During the downtime, we learned that Phineas took the cloak and discovered it had a new power: he can create mirror images. He can use the cloak to use Mirror Image once per day. During the day, the number of images are half rounded up.
For this session, we are going back to the Synthetorium of Zandruul.
Jedor is on bedrest through the 13th. The characters from last session must roll 1d10 and on a 1, they became infected by the Fire Beetles. The surviving party members can split Galador's bank account, according to his will, once we return to the six cities area. The total amount was around 2,579 gp in his bank account. Rhinock also left behind a bunch of gold to use for Fighter training as part of the Rhinock memorial fund.
The Gloom that spread from the Isomi Stone has gotten about half way to Seleb now and should be to the hamlet in one week.
The cast:
- Hendricks
- Bron I
- Randimir
- Fothas
- Sapphira
- Keisial
- Skippy
It is nearing the end of winter.
Bron receives a copper coin with continual light on it from Randimir. Randimir also gives a necklace to Fothas that has continual light cast upon it.
The Isomi Stone opened a rift to Hades and unleashed the 3 Glooms which is slowly expanding, consuming the badlands in a colorless world. Lots of people have left Seleb for Elsewater or other hamlets to the north. Word has been sent out to gather help and resources, and the people hope the town can be saved by someone.
The Elder of Seleb has no coing, or so he claims, but is willing to offer people information about the The Twisted Ziggurat of the Final Coil, and a way to get past the barbarians that guards its entry, in exchange for someone closing the gloom portal. He says that there is a secret entrance to get into the Ziggurat as a reward. The elder does not believe that anyone can stop the gloom from the location of the Ziggurat.
We head out. The weather is cloudy.
The gloom is about 2 miles away on the horizon and we can see a bubble of gray rising up into the sky.
The party has arrived back at the Synthetorium of Zandruul. This time, we climb down the large opening in the earth, where the dungeon collapsed. We find ourselves in the great hall that featured the large tapestries on the walls. We can still see a tapestry on the wall and a statue remains on the elevated platform along the south of the hall.
Fothas, Sapphira and Bron are opening doors.
We open the south west door and with the light from our enchanted coins, we can see the form of two great mushrooms. These are Shriekers!
The giant mushroom creatures immediately begin their shrieking and slowly moving toward the party down the hall. Surrounding the Shriekers is scattered refuse. The floor is littered with an assortment of bones and dead rats and there are normal mushrooms growing on the floor as well. This hall we have entered runs parallel to the great hall with the tapestries. We also see that there are lots of Shrieker mushrooms going further north in the hall. There is a threadbare tapestry hanging across a south west passage, blocking view into the passage.
Bron attacks one of the shriekers using his bastard sword. Hendricks checks the rear to make sure the shrieking does not cause something else to show up. Sapphira and Fothas also attack. From the mid ranks, Randimir charges forward this round. Brons attack hits, doing 2 damage and Randimir does 4 damage.
The Shriekers keep shrieking while some of them start slowly moving to the south at a 1“ movement rate. Randimir attempts to cast Sleep on the shriekers coming toward us.
We win the initiative and Randimir's Sleep spell goes off and manages to effect 4 of the large shrieking mushrooms to the north side of the hall. Fothas hits one for 5 damage but just as he strikes, we can see movement from just behind the frayed threadbare curtain. It pushes open and a huge beetle crawls through and stops just inside the doorway. It is 9' to 10' long and it is waving its antenna around, trying to detect who is there.
Bron realizing the new danger still continues his attack on the Shriekers. Hendricks takes a bow shot and fires at the beetle. Hendricks holds open the door so that those in the front line can withdraw back.
Fothas makes his attack and Randimir attempts to cast Sleep on the beetle. His Sleep spell does goes off without interruption but it has no effect on the huge beetle. Fothas strikes successfully, doing 15 damage to a Shriekder, while Bron kills the other with a massive 12 damage swing.
The huge beetle skitters into the room. This is not a Stag Beetle or a Rhinoceros Beetle, it is known as a Boring Beetle. It charges past the withering Shriekers toward our party and 2 more follow behind for a total of three 9' long Boring Beetles crammed into a tight 10' wide hall, trying to attack.
There is one beetle on each of us. Fothas has 2 attacks against him and is hit by one taking 15 damage! Bron manages to barely block one of the Boring Beetles' deadly bites with his shield!
For the next round, Bron and Randimir declare a 1” fighting withdraw while Hendricks will close the door once the group is cleared behind.
This time, we lose the intiative. There is one on Sapphira who has AC 3 and she is hit! The beetle's huge mandibles clamp down on and she takes 14 damage. There are two attacks on Fothas but he fights off both! We start to realize that we might not survive this if we keep taking hits.
Randimir Fothas and Bron are now backed up into the hallway, attempting to form a protective shield wall. Despite our position, the Boring Beetles can still hit each of us. The front line makes their initial strikes and Bron hits for 2 damage while Fothas makes a solid hit for 13 damage!
Sapphira attempts to “lays on hands” to Fothas to heal him. Randimir also attempts to heal Fothas with a Cure Light Wounds spell. Fothas and Bron continue their attacks!
Randimir's spell goes off and Cure Light Wounds heals for 3 hp and Lay On Hands heals for 6. Meanwhile, Fothas hits again for 4 damage this time while Bron misses. The beetles make their attacks at both Fothas and Randmir. Fothas is hit by a mandible and takes 15 damage once again! Randimir has AC 2 and the attack misses. Randimir is safe for now!
Bron switches his stance to a two-handed bastard sword to cause more damage against these large sized creatures. Sapphira lobs a burning flask of oil. Randimir heals Fothas once again, casting his cure spell, but Fothas is only healed for 1 damage. The burning flask misses the beetle but it lands about 5' away. However, it does splash on the dirty ground and begins to burn with a small fire.
Fothas and Bron both miss this next round. One of the beetles is on Fothas and the other one is on Randimir. Fothas is struck again, taking a huge hit for 15 damage. Randimir fights off the attacks from the beetle, luckily!
The Boring Beetle in the back does not like the fire so it starts moving toward the north end of the hall. After taking over 45 damage, Fothas tries to drink, what he suspects is a Potion of Extra Healing (id 118). Meanwhile, Bron tries to keep the beetles off of Randimir.
Fothas drinks the Potion of Extra Healing, healing for 3d8+3 hp. He gets 13 hp total, enough to remain alive for another round perhaps. Randimir was casting a spell upon the beetles directly ahead of us and the Web spell is cast! He causes it to be 2“ tall, 2” wide and 2“ thick. Both of the beetles are completely stuck inside the magical web!
At the same time, the fire is now smothered out. Bron attempted to pierce through the webbing using his long blade but misses the Boring Beetle terribly and he AUTO-HITS! Due to the helpless state of the beetles caught in the web, he can also do his maximum damage TWICE! He kills one of the beetles instantly!
Bron will attempt to skewer the other beetle as well while Fothas is healed by Randimir for 5 hp.
Suddenly, the other beetle comes bursting through the other door at the north west of the great hall! Bron's strikes through the webs and the other webbed beetle is instantly dispatched!
Bron, Fothas and Hendricks start firing shots with their bows and Randimir casts Stinking Cloud. The other Boring Beetle becomes helpless for several rounds while it remains in the cloud. We instantly slay the beetle by automatically hitting it.
The combat ends for now.
Another Cure Light Wounds spell is cast upon Sapphira and she is healed for 7 hp. Bron burns away the webbing and we go inside to kill sleeping Shriekers. We notice that the corpses of giant rats are growing with an unusual fungi and there are huge piles of, presumably Boring Beetle droppings, with fungi growing from those as well. It appears that there may have been some kind of symbiotic relationship between the beetles and the shrieker mushrooms.
There are also small, spaced out columns in here and we can see the stairs Keisial previously ran up toward the north end of the hall. A passage continues beyond the thread bare curtain.
Bron starts burning away the fungi infested rats with a torch. Even though the fungi seems virulent and healthy, they burn. The mushrooms do not do anything when burnt, they do not release spores. At this point we have dispatched all of the sleeping Shriekers and Hendricks pushes through the curtain using a 10' pole.
Hendricks is staring at a wall beyond, at the end of a short passage but we proceed further in, where it turns. We come into another oddly shaped chamber with two rooms that are filled with sarcophagi with their lids all shattered. The chamber is filled with crumbled stones and we can see by the light that there are large eggs laid together in a corner of the room.
To the left, there is a shrine…An eldritch shrine to an unknown power.
In total, there are 7 sarcophagi in the north and 3 in the south along with 3 large urns. All of the sarcophagi are broken open and the urns are also open as they just do not have lids. The urns are not broken.
Keisial examines the urns and we can all see that the sarcophagi have corpses interred within that are completely covered in fungi. It was as if a tidal wave of fungi collapsed over the sarvaphogi, completely covering the corpses. At one time, these corpses may have been preserved but they have since started to rapidly decay, perhaps due to moisture and fungi that have taken over the area. We can see lots of coins within each sarcophagus, copper, silver and electrum scattered about. Each of the urns also contain coins.
Examining the shrine, we can see that it has a drawer on the front facing and it has a knob.
Randimir casts Find Traps to look upon everything in here, especially the shrine.
The shrine appears to be more like a hutch with markings that are shown on the surface. Randimir does not find any traps when looking. We also examine the eggs that are located in the back of the room, which look just like large beetle eggs perhaps.
Bron finds a gem inside one of the sarcaphogi and carefully pushes away the mushrooms and picks up the gem. Meanwhile, Randimir searches the shrine more thoroughly. Finding that the mushrooms are safe, Bron begins collecting all the coins. Fothas gathers up the coins from the urns.
We dont see any area where the Boring Beetles may have came from and all the walls tap out as solid.
In total we gather up:
- 520 cp
- 1060 sp
- 1740 ep
- 9 total gems
Inside of the shrine, Randimir finds 15 candles and a false bottom. Inside is a gray pouch with an old string that can fit in his hand. He grabs all the items. Boring beetles are smart enough to farm their own fungi, which appears to be what happened.
The Boring Beetle eggs lie in the corner and they each weigh 100 coins. We hold them up to the light and find that they look recently laid. Hendricks takes 2 of the eggs and some of the mushrooms.
At this point, we have been down here for 1 hour. We decide it's time to head back with the treasure we have gathered.
We arrive back in the great hall, near the statue. Randimir casts Detect Magic on looks at all the objects, including the candles, the pouch and on the shrine. The candles do not radiate magic but the statue does radiate magic. This is the large basalt statue of a cowled man with palms facing up and a thin ornate scroll case across his chest with 3 gems. The case resembles a thin hourglass there is still some residue on the palms of its statue. The words “Zandruul, Starscribe” is inscribed on the plinth.
Bron extracts the gems from the statue with his blade. All of them are jet gems. Keisial manages to pull down one of the tapestries, specifically the one on the east wall.
Sapphira sees some dim glowing green lights coming from the chamber below the collaps, in pairs of 3. There are a total of 18 lights. Bron pulls out his bow and starts firing, it looks like these are Fire Beetles. Randimir flashes his holy symbol with an attempt to turn them but it has no effect.
The lights move rapidly. These creatures are Fire Beetles with sickly green glowing boils. They charge up the rubble toward the party. Bron hits 2 of them for a total of 4 damage and Hendricks hits another one for 6 damage. Meanwhile, Fothas moves back up the rubble.
Sapphira hits AC 5 and does 2 damage to one of the Fire Beetles. For this encounter, she must roll a d6 to see if one of the glowing boils is struck. She misses the boil but her blow kills it!
One of the beetles makes a strike at Randimir and misses, There are 3 more beetles on Bron but he manages to fight off all 3! Fothas makes it out of the rubble strewn area and readies to attack. There are 5 surviving Fire Beetles,
Bron makes his attack but misses while Randimir casts another Sleep spell on the beetles. Sapphira continues her attack. Fothas is attacked but manages hold them all off.
The Sleep spell goes off and all of the Fire Beetles are knocked out! We stab through the beetles after some debate on how to deal with them. While doing so we are avoiding the boils and they are all dispatched.
Combat is over and we intend to head back to Seleb.
After several hours of travel, we make it back to the hamlet. The party rests for some time and Randimir gets back some of his Cure Light Wounds spells. He uses these to heal some of the party, two heals for Sapphira for a total of 11 hp and Fothas for 12.
The lead cleric of Seleb is a follower of Seleb. He believes that the events of the past couple weeks and the growing gloom is retribution for the destruction of the stone. At this point, most everyone in town has left.
Randimir checks the contents of the small pouch and finds that inside is a bunch of gray dust that has a slight sparkle, there is a bit of a shine to it. However, the dust is not inherently magical. The substance does not resemble blasting powder or look like anything we have encountered in the past.
It is clear on the next day as we are nearing the end of the year. The party plans to head back to the Synthetorium once again.
We make it back inside and head toward the statue of the cowled figure. Randimir wants to test the statue and places two candles on each hand and lights them. After the candles are lit, suddenly all of our vision and everything around us goes black! Except, glowing in the darkness, are the two candles burning in front of us. They are floating in space they do not provide enough light to illuminate our surroundings.
A booming voice shouts out, “WHERE WILL THE ANNOINTED CARRY US ALL?”
Sapphira resonds, “Whereever the stars call us.”
In front of us the candles rapidly consume themselves and with a whooshing noise, the darkness of our vision is sucked out and only our group is illuminated. The light fades back in and we can now see the great hall we were in previously. Resting on the palms of the statue, is the Black Scroll. The scroll has been burnt to a crisp but it still appears intact.
Randimir does not have a scroll case nor does anyone else in the party. Keisial holds up the scroll in their hand. The scroll is simply a rolled up parchment with no center rod. Someone stashes this away carefully as this was the quest for Sapphira.
We open the south east door and it opens. Standing on an elevated area we are looking upon a storage room with metallic tubes and metal ornaments. There are shelves that go all the way to the ceiling. We can also see a strange, orange colored creature that has its head buried inside of a metal lockbox. The creature pops its head out and with it, two big feathery antennas.
Bron fires an arrow at the creature while Sleep is cast by Randimir. However, the spell does not effect it. Fothas also fires his bow and hit for 3 and 6 damage. Bron's arrow hits for 6 and an additional 5 damage comes from Hendricks who likewise unleashes his arrows.
The creature is heavily wounded at this point and it opens its mouth beak thing, screeching and chittering. It moves into the group!
There is a frenzy of panic as we realize what this creature is: a Rust Monster!
Bron is attacked first by the creature's antennae. It will hit on a roll of 10 and he is touched by the creatures antenna. Instantaneously, Bron's banded armor falls to pieces on the ground, partially dissolved into rust! The other antenna also touches his shield, which dissolves it. Bron is now without any armor or defense!
Bron rages forth in renewed vigor and takes his sword at the feared creature. He strikes the Rust Monster with it…but, this has no effect as his weapon simply dissolves as it comes into contact!
The next round, the creature is outnumbered and wounded. A morale check fails for it. However, as it tries to flee Bron has chosen to stay engaged in the fight. The creatures antenna once again brush across him and Brons weapon sheath and belt buckle come loose, his backpack falls loose to the ground.
More arrows are fired but all of them miss. Bron, standing only in a loin cloth, pulls out his bow and begins firing.
Finally, the Rust Monster is destroyed by Hendricks bow shots.
We search the room while Bron carries the Rust Monster around on his shoulders. It can hit things with its antenna to corrode metal objects however the ability will not persist long after a Rust Monster dies as it is not considered a permanent useful effect for the game. In this way it is like the Fire Beetle glands but do last as long. The corrosion effect can only be used after the Rust Monster dies for an additional 1d6 turns.
The lockbox looks empty now but inside the room, we do find some coins.
- 50 gp
- 110 pp.
Fothas sees some additional stuff on the upper shelf and finds something that looks like a bronze dousing rod with 5 gems inlaid into it. Hendricks also finds an iron key, id 63.
Bron reaches up to grab the dousing rod and hands it to Fothas to get a closer look at it.
With that, we quickly leave the room to make use of the dead Rust Monster's antennae.
We take the stairs down and head to the collapsed room. After moving across the rubble strewn area, we are now in front of the metal door. Hendricks first tries the key we found but finds that it does not work here.
Freezing cold air bursts out of the doorway after we use the Rust Monster to break through the metal door. The door melts away when the antenna brush against it and we can see the room before us.
In the back of the room is a glass case set upon on a stone table. The case is 2' long and 3' tall. Inside of the glass case is a big purple blob in the shape of walnut and with a texture similar to the gums around a set of teeth. The glass of the case is frosted due to the freezing air. On closer examination we can see that there is a pinkish purple hue to the organic object and a round steel button grafted onto it.
There is also a iron-bound case amidst the swirling frosty air of the room. The group opens the case and finds inside there is a steel box with holes and 23 glass tubes that have needles attached. Inside the tubes are various liquids of differing colors and each with a different binding. The glass tubes are otherwise transparent.
8 of the tubes are empty and there are 7 pairs of tubes, each full of different matching colored liquids and different colored bands.
- 2 tubes contain a red liquid and have gold bands.
- 2 tubes contain a white liquid and have white bands.
- 2 tubes contain a blue liquid and have a silver band.
- 2 tubes contain a green liquid and have a black band.
- 2 tubes contain a silver liquid and have red bands.
- 2 tubes contain an orange liquid and have brass bands.
- The last 2 tubes contain a deep blue liquid and have a brass band.
Each of the tubes have a plunger and a needle.
Randimir casts Find Traps but he does not detect any traps this time. Keisial takes the steel box.
We re-examine the organic object and notice that the button is big and pressable but has a metal bar over it, apparently to prevent accidental pressing. We did not find a hole to place a glass tube's needles into.
In some ways, this object just looks like “gums” with a membrane consistency.
Keisial opens the box…
The box opens and out spring four small purple grubs! With their surprise action they leap toward random characters.
1 jumps on Hendricks, 1 on Randimir and 1 jumps towards Keisial.
Keisial and Randimir are both missed but Henricks is hit and the Purple Grub instantly burrows into Hendricks's skin. He must save versus spells…and he fails! After the grub sinks into his skin, with great pains, he begins to transform. 6 more arms form out of his body and he is transformed into a huge spider. Hendricks must check System Shock or die. The check is successful and the the spider-form of Hendricks lives!
Bron attacks the huge spider form with his new hand axe given to him by Fothas. Randimir casts Mirror Image. There are 2 more grub attacks on Fothas another one leaping on Randimir. Fothas is missed by the grub and so is Randimir, luckily.
Hendricks the Spider tries to bite Bron and he is hit and takes 5 damage. Bron must roll a save versus poison but he fails and begins to die!
The Mirror Image spell goes off and now there are 5 Randimirs. Keisial hits one of the grubs for 5 damage, it dies instantly.
Randimir attempts to cast Slow Poison on Bron, which might save him for a time. The spell goess off without interference and Bron is still alive! Fothas hits Hendricks for 6 damage which defeats Hendricks since he has low hitpoints.
We all step back from the spider corpse as the grub emerges from it. Hendricks polymorphs back to his normal self.
Bron charges the grub but the little monster gets the initiative again and is leaping at someone. There are 5 of us that are potential targets and it is going for Bron this time. It hits on a roll of 10 since Bron is unarmored, but it rolls a 1 and misses completely! Our next attacks hit the thing, destroying it utterly and we decide it is time to make our exit quickly.
Keisial grabs the case full of colorful tubes.
We are traveling back to Seleb, across the badlands once more.
We have entered the domain of 8 giant brown toads, resting by a creek. Hendricks is now conscious at this point and trying to spin a web in his state, still in the mindset of a spider. However, the Giant Toads do not seem interested in us so we are able to bypass them and we make it back to town safely.
The head cleric in town is called Mengo, Cleric of Scaepa. It is he who can cast Neutralize Poison. He will cast Neutralize Poison on Bron in exchange for our efforts to help the town.
Bron needs new armor and weapons so he purchases a suit of banded mail, a large shield and a bastard sword.
We are looking to hire some mercenaries before heading back to Elsewater, across the badlands. There are two groups of mercenaries:
- 11 light footmen lead by a 1st level Sergeant.
- 6 medium footmen (wearing chainmail, and wielding a battleaxe)
- 2 1st level fighters.
These mercenaries only want 1/3 of any treasure we may find. The party hires all of them.
For the 1st day of travel, cure spells are cast and Fothas is healed for 8 hp. Randimir has a Ring of Sustenance which allows him to only have to sleep for 2 hours a day.
During the evening, the mercs tell tales of the “Moor Beast”.
There is a bog over to the west, within the badlands, near to some hills about 10 miles away. Within this bog is a huge creature, like a Demigod, that lives in the watery murk. The creature is worshipped by men of evil disposition and by hobgoblins. They say that the creature has lived there for ages and in that time, it has accumulated a great treasure horde. The horde is said to be kept within the depths of the bog, having been collected over the ages.
The story continues and the mercenaries believe that it is unkillable. It is perhaps only by good fortune that it has not yet had plans for domination of the region but instead, has chosen to stay in the bog with its servants. The known gods of the land have not thwarted this creature or removed it because the gods do not like to linger in each others affairs or upset each other.
This night passes without incident.
The next day we continue back on our journey through the lowlands of the badlands, Beyond a wasteland far to the west is where they say can be found the moor of the Moor Beast.
We arrive at the lake on this day where we had previously seen the campfires of a local barbarian tribe.
The weather is cloudy and becomes even cloudier by the evening. Nothing happens, no incidents, during this evening but in the morning it begins to rain hard!
There are heavy rains this day. This means we only have 50% visibility, 50% of our normal movement rate, and it is double the movement point cost. Travel this day will only grant us 3 movement points.
We did find that there is a light forest on the other side of the mountains and of course the renegade barbarian camp on the lake that the mercenaries want to avoid. The party agrees and we head along the north route, finding ourselves in the upper badlands. By this time, we are already going into the night so the party must rest.
By that evening, it has stopped raining and it is now only cloudy, all of our penalties are removed.
This morning we find ourselves in an upper badlands region (hex). Our group sets out once again and we go toward the light forest hex. Another hex beyond that leads us into another wasteland, then to another upper badlands and then down into the lower badlands.
That night, it begins to storm again, with thunder booming all around us. It is a violent lightning storm with heavy rains! The effects of the heavy rain are doubled by this weather. We decide to camp out in the lower badlands region.
By the next morning, the storm has stopped and the weather is merely cloudy. We head off on our way knowing that Elsewater is not much farther away.
By that evening we make it to the city.
On this morning, Sapphira heads to visit a chapter of her Paladin order to deliver the Black Scroll. They take the scroll from Sapphira and they inform us that they can tell that the scroll is very dangerous. The high ranking acolytes take the scroll away, into the back area of the hold.
During our discussion, they mention that they have heard of the calamity that has been unleashed to the south. They ask us, “What do we know about it and how might it be stopped?” Our group does not have an answer yet…
They say that rumors can arise from bad events all the time. Bron explains to the order about what happened at the Isomi stone…about how some terrible creature emerged out from the stone and killed the flying locust creature. We tell them of the portal and how we think the emerging gloom comes from the 3 Hells.
They agree that is sounds like some sort of rift has been opened from the planes. There is no telling how this can spread. The order needs time to research it and to gain more information from people that go to the area. We believe that the gloom could eventually reach Elsewater.
Sapphira's Paladin order asks us if there is anything we can do about it and if so, they will supply us with a reward. Otherwise they will try to find adventurers that are capable enough that might be able to gain more information about the situation. They explain that, sometimes, to close a rift must be done from the other side of the portal. Without seeing the portal, they cannot determine what type it is or how to close it.
We ask further, “Which creature was this that emerged?” They explain that, given its size and our description, it was a Mezzodemon but there are many kinds that may have emerged, such as Quasits, which usually stay invisible.
They say that they will consult with the sages about the Giant Locust and the events of this adventure. If we have any interest in seeing more about it, the order is based in Elsewater.
Sapphira's quest has thus been completed.
The Paladins believe that this outreach from an outer plane must be heavily hampered. The Glooms can cause someone to not leave but even the gods have their limit.
Sapphira will get 100% of training costs and with that, she pays her upkeep.
Dividing up the treasure:
The tapestry can sell for 340 gp.
There are 9 total gems:
The 3 jets are worth 120 gp each.
The Powder gathered by Randimir is identified as Meteorite Dust and it can be mixed with a potion to have a positive effect on the brew. There are 4 uses in the pouch. We must check the Cleric rules for creating potions as well.
The gem inlaid dousing rod has a strong magic and Fothas decides that he will hang onto it.
18 pp, 605 gp, 290 ep each.
840 gp worth of xp.
Fothas gets 1483 xp.
Everyone else gets 1083 xp.
Hendricks changed back after he was knocked into a coma earlier but not through a Dispel Magic spell.
Bron is now Level 3!
He will need a loan and takes a 3,000 gp loan for it he gets a scholarship through Rhinock's Will!
@Jonathan 496-12-19: Looking for trainer in Elsewater. 496-12-20: First day to C2. 496-12-26: Last day to C2. 496-12-27: First day to C3. 497-01-05: Last day to C3.
@Erik - 496-12-19: Looking for trainer in Elsewater. 496-12-20: First day to F3. 496-12-26: Last day to F3.
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