.>
(Well, how many of them has Sam seen? Maybe he even impersonates Chadderlay, and they both try to enter through different entrances. Assuming Chadderlay is still in good standing...?)
His involvement was dubious and it lost him his security badge foe the time being, but he still resides in the Monastery. Although the embassador was expecting a report on the arcanists that showed up in town and disrupted the Grinder in proximity to Chadderlay, he is pretty preoccupied so might not inquire after him if bot reminded. The standing order to the Knights and guards is to escort Chadderlay so he can pass through the doors without sounding the alarm, and he is remanded to the dormitory.
<admittedly some of this, maybe most, is to balance the fact that the PC is someone who lives in the building the 'game' of which is to break into and steal things. If things were A-OK it wouldnt really be much of a game. With that said, the spoiler below is meant ro ne read, but it is a very small spoiler>
Getting in isn't meant to to be hard, just about choosing your point of entry. It's less a maze and more a look and find. You know what the rooms are, just not who is in them, (with several exceptions, as they mostly stick to a pattern you've observed,) nor where to find the objectives or any random loot. But getting in is easy in theory. In game terms, any way you go about it, the DC for entry is low and failure is "fail forward". Meaning things get complicated, not instantly catastrophic. Total failure will result in sounding the alarm, which you've seen in drills causes a series of responders to arrive in waves.
This spoiler is really a spoiler, but if you're feeling anxious, read it and maybe it will help the game move along.
Frontal assault of the building is a deadly encounter. But, once you get the last item you will get, by your own declaration, it becomes a cinematic non-mechanical unlikely heroic escape, so you don't have to plan on getting out once you've got what you came foe just "swim for the other side" (Gattaca - not a great movie, but I really do like that line).
I dunno, probably all of them. Ho estly if you really want to put in another school of magic Red Wizard in, just name it and we'll add or swap so it's in
Well, that was just a suggestion for Sam, up to him. Angus will follow the action stated above, and try to get in the staff entrance. we could all rendezvous at the animal pen, or somewhere else.
Half damage from acid spit on success.
Angus is up.
Angus attempts to avoid the additional grapple from the floorboards (?) STR Save 20
He avoids the small chest's attack, but the flat top mimic connects once again, STR Save with DA 13.
Following that, He attempts to dodge out of the way of the flying acid goop. DEX Save with DA 9
The paladin is rendered unconscious by the acid spittle.
As he sinks towards oblivion, the paladin hears the voice of his mentor and friend, Dove Falconhand. "Angus, get up. There is much work to do, and little time left to accomplish it."
"I'm so tired, Dove. There's always one more villain to slay, one more crisis to avert, one more kingdom to save. Haven't I done enough?"
"What rubbish! I'm dead and I'm still trying to save the Weave. Get up, boy! When you took that oath, there was no provision for early retirement. Get up, and get back to work!"
A sudden crack of lightning flashes in the warehouse, striking the paladin's body, causing the mimics to shrink back, shrieking. When the dust settles, his body is nowhere to be found.
-----
Sometime later, the paladin awakes on a bed in the safehouse, weak and wounded, but alive.
Years ago, a juvenile mimic stowed away with an adventurer, who rented a room at the Windsnug Inn. The mimic posed as rations and started feeding on mice, then posed as a lantern and began sneaking off in the night, posing as a dead mouse to catch and eat cats. Then it posed as a live cat and began exploring the city.
The Wolf Brothers were twins who migrated from Zhentil keep, performing the several key assassinations in the removal of High Blade Jaseen by the current High Blade Selfaril. The wolfbrothers, so called for their attire consisting largely of wolf pelts and adorned with lupine symbols were, in truth, simply avid hunters. Appointed as the High Blade's own personal secret service, political disagreement soon led to betrayal as Selfaril replaced the Wolfbrothers with a new contingent of loyalist pulled from the elite ranks of the soldiery and known as the Hawks. Shunning the assassins, he seeded the city with rumors of lycanthropy and supposed ill intentions. The brothers evidently remained in the city and slowly over time their numbers gre: from two to three, to five, to nine until it was fair to call the assembly a clan. Bizarrely, the memners not only dressed alike, but bore precisely the same countenance, save fro some unique, quite possibly deliberate, questionably self-inflicted or ritualistc scars. They were rarely seen in groups larger than two, but the rumors of larger assemblies, of strange appearances simultaneously in different parts of town crept across Mulmaster.
Only two men in the city knew the truth. One was the owner of the Windsnug Inn, who realized what he had one day when he saw the mimc that stowed away eating an unsuspecting hungry mouse before resumings its disguise as a pack of rations. It was he who kept it in his hotel, feeding it a steady stream of small creatures until it was large enough for him to enact his plan. He watched the creature grow to assume both its feline form, then he placed a chair in the room with the growing mimic. That chair would go on to consume over two-hundred guests of the Inn, but few if any made the connection with the place. The innkeeper had ammassed a small fortune in goods that he sold off to the black network. articles "left behind" by guests who had departed rather hastily. The missing clientele were never really missed. They came to Mulmaster, stayed at the inn, then left the next morning to set about whatever business brought them to the city. Of course, that wasnt actually the guests that had arrived walking out of the Windsnug Inn. They wouldn't be seen again.
As things do, the mimic multiplied. Soon articles of furniture all over the hotel were secretly predators stalking their next meals. A table, a barstool a breadbox. Then the destruction hit. In the wake of the disaster met by Mulmaster, wrought by the Cults of the Elemental Evils, the proprieter thought it wise to expand his operation and purchased a new facility, a destroyed old warehouse, which was rebuilt in record time on a shoestring budget. It had no windows, but in this town, that's not crazy for a warehouse. The mimic colony in fact composed the majority of the structure.
The proprietor himself kept the door chained shut, knowing the mimics were patient but also mobile. For he had also become aware of their new trick. (Rereadi g this, I see it's unclear thst the whole building is mimic colony, but the chain is real. The lock and chain are a visual deterrent to keep people out, but the mimics do roam the night, hunting. T he chain isn't meant to keep them in, I'm just finding all kf this hard to convey in the narrative. Like why Gandolf couldn't just fly to Mordor on the Eagles at the very start).
While scampering through the city one night, a mimic in the guise of a cat followed a shadowy figure as it crept through the night. The darkly bearded man entered a home and stabbed a woman to death as she lay asleep in her bed. The cat watched. As the killer crept through the bedroom, the cat silently walked up the exterioir wall and slipped in the window iteself. The assassin silently looked through drawers, opened cabinets and unhung pictures from the walls. When he saw a small chest he mouthed the words "How did I miss that?" He opened the chest and as he did, the chest unfuled and devoured the man's arm. He fought with great zeal, raising a clatter as the small creature resisted the assassin's blade. Eventually, as it always had, the poison overtook the man.
Through the back door, alerted bythe sound, his partner, his brother, his very face, looked on in horror as he watched his own body being eaten by a strange translucent white blob with rowns of ferocious teath end a riot of red glowing eyes of varied size. X saw his brother being eaten, but found the opportunity to launch a sneak attack. The creature, confused by the sight of his prey attacking him believed it to be an impossible trick. The bewildered blob began to dart around the room, dashing for cover, looking for an escape. The door? no good, blocked. THe window? he tried, Slash, a deep cut. the creature hid under the bed. The assassin waited. Unable to flee, afraid to attack, dfeeling outmatched, the mimc took on the appearance of a white cat and slowly, cautously emerged from beneath the bed and proceeded to approach pass and drag its flank along the boot of its new master, who did not slay the mimc. Instead, he was intrigued by the cat and its strange face. The miniature sphinx bore the exact appearance of his late brother, of himself. In the end, the assassin's curiosity saved the cat.
In time, the remaining wolfbrother, feeling a perverse kinship with the creature that killed his own twin began to take the cat hunting in the mountains beyond the city wall. Once in the woods, he would take the form of the wolfbrother, but on a particular hunt, the duo came across a black wolf, which they brought down with a pair of well aimed arrows. The mimic, recognizing the fur as like the pelts his master wore, adopted the form of the creature and began to hunt by his side in this new form, both in the woods and in the city. In time, teh wolfbrother would learn of the rest of the colony and soon they all served two masters. For, the proprieter of the Windsnug Inn yet brought them food, keeping a rotating contingent of mimics employed now not just in the Inn, but strategically throughout the city. An empty crate in an alley, an unattended cart filled with furs, an unlit lamppost outside a tavern late at night. Rarely were the mimics seen, but when they were it was usually in the form od a cat or mouse or, if too large for that, rarely, as a wolf. And so the rumors and the secrets simmer just beneath the blanket of snow that covers the city of secrets.
As Angus' last light fades, he hears the words of Dove on the Weave, Do not lose hope, Angus Kilburney. The day is not yet won, teh light not yet snuffed, teh serpent still lies coiled in waits." Just then, light fills the room once more as the old elven monk kicks in the door and lobs a lit Molitov cocktail at the mimics. "Angus, you fool! Arise!" with his stirring paddle in hand, the monk rushes into the building, smacking chests as they gnash and slap him with their pseudopods, burning him with thier acit spittle. From his belt he draws a plum-sized ampuole. he holds it above Angus' face and squeezes, the tack-sharp spike in the palm of his glove shattering the glass and dousing the Paladin's face in healing elixer. Like a shot of adrenaline to the heart, the strange brew invigorates Angus, who rises to his feet with the energy of a squirrel in heat. He looks around at the bizarre scene and everything is clear, save where the ripples of heat from the burning rushes and chests distort things. Everything is moving slowly. Angus is under the effect of a haste elixer with some healing properties as well.
The monk battles the monsters in slow motion, smashing through the tiny chest with his stirring rod as a section of ceiling falls on his back, razor-toothed maw agape, sinking its fangs into elven flesh and sending the staff flying. The monk screams, finds Angus amid the chaos and shouts "Gooooo! SSsssaaaaavvee yyoouurrrssssseellf." and brings his fisted hands together at the wrists, bowing his head, in respectful imitation of Ilmatar. The monk squeezes both gloved hands and a flash of ehat and light explodes from his upraised arms, sending Angus flying through the open double doors onto the cold snowy street of the market hold.
Blinking back into conciousness, Angus turns his attention to the source of heat and light flickering in the darkness. He stands, painfully, the fresh snow cascading from his body as he moves to see what remains of the mimic colony, but all that stands is a pyre of burning timbers, and in the air hanngs the smell of burning rancid fetid material mixed with the sweeter notes of rushes and the choking sulfur of smoke. The fire yet burns, but Angus finds himself exhausted. (4 levels of Exhastion).
Angus takes 4 levels of exhaustion.
<Sorry, I didn't refresh before posting.>
# added city map to the campaign page
<better late than never>
<So, did anyone else do anything while Angus was off battling mimics and gravity was dragged to her untimely demise?>
<What do you want to do next? Long rest by night? Stay up and rest during the day? Tomorrow night the Thayans will magically transport the item and the notes from the city. If you are ready to enter, just say what you're doing and what time of day it is. Try to let me know what room /wall/area you're in>
<if you're thinking "that's not how mimics behave" 1. They do in this world and 2. Read the mimic colony entry in TCoE, that's what I was following. I was also inspired by 1995 sci-fi B movie "Screamers". It's not a good movie, but it is memorable. Take the events within the building any way you please. Maybe it was a hallucination, probably there was an explosion. No matter how, that thing is gone and Angus is alive. 4 levels is a lot, but I'm assuming at least 1 will shed with a long rest and maybe you can buck one or two more somehow before starting to break-in, but you have to get in there 'tonight'.>
Ussa remains at the safehouse, aiding Angus' recovery. Remallia and Zehira have departed the city and Morwena is somewhere in Mulmaster, presumably, but hasn't been seen in days.
Angus will spend the rest of this day resting, but he will share the intelligence and maps he gained from the monk.
Sam will then call everyone to a table “right so with the information we have and the knowledge that we have obtained we need to move tonight or we lose are chance to help the people and the loot inside” he looks around “so who wants to speak up first” looking at his companions
<@Ikarbano is already inside. We're running that in PMs. She posted earlier, our intent is to have her and the party meet inside the embassy. She's also working for the theives' guild, but not for the Harpers or Cloaks. The party is working with all three and the Thayan rebels.>
I don't need a full cohesive plan. If someone is doing something before entrance, like a disguise or a spell or a distraction, just say you're doing that (if applicable) and tell me what room you're trying to enter. Maps are on the campaign page.
<bump>
"So I wonder if Sam could disguise himself to look like a Red Wizard, and then once inside cause some sort of distraction, like letting the animals loose or setting a fire or something."
Angus (having completed a long rest?) will try to waylay a staff member as they approach the staff entrance, restrain and gag them and hide them in the safehouse, and then use their staff credentials to enter the staff entrance.
Which Red Wizard? There are 4 (I think) rebels, who were previously the face of the Thayan occupation and about 7 (iirc) current Red Wizards in good standing in the embassy.
<If you're impersonating a high-profile individual, you should be trying to impersonate a specific one, whereas a rank and file sort would not need as much attention, but might not have as much access.>
(Well, how many of them has Sam seen? Maybe he even impersonates Chadderlay, and they both try to enter through different entrances. Assuming Chadderlay is still in good standing...?)
His involvement was dubious and it lost him his security badge foe the time being, but he still resides in the Monastery. Although the embassador was expecting a report on the arcanists that showed up in town and disrupted the Grinder in proximity to Chadderlay, he is pretty preoccupied so might not inquire after him if bot reminded. The standing order to the Knights and guards is to escort Chadderlay so he can pass through the doors without sounding the alarm, and he is remanded to the dormitory.
<admittedly some of this, maybe most, is to balance the fact that the PC is someone who lives in the building the 'game' of which is to break into and steal things. If things were A-OK it wouldnt really be much of a game. With that said, the spoiler below is meant ro ne read, but it is a very small spoiler>
Getting in isn't meant to to be hard, just about choosing your point of entry. It's less a maze and more a look and find. You know what the rooms are, just not who is in them, (with several exceptions, as they mostly stick to a pattern you've observed,) nor where to find the objectives or any random loot. But getting in is easy in theory. In game terms, any way you go about it, the DC for entry is low and failure is "fail forward". Meaning things get complicated, not instantly catastrophic. Total failure will result in sounding the alarm, which you've seen in drills causes a series of responders to arrive in waves.
This spoiler is really a spoiler, but if you're feeling anxious, read it and maybe it will help the game move along.
Frontal assault of the building is a deadly encounter. But, once you get the last item you will get, by your own declaration, it becomes a cinematic non-mechanical unlikely heroic escape, so you don't have to plan on getting out once you've got what you came foe just "swim for the other side" (Gattaca - not a great movie, but I really do like that line).
I dunno, probably all of them. Ho estly if you really want to put in another school of magic Red Wizard in, just name it and we'll add or swap so it's in
Well, that was just a suggestion for Sam, up to him. Angus will follow the action stated above, and try to get in the staff entrance. we could all rendezvous at the animal pen, or somewhere else.
Angus succeeds in obtaining a BLUE badge from the porter.