This is a list of all major updates made in the Wandering Archipelago game to date, hopefully to help you guys keep track of what you've done, what you've learned, and what you've looted.
DAY 1: Arriving in Hightown, Setting up Shop, and Problematic Basement Rats.
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- Arrival
- Heading ashore
- Herding cats
- Reaching Market Square
- The Dancing Minstrel & People Watching
- Getting your Deeds
- Directions to the Temple
- Syli follows a kid
- Someone's been robbed!
- Syli meets a shadowy thief and the others do detectiving
- There is definitely a crime problem
- Setting up shop in the old "Bloodbath and Beyond"
- Exploring the store
- Oh no! We've got Rats!
- Yup. They're rats.
- Now there is one less rat
- Help Wanted at the pawn shop
- Gwen and Mehriv go shopping
- Exploring the new premises / General Store
- Tea and Biscuits
- Shopping for stuff
- Thwip needs a runner at the Long-Bend ferry
- The noticeboard is repaired!
- Shop repairs & Syli finds the chandlers
- The unconscious drunk is finally noticed...
- ...and examined...
- ...and he's dead. Ew.
- Korrik finds a tattoo...
- ...and robs the guy...
- ...for a strange gold coin
- Syli goes to the shop; Kal & Korrik discuss Pelor
- Kal and Korrik go for a walk; a dwarf is rude to Syli
- Kal and Korrik walk along the river; Gwen notices the (looted) corpse
- The river is weird, K&K meet Thacquorel, Syli doesn't meet helpful people
- Gwen covers the corpse; Korrik makes friends
- Syli finds the ferry; Korrik chats
- Chat chat chat
- Ghouls, ferries and weird rivers
- K&K make it to the nice part of town; Darruk and Gwen do investigating.
- Everyone goes sightseeing except Mehriv. Darruk and Gwen learn about the Grey Sisters
- Syli meets Raini Ambershard; K&K get rained on; Gwen & Darruk go to Salty Jack's bar
- Gwen and Darruk look at the outside of an inn
- Kal goes to the temple; Korrik gets up to stuff; Syli makes fancy friends
- Everyone chats
- Korrik gets his tools; Syli gets advice
- Korrik learns not to screw with stuff; Kal meets the Radiant Father; Syli is shown a map
- The Seven Families are mentioned; Gwen and Darruk go rat-hunting
- Rats are found!
- K&K have a nice walk; the rats fight back
- The rats KO Gwen
- The rats KO Darruk
- Syli learns more about Raini Ambershard
- Mehriv saves everyone
- Back to the Dancing Minstrel
- Gwen and Darruk try detectiving again, but give up immediately
- Songs in the bar
- Halfling rumours
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- Off to see the Riverboat!
- ...Well that ain't right...
- Crowd Control
- A terrible battlemap appears
- A crowd full of idiots
- Kal, Korrik and Darruk board and find a body
- The ship is captured!
- The pilot was killed by a strange arrow...
- Mehriv repels boarders; the others explore the magical ship; Thaquorel goes swimming in the acid river
- These boats are unusual...
- Syli steals a spare key for something & Darruk finds glowing crates
- Magic glowy crates; Gwen annoys the looters
- Darruk leaves the crate; Thaquorel is a hero; Horses approach!
- Riders approach!
- Syli stays below; the cavalry arrive
- The Larkhalls claim the ship
- Korrik doesn't believe them
- They seem like dicks...
- Mehriv brings all of his nobility to bear and politely tells them to shove it
- The Larkhalls try to arrest Mehriv
- Mehriv (magically) tells them not to
- The guards listen to Mehriv
- Syli discovers every part of the ship is VERY magical
- Syli trips out on magic visions
- Thacquorel is ok; Valeria Morley arrives to reclaim her ship
- Discussions and revelations
- Oh no! A family is missing
- A Reputation Point is earned!
- Magic is unusual; Thacquorel explains river ships and a bit of politics
- Seven boats for seven families
- Who are the Larkhalls?
- Gwen finds a sidequest
- ...it involves a honey-thief
- You are apparently the talk of the town
- ...And hear a lot of gossip
- The party up split. Korrik goes to a pub; Gwen does some busking; Mehriv and Darruk go to find the Merchant Quarter; Kal goes to the temple; and Syli goes home to hide her stolen spare key
- Kal learns about the temple; Korrik fails to eavesdrop; Mehriv goes to find the Town Hall
- Gwen learns about an incoming funeral procession and where to perform in the city
- Gwen isn't allowed into the funeral, but Kal is because he's an acolyte
- Korrik meets a sad halfling
- He's very sad
- Mehriv and Darruk find the Town Hall
- Kal watches the funeral; Gwen tries to eavesdrop
- Korrik gets the halfling's hopes up
- and they go ALL the way up!
- Mehriv gives up on records and goes to the Merchant's Guild instead
- The group try to find out more things
- Kal meets the Radiant Mother; Gwen gets a dubious tip about the "Blue Fox"; Mehriv meets a Guild Master
- Information is gathered
- More gathering
- Gwen is not shy about using magic and it raises an eyebrow
- More on the Merchant Guild
- Korrik sight-sees; Kal receives some council; the others chat
- Korrik and Syli go dumpster-diving
- Syli finds a brooch; Korrik finds a broken box; Gwen finds the lutist's shop
- Gwen learns about auditions
- A TOWN MEETING IS CALLED TO DISCUSS THE RIVERSHIP MESS
- The Reptilian Threat Must be Dealt With
- What do the creatures look like?
- The Larkhalls have an interesting companion
- A quest is accepted!
- Korrik offends the Larkhalls
- The party find a ride upriver
- Walking home
- Meeting Otho Greenbottle
- Hiring Otho Greenbottle
- The Writ of Passage & Otho's Sponsorship
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- Morning
- Otho is excited
- Otho is given "free reign" over the shop
- The party finally prepare tackle the rat problem
- Syli speaks to the rats
- Kal ponders what he knows about rats
- Syli feeds the rats. The rats are happy
- The rats are adopted and everyone goes sidequest hunting
- There's a honey thief at Dogwood Meadows Farm!
- Checking out the beehives
- Checking out beehives 2
- Exploring the farm (MAP)
- Talking to the bees (bees are dumb)
- The farmer's son
- Chatting to the son
- Bear Clues are found!!
- Maybe it's a baby bear...
- But whose hair is it?
- The pawprints lead AWAY from the farm!!!
- Following the pawprints to tree snakes!
- A battle with flying snakes ensues...
- ((What Mehriv's Fire breath looks like))
- ...and is eventually won!
- A short rest and a spot of snake-harvesting
- The bear tracks merge with humanoid tracks...
- A fork in the trail
- Taking in the view
- Apparently Mehriv is the only capable tracker
- The party are TERRIBLE at stealth
- SQUIRREL!!
- Yup. Squirrel
- "GO AWAY!" ((Then a lot more discussion))
- Things the gnome says 1
- Things the gnome says 2
- Kal heals the gnome lady
- "The stars are speaking!"
- Mehriv, Gwen and Syli wonder what she means
- "I was catched in the north..."
- Gwen practices being lizards
- Communism is awesome!
- A bargain, maybe?
- "I go home when lizards stop being stupid"
- Korrik's shirt will never be the same
- What's she leaving behind?
- Off to find some hunters! ...ummm... where are they again?
- The gnome probably knows
- A clearing is spotted!
- I guess you found the hunters?
- Korrik is sent to scout it out
- I guess they know her
- It is an excellent plan
- This isn't going well
- She's escaped!
- And morphs into a panther!
- Kal tries persuasion
- Gwen conjures an illusion
- She disappears into the forest and the chase is on
- Running!!!
- Did she stop being a panther?
- Syli doesn't buy it
- Korrik is too slow to keep up and sneaks into the camp
- He certainly looks asleep
- Syli circles back
- She was a lizard!!
- Korrik and Syli both spot her
- Syli sneaks after her...
- ...and takes her down
- Korrik snoops about
- Korrik keeps snooping; the others keep chasing
- Gwen blasts the gnome; Korrik steals from a sleeping guy
- Korrik tries to steal stuff from under the sleeping guy's pillow; the gnome is dead
- Korrik gets some papers, but drops the bundle
- Oh no! He's waking up!
- But it's cool. Korrik is made for thieving
- He stole love letters and a broken arrow
- The arrow is marked with a familiar sigil and has a note in a language Korrik doesn't know
- Mehriv and Kal are asked to bear witness to the gnome's death
- Korrik studies the arrow. It's extremely fine craftsmanship
- Mehriv examines the bounty warrant
- Kal bears witness; Korrik reads his collection of love letters
- Chase team head back to the gnome's old tree
- Korrik hangs out in the bushes
- ...and hears half a conversation
- Korrik heads back to find the others
- Syli finds a treasure trove of junk; Kal finds a silver bird; Tensions are high over the gnome death
- Mehriv figures out the statue is a Messenger Bird
- The party head back to the farm in the rain
- Korrik still has no shirt
- A shield in the kitchen
- Korrik gets a shirt!
- Dwarf booze makes you cool
- Your first paycheque
- Places to flog merchandise in town
- Returning to town
- Korrik & Kal go shopping
- Syli appraises the loot & Mehriv works out the Messenger Statue
- Gwen goes to the Dancing Minstrel
- Korrik and Kal have tea...
- ...that fell off the back of an... island?
- Lemonleaf is good for bugs
- Korrik owes a favour for a new shirt
- Korrik checks the noticeboard and heads back
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- All aboard the Gloriana
- Checking out the ship
- Varsk joins the party
- Korrik meets the mannequins
- Syli finds Raina
- What Varsk looks like
- A Milestone is reached! (Level 2)
- The party practice their new skills
- Syli owes Raina a favour
- Kal and Raina spar
- Syli learns more about Raina's dad's illness; Varsk is creeped out by Gwen's chanting
- Syli starts studying cats
- Mehriv discovers Gwen has a secret
- The ship continues quietly onwards
- Korrik builds an obstacle course; Syli creeps on a cat
- Gwen is caught summoning demons apparently
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- A new day dawns!
- Trekking, lemonleaf and itchy berries
- Crossing the river
- ...Finding a better crossing point
- Perception checks are hard
- Syli disappears off as a cat / Mehriv zaps the river
- Being a wet cat sucks
- But at least easy to rescue
- ...It's only catfish
- Korrik leaps across
- Aaaah! Snek!!
- Korrik gets bit and the battle begins
- The snake is eventually slain!
- ...Oohhh! Shiny!
- ...eww... shiny...
- Just... Ew!
- Kal gets a boar-shield
- The shield belonged to a "Shield of Justice"
- Snake meat!
- Varsk loots the body and finds a locket, a belt, and a chain shirt
- Dead smells
- Another corpse is found
- Syli joins the vultures
- Varsk remembers to check the new locket
- Blood trails!
- The blood trails lead to a pool and a LOT of bones.
- Not a good place
- Eep!
- Korrik nopes out
- Giant lizards appear
- Syli tries animal diplomacy. It doesn't help
- Varsk is not intimidating. More lizards appear
- Indecision ensues, then the battle starts!
- A battle map appears
- A very dangerous sound
- The party fight bravely but flee before the scary thing appears
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- A Rope Bridge
- The rickety bridge
- Gwen's dream
- Korrik finds another halfling and there's a lot of talking
- Merric joins the party! (And has a morning ritual)
- Korrik checks the bridge
- The interrogation eventually ends and Korrik heads across the bridge
- Bridge sabotage!!
- And then bridge repair (and a lot more talking)
- ...the repairs weren't great!!
- Gwen doesn't fall
- Mehriv makes it across
- Syli makes it
- Merric gathers up the ropes and joins the party
- The party take stock of their surroundings
- Horns in the trees!
- Setting up camp
- The horns are probably a code
- Merric squeaks to the bats
- They squeak back
- Tracks are covered
- Someone comes looking for the party
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- Morning chats and scouting
- They're using rope bridges
- Following the lizardfolk
- Merric is woken late by bats
- Merric's morning vision
- Gwen's dreams
- The skull tree and a strange floaty light
- Gwen's disguise
- Gwen takes Korrik prisoner and heads across the bridge
- The pair are stopped
- Gwen has a confusing conversation
- Lizard markings
- Things get confusing
- The plan is not believed
- And the fight is on (again)
- Another plan is made
- The lizardfolk do not escape and the leader is captured
- Gwen finally stops her horns blasting
- Checking the platform
- Pondering their location and options
- A bone token is found...
- ...With a black dragon on it?
- The leader wakes up
- And refuses to answer Mehriv's questions
- He's a tough one
- What constitutes Proof of a Kill [SETTING INFO
- Nope, not talking.
- 'Gators and floaty lights
- The leader is slain
- A horn blast sounds
- Varsk keeps sabotaging bridges
- Heading south
- Weird trees to the west
- Which is because of Fey magic
- Apparently the lizardfolk don't like Fey magic
- Syli picks a faerie flower and the group head East
- Sneaking South-East, hiding and finding ruins
- The rain starts and a ruined tower is found
- The tower might be shelter?
- Someone is coming
- Mehriv announces their presence to help the runner
- A woman stumbles into view
- Battle is joined! (MAP)
- And barely won (Korrik, Mehriv, Merric and Gwen are KO'd
- Varsk hides a lot of bodies
- These lizardfolk have weird scales
- ...that seem to be infected and gross. Varsk goes on a solo adventure
- Varsk follows the woman's trail
- She comes out to speak to him
- Seems the lizardfolk are causing trouble
- There's another clan to the south
- Varsk makes a possible ally
- Varsk gets lost
- Like, really lost
- A missing half orc in a rainbow forest
- Varsk finds a little shrine and the others go looking for him
- Syli finds a better shelter and Gwen finally finds Varsk's trail
- Korrik finds someone's stuff; Varsk climbs a rainbow tree; Merric talks to spiders
- Spider chat
- More chat & Varsk settles in for the night
- Gwen & Syli go looking for Varsk; Gwen gets her Devil's Sight on
- Gwen & Syli continue the search; the gents keep watch
- Gwen & Syli discover Varsk went NW and spot a campfire to the South; the shelter is camouflaged
- A stranger joins the sleepers
- The women come to the rainbow forest
- Varsk is spotted
- Gwen sees a pair of gold eyes
- Gators in the swamp
- Merric meets the newcomer
- Varsk, Gwen and Syli set up watches
- Gwen sends the messenger bird back
- Syli stops being a cat and wonders about druid things
- Watches and big cat revelations
- Lizards come in the night again
- Kal finally sees their companion; the rainbow tree watches pass quietly
- Elf chat. Kal is from the Clan of the Tree Frog
- The visitor is a "sort-of" scout
- The lizardfolk speak of a "rising power"; Syli and Varsk spot their panther
- Could it have been the gnome-lady from the Honey Quest?
- Korrik meets the visitor and learns of the Gors Wyd
- Korrik learns more about the vial he found earlier
- The groups finish their rests in peace and quiet
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- The group talk to Artho
- Syli finds a strange note
- Varsk checks the surroundings; the others wonder about the vial some more and start thinking about black dragons again
- Kal identified the liquid as dragon's blood; Korrik has a reckless idea; Varsk, Gwen & Syli start walking back
- Korrik enacts the reckless idea and burns his hand with dragon's blood
- Water doesn't help much
- Ouch
- Korrik does a CON save, but his hand still looks weird and sore
- Artho mentions the Long Histories; Mehriv gets the messenger bird
- The party reunite; Artho does some scouting; lots of talking happens
- The party splits up. Half go looking for druids; half go to find another lizardfolk clan
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- The druid group returns to the glade of rainbow trees; the lizard group smell a stinky smell
- The druid group examine a little shrine; Kal questions Artho; Korrik smells things
- The druid group reach a beautiful clearing/meadow; The lizard group worries about the smell.
- The lizard group decide to follow their noses
- The druid group are entranced by the flowers; the lizard group power through the stench
- Flowers are apparently not to be trusted! The lizard group find a giant rotting mound of putrid ooze
- The druid group press on; Everyone vomits except Korrik
- The druid group walk on through the dark; the lizard group investigate the smouldering mound of of a corpse and the other lizard corpses nearby
- The druid group make camp; the lizard group are generally disgusted
- The druid group see a lizard; Merric dives inside the rotting corpse-mound
- The druid group go back to sleep; Merric finds broken glass
- Gwen's watch is quiet; Merric discovers the glass vials contained alchemist's fire; Artho thinks the mound was once some sort of animated plant creature (see following discussion)
- Korrik finds a cloak
- Mehriv's watch is quiet; the lizard group leave the gross corpse behind
- The druid group wake up and press on, but can't find the next landmark; the lizard group come across two arguing lizardfolk
- The druid group search for the pool; Merric attempts to repeat draconic (which he doesn't know) heard through Korrik's mind, over a noisy parrot.
- The druid group find a pool decorated with carved stone animals; Korrik gets the bird to fuck off.
- The druid group leave the pool and press on through a creepy forest; The lizard group are not stealthy and attract the attention of the lizardfolk guards
- Scary forest is scary
- Gwen dreams of mazes and glyphs...
- The druid group keep moving; the lizard group try diplomacy
- Considering it's Merric talking, things go pretty well...
- The druid group manage to stay on track in the shifting forest
- Lizard group: seems not all Bloodclaw lizardfolk are happy with the new status quo. The druid group meet a happy naked flutist and a large, wild-looking man
- The druid group are welcomed to the Sanctuary
- The druid group ask for aid; the lizard group make careful progress
- Gwen is overly formal; the lizard group learn about an Outsider bringing word of a Sleeping God to the Bloodclaw clan
- Mehriv explains the problem in the swamp; the lizard group learn that kidnapped "softskinned" folk are taken upriver to the east, and some blood ritual is killing their people
- The druid group show the dragon token to the Wild Man and he is quite concerned; Kal considers the Lizardfolk god, Semuanya
- The lizard group talk of killing gods and dragons and Artho worries. The druid group are led to meet the Druidic elders
- The Long Histories talk of dragon tokens; the druids identify "Ash'Karoth in young flesh"
- Who was Ash'Karoth?
- The druid elders talk privately; the lizard group hear of the Blackmaw clan and are warned about sleeping outside
- The druid group set up for the night and make new friends; the lizard group ponder the new information and where to spend the night
- The druid group talk and eat; the lizardfolk camp out in the guard post. Merric has another vision.
- Syli meets the druid with the golden eyes (Rue) and the others chat; Merric spots a darkling searching for something during his watch and day breaks on Day 11.