Reading scopeB3-C34
Only material established by your chosen chapter is included. Books share one continuous novel timeline; game progression is separate.
Equipment / Travelling Companion
Donnie, the Dog Backpack
In the main novels
Book 1
A dubious piece of luggage
Dude acquires a cream-colored plush dog sling-backpack whose brown muzzle, oversized black eyes and lopsided ears are not designed for dignified dungeon exploration. The thing is useful immediately: it puts fragile acquisitions and Hex within reach while the group keeps moving. Its absurd appearance is part of its identity, but its practical role is not a joke. Before the team has a settled home, the dog bag is a fragment of home that can be carried.
Scars from the corridor
Donnie travels into dangerous rooms rather than being left at a safe reception desk. Hex uses the bag as transport and a convenient base for tools. During a rapid escape, a restraint catches the long ear and tears its seam. The damage is trivial compared with what happens to people, yet it makes the bag a recognizable object with continuity: the party does not simply swap it for a pristine replacement whenever a corridor goes badly.
Book 2
The name returns
The bag is called Donnie in Book 2, but Dude does not present the name as his latest invention. Rae records his memory that someone else had named it, a small recovered fact with more emotional weight than the object’s plush face suggests. Hex occupies pockets, supplies collect in reinforced sections and Mew remains unimpressed by the embroidered expression. Donnie becomes one of the ordinary things through which the group tracks what Dude remembers—and what he does not.
Book 3
Inventory without a warehouse
As the party becomes mobile again, Donnie is not enough for every object; harnesses, carts and protected sample containers supplement it. Nevertheless, familiar items such as bottles and the elven blade return to the dog bag during an emergency. Its importance is logistical rather than magical: when people must leave a threatened room, someone still needs to decide which things are worth carrying.