12.13.2005
  Port Fflar
No Dave FoO, you only have two +1 maces. The white one that the blacksmith made, and the rusty one that the foundry guardian carried. Actually your armor is still damaged from it being used on you. If you can find the third mace in a previous post, well, good luck. But you've already been carrying around that rusting mace for a while now.

Yes, the crystal jambox is magical, but it doesn't work so great after Vrill nuked it.

The Mime Gloves work just like that. Someone, anyone, casts a spell that has a somatic component, and for your action in the next round you can cast that same spell (rerolling damage/cure dice, etc).

...

Port Fflar it is. You tell Mr. Gibbons your destination and he takes you there. It takes about five uneventful days in the awful weather to reach the coast.

Port Fflar is really two cities, the Port, and, uh, 'Fflar'. Or Fflar Heights. The Port is a huge sprawling urban area along the coast; there are bazaars, tons of inns and taverns, ships coming from all over the world: the dwarf sailors of Ongshaat, the minotaurs of Krynn, the black men of Valtos. It's smaller than Greyhelm, but oddly bimodal in sleaze.

The Port is at the base of a large set of cliffs overlooking the sea, and high up, towering above the merchant districts and hooliganism below is Fflar Heights. Mainly residential and rich, the Heights are where many wealthy merchants and thief lords live. A pair of white towers, seemingly part of the cliffs themselves, rise up, and these towers form the emblem of the flag of Port Fflar.

Unlike Grito though, which was sort of a slacker peasant paradise, Port Fflar is very busy. Preparing for war. Building walls. It's almost as if the prime directive of the Knights of Armek was to take the once-peaceful, unified kingdom of Greyhelm and divide it into several independent warlike city-states. That's basically what's happened.

Anyway, Mr. Gibbons drops you off at an inn called Limey's. You then get to work special training.

Port Fflar is expensive, guys. You each must pay at least 150 gp on top of training costs while you are here. Did you hear that?

Each of you pay at least 150 gp for food and lodging during training.

You can always pay more if you like if you want to live in a better place than the local YMCA.

...

Dave FoO, it'll cost 400 gp to repair your armor. Beat Boxing okay. Nice rolls for hp so far guys.

Okay, so you train. It takes about three months, hence the living expenses. Winter turns into spring. A huge waterfall coming down from the Heights into the sea thaws sometime in March. Birds are singing and all that; it's almost as if nothing wrong was going on in the world.

Speaking of which, is there anything you guys want to do in Port Fflar, or elsewhere, after training? (You can't do anything while you train so don't even try.) I mean, before the giant hand of storyline comes along and bitchsmacks you, anywhere you want to go, anything you want to do or buy, people to talk to, etc? Speak now while you have the chance. Port Fflar is a major city and has all the Guilds, sages, slums and rat-infested sewers, everything a PC could want really.
 
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Descent into Depths is an old school 1st Edition AD&D adventure run by the Infinity Group.

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