Jared’s Journal

(c) Jack Wood. Reproduced with permission.

An Elf, a Priest, and Some Blue-Blood

Freeday, 7 Coldeven, 576

Progress through the Dreadwood is slow. Too slow. Tried traveling with just Silver, but not a good idea. We’d be picked off by a single monster.

Stayed at the Pickled Wyvern. They actually have one, apparently, in a huge jar. Didn’t order it. Silver made friends with some kind of half-elf musician. Decent skill- actually earned it, looks like, instead of his blood just making it happen. Probably too much of a liability, but seems pleasant enough.

Magic Man at the bar. Enjoying the company of some chick, sounds like both blue-bloods. Really slumming around here.

Also some kind of Bakluni priest. Apparently looking for elves. I hope he finds them.

Starday, 8 Coldeven, 576

Linked up with Hound and his dog. On a quest to recover holy relics, stolen by tall elves on winged beasts. He’s a bit of a puppy, but his heart is in the right place and I have my own reasons for joining a hunt against fae. Maybe I’ll be putting him in danger by coming along, so I’ll have to have a talk with him, but until then we can help each other. Maybe this stolen relic will shed some light of Celene’s endgame, and thus my own fate.

Magic Man is coming along, and at least for now his friend Goldie going to travel with us, at least out of the Dreadwood. Not sure what he can do specifically, but magic has tricks and he’s human. At the very least they can back up Hound if Celene pulls something. Especially since Silver insists on bringing Music Man along.

Also- desperately need more training. Got ambushed outside the tavern and went down to a couple kobolds. Hound got me back up, but I just couldn’t nail the buggers. This cannot stand. Music man earned his place though. I guess talent with a bow really is an elvish thing. He took down three of the kobolds himself, one shot each. Seems decent enough, all I can do is pray he won’t be turned against us.

Potential Job

Sunday, Coldeven 9, 576

Potential job lined up. Goldie has a ‘friend’ who worked for her dad, long time ago. Still knows him, he wanted to talk to her. Works for a blue blood in Anglar.

We were planning to set out in the morning, but a caravan came through, serious folks. Armored wagons, the whole deal. Silver talked us onto the wagons, so we had a pretty luxurious ride out of the Dreadwood. Silver stayed up too late talking with the driver of the wagon.

While registering at the gate of Anglar we learned the friend is dead, one Lionel Drager. Shop burned down, 3 fatalities. Supposedly a demon infestation, but I don’t see no flaming pentagrams. Goldie said her friend apparently didn’t like how his boss was running things, so maybe some bad deals were cut.

Nosed around a bit, found an innkeep that was friends with servant boyfriend. The guard is keeping one of these ‘demons’ in the square on a scaffold, and I’m growing less confident in this story. I’m all for public humiliation, but these mooks didn’t seem to type to be able to hold onto a demon. Squarely in the ‘I learned which end to hold of the sword’ territory. Temple of Pholtus on the square, but the priests didn’t seem all that interested.

Innkeep says that servant boyfriend had exposed his boss’ secret. Dolaman Drake, the boss man, is a local hero for creating a cure to some plague, the ‘summer fever.’ Calls it Emerald Oil, and it’s cheaper than healing potions. According to servant boyfriend the oil is actually made by monsters Drake keeps locked up, with promises that if they make enough he’ll introduce them to the town so they can be friends. Very ‘Blue Oni, Red Oni’ vibes. Anyway, servant boyfriend knows that Drake is lying, and so Drake kills him and plans to whip up a mob of soldiers to go down into the basement and kill these creatures.

We’ll investigate, but this looks like a pretty big payday, and if I get to be the one to gut this liar, I’ll count myself pretty well satisfied. We’ve spent our life savings on emerald oil to get the locals high and happy, so we’ll need that payout.

Met the Huzrael. Just call them Huz, it’s easier. They’re monsters, but from what I can see in body only. Glad we went in on this, they’d be doomed without us, locked in the sewers as they are. The blue bloods and Silver are exploring for other avenues of escape, but I don’t expect much.

I dug around town and took a look at the gates, but the inn looks like the only place to hide these things. Ran into a gnome who’s plugged into the underground, but he was understandably afraid of sheltering demons, and we couldn’t afford his price tag right now even if he was down. Gave him some info, so hopefully we’ll have some of the underground spreading the word on who Drake is. We’ll need all the allies we can get.

The others got a plan together while I was looking around. Gonna try to hide the Huz in the Headless Horse, while Music man runs interference. Then Magic man figures he can get the one in the square free if Silver and Music man keep running interference. Never seen Silver work a crowd that size, but Music man is pretty good. I guess I’ll just stand by and be ready if it comes to blood.

Thus To All Traitors

Sunday, Coldeven 9, 576

No question, Magic Man came in clutch. As much as I’d like to take credit for the beaten animal hanging on the gallows it was really everyone else’s work.

The extraction went off without a hitch. Even the guards were smitten with Music Man, and Magic Man went up, wiggled his fingers, and caught the Huz as he fell from the shackles. I felt just about unnecessary. The Huz with a short fuse that had been watching dropped on Magic Man like a vulture right as we were about to hit the inn from the back alley, but after a moment it (she?) realized that Magic Man had just saved a life, and I got them all in and hidden before Magic Man bled out too much. Hound got him back on his feet, and- credit where it’s due- Magic Man got up like a trooper. Guess not every magic slinger is a coward or a perv.

Anyway, things got pretty loud while we figured out our next move. We grabbed the Huz just in time for Blackheart himself to come riding down the street, and see that someone had snatched his prize right from under his nose. The square cleaned out pretty well, so I floated the idea of getting the Huz sanctuary in the temple, or at least testing the waters. The consensus was that he and I would go, test the waters, and if we got a green light we’d bring a Huz over.

Music Man and Silver kept an eye on the square while Goldie and Hound headed into town to investigate if servant boyfriend had any other allies or evidence. Sounds like they mostly affirmed everything we had heard already, and everyone was pretty smitten with Blackheart, on account of curing the Summer Fever and whatnot.

Temple was accommodating, but we were stuck on the point of how to prove a Huz was a demon or not. I guess the Blinding Light doesn’t blind everything, because it hit me like a rock- Holy Water. That stuff is supposed to be like a flaming cocktail to a demon, and if anyone had some it would be the temple. I did my best Silver impression and managed to get some water for the last of my coin, and took it back to test. As expected, no reaction from the Huz.

Magic Man made one of the cloaks big and we grabbed the short fuse Huz as our example. A couple vials of holy water later, and the temple was convinced. They got the Huz over from the inn all secretively, and we set up outside the temple to wait for Goldie and Hound to get back.

Blackheart Jr. caught on to us hanging around the temple, and recruited me to ‘help with the demons.’ In retrospect I guess he was just trying to spread us out, because he tried a similar trick on Magic Man and Silver.

After that, they sent Music Man to get me back to the temple, to wait for Blackheart’s next move.

I should have seen it coming. I really should have.

Honorless, motherless, scum-sucking animals like him would toss a torch at a church just on principle.

I found some wax in the stall later, so I think they set a candle in there, a genius timer to give their man plenty of time to get away. With the church’s stable ablaze, he had the mob in a frenzy, ready to storm the church for the ‘demons’ inside. I’m honestly not sure what I would have done if they did. The Huz weren’t demons, but their lives in exchange for townspeople? Monsters for men? I can’t really say. I might have tried it, just for the chance to rip it out of Blackheart’s still beating chest. Maybe feed it to him on his way down to the hells.

It didn’t come to that. I heard shouting and didn’t see how it went down exactly, but apparently Music Man and the priestess managed to get the crowd’s attention and break their momentum, and then Silver gave the debate of a lifetime. I finally came out of the temple right when Silver yelled “Lynch him!” and the crowd was on it. I don’t know what those two said, but after today I’d stake my life of Music Man and Silver working any crowd, any day.

Blackheart is still alive, for now, but his lies are out. Goldie got ahold of a master of the Alchemist’s Guild. He talked with the oldest Huz, and he’s completely on our side. The crowd really went at it, I would have been shoving just to get a turn at Blackheart and Blackheart Jr., so I just sat back and enjoyed the screams. Part of me hopes he’s confess to everything in hopes of saving his hide, but I’m fine with him taking those stories to his grave. The three bodies in the temple were killed by blade, so I suppose hanging will suffice. If he had burned them alive…

Today was a great victory. I’m confident that these are people I can trust, and Magic Man was tremendously focused on justice for the dead. He’ll be a good leader. Silver says I should relax and get a few drinks. I think I will…

Dark Places, Strange Noises

Moonday, 24 Coldeven 576

Around noon we arrived in this village, a place called Saltmarsh. We’re pretty strapped for cash, Silver had to talk us in with a little bit of emerald oil to avoid the toll.

At the very least, we’ve got a good lead on a point of interest. There’s a huge manor outside of town, abandoned for some 20 years or something. Talked to the locals, and there’s some stories about this place. It belonged to an alchemist, way back when, but he disappeared some 20 years ago or so. Apparently there have been treasure hunters through the years that have tried to search it, but no one knows if they found anything. If they did, they didn’t spend it in town.

An old drunk in the Wicker Goat is the last known person to go inside, Old Dan. I’m calling him Mugs. Anyway, Mugs went in one night, either trying to duck the law or just seeing if there was any loot, and he heard a scream like a woman made of fingernails and hatred. He didn’t stick around, but that adds up for me. Treasure hunters that come, find nothing, and leave is one thing, but a drunk getting screamed at with ABSENT treasure hunters fit together.

Music man and Silver made some coin for our rooms tonight, and in the morning we’ll check this place out. I’m hoping for more than just bugs and ghost stories, but I guess this is just the job: keep rolling ‘till you get lucky.

Conspiracy

With the mansion safely cleared, we have spoken with the reeve. Based on the information we obtained from the prisoners, we know that the Sea Ghost will be coming at some point, but we don’t know when. The town has placed men on watch, but they would like us to perform the boarding action and secure the ship for the constables.

None of us have experience with water travel, but Magic Man and Music Man pointed out we don’t need to, we just need to secure the ship and cargo, and let the officers deal with bringing it in. Hound reminded us that there is a great deal of food and drink at the mansion, and so we can actually wait there, in luxury with good eating, and just wait for the watchmen to report that the ship has arrived.

I’ve been keeping at my drills, but frankly there hasn’t been that much to do. Alec has made friends with Raksh, and the two dogs allow us to relax more on our night watches. There aren’t much better ways to wait for adventure than in a nice well kept sea cave with lots of free food.

The Dark of Luna

On the dark of Luna the watchmen came for us. The ship had arrived, and it was time to go. Alec and Raksh had to stay on land, they wouldn’t have been much help, but the rest of us set out in darkness.

Boarding the ship was trivial. The watchmen brought us to the anchor, which I was able to climb, and the others had cloth-wrapped grappling hooks to climb aboard. The entire crew were staring out towards the land, and didn’t know a thing until we fell on them. It was fierce fighting, and I was only able to keep one of the officers alive in the fight, but the others were able to secure another, and after a few minutes of fierce fighting the ship was ours.

We learned several interesting things on board.

First, they have definately been smuggles lots of silk and brandy. There was probably thousands of pounds of the stuff in the hold. However, they’ve been doing much worse. We found lizardfolk aboard, who claimed they were just booking passage, no alliance. Magic Man said to let them go, but while questioning the prisoners we learned a great deal more. The smugglers have been doing a lot of business with the lizardmen, selling them large amounts of arms and armor- we even found the map leading to the exchange point.

Apparently they’ve also been in contact with some sort of ‘sea elves,’ whatever that is, one of whom was prisoner on the ship. Sea elves just spells trouble in my book, but he certainly wasn’t on their side, so for now he isn’t our enemy. Water boy is sticking around to give his statement to the law, and maybe the town will try to trade with the sea elves, who knows.

Most importantly we have a new target – heavily armed lizardman camps are never a good thing, and while we’ll wait for the town to give us an offer, I’m ready to test my blades against some proper monsters, none of this turncoat nonsense.

Speaking of blades, we’ve added two more to the team. Ahnri and Marth, a broadsword and a longsword, both magical. I somewhat reluctantly offered them to the rest of the party, but no one else particularly uses blades, and so my own arsenal grows. I’ll do some drills with them while we wait for the reeve, I think Marth might partner better with Discipline than a magic broadsword…

The March to Coldbloods

As expected, it’s time to set out against the lizardfolk. Music Man said that they aren’t normally so violent, so it’s possible we can strike some kind of deal. I’ll leave that to the deal makers.

After spending everything we owned on some more training, we set out along the coast, following the map we captured. Drippy the elf is tagging along for now, saying he wants to complete his mission to learn what the smugglers were up to. I just hope he doesn’t get in the way. ZV the parrot is settling in just fine, and Silver and Music Man like him too. For some reason Magic Man doesn’t seem to like him, but I’m sure he’ll come around. ZV is a very pretty bird.

We’ve settled in for the night after a vicious battle with some frog creatures. We found some sweet loot, including some magic stones. There were a lot of those frogs. A LOT. I’m concerned what we might find deeper in the swamps, if there’s this many threats just to start with. I might need to find some kid to train, because I can only swing a sword so fast, and we need the steel.

Strength in Numbers

We set out the next morning on foot, with the dogs ready to fight. As we drew closer to the mark we located a massive stone promontory, pretty clearly what we were looking for. We crossed the river, and headed up a path towards the top. Once we reached the top there was a concealed door, and inside was clearly a fortress.

A brief discussion determined that we would be trying the diplomatic approach, so Silver and Music Man stepped forward and announced themselves. After a tense stand-off (where it became clear they didn’t speak any common), they demanded that Silver and Music Man submit to have their hands bound. They did so, and the rest of us backed up, and then the two of them were led deeper in.

It was probably almost an hour that we waited as they talked, and finally the two of them came back, unbound, and we were ushered into a sort of shrine. The chieftain, his counsel, some shaman, and his general were all in attendance, and they told us quite the story:

There’s a whole world under the waves, apparently, with their own races and wars. One of these kinds, sea devils, according to Oceanus, attacked the Lizardfolk’s home, and drove them out. The Lizardfolk have been arming up and making alliances with other creatures to fight back, but even with all that they don’t like their odds.

These sea devils supposedly worship devils or demons or something, and if they’re killed the Lizardfolk will go back to their old home, further away from Saltmarsh. Magic Man proposed an alliance between Keoish forces and the Lizardfolk: everyone would get what they want without an unnecessary fight, and killing these monsters we didn’t even know existed sounds like a huge win.

As a gesture of goodwill we went and killed some creatures that were harassing the lizardfolk, a giant crocodile and a weird fire snake thing, and… Well, our new companion did impressively. The creatures’ hides were incredibly thick, but he put his spear to good work and badly wounded both of them. I guess Drippy is out, and I need to find something more appropriate.

We hiked back to town to let them know a diplomatic mission from the lizardfolk was inbound, and started preparing for the coming battle.

I’ve been keeping an eye out, and one local boy caught my eye. He was struck by the monster head we lugged back, and has been training every possible moment. He’s got potential, though only as a normal fighter, not in the Way. Still, I think the party needs an extra blade, and I’ve brought him along as a student. His family seems fine to part with him – enough mouths to feed as it is.

We’ve gained another ally as well: Arcturus. The lizardfolk brought gifts, the remains of the other adventuring party, as a sign of gratitude for the peace we showed them. The town gave the loot to us, and among the gear was a magic sword. This one has a bite to him, though. He’s a rule maker, but has no regard for good. Still, his edge is sharp and he can let me see through walls, so he’ll be along for now. Using the techniques Sensei taught me I have made him submit, and I don’t think we’ll have issues for now.

With all these preparations, I yearn for monster blood.

Sea Assault: A Report

To Our Employers in Saltmarsh,

Day 1 of the operation is complete, and we’ve made the following observations:

The Sea Devils are exceedingly well armed, and are very well dug in. Large numbers of modifications have been made to the Lizardmen’s fortress, and we have recorded what changes we find on the supplied copies of our maps. The most serious obstacle observed is that through probably some sort of evil magics they have dropped the entire stone promontory, flooding both the lower levels in their entirety.

While we have counted 24 kills thus far, we know for sure that the Sea Devil garrison is in excess of at least 50 more, and likely more. We were able to interrogate a human slave who was sent by the Sea Princes to investigate a change in the ocean floor here, and he and his party tested the underwater entrance to this place and were overwhelmed by dozens of Sea Devils. Assault of this entrance would come at incredible cost. Unfortunately, while the highest level is not underwater, this means the majority of the fortress is unassailable by human forces.

The fortress is exceedingly well guarded — as noted, we had to kill 24 just to reach the stairs leading to the second level (as noted on the attached map). While our presence is, at this moment, unknown, we will undoubtedly be detected by the time the Sea Ghost leaves for Saltmarsh. We hope to achieve mapping of the lower levels, but given our limited underwater capabilities this will take a fair bit of luck.

We have established that our abilities leave them sorely wanting out of the water, and thus we have a good chance to hold the upper level against them while we continue to investigate, continuing to bleed them while we gather more information.

We have also been able to deny them a very well stocked armory and a larder, setting back their preparations for attack and costing them a great deal. To follow is a report on the middle level, as mapped thus far.

The Sea Devils

A summary of the Sea Devils, for Self-Reflection by Sensei’s command:

Approximately two weeks ago our party set out to observe and sabotage a lair of sea devils, formerly belonging to the lizardmen. We set out with a squad of lizardmen and a squad of marines to provide support, and a ship – the Sea Ghost, in fact – to ferry us there and back to Salt Marsh.

The initial day was no good, a barred door prevented entry, and none of us were eager to try to find the underwater entrance. We also noted the rock was far lower in the water than one would think – a grim foreshadowing. With Arcturus I could see that there were guards waiting, so a battering ram would be unwise. We returned the next day, and Magic Man had some sort of spell that opened the door – we rushed in and killed the guards before they could sound the alarm.

For the first level our plans worked well: the elves would creep about in darkness to scout enemy forces, the rest of the party would follow to strike them down quickly and quietly, and the lizardmen held the entrance and carried out all the equipment we could find.

Unfortunately that’s where our luck ended. The lower levels were flooded, and we were very limited in water-breathing and swimming magic. We found a prisoner, a survivor of another scouting party from the sea princes. He and his party had tried to enter from below, and were all enslaved. The poor soul could scarcely speak, he was so completely broken by the torture. My greatest regret is that we couldn’t afford the torturers a suitably slow death, but perhaps their dark masters will provide suitable agony.

We located some additional magic items, but the problem remained the same: how to go deeper? The whole party couldn’t come, and we needed hours of stealth with hard and fast strikes to keep progressing undetected. There was some discussion, but we finally settled on an away party of the elves while the rest of the party held the stairs with the lizardmen.

We were able to clear only a few rooms before a patrol found us, and there was a fierce fight. We fled quickly, and good thing we did. They chased us all the way up the stairs, and it would have been a fierce fight if Silver hadn’t throw another gas cloud. More concerning, however, is what Goldie did. She summoned… ghosts, specters, something. Dead lizardmen spirits. I don’t know what she is, but a necromancer I can’t tolerate. Or that’s what I would say… I’ve tolerated other evils, I guess I could tolerate a necromancer too, for the money. Power.

I wish I was a better man, and could bring myself to slit her throat in her sleep, or at least confront her, but… the money’s too good, I guess. Every man has a price, and all that.

We packed up and returned to the ship to heal and regroup. When we returned, we had a very rough time. The first excursion into the lower level was met with pitched battle, and most of the lizardmen were slain in a vicious ambush. Fighting underwater was far too difficult, and when I made a probing response I was surrounded and captured by the sea devils.

I hate the water now. There is little sense as horrible as knowing that just the removal of a cloak is all that stands between you and a slow, painful death by drowning. Oceanus was able to sneak in with a ring of invisibility, and while we were pillaging the prison we found what was left of the original water level entrance, and were able to beat a quick escape.

Beaten and bleeding, we tried one last trip to try to map the place, but weren’t able to accomplish much beyond ambushing the high priestess. We returned to Saltmarsh to heal and plan out our next action. It was then that Hound changed everything:

Apparently, with his new studies, he’s now able to summon elemental creatures that are able to travel quickly in any environment, and retrieve both objects and information. For a cut of the treasure, they were able to not only make detailed maps of all three levels but loot the place quite effectively. The elders were, naturally, ecstatic.

Silver has been less chipper than usual, but I’m not so reckless as to ask him to talk. As for me, the lessons gained in this venture are clear: Stay out of the water, and I need to be stronger. When I hit, I need to know that they’ll stay down. Maybe the Quartermasters of Shar will be able to point me in the direction of a trainer or magical aid to improve my body.

What Next?

So… Goldie got her father back. Apparently that was her big motivation to be an adventurer- get rich quick and resurrect him. Worked well enough, I guess.

Silver told me we have a new lead for loot and fighting – old caves called caves of Tsojcanth, or something – witch queen died in there, some of her stuff might still be there, yadda yadda. We might not have Goldie, though, if she’s got what she wanted, and Silver has been moody ever since the sea devils. Keeps asking about what monsters are, and stuff. He needs a cleric or something, I ain’t no philosopher.

Sensei confirmed my fears – to hit the next evolution I need to be physically stronger, and more push-ups ain’t gonna cut it. He did say there’s magic books and stuff that could help, so if that’s what we might find in a witch queen’s horde I’m down.

Family Troubles

Ygni ya yash! Ygni ki ki ki! I wanted to scream those words our first night in Gradsul. What was meant to be just a quiet few days of relaxation, maybe some shopping, went down the pot when Music Man and Silver decided to make friends with a halfling girl, who led them straight to Mic.

Big Mic. Of course he’d live, I’m a fool for even entertaining the notion that Mic of all people would fall in Tallow. I don’t know if he joined the local thieves’ guild or just took them over, but he’s got a warehouse, and the gods know how many new gang members.

He invited us, and the whole crew decided they wanted to come. And Magic Man…well… He pulled everything out of me. The orphanage. The kobolds. The crew. I guess…I guess I can’t help but trust him at this point — we’ve gone too far. It’s weird, like it’s a new crew or something.

I expected Mic to try to make me stay. I’m not sure I could have said no. Instead he — a pox on him! He just told me to go and live my life, do my best. I don’t know what to do with him, it’s like he means it. He never did let me know what goes on in his head, I guess I still can’t. Goldie’s dad is thinking of conspiring with him to try to find his killer or something like that. I hope it works out. He seems a decent sort — rather than a chump.

I’ve never been able to figure Mic. He’s ruthless, but not. Criminal, but…not any different from a crooked watch. Magic Man took a hard line with him, but seems to think he’s alright. I don’t know. I guess only time will really be able to tell.

After a few days, bad taste was softened with good humor. I’ve known that traveling with blue-bloods could lead to excitement, but oh my, what humor and strangeness. The night before our depart from Gradsul three men in armor strode into the inn, looking for ‘Zanreak Von Vanimar.’ Magic Man tried to throw them off the scent, but they knew Music Man by sight, and hiding under the table wasn’t doing much to keep him out of view. None of my business, but then the real problem dropped:

The elf guy leader claims to be a paladin, and everything I’ve ever learned is that there’s no such thing. The elves have their own gods, and they’re decidedly Chaotic, with a capital C. Elves have that connection with orcs and monsters that they just refuse to acknowledge, but playing-acting as a paladin is a new low. Honestly, I half wondered if Magic Man was reading my mind when he asked me to ‘test’ their skills. He used his new spell to speed me up, too, so it was a pretty one-sided smackdown. Felt real good, but I’m concerned at how well Two-Shoes and his adds stayed in character. If he can keep a cool head even when the pressure is on… I have no idea how we’ll uncover what his real plans are.

****

New recruits of all sorts. Two-Shoes has been unbearably obnoxious. It’s like he’s convinced he needs to be everyone’s friend, and he just won’t. Stop. TALKING.

As soon as we got to Niole Dra I bailed on the group, just to get some quiet time looking for swords. While I was wandering I ran into a gnome, getting harassed by some punks. He has some talent, and I’ve officially brought Korrim in as my first disciple in the two sword style. He’s got a good heart, and I think he’ll make a good addition to the team.

Additionally, I’ve found two absolutely GORGEOUS new companions: Charity and Astra. Astra looks plain, but her sheath is amazing, and Charity has some attitude but cuts incredibly well. The shop-keep told me they’re cursed, and their last owner fell in the Hateful Wars, but there’s a hundred explanations for that. I’ve been drilling a lot with both of them, and I think we’ll get along fine.

In other good news, I talked with Magic Man about the Order, and he says he’ll help. What started as a daydream might be becoming a reality, between Zarrik, Korrim, and now we have a blueblood interested. I’ll keep doing my part: gathering power, training disciples, and let Magic Man start making connections and do some info gathering. He seems concerned about the traitors in the lands of men, but I figure that I’ll set the Sacred Order of the Kestrel to work on monsters, and Magic Man will sniff out traitors and signal us if he finds one that needs the Order.

I feel like we’re finally starting to make a difference.