Chapter 4: Ostlen

Enter once, leave never.

One can find many things in the trading town of Ostlen. Bustling shops with rare items from all over Pleasant Valley, a bountiful tavern with exotic meads, and a nightlife that is simply to die for.

Part I - Stanley

Drudging through the onslaught of rain, caked in mud with rapturous thunder cackling at the parties attempts to progress, The party makes it to the far outskirts of the town of Ostlen. A single hut sits alone silhouetted against the moonlight with candlelight flickering inside. Cyrell exhaustedly knocks on the door and a small Tiefling opens the door.

The tiefling invites them in and introduces himself as Stanley then offers the party a place to stay for the night to which Cyrell immediately collapses on the floor. He asks for a favor for letting them stay the night but tells them that they could discuss it more in the morning.

A sense of refreshment and renewed vigor, the next morning brings the smell of adventure. Stanley explains his proposition. He tells them that he is an up-and-coming merchant and he is trying to get a startup loan from his boss, Stanley. First, he needs to prove himself that he can be a charismatic salesman by sending 10 customers to his boss' shop and conveniently the party would be his tenth. He tells the party that his last customer he sent was a cordial and polite yet menacing individual named Leviticus. Concerned glances are passed between the party members.

Stanley gives each of the party members a mundane ring that they must wear when crossing a bridge about 30 minutes east. Once they cross the bridge, the party should be able to figure out what to do. A small ritual is required that will open the way to the shop. Stanley has business elsewhere or he would guide the party there himself. He also explains that reaching the shop is a trial in and of itself. Stanleys boss is a purveyor of magical goods and only those who can express a modicum of intelligence should have the right to wield such items.

Stanley implores them to go quickly, and bids them good day. The party head off to investigate but not before trying to gather insight into the rings they were given. Nobody in the party is able to determine exactly what they are but they can tell the rings are not cursed in any way.

The party travels to the bridge which crosses over a great wide rushing river. There is, at least in the immediate area, no other way to cross. They take their first steps on the stone walkway, hesitantly. But the bridge is just a bridge, and as the party crosses it does a damn fine job being a bridge. On the other side is an overgrown cottage. Seemingly an old farm, now reclaimed by grass tendrils feeding off the decomposing crops that once bloomed wondrously and gave life to an otherwise mostly barren landscape. A few chickens are roaming around the fields. A wood stump with dried blood, loose feathers, and unlit candles sitting on top of it sits distinctively off the side of the path just after the bridge. Runes are carved along the top and sides.

Cyrell and Twitch take much too much time trying to figure out what to do here. Looking at the old, nondescript cottage, playing with the chickens, lighting the candles, and more. Seven knows that one of the chickens needs to be held as sacrifice and killed over the stump to complete a ritual.

Twitch offers to be the one to do it, and, without hesitation, completes the ritual. As blood drips between Twitch's green fingers onto the stump there is an icy wind that blows over the party from behind. When the heroes turn around, the bridge they crossed over is now encased in ice. The river flows with old rusted and broken weapons. Translucent humanoid figures can be seen crossing the bridge to the other side where an enormous, closed gate stands 80 feet tall at which the figures pass through. Just before the end of the bridge is a marquee sign pointing to the right that says "Stanleys referrals this way"

The party follows the sign and see a hippo like creature who greets them politely. Upon finding out that Stanley had sent them, he brims with joy, and claps his hands twice which summons Stanley into the room. He then bids the party farewell, claiming that he will never see them again, and leaves placing Stanley in charge.

The shop is filled with a variety of alien artifacts seeping with magical energy. Stanley excitedly thanks the party for coming, and welcomes his official first customers to Stanley's Astral Artifacts. As a token of thanks he offers a free magic item to the party as long as it is one of Stanleys proprietary changeling elixirs.

These transmutation tonics include the likes of:

  • Aasimar Absinthe

  • Bugbear Brew

  • Centaur Cider

  • Deep Gnome drink

  • Duergar Decoction

  • Elixer of Eladrin

  • Goblet of Githyanki

  • Tabaxi Tincture

  • Mug of Minotaur

  • Tortle Tincture

  • Tabaxi Tonic

  • Sip of Satyr


Each one has the ability to change you into the new race the elixir is named after. Stanley explains it like what happens in the play Spider-Child Some Way Home except without the plot holes. However, there is a 5% chance that you might end up as a race you didn't choose. "That's the exciting thing about early research!" Stanley argues.


None of the party members accept one of Stanleys brews. Instead, Seven sells the now broken Ooga Taga in exchange for a greater healing potion which Stanley quickly accepts and puts it on display for sale at a price of 2,000 gold pieces.


Namira mentions that she's read stories of a similar being named Jeremy and wonders why Stanley is just a knock off of him. Stanley explains that he actually knows Jeremy and that he is a competitor. They both each respect their business bravado and stay out of each other's markets. The Astral Sea is a gateway to many incredible worlds after all, and there is space enough for the both of them.


Stanley provides the party with a means to visit his shop whenever they like, all they need is a bridge and a nordic horn that will summon Gjallarbrú, the bridge to Hel. [Stanley has always been fascinated by Nordic mythology]

Part II - Troubles in Ostlen

The party continue on; the way to Ostlen is clear. Upon approaching the city, the gates are left wide open. The rain has once again started and there are noticeably no patrols out. Through a light fog, the party feels the ground quaking before they are able to see a massive hulking beast which picks up two bodies from the end of the street before moving down an alleyway. Seven sends his automaton Odin to investigate. The beast burrows like Diglett away. They choose to get out of the rain as quickly as possible entering into a nearby tavern.

In the tavern they meet a Dwarf named Lazlo who works for the local rangers guild, Bustly the half-orc bartender, and Havelock, the towns former ruler. They find out that the shipping office is closed until the matter can be resolved. They also learn that a man named Malleus is in charge of the town while they elect a new ealdorman. The party is suspicious of Malleus from the get-go.

Initially weary, our heroes take a while to warm up to the inns patrons. Lazlo starts winning them over by being a normal, upstanding individual and seeing the condition of the party offers to buy a room for them for the night. He claims it is tax exempt due to him being a member of the rangers guild. Eventually, the parties goals are made clear - that they are looking for a Firbolg named Joplin. Lazlo tells them there is a private investigator, named Julius, in town who can point them in the right direction if they are looking for someone. Nobody has heard of a Joplin though.

The next morning the party goes into more detail about their business in Ostlen. Lazlo invites the party to walk with him, he was heading in the direction of the P.I. that he said could help them find missing people, and then they could part ways.

The party convinces Lazlo that he could make some desperately needed money by getting information and selling it to Julius, the P.I. He hesitantly agrees saying he will see where these things go.

They investigate the P.I. office. they see it was ransacked. There is a plain note on the desk that is a specific shopping list.

The desk the note is on has a locked drawer. They are able to break open the drawer and inside is a magnifying glass. they use it to investigate the note, which highlights reveals secret messages that say the investigation he was looking into. He was checking out the church that was being quickly cleaned out as well as an old building outside of town a sinister group was moving into

The party splits. Cyrell and Seven look into the place the monster disappeared to. Namira and Twitch investigate the church. Lazlo goes to the gates to secure a ride to get to the building mentioned in the letter faster.

In the church they Twitch and Namira get into a chase with a fleeing person who jumps out a window nearly breaking both his legs. They sprint after him. The fleer takes a hostage and kills her before continuing to sprint away. Twitch and Namira are able to get closer to him. Twitch throws caltrops over the suspects head, it falls on top and in front and is just enough to distract him to fall over. Namira and Twitch hold him down and try to interrogate him unsuccessfully. They see he is a dragonborn. They bring him back to the church.

Seven & Cyrell's investigation of where the monster buried away proves to be less fruitful. They meet up back at the church. Cyrell begins questioning the new prisoner. His threats are much more convincing as he has a rapier to his throat. The dragonborn reluctantly lets them know that they his church worships the rain. It is a sign from the gods weeding out the weak, and the corrupt. When asked his name he says he gave it up in service of the church. He also says he doesn't give a rats ass about what the party does next. Cyrell determines that he will be called rats ass from now on.

Lazlo secured the party a ride to the building the cultists were moving to outside of town. Lazlo explains he's a trusted sort that technically works for the Empire. Cyrell jumps into some bushes to hide fearing that the individual might be Leviticus seeing as how he was recently visiting nearby at Stanleys. A giant badger with a portable home on the back being ridden by a Dwarf named Slappy Bradford is riding the mount is waiting for them. Cyrell's fears are alleviated...for now.

The party goes towards the house with Rats Ass in tow - ready to execute their next move.

Cosmo: the Mount of Slappy Bradford