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You wake up with a throbbing head and a funny taste in your mouth.

It takes your eyes a moment to get adjusted to the darkness of the unfamiliar surroundings. The only motes of light come from fungi on the walls, dimly glowing lichens that give the unlit masonry the look of a starlit sky, if you squint hard enough. Just enough light to see the contours of hewn stone stacked up to make the walls and ceiling, held together by their weight more than any mortar or cement. Barely enough to make sense of your surroundings, but that might be for the best.

Your nose can pick up the dour stench of rotting corpses that hangs beneath the must of a mossy cavern. Drips of water into a pool ring out like a distance chime. The air feels still, weighing down upon you like a heavy blanket that refuses to let you stir.

The cold makes you shiver. The shivers return feeling to your numb body, and with feeling comes a soreness that seeps past every muscle and into the marrow of your bones. Your arms, your legs, your head most of all, the soreness brings a pain to every inch of your body that nearly makes you cry. To say nothing of your more delicate and womanly places; your bosom feels as though it's been savaged by a tiger, and the less you say about what you feel below the belt, the better.

You swallow dryly, and shudder at the taste.

Perhaps it's for the best that you don't know where it came from. Perhaps it's for the best that you don't remember how you got here, nor why you've not a stitch of clothing on your person, nor exactly how every inch of you - inside and out - became so terribly sore. Best to put such thoughts to the back of your mind, where they cannot bother you until you're safe enough to let it all out. You went beyond the Wardenstones to pick medicinal herbs, and you now know why the elders always warned you not to, that is all.

Yes, that is all. Consequences for girlish foolishness and ignoring the wisdom of the elders. You can live with a few consequences for your stupidity, you're a woman grown. Those thoughts steel you enough to let you pull yourself out from the shelter of an overturned cart, and pick at the corpses of your captors. (Roll 1d100)
>Kobolds. Lowest danger zone, worst equipment.
>Goblins. Low danger zone, poor equipment.
>Duergar. Moderate danger zone, good equipment.
>Drow. High danger zone, excellent equipment.
>Illithid. Extreme danger zone, best equipment.

After taking the best of what you can find from corpses, you realize that your captors left you with a gift that will be very difficult for your to remove.
>A slave collar wrapped around your neck.
>Piercings in strange and delicate places.
>A brand of ownership beneath your navel.
>>
>>6050681
>Goblins. Low danger zone, poor equipment.

>Piercings in strange and delicate places.
glad to see you back, OP. A shame we won't be going with our converted succubus.
>>
Real quest or tranny spam?
>>
>>6050716
it's real, OP has done a quest before. although destiny forced his hand to finish it early.
>>
>>6050681
>Drow. High danger zone, excellent equipment.
>A slave collar wrapped around your neck.
>>
Rolled 6 (1d100)

>>6050681
>Illithid. Extreme danger zone, best equipment.
>Piercings in strange and delicate places.
>>
>>6050681
>Drow. High danger zone, excellent equipment.
>Piercings in strange and delicate places.
Welcome back.
>>
>>6050715
>+1
>>
>>6050716
>>6050718
Real quest 100%. OP probably got nuked in his last quest for writing a full on sex scene between the succubus and her apprentice, sadge.
>>6050715
+1 to this

Also, OP, what's the d100 for? Starting equipment I assume? Also, we starting as a commoner, or do we get a class?
>>
>>6050996
>Also, OP, what's the d100 for? Starting equipment I assume? Also, we starting as a commoner, or do we get a class?
man, I didn't see that he asked for a d100 before.
>>
Rolled 97 (1d100)

>>6050996
>>6051009
Oh fuck, you're right.
Rollin
>>
>>6050716
I kind of have the same question, all the new quests were dropped recently
>>
>>6051062
OP is a real one, he's a new QM that got unlucky on his other quest.
>>
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>Goblins.
>Piercings

Once you wriggle free from the overturned cart, you put your body through its paces and stretch the way your mother taught you before she died of plague. She kept herself limber for her work at the village tavern, but the practices pays off for more than just bending your limbs in odd angles and keeping certain delicate places tight. It helps to banish soreness and stiffness near as well as a cleric's healing spell, helps keep your body trim and taught, and helps restore energy in general. The sequence you did with your mother each morning - and now do alone before her ashes - moved between thirteen poses.

Embracing Heaven. Falling to Earth. Downward Cow. Three Legged Cow. Hero's Triumph. Reed in the Wind. Bending Reed. Centered Flower Bend. Twisted Flower Bend. North Maiden's Answer. Open Lunar Cycle. Waning Lunar Cycle. Closed Lunar Cycle.

Once your get through all of those, most of the pain has gone away. Your head still throbs like an angry sun, begging for salt and water. Your bosom still feels freshly mauled by some ravenous beast, but the pain only goes skin deep, and spreads across the rest of your body with this raw, sore feeling that comes in strange patterns.

You would blame part of that pain upon the studs of polished bone that have pierced through four particularly delicate places upon your body. The piercings themselves do not feel painful, but you are certainly painfully aware of their existence upon your body. You can feel three studs upon the flesh of your tongue, two upon the blossoming crowns of your bosom, and one more through a place that you would rather not describe. A part of your mind idly wonders if they would enhance certain private activities... and a darker place wonders how your captors made use of them.

You clap your cheeks and shake such thoughts away. Your voice is dry and hoarse, but you need the vocal reminder that, "This is just what you get for going past the Wardenstones on your own, Tanya. Nothing more, nothing less, and nothing you need to worry about."

Saying that out loud takes a heavy weight off your chest.

The weight that remains behind is heavier than you remember it being, which leaves you with more questions better left unspoken. There's no point in asking how long you've been the captive of a tribe of goblins. You would not be the first young woman to lose time to the less than tender mercies of such monsters, and you will not be the last. Nor would you be the first young woman to return to society from such an ordeal, through escape or rescue from them by a troop of knights or party of adventurers.

It helps that the goblins have all been killed. There's not enough light in this lichen-filled cavern for you to get a good idea of what killed them, but pawing around through their corpses tells you a tale of puncture wounds and deep gashes. Their coagulated blood reeks of rotting meat, which tells you that whatever killed them was not looking for a meal.
>>
>>6051073
>6 on the d100 for loot

After stripping each corpse you can find and piling them all up, you take an inventory of anything that might end up being of use to you. The goblins themselves had precious little that you could make use of, their clothes and armor far too small for even your short stature. What weapons they carried that were not broken outright were rusty and pitted, but sharp and rusty metal is a fair step above your bare hands. You use a wide leather thong to tie some scraps of fur into a makeshift loincloth, and throw the largest, driest fur blanket around your shoulders and fasten it into a cloak.

The village tanner would weep at what you do next, but needs must. The hardened leather armor worn by the largest of the goblins has been torn up anyways, and with a bit of knife work you manage to make yourself a pair of makeshift boots to keep the stones and water off your feet.

Lastly, by some small mercy a barrel of dried and salted meat remains unspoiled. It smells like salty leather and has the same approximate taste and consistency, but at least you can stuff a sack full of it and survive for a little while. You turn the sack into a bindle with the help of a broken goblin spear. With the rations hanging from your shoulder and a rusty axe upon your belt, you head towards... (Roll 1d100)
>The sound of dripping water.
>The scent of fresh air.
>The direction of a breeze.
>The source of the lichens.

As you do, you gather your thoughts and memories. They feel scattered. You remember your beautiful mother and the hermit of a man who claimed the whore's daughter as his get when no one else would take responsibility for her. She died of plague before he passed of old age. Where your mother gave you the beauty of a woman every man in the village wanted to be with, the old hermit taught you his esoteric trade...
>Alchemist. Expert on herbs and materials, creators of potions.
>Armiger. Warrior-Mage that blends many weapons and styles together.
>Beguiler. Master of illusions and remaining hidden in the shadows.
>Crimson Dancer. Sword-slinging specialists in magics that manipulate blood.
>Guru. Philosophers that invoke higher concepts for practical use.
>Harbinger. Masters of cursed sword techniques that debilitate foes.
>Necromancer. Caller of the dead and manipulator of corpses.
>Veilknife. Psyker that invokes the power of very ancient weapons.
>>
Rolled 93 (1d100)

>>6051074
>The scent of fresh air.
>Necromancer. Caller of the dead and manipulator of corpses.
Goblin army.
>>
Rolled 31 (1d100)

>>6051074
>6 on the d100 for loot
why was the 6 picked when an anon rolled a 93 later ?

>The sound of dripping water.

>Beguiler. Master of illusions and remaining hidden in the shadows.
>>
>>6051074
>The scent of fresh air.
>Veilknife. Psyker that invokes the power of very ancient weapons.
>>
Rolled 5 (1d100)

>>6051094
+1 to this. Could be that QM was writing when that roll came in. Or worse... best of 1...
>>
Rolled 43 (1d100)

>>6051074
>The sound of dripping water.
Got to clean our mouth out.

>Alchemist
>>
Rolled 32 (1d100)

>>6051094
>+1
>>
>>6051094
I was already writing when that roll came in, so I just went with the first roll. This game will use a best of three system, I think.
>>
>>6051263
alright. in the future, make a post saying that voting has ended and you're writting.
>>
>>6051270
Alright. Then in that case, calling things for Beguiler and the sound of dripping water and writing it up.
>>
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Herta Niemandova
Class: Beguiler
Level: 1
Attributes: STR +0, DEX +2, CON +1, WIS +0, INT +3, CHA +1
HP 22/22, Spells 2/2, AC 12, Fort +1, Ref +4, Will +2
Cantrips Mage Hand, Prestidigitation, Ghost Sound, Detect Magic, Minor Image
Spells Blend, Silent Image
Skills Acrobatics +6, Arcana +7, Athletics +4, Devices +6, Herbalism +7, Investigation +7, Perception +4, Sleight of Hand +6, Stealth +6
Abilities
Charlatan's Cant: Your old man taught you a funny way of speaking that most people can't understand. Some of his guests could, as could some of your mother's clients. They were very confused to hear it come from a whore's daughter.

Stygian Step: Your old man taught you how to become one with the shadows. Literally. It wears you out, but you can move from shadow to shadow maybe four times before you need a break.

Trapfinding: You have a +1 on all checks to find traps or hazards, and have the know-how to look for magical traps that most people would overlook.
Status Fatigued 3/5

===

>Event Roll: 93
You follow the sound of dripping water through the hewn-stone halls until the drips become the burble of a stream and the burble of a stream becomes the rushing of falling waters. The twists and turns are abandoned and empty, with nary a beast nor monster so much as growling at you. More than once you find yourself faced with a dead end and forced to turn back. After an hour, maybe two, as the lichen on the walls grows thick enough that their light matches that of a single full moon, you finally find the source.

The hewn walls open to a cavern where crystals sparkle within the stone like a hundred thousand little stars, shedding light as though the seven moons were in alignment and all of them were full. Tis a dim sight compared to daylight, but compared to the darkness of the masonry tunnels it's like a clear and sunny day.

More importantly, there is water.

Water falls from the ceiling into a series of terraced pools, carrying with it the light of the glittering crystals and setting each pool aglow like a candle flame. Pale and blue, the pools let off steam without bubbling, and a test with your finger tells you that the warmth is pleasant instead of overwhelming heat.

It's more enough to wash out the stale taste of goblin from your mouth, and along with the salted leathery meat in your bindle you can banish the throbbing in your head. Aches and soreness remain throughout your body as you fill up the waterskins you salvaged from the goblins, giving you enough to travel, if you ration it well. You suspect you know how to make the soreness go away, but you might be left vulnerable if you soak for too long. (Roll 1d100)
>Soak in the pool until the soreness goes away
>Cast blend and soak until it falls off
>Maintain a silent image around yourself as you soak.
>Best to not risk it.
>>
Rolled 100 (1d100)

>>6051321
>Maintain a silent image around yourself as you soak.
>>
Rolled 25 (1d100)

>>6051321
>Maintain a silent image around yourself as you soak.
You know what’s better than rolling 100/100? Doing it twice.
>>
>>6051321
>Maintain a silent image around yourself as you soak.
>>6051368
I think we're working on a Bo1 system here
>>
Rolled 64 (1d100)

>>6051321
>Soak in the pool until the soreness goes away
>>6051481
we're not, just look at what OP said >>6051263
>>
Rolled 40 (1d100)

>>6051321
>Maintain a silent image around yourself as you soak.
Not sure if rolls are separate for different options or not, so rolling.
>>
Rolled 11, 1, 12, 7, 12 = 43 (5d12)

Locking vote for Silent Image. You guys got a good event roll, this roll is part of that.
>>
Rolled 5, 2, 4, 1, 3 = 15 (5d6)

>>6051602
>>
>>6051602
good is an underestatement
>>
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>100 on the Event Roll
>Maintain a Silent Image as you soak
>Spells at 1/2

Even if they're clothes crafted from scraps of goblin armor, you still treat them with delicate care when you strip down to your birthday suit. Folding the cloak and loincloth up nicely, you lay them and your bindle out near the water pooling what looks like an old crater. Your makeshift boots slip off of your feet as soon as you untie the thong around your ankle. Haphazard as they are, they at least kept the worst of the rocks and stones off of you as you walked.

Ah, why did Papa Niemand never teach you how to transmute? Illusions and the shadow magics help keep you safe and secure, for sure, but transmutation would have helped you make things.

Then again, the old hermit who adopted the village whore's daughter was not much of a craftsman. He might not have known such magic.

Letting out a long sigh, you sink down into the warmth of the pool and let it seep into your aching body. The heat of the mineral-infused water already banishes the soreness in your legs and feet from walking for so long. Though it stings the raw places on your skin, that pain fades quickly and with it goes the rawness that you felt. Thanks to the light of the crystals and the glowing waters, you can finally see enough to get a better picture of yourself.

"Ah, that's why my skin hurt..." you mumble to yourself as you look at your reflection in the water.

Your once proud and straight blonde hair has become a ragged mess that falls below your shoulders. Bags sit below your jade green eyes, as if you needed a reminder of the intense weariness you felt. For all that, your cheeks have not been hallowed out by neglect or starvation, and your bosom has swollen up to match the generous bust of your mother before she passed away. The polished bone piercings you can see and feel are not the only gift the goblin tribe left you with, however.

Blood red ink now marks your pale skin with swirling patterns that trace over your every curve and emphasize your bust and womb. Indelible ink that has permanently stained your skin and marked you as the property of that tribe. A few traveling women you met at the inn's baths bore such marks, including one errant lady knight who blushed heavily when your younger self asked what they meant. You cannot feel magic within the tattoos or piercings; whatever significant they must have, it must only be cultural, if monsters can have culture.

You don't know enough about goblins to know what each marking means, but you can guess at the marks about your womb that look like tallies. Your ears turn pink and you sink deeper into the water, burbling to yourself, "So that's why they're bigger now... thirteen goblets... did I really lose half a year...?"

It's certainly something to think about.
>>
>>6051622
A part of it disgusts you. A part of it excites you. But before you do anything to reconcile those feelings with one another, you remember something very important: if you're going to be in the pool for a while, you need to cast your specialty spell. Your hands run through the somatic motions of the casting, and you verbalize the illusion: "Anti-Peeping Tom Barrier: [Silent Image]!"

The image of a boulder surrounds you and your equipment. From within, you can see the world around you quite clearly, through a thin and near transparent layer of stone that reminds you where the illusion rests. If anyone touches it, their hand will go right through, but as long as they only look, they won't know that you're there. This provides you the perfect cover to bathe yourself and let your fatigue go away, so long as you can concentrate.

You can also go about reconciling those strange feelings about having been turned into a goblin broodmare for six months without worrying about anyone seeing your face. You just need to keep your voice down, which is a skill you built up over the years.

After all, when the family trade pays so well... you picked up a few things from your mother. Discretion being one of them.

It takes you about an hour to reconcile your feelings and come to an understanding of your emotions. The piercings were certainly helpful, as you suspected they would be. Really, you should have a bit of trauma about it, but losing all that time appears to have helped you in that regard. You have to wonder if that lady knight had the same sort of feelings about her time among the goblins, if that's why she seemed so embarrassed about it.

Whatever the case, you're left feeling refreshed and ready. The hotsprings drained away all of your fatigue, to the point that you now feel like you can run a dozen miles! Maybe even two!

Status Update: Fatigue has been reduced to zero. Bathing in the hotsprings has granted you a "Forced March" effect, allowing you to walk for twice as long without building up fatigue for the next 5 days.

You came into the cavern at the highest point where there's a stable path through the dungeon. It seems like a trail winds through the springs, with little bridges of stone masonry crossing over the steaming streams that connect the pools. The water eventually flows out through a tunnel from the largest pool at the base. If you had a boat, maybe you could follow it.

Something catches your eyes at the center of the basin pool, as well. A little island sticks out of the steaming water, and upon it you can see a lonely treasure chest. The basin is shallow enough that you can wade out, and after tapping it with the butt of your axe to make sure it's not a mimic, you can...

[Passive Investigation of 17 reveals no traps!]
[Passive Devices of 16 opens up the lock!]
>>
>>6051623
...open it up to reveal what's inside! (Roll 1d20 to Identify)
>A pair of magical bracers stitched with runes of protection. (Aura: Abjuration)
>A belt with five pockets, each of which are marked with a rune for one of the five elements. (Aura: Destruction)
>A drinking horn that does not seem to run out of mead no matter how much you drink. (Aura: Life and Creation)
>A mask shaped from crystal that can hide your face. (Aura: Divination)
>A small, rust-colored sack that feels like it has a ball of fuzz nestled inside of it. (Aura: Conjuration)

Once you have claimed your treasure, you should probably move on. There's a path on each side of the pool at the bottom, which you can see. (Roll 1d100)
>Go the southern route, where the crystals seem to get brighter.
>Go the northern route, where you think you can feel a cool breeze.
>Go the western route, which goes the same direction as the stream, you hope.
>Go the eastern route, which you think has a bit of an incline
>Attempt to climb up the wall near the falls... without a rope...
>Go back the way you came, and try another route.
>>
>>6050681
I don't go here, but FWIW OP you can get away with sex scenes if you put them offsite (e.g. ghostbin) and link them here. The mods just don't like it when you post it on the site directly.
>>
Rolled 5 (1d20)

>>6051625
>A pair of magical bracers stitched with runes of protection. (Aura: Abjuration)
>Go the northern route, where you think you can feel a cool breeze.
>>
Rolled 64 (1d100)

>>6051653
>>
Rolled 18 (1d20)

>>6051653
>A drinking horn that does not seem to run out of mead no matter how much you drink. (Aura: Life and Creation)
>Go the northern route, where you think you can feel a cool breeze.

Life magic sounds like it might be a healing item. Going with that assumption, it's probably the best.
>>
Rolled 25 (1d100)

>>6051675
>>
Rolled 67 (1d100)

>>6051625
>A belt with five pockets, each of which are marked with a rune for one of the five elements. (Aura: Destruction)
Self defense.

>Go the northern route, where you think you can feel a cool breeze.
>>
Rolled 12 (1d20)

>>6051625
>A pair of magical bracers stitched with runes of protection. (Aura: Abjuration)

>Go the western route, which goes the same direction as the stream, you hope.
>>
Rolled 13 (1d100)

>>6051704
>>
Rolled 12 (1d20)

>>6051625
>A pair of magical bracers stitched with runes of protection. (Aura: Abjuration)
>>
Rolled 100 (1d100)

>>6051625
>Go the northern route, where you think you can feel a cool breeze.
>>
>>6051813
gyatt zam
>>
File: Snow Cavern, probably.png (1.78 MB, 1024x1024)
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>Defense Bracers
>Arcana to Identify: 25

"What is something like you doing in the middle of a cavern's hotsprings?" you ask no one in particular, and nothing answers the question. To be expected, really. You're all alone on an island - a boulder really - at the center of a basin beneath a hotspring. If someone answered you, chances are that you would be in big trouble. Best cases, your chastity would be in danger... not that you value it all that much. Worse case, you'd become some monster's meal.

Passive Arcana 17 fails to understand the nature of Dungeons

Still, though, you almost wish someone had.

You understand that from simple Kobold Caves to winding Labyrinths, chests within dungeons will always have something of value... when they're not a mimic. Your old man mentioned a few things about dungeons in his lectures to you, something about how they prefer to trap people rather than kill them. It had something to do with the cycle of mana and the flow of memories through the ley lines, and how loot is just a half-remembered echo of the previous civilization.

It was all high concept stuff that you barely understood, but the gist of it is that dungeons create stuff out of nothing, and the stuff it created for you... well, you almost fear that you ate up all of you luck finding it. Once you're certain that the bracers are not trapped, you immediately slip them on and feel the seven stars of the Pleiades grant you their blessing.

Bracers of the Pleiades
+2 Enhancement Bonus to AC
+2 Natural Armor Bonus to AC
+2 Deflection Bonus to AC
+2 Resistance Bonus to Saving Throws
2 Energy Resistance against Fire
2 Energy Resistance against Cold
2 Damage Reduction

Status Update Herta's AC has increased to 18. Herta's Saves are now Fort +3, Ref +7, Will +4.

It's not exactly the sort of cheat item that you could use to instantly clear even a low level dungeon, but each of the blessings is extremely useful. You've heard adventurers complain about grinding for the Pleiades in the Labyrinth beneath the capital, because it makes more dangerous delves easier. With your hands on a set of them right now, you certainly understand why they'd want such an item.

The silver bracers are lined with black fur and hold seven glowing jewels a piece in the shape of the Pleiades constellation. Once you close them about each arm, they resize themselves for a perfect fit. Somehow, having them wrapped snugly around your forearms fills you with confidence that you hadn't realized you were missing.

With your new gear equipped, you strike out for the northern passage.

You're fairly sure you felt a cool breeze coming down that passageway. Perhaps it will lead you back to the surface?

===
>>
>>6051926

It takes you the better part of an hour to navigate the labyrinthine tunnels. You attached a crystal to the end of your bindle, giving you light enough to see by, but that helps you only so much as the passage twists and turns in odd directions. Eventually, the passage opens up to reveal the reason why such a chilly wind came down the tunnels.

A grand cavern opens up before you, of such a size that you barely understand how it has not collapsed upon itself. A wintry paradise, it stretches on for what looks like miles upon miles in each direction, the gently falling snow occluding your vision. Crystals of a hundred different colors line a ceiling that must be thousands of feet high, and their cold light freeze up the humidity in the cavern and turns it into snow. Bristly pines dot hills that roll across the way, covered in white powder.

How deep am I...? you ask yourself, before the second question comes around. What dungeon is this place?

You do not ask those words out loud.

In fact, you hid yourself behind a tree as soon as you could, because the thing that greets travelers to this wintry wonderland frightens you. In the shade of a great oak that must reach a hundred feet tall, a great wolf thrice again the size of any bear you've seen before curls up in slumber. Red markings upon its fur remind you of the tattoos that now mark your body.

You think you can see smoke off in the distance, and surely if you hug the walls of the cavern you'll find another exit eventually. Thanks to the blessing of the Pleiades, the only effect the snowfield's cold has upon you is that two delicate places have stiffened up and made your bosom nice and perky. Much colder, though, and you might need to bundle up more.

But, before you worry about the cold, or your destination, you need to get past this giant wolf. (Roll 1d20)
>Use Minor Image to try and trick it into thinking that a tasty creature has run by.
>Use Ghost Sound to try and spook it, leading it off in another direction.
>Cast Blend upon yourself and attempt to sneak past it.
>Use your Stygian Step to move between shadows and dart around it.
>Use Silent Image to make pretend that you're one of the trees, and slowly move around him.

Once you're past the wolf...
>Head towards the rising smoke. You have at least three things you can use to barter, if it's a village.
>Follow the wall of the cavern and go to the next exit point.
>Head back the way you came. You're not equipped well if this room gets any colder.
>(Write In)
>>
Rolled 13 (1d20)

>>6051927
>Use your Stygian Step to move between shadows and dart around it.
>Head towards the rising smoke. You have at least three things you can use to barter, if it's a village.
>>
Rolled 15 (1d20)

>>6051927
>Use Ghost Sound to try and spook it, leading it off in another direction.
Sneaking past it won't work if we only change/hide our appearance. Wolves have Scent.

>Head towards the rising smoke. You have at least three things you can use to barter, if it's a village.
>>
>>6051953
Do we wanna wake it up, though?
>>
Rolled 14 (1d20)

>>6051927
>Use your Stygian Step to move between shadows and dart around it.

>Head towards the rising smoke. You have at least three things you can use to barter, if it's a village.
>>
>Use Ghost Sound to try and spook it, leading it off in another direction.
>Head towards the rising smoke. You have at least three things you can use to barter, if it's a village.



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