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	<id>https://dq-nz.org/dqwiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Neil</id>
	<title>DQWiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://dq-nz.org/dqwiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Neil"/>
	<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php/Special:Contributions/Neil"/>
	<updated>2026-04-15T11:48:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Get_Your_Rocks_Off!&amp;diff=73228</id>
		<title>Get Your Rocks Off!</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Get_Your_Rocks_Off!&amp;diff=73228"/>
		<updated>2014-11-19T01:00:37Z</updated>

		<summary type="html">&lt;p&gt;Neil: add vapour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Precis - The Magistar Viccini Glorthos wants a flying castle. He knows were you can go get him one. Cheap.&lt;br /&gt;
&lt;br /&gt;
A safe easy and fun adventure for about six on Mondays for medium characters.&lt;br /&gt;
&lt;br /&gt;
* [[Alandis]] pointed ears are tingling&lt;br /&gt;
* [[Vapour]] to the rescue! &amp;quot;There&#039;s probably a Damsel or two in the castle in need of rescue that we&#039;ll be st... I mean buying?&amp;quot;.  &#039;&#039;NB: [[Elgar]] also possible, but sounds more like Vapour?&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Vapour_-_The_Legend_continues&amp;diff=72405</id>
		<title>Vapour - The Legend continues</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Vapour_-_The_Legend_continues&amp;diff=72405"/>
		<updated>2014-07-31T01:03:03Z</updated>

		<summary type="html">&lt;p&gt;Neil: Add Green Sage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Julia]][[Category:Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Scribe notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This adventure takes place on the plane of [[Alusia]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary== &lt;br /&gt;
&#039;&#039;&#039;Adventure:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; Julia&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Medium&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entourage:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Vapour]] - the great hero&lt;br /&gt;
* [[Sabastian]] - manager and press officer&lt;br /&gt;
* [[Scab]] - exotic pet&lt;br /&gt;
* [[Sven]] - refreshments provider&lt;br /&gt;
* [[Viola]] - hair and makeup&lt;br /&gt;
* [[Arandor]] - security&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
James Overton, factor of Boton, has asked Vapour and company to locate Harold, the Reve of Oakmarket. If Harold is located, the party will be reward with magical potions, including four resurrection potions.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Meet [[Vapour - The Legend continues#James Overton|James]], party employer. Depart from refugee camp and depart with Michaline knights, separate and encounter roving elementals.&lt;br /&gt;
&lt;br /&gt;
Fight Direwolves in forest, rescue four of Harolds company. Learn the real reason for Harolds trip.&lt;br /&gt;
&lt;br /&gt;
Meet witch, bear and leprechaun. Head to high mana zone.&lt;br /&gt;
&lt;br /&gt;
Fight thunder bird. Locate Harold and acquire ant legs.&lt;br /&gt;
&lt;br /&gt;
Locate spinning disk and solve maze for boon. Obtain fish from lake.&lt;br /&gt;
&lt;br /&gt;
Attack the squatting necromancers&lt;br /&gt;
&lt;br /&gt;
==Scribe notes==&lt;br /&gt;
&lt;br /&gt;
===We begin===&lt;br /&gt;
&lt;br /&gt;
While awaiting for out employer to arrive we are offered â€œdiscountedâ€ greater enchantments. Cheap is not always quality, as Arandor learned, whenever he cast he was by minor magical annoyances. The local paperwork was filled out in triplicate and submitted with the required wavers and amendments.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We meet our employee, [[Vapour - The Legend continues#James Overton|James]], at the guild. He explains [[Vapour - The Legend continues#Oakmarket|Oakmarket]] was devastated during the war and the town was evacuated. [[Vapour - The Legend continues#Harold of Oakmarket|Harold]], the Reve of Oakmarket, departed with 15 soldiers a few weeks ago to investigate what became of their town. Nothing has been heard from Harold and he is overdue. James has been asked by â€œconcernedâ€ parties (other merchant houses) to hire a party to locate and return Harold (Alive, Scab!). Harold was last signed at a refugee camp, four days both of Novolar and about four days ride from Oakmarket.  James is both amazed and gratified the greater hero Vapour was available for this dangerous mission and increases his reward from two to four resurrection potions, as well as a number of other potions. James advised us to fly to the refugee camp and meet with a troop of Michaline knights, whom were heading in the same direction. Our meeting was interrupted by the appearance of a young hobbit selling clean water, sourced from the Sweetwater. Always humble, Vapour had Sabastian purchase some on his behalf and sent to the local orphanages. That evening we enjoyed the highlights of Seagate with James, visiting some of the more high class establishments.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refugee camp===&lt;br /&gt;
&lt;br /&gt;
The next morning the party departed the guild and spent the most of the day flying to the refugee camp, and spent most of the flight mesmorised by the prowess of Vapours flying. Arriving at the camp we encountered a shantytown busting with people driven from their homes. The party distributed small amounts of money and food, as Vapours behest, as they made their way to the Michaline camp. Shown into the camp they were quickly introduced to their leader, [[Vapour - The Legend continues#Claudine|Claudine]], who explained with great enthusiasm she was to lead the troop of 25 into a valley filled with demons. The merry band all wore an insignia with the letter â€œZâ€, for zelot, and could barely contain their excitement - with no Urelites around and demons in their sights they were living the dream. Must to Sebastians confusion they constantly refused any useful magics we had, as â€œMichael would provideâ€ (apparently sending mages with useful magics didnâ€™t count!). We were blessed that evening during prayers.&lt;br /&gt;
&lt;br /&gt;
===Into the wild===&lt;br /&gt;
&lt;br /&gt;
The following morning the groups departed in the cold, crisp light of dawn. The Michalines flying high the banner Sebastian had crafted the previous evening evening. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A day and a half later we bid goodbye to the brave soul and headed north over battered war torn terrain. The party were bother by ghost that evening spent the next day skirting our way around they pitted landscape, avoiding salamanders and various elementals thanks to Vapour&#039;s magics&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Following worn and weary road toward Oakmarket we enter a large and gloomy forest. Some hours later we discover signs of a bloody and one sided battle. There were signs of dozen or so men (Harold?) who were defeated by large creatures with gigantic wolf prints. Five of the men fled, whom we search for and failed to find. Following the wolf and captor prints we find a large cave guarded by a number of dire wolves. The alarm is raised when wolves decide a flying, invisible Sasquatch is more than an innocent woodland creature. The cave is entered and battle ensues, with the heroic Vapour leading the charge.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As the dust settles Vapour stands astride the bodies of giant dwarves and dire wolves, blood and gore litter the cave floor. Scab chases a retreating wolf, and is overcome. The party eventually rescue Scab, but not before the fiends had administered him the unkindest cut - a poodle cut, oh the humanity. We spend the remainder of the day in the cave as Scab sleeps off the shock. Five survivors of Harold&#039;s expedition are located shacked in the cave network, the remaining captors eaten by their captors. Healing and feeding follow as we quiz them of recent events - Harold was returning to Oakmarket to source rare herbs, necessary to make resurrections potions - a ransom for his kidnapped daughter.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resting and recovering, Ralf shares his knowledge of a friendly witch deep in the forest. Later that day we find ourselves in a clearing, facing a small cottage surrounded by a well tendered hedge. Soon after hailing the house we are explaining our journey and sipping tea with the elderly witch that inhabits the cottage, she offers to perform a vision ritual to assist us that evening. We learn Harold is heading to the &amp;quot;Tomb of the Giant Lords&amp;quot;, a mound near the village where rare herbs grow. Sebastian set about performing repairs, while Vapour performs some other strenuous duties, as we await the setting sun.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That evening the ritual is performed, with Vapour naked to enhance the magic, and we all see a vision of a gigantic bear and spinning disk.  Vapour receives a second vision of a restore life recipe.&lt;br /&gt;
&lt;br /&gt;
* Heart sword â€“ fish in the local lake&lt;br /&gt;
* Death Lilly â€“ found of the mound&lt;br /&gt;
* Spears of Life (x10) â€“ legs from giant ants in the high mana zone, dipper in mud and dried under the light of the full moon.&lt;br /&gt;
* Eyes of the Green Sage â€“ sage leaves&lt;br /&gt;
* Times Beginning â€“ thyme root&lt;br /&gt;
* Essesnce of Air â€“ breath of an air elemental&lt;br /&gt;
&lt;br /&gt;
=== Visiting Neighbours ===&lt;br /&gt;
&lt;br /&gt;
Ursula is a gigantic bear who lives in the woods, and the daughter of the Witch, who we find the next morning. Scabs gift of wolf steaks convinces her to speak with us and we learn of a four foot wide  spinning disk, known as a life preserver, that was seen in the high mana zone some many miles from us. The village is filled with elven necromancers who are to perform an evil ritual on the upcoming high holiday.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are directed to a friend of hers, who we locate by following a rainbow. He is a leprechaun who trades us protection from draining in exchange for luck. He also know he to increase your luck by making a doll or visiting deaths island. We trade the collar containing the greater for a spectral sword that is exchange in the hands of a noble.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flying Excitement ===&lt;br /&gt;
&lt;br /&gt;
We are a hour into flight, over the high mana zone when we see a gigantic bird covered in lightning ! We landed and hid behind thorn walls, but the storm bird was determined to have lunch. Launching bolt after bolt on the party it closed in for the kill. Viola stood with its back to the creature so it couldnâ€™t see her, and the party fell upon the creature. Led by Vapours heroism and Scabs woodland lore the party were victorious, they then spent a significant amount of time healing up.&amp;lt;BR&amp;gt;[Essence of Air from bird]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Returning to the skies the party resumed their flight and Vapur sent some wind speeches to Harold. We they hit upon the idea of following them and it lead us to an earthen fortress surrounded by ants (the size of large hobbits). Harold and the remainder of his party we found in the fortress. He had grown a tree, a delicacy of the ants, to attract them in but did not expect hundreds.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
One blacksphere and many exploded acidic ants later, the party had 80 ant legs. The mud pools were north of the fortress, but looked to be inhabited by hippos. Sabastian created a barrel to be lowered into the mud from a height.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amazing and Awesome ===&lt;br /&gt;
&lt;br /&gt;
We forget getting the Mud for now, as that won&#039;t be needed until the full moon. Instead, we head to the large spinning disk floating in the air close by - the same one seen in our Visions.&lt;br /&gt;
&lt;br /&gt;
We each disappear as we get close, and find ourselves in a magical Maze.&lt;br /&gt;
&lt;br /&gt;
After solving 3 riddles sequentially, we are transport to meet the &#039;&#039;Green Sage&#039;&#039; where we are granted answers to 3 questions.&lt;br /&gt;
Our choice (taking up 3 questions) is to ask how turn our Ritual of Purification into an &#039;&#039;Awesome&#039;&#039; Ritual of Purification.&lt;br /&gt;
&lt;br /&gt;
Departing the maze the party heads to the lake to obtain the fish. We encounter flesh golems performing the same task (on behalf of necromancers), which are dispatched.&lt;br /&gt;
&lt;br /&gt;
=== Attack, of a Sorts ===&lt;br /&gt;
&lt;br /&gt;
Deciding to rid the town of the necromancers before the high holiday the party begin to plan. Much scout and discuss takes place ang the party follow a water elemental through an underground river to beneath the city. Using dark sphere we tunnel closer to the remains of the keep on the hill, forgetting it is called the Tomb of the giant lords. Fleeing the giant skeletal hand the party exit the waterways via the town well. &lt;br /&gt;
&lt;br /&gt;
Lead by the brave Vapour the party charging the main tower, weaving their way through the wards, and throw down Light over the darkened area to reveal a courtyard full of traps! Removal of the darkness prevents wraith from ambushing us from the hiding places. The necromancers raise horde of undead before the retreat into the tower, follows closely by the frothing Sebastian.&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&lt;br /&gt;
leprechaun bless - can only be drain a max of half fatigue&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Long Term (assumed always on) ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur &lt;br /&gt;
!Title=&amp;quot;Vapour&amp;quot;  | Va&lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;    | Sa&lt;br /&gt;
!Title=&amp;quot;Scab&amp;quot;    | Sc&lt;br /&gt;
!Title=&amp;quot;Sven&amp;quot;  | Sv&lt;br /&gt;
!Title=&amp;quot;Viola&amp;quot;    | Vi&lt;br /&gt;
!Title=&amp;quot;Arandor&amp;quot;  | Ar&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Form (Sa)&amp;amp;nbsp; &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 20%* def &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5 hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight (Sa)&amp;amp;nbsp; &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 16&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | See invis&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 8.5 hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; |&lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The party can have as many [[Leech]]es as they want. &lt;br /&gt;
&lt;br /&gt;
Recommended are &lt;br /&gt;
&lt;br /&gt;
[[Black_Leech]] (cure first poison and dies)&lt;br /&gt;
&lt;br /&gt;
[[Green_Leech]] (protects from mental backfires, -1Ft/24 hrs)&lt;br /&gt;
&lt;br /&gt;
[[Red_%26_Green_Leech]] (witchsight PC+40%, excruciating pain on the first day of the month)&lt;br /&gt;
&lt;br /&gt;
[[Red_Leech]] (2nd resistance to charm)&lt;br /&gt;
&lt;br /&gt;
[[White_Leech]] (+2 steps better consciousness checks)&lt;br /&gt;
&lt;br /&gt;
If your perception is less than 15 then take&lt;br /&gt;
[[Blue_Leech]] (+1 pt for stun) - at higher PC it drops it by a point or three&lt;br /&gt;
&lt;br /&gt;
=== Short Term ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur &lt;br /&gt;
!Title=&amp;quot;Vapour&amp;quot;  | Va&lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;    | Sa&lt;br /&gt;
!Title=&amp;quot;Scab&amp;quot;    | Sc&lt;br /&gt;
!Title=&amp;quot;Sven&amp;quot;  | Sv&lt;br /&gt;
!Title=&amp;quot;Viola&amp;quot;    | Vi&lt;br /&gt;
!Title=&amp;quot;Arandor&amp;quot;  | Ar&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings (Sa)&amp;amp;nbsp; &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 40 mph&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5.5hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Air Walking (Va) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 4.5hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Feather Falling (Va) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 4&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 2.5hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Vapour Breathing (Va) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 4.5hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Water Breathing (Sv) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Waters of Strength (Sv) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 16?&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | [D-4]+16?&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ?&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creatures &amp;amp; People Encountered==&lt;br /&gt;
&lt;br /&gt;
====James Overton=====   &lt;br /&gt;
Factor of Boton and pary employee. Has been tasked to perform this on behalf of other parties whom wish to remain nameless. Party suspects the are other merchant guilds.&lt;br /&gt;
&lt;br /&gt;
=====Harold of Oakmarket===== &lt;br /&gt;
Reve of Oakmarket and head of the merchant house. Extremely talented herbalist. Departed two weeks ago to &amp;lt;S&amp;gt;investigate what has become of his town.&amp;lt;/S&amp;gt; locate the rare herbs, requires for his daughters ransom.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Four of his company are rescued from direwolves - Yoham, Hans, Ralf, Stephan. Six were eaten. Five are missing.&lt;br /&gt;
&lt;br /&gt;
===== The Green Sage =====&lt;br /&gt;
At the end of the &amp;quot;spinning disk&amp;quot; maze. Will provide knowledge by answering 3 questions to those who make it through the maze&#039;s 3 puzzles.&lt;br /&gt;
&lt;br /&gt;
=====Lucy===== &lt;br /&gt;
Harold&#039;s kidnapped daughter.&lt;br /&gt;
&lt;br /&gt;
=====Witch===== &lt;br /&gt;
Lives in the great forest and mother of Ursula. Performed vision ritual with the party.&lt;br /&gt;
&lt;br /&gt;
=====Ursula===== &lt;br /&gt;
A giant bear that lives in the great forest. The daughter of the Witch. &lt;br /&gt;
&lt;br /&gt;
=====Leprechaun===== &lt;br /&gt;
Lives in the great forest at the end of a rainbow. Bestowed protection against draining.&lt;br /&gt;
&lt;br /&gt;
=====Claudine===== &lt;br /&gt;
leader of a Michaline faction. Putting the Z into Zelot.&lt;br /&gt;
&lt;br /&gt;
=====Oakmarket===== &lt;br /&gt;
a small town in Aquila, devastated by the recent war. Was famous for saffron, orange cloth and herbalist potions.&lt;br /&gt;
&lt;br /&gt;
=====Shantytown===== &lt;br /&gt;
a camp west of Novolar where refugees of the war have fled. Where the party met the Michalines.&lt;br /&gt;
&lt;br /&gt;
==Astrology Reading==&lt;br /&gt;
Reading of the nights sky&amp;lt;BR&amp;gt;&lt;br /&gt;
Fair of face in far off place,&amp;lt;BR&amp;gt;&lt;br /&gt;
Honour bound by scheming hound,&amp;lt;BR&amp;gt;&lt;br /&gt;
Thrice paid for life&#039;s short lease&amp;lt;BR&amp;gt;&lt;br /&gt;
Strive maid to service deaths release&amp;lt;BR&amp;gt;&lt;br /&gt;
When fates wheel turns o&#039;er whim of few&amp;lt;BR&amp;gt;&lt;br /&gt;
Winds of greed or gallantry all true&amp;lt;BR&amp;gt;&lt;br /&gt;
So long lives hatred&amp;lt;BR&amp;gt;&lt;br /&gt;
So long lives dread&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ingredients==&lt;br /&gt;
* Heart sword â€“ fish in the local lake - OBTAINED&lt;br /&gt;
* Death Lilly â€“ found of the mound - outstanding&lt;br /&gt;
* Spears of Life (x10) â€“ legs from giant ants in the high mana zone, dipper in mud and dried under the light of the full moon. - legs obtained, awaiting full moon.&lt;br /&gt;
* Eyes of the Green Sage â€“ sage leaves - OBTAINED&lt;br /&gt;
* Times Beginning â€“ thyme root - OBTAINED&lt;br /&gt;
* Essesnce of Air â€“ breath of an air elemental - OBTAINED&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
Direwolves&lt;br /&gt;
* Collar - stores spellcasting fatigue&amp;lt;BR&amp;gt; &lt;br /&gt;
* Collar - greater enchantment&amp;lt;BR&amp;gt;&lt;br /&gt;
* pelts&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=1 border=1 class=&amp;quot;Season&amp;quot; id=&amp;quot;Summer&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Winter 814wk&#039;&#039;&#039;: [[Meadow]] &amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;b&amp;gt;[[Beltane]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &#039;&#039;Guild Meeting&#039;&#039;&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &#039;&#039;Departed for refugee camp&#039;&#039;&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &#039;&#039;Departed refugee camp for oakmarket&#039;&#039;&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &#039;&#039;Waved Michalines goodbye&#039;&#039;&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &#039;&#039;Fight wolves&#039;&#039;&lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &#039;&#039;Visit Witch. Visions&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &#039;&#039;Bear and Leprechaun. Fight in HMZ &#039;&#039;&lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 14&lt;br /&gt;
|  &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Summer 810wk&#039;&#039;&#039;: [[Heat]] &amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 5&lt;br /&gt;
|&lt;br /&gt;
| class=day | 6&lt;br /&gt;
|&lt;br /&gt;
| class=day | 7&lt;br /&gt;
|&lt;br /&gt;
| class=day | 8&lt;br /&gt;
|&lt;br /&gt;
| class=day | 9&lt;br /&gt;
|&lt;br /&gt;
| class=day | 10&lt;br /&gt;
|&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 12&lt;br /&gt;
|&lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &#039;&#039;Midsummer Eve (Faerie Day)&#039;&#039;&lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &#039;&#039;Solstice&#039;&#039;&lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Summer 810wk&#039;&#039;&#039;: [[Breeze]] &amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &#039;&#039;Day of Death&#039;&#039;&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 10&lt;br /&gt;
|&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Vapour_-_The_Legend_continues&amp;diff=72322</id>
		<title>Vapour - The Legend continues</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Vapour_-_The_Legend_continues&amp;diff=72322"/>
		<updated>2014-07-22T02:07:51Z</updated>

		<summary type="html">&lt;p&gt;Neil: Amazing and Awesome&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Julia]][[Category:Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Scribe notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This adventure takes place on the plane of [[Alusia]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary== &lt;br /&gt;
&#039;&#039;&#039;Adventure:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; Julia&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Medium&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entourage:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Vapour]] - the great hero&lt;br /&gt;
* [[Sabastian]] - manager and press officer&lt;br /&gt;
* [[Scab]] - exotic pet&lt;br /&gt;
* [[Sven]] - refreshments provider&lt;br /&gt;
* [[Viola]] - hair and makeup&lt;br /&gt;
* [[Arandor]] - security&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
James Overton, factor of Boton, has asked Vapour and company to locate Harold, the Reve of Oakmarket. If Harold is located, the party will be reward with magical potions, including four resurrection potions.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Meet [[Vapour - The Legend continues#James Overton|James]], party employer. Depart from refugee camp and depart with Michaline knights, separate and encounter roving elementals.&lt;br /&gt;
&lt;br /&gt;
Fight Direwolves in forest, rescue four of Harolds company. Learn the real reason for Harolds trip.&lt;br /&gt;
&lt;br /&gt;
==Scribe notes==&lt;br /&gt;
&lt;br /&gt;
===We begin===&lt;br /&gt;
&lt;br /&gt;
While awaiting for out employer to arrive we are offered â€œdiscountedâ€ greater enchantments. Cheap is not always quality, as Arandor learned, whenever he cast he was by minor magical annoyances. The local paperwork was filled out in triplicate and submitted with the required wavers and amendments.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We meet our employee, [[Vapour - The Legend continues#James Overton|James]], at the guild. He explains [[Vapour - The Legend continues#Oakmarket|Oakmarket]] was devastated during the war and the town was evacuated. [[Vapour - The Legend continues#Harold of Oakmarket|Harold]], the Reve of Oakmarket, departed with 15 soldiers a few weeks ago to investigate what became of their town. Nothing has been heard from Harold and he is overdue. James has been asked by â€œconcernedâ€ parties (other merchant houses) to hire a party to locate and return Harold (Alive, Scab!). Harold was last signed at a refugee camp, four days both of Novolar and about four days ride from Oakmarket.  James is both amazed and gratified the greater hero Vapour was available for this dangerous mission and increases his reward from two to four resurrection potions, as well as a number of other potions. James advised us to fly to the refugee camp and meet with a troop of Michaline knights, whom were heading in the same direction. Our meeting was interrupted by the appearance of a young hobbit selling clean water, sourced from the Sweetwater. Always humble, Vapour had Sabastian purchase some on his behalf and sent to the local orphanages. That evening we enjoyed the highlights of Seagate with James, visiting some of the more high class establishments.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refugee camp===&lt;br /&gt;
&lt;br /&gt;
The next morning the party departed the guild and spent the most of the day flying to the refugee camp, and spent most of the flight mesmorised by the prowess of Vapours flying. Arriving at the camp we encountered a shantytown busting with people driven from their homes. The party distributed small amounts of money and food, as Vapours behest, as they made their way to the Michaline camp. Shown into the camp they were quickly introduced to their leader, [[Vapour - The Legend continues#Claudine|Claudine]], who explained with great enthusiasm she was to lead the troop of 25 into a valley filled with demons. The merry band all wore an insignia with the letter â€œZâ€, for zelot, and could barely contain their excitement - with no Urelites around and demons in their sights they were living the dream. Must to Sebastians confusion they constantly refused any useful magics we had, as â€œMichael would provideâ€ (apparently sending mages with useful magics didnâ€™t count!). We were blessed that evening during prayers.&lt;br /&gt;
&lt;br /&gt;
===Into the wild===&lt;br /&gt;
&lt;br /&gt;
The following morning the groups departed in the cold, crisp light of dawn. The Michalines flying high the banner Sebastian had crafted the previous evening evening. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A day and a half later we bid goodbye to the brave soul and headed north over battered war torn terrain. The party were bother by ghost that evening spent the next day skirting our way around they pitted landscape, avoiding salamanders and various elementals thanks to Vapour&#039;s magics&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Following worn and weary road toward Oakmarket we enter a large and gloomy forest. Some hours later we discover signs of a bloody and one sided battle. There were signs of dozen or so men (Harold?) who were defeated by large creatures with gigantic wolf prints. Five of the men fled, whom we search for and failed to find. Following the wolf and captor prints we find a large cave guarded by a number of dire wolves. The alarm is raised when wolves decide a flying, invisible Sasquatch is more than an innocent woodland creature. The cave is entered and battle ensues, with the heroic Vapour leading the charge.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As the dust settles Vapour stands astride the bodies of giant dwarves and dire wolves, blood and gore litter the cave floor. Scab chases a retreating wolf, and is overcome. The party eventually rescue Scab, but not before the fiends had administered him the unkindest cut - a poodle cut, oh the humanity. We spend the remainder of the day in the cave as Scab sleeps off the shock. Five survivors of Harold&#039;s expedition are located shacked in the cave network, the remaining captors eaten by their captors. Healing and feeding follow as we quiz them of recent events - Harold was returning to Oakmarket to source rare herbs, necessary to make resurrections potions - a ransom for his kidnapped daughter.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resting and recovering, Ralf shares his knowledge of a friendly witch deep in the forest. Later that day we find ourselves in a clearing, facing a small cottage surrounded by a well tendered hedge. Soon after hailing the house we are explaining our journey and sipping tea with the elderly witch that inhabits the cottage, she offers to perform a vision ritual to assist us that evening. We learn Harold is heading to the &amp;quot;Tomb of the Giant Lords&amp;quot;, a mound near the village where rare herbs grow. Sebastian set about performing repairs, while Vapour performs some other strenuous duties, as we await the setting sun.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That evening the ritual is performed, with Vapour naked to enhance the magic, and we all see a vision of a gigantic bear and spinning disk.  Vapour receives a second vision of a restore life recipe.&lt;br /&gt;
&lt;br /&gt;
* Heart sword â€“ fish in the local lake&amp;lt;&lt;br /&gt;
* Death Lilly â€“ found of the mound&lt;br /&gt;
* Spears of Life (x10) â€“ legs from giant ants in the high mana zone, dipper in mud and dried under the light of the full moon.&lt;br /&gt;
* Eyes of the Green Sage â€“ sage leaves&lt;br /&gt;
* Times Beginning â€“ thyme root&lt;br /&gt;
* Essesnce of Air â€“ breath of an air elemental&lt;br /&gt;
&lt;br /&gt;
=== Visiting Neighbours ===&lt;br /&gt;
&lt;br /&gt;
Ursula is a gigantic bear who lives in the woods, and the daughter of the Witch, who we find the next morning. Scabs gift of wolf steaks convinces her to speak with us and we learn of a four foot wide  spinning disk, known as a life preserver, that was seen in the high mana zone some many miles from us. The village is filled with elven necromancers who are to perform an evil ritual on the upcoming high holiday.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are directed to a friend of hers, who we locate by following a rainbow. He is a leprechaun who trades us protection from draining in exchange for luck. He also know he to increase your luck by making a doll or visiting deaths island. We trade the collar containing the greater for a spectral sword that is exchange in the hands of a noble.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flying Excitement ===&lt;br /&gt;
&lt;br /&gt;
We are a hour into flight, over the high mana zone when we see a gigantic bird covered in lightning ! We landed and hid behind thorn walls, but the storm bird was determined to have lunch. Launching bolt after bolt on the party it closed in for the kill. Viola stood with its back to the creature so it couldnâ€™t see her, and the party fell upon the creature. Led by Vapours heroism and Scabs woodland lore the party were victorious, they then spent a significant amount of time healing up.&amp;lt;BR&amp;gt;[Essence of Air from bird]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Returning to the skies the party resumed their flight and Vapur sent some wind speeches to Harold. We they hit upon the idea of following them and it lead us to an earthen fortress surrounded by ants (the size of large hobbits). Harold and the remainder of his party we found in the fortress. He had grown a tree, a delicacy of the ants, to attract them in but did not expect hundreds.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
One blacksphere and many exploded acidic ants later, the party had 80 ant legs. The mud pools were north of the fortress, but looked to be inhabited by hippos. Sabastian created a barrel to be lowered into the mud from a height.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chapter 4: Amazing and Awesome ===&lt;br /&gt;
We forget getting the Mud for now, as that won&#039;t be needed until the full moon. Instead, we head to the large spinning disk floating in the air close by - the same one seen in our Visions.&lt;br /&gt;
&lt;br /&gt;
We each disappear as we get close, and find ourselves in a magical Maze.&lt;br /&gt;
&lt;br /&gt;
After solving 3 riddles sequentially, we are transport to meet ??? where we are granted answers to 3 questions.&lt;br /&gt;
Our choice (taking up 3 questions) is to ask how turn our Ritual of Purification into an &#039;&#039;Awesome&#039;&#039; Ritual of Purificaiton.&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&lt;br /&gt;
leprechaun bless - can only be drain a max of half fatigue&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Long Term (assumed always on) ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur &lt;br /&gt;
!Title=&amp;quot;Vapour&amp;quot;  | Va&lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;    | Sa&lt;br /&gt;
!Title=&amp;quot;Scab&amp;quot;    | Sc&lt;br /&gt;
!Title=&amp;quot;Sven&amp;quot;  | Sv&lt;br /&gt;
!Title=&amp;quot;Viola&amp;quot;    | Vi&lt;br /&gt;
!Title=&amp;quot;Arandor&amp;quot;  | Ar&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Form (Sa)&amp;amp;nbsp; &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 20%* def &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5 hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight (Sa)&amp;amp;nbsp; &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 16&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | See invis&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 8.5 hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; |&lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The party can have as many [[Leech]]es as they want. &lt;br /&gt;
&lt;br /&gt;
Recommended are &lt;br /&gt;
&lt;br /&gt;
[[Black_Leech]] (cure first poison and dies)&lt;br /&gt;
&lt;br /&gt;
[[Green_Leech]] (protects from mental backfires, -1Ft/24 hrs)&lt;br /&gt;
&lt;br /&gt;
[[Red_%26_Green_Leech]] (witchsight PC+40%, excruciating pain on the first day of the month)&lt;br /&gt;
&lt;br /&gt;
[[Red_Leech]] (2nd resistance to charm)&lt;br /&gt;
&lt;br /&gt;
[[White_Leech]] (+2 steps better consciousness checks)&lt;br /&gt;
&lt;br /&gt;
If your perception is less than 15 then take &lt;br /&gt;
&lt;br /&gt;
[[Blue_Leech]] (+1 pt for stun) - at higher PC it drops it by a point or three&lt;br /&gt;
&lt;br /&gt;
=== Short Term ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur &lt;br /&gt;
!Title=&amp;quot;Vapour&amp;quot;  | Va&lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;    | Sa&lt;br /&gt;
!Title=&amp;quot;Scab&amp;quot;    | Sc&lt;br /&gt;
!Title=&amp;quot;Sven&amp;quot;  | Sv&lt;br /&gt;
!Title=&amp;quot;Viola&amp;quot;    | Vi&lt;br /&gt;
!Title=&amp;quot;Arandor&amp;quot;  | Ar&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings (Sa)&amp;amp;nbsp; &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 40 mph&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5.5hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Air Walking (Va) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 4.5hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Feather Falling (Va) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 4&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 2.5hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Vapour Breathing (Va) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 4.5hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Water Breathing (Sv) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Waters of Strength (Sv) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 16?&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | [D-4]+16?&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ?&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creatures &amp;amp; People Encountered==&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;James Overton&#039;&#039;&#039;=====   &lt;br /&gt;
factor of Boton and pary employee. Has been tasked to perform this on behalf of other parties whom wish to remain nameless. Party suspects the are other merchant guilds.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Harold of Oakmarket&#039;&#039;&#039;===== &lt;br /&gt;
Reve of Oakmarket and head of the merchant house. Extremely talented herbalist. Departed two weeks ago to &amp;lt;S&amp;gt;investigate what has become of his town.&amp;lt;/S&amp;gt; locate the rare herbs, requires for his daughters ransom.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Four of his company are rescued from direwolves - Yoham, Hans, Ralf, Stephan. Six were eaten. Five are missing.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Lucy&#039;&#039;&#039;===== &lt;br /&gt;
Harolds kidnapped daughter.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Witch&#039;&#039;&#039;===== &lt;br /&gt;
Lives in the great forest and mother of Ursula. Performed vision ritual with the party.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Ursula&#039;&#039;&#039;===== &lt;br /&gt;
A giant bear that lives in the great forest. The daughter of the Witch. &lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Leprechaun &#039;&#039;&#039;===== &lt;br /&gt;
Lives in the great forest at the end of a rainbow. Bestowed protection against draining.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Oakmarket&#039;&#039;&#039;===== &lt;br /&gt;
a small town in Aquila, devastated by the recent war. Was famous for saffron, orange cloth and herbalist potions.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Claudine&#039;&#039;&#039;===== &lt;br /&gt;
leader of a Michaline faction. Putting the Z into Zelot.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Shantytown&#039;&#039;&#039;===== &lt;br /&gt;
a camp west of Novolar where refugees of the war have fled. Where the party met the Michalines.&lt;br /&gt;
&lt;br /&gt;
==Astrology Reading==&lt;br /&gt;
Reading of the nights sky&amp;lt;BR&amp;gt;&lt;br /&gt;
Fair of face in far off place,&amp;lt;BR&amp;gt;&lt;br /&gt;
Honour bound by scheming hound,&amp;lt;BR&amp;gt;&lt;br /&gt;
Thrice paid for life&#039;s short lease&amp;lt;BR&amp;gt;&lt;br /&gt;
Strive maid to service deaths release&amp;lt;BR&amp;gt;&lt;br /&gt;
When fates wheel turns o&#039;er whim of few&amp;lt;BR&amp;gt;&lt;br /&gt;
Winds of greed or gallantry all true&amp;lt;BR&amp;gt;&lt;br /&gt;
So long lives hatred&amp;lt;BR&amp;gt;&lt;br /&gt;
So long lives dread&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
Direwolves&lt;br /&gt;
* Collar - stores spellcasting fatigue&amp;lt;BR&amp;gt; &lt;br /&gt;
* Collar - greater enchantment&amp;lt;BR&amp;gt;&lt;br /&gt;
* pelts&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=1 border=1 class=&amp;quot;Season&amp;quot; id=&amp;quot;Summer&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Winter 814wk&#039;&#039;&#039;: [[Meadow]] &amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;b&amp;gt;[[Beltane]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &#039;&#039;Guild Meeting&#039;&#039;&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &#039;&#039;Departed for refugee camp&#039;&#039;&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &#039;&#039;Departed refugee camp for oakmarket&#039;&#039;&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &#039;&#039;Waved Michalines goodbye&#039;&#039;&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &#039;&#039;Fight wolves&#039;&#039;&lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &#039;&#039;Visit Witch. Visions&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &#039;&#039;Bear and Leprechaun. Fight in HMZ &#039;&#039;&lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 14&lt;br /&gt;
|  &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Summer 810wk&#039;&#039;&#039;: [[Heat]] &amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 5&lt;br /&gt;
|&lt;br /&gt;
| class=day | 6&lt;br /&gt;
|&lt;br /&gt;
| class=day | 7&lt;br /&gt;
|&lt;br /&gt;
| class=day | 8&lt;br /&gt;
|&lt;br /&gt;
| class=day | 9&lt;br /&gt;
|&lt;br /&gt;
| class=day | 10&lt;br /&gt;
|&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 12&lt;br /&gt;
|&lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &#039;&#039;Midsummer Eve (Faerie Day)&#039;&#039;&lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &#039;&#039;Solstice&#039;&#039;&lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Summer 810wk&#039;&#039;&#039;: [[Breeze]] &amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &#039;&#039;Day of Death&#039;&#039;&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 10&lt;br /&gt;
|&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Vapour_-_The_Legend_continues&amp;diff=72038</id>
		<title>Vapour - The Legend continues</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Vapour_-_The_Legend_continues&amp;diff=72038"/>
		<updated>2014-06-23T23:33:10Z</updated>

		<summary type="html">&lt;p&gt;Neil: /* Buffs &amp;amp; Mil Sci */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Julia]][[Category:Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Scribe notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This adventure takes place on the plane of [[Alusia]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary== &lt;br /&gt;
&#039;&#039;&#039;Adventure:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; Julia&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Medium&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entourage:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Vapour]] - the great hero&lt;br /&gt;
* [[Sabastian]] - manager and press officer&lt;br /&gt;
* [[Scab]] - exotic pet&lt;br /&gt;
* [[Sven]] - refreshments provider&lt;br /&gt;
* [[Viola]] - hair and makeup&lt;br /&gt;
* [[Arandor]] - security&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
James Overton, factor of Boton, has asked Vapor and company to locate Harold, the reve of Oakmarket. If Harold is located, the party will be reward with magical potions, including four resurrection potions.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Summary&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Meet [[Vapour - The Legend continues#James Overton|James]], party employer. Depart from refugee camp and depart with Michaline knights, separate and encounter roving elementals.&lt;br /&gt;
&lt;br /&gt;
Fight Direwolves in forest, rescue four of Harolds company. Learn the real reason for Harolds trip.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Scribe notes&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;We begin&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
While awaiting for out employer to arrive we are offered â€œdiscountedâ€ greater enchantments. Cheap is not always quality, as Arandor learned, whenever he cast he was by minor magical annoyances. The local paperwork was filled out in triplicate and submitted with the required wavers and amendments.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We meet our employee, [[Vapour - The Legend continues#James Overton|James]], at the guild. He explains [[Vapour - The Legend continues#Oakmarket|Oakmarket]] was devastated during the war and the town was evacuated. [[Vapour - The Legend continues#Harold of Oakmarket|Harold]], the Reve of Oakmarket, departed with 15 soldiers a few weeks ago to investigate what became of their town. Nothing has been heard from Harold and he is overdue. James has been asked by â€œconcernedâ€ parties (other merchant houses) to hire a party to locate and return Harold (Alive, Scab!). Harold was last signed at a refugee camp, four days both of Novolar and about four days ride from Oakmarket.  James is both amazed and gratified the greater hero Vapour was available for this dangerous mission and increases his reward from two to four resurrection potions, as well as a number of other potions. James advised us to fly to the refugee camp and meet with a troop of Michaline knights, whom were heading in the same direction. Our meeting was interrupted by the appearance of a young hobbit selling clean water, sourced from the Sweetwater. Always humble, Vapour had Sabastian purchase some on his behalf and sent to the local orphanages. That evening we enjoyed the highlights of Seagate with James, visiting some of the more high class establishments.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Refugee camp&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The next morning the party departed the guild and spent the most of the day flying to the refugee camp, and spent most of the flight mesmorised by the prowess of Vapours flying. Arriving at the camp we encountered a shantytown busting with people driven from their homes. The party distributed small amounts of money and food, as Vapours behest, as they made their way to the Michaline camp. Shown into the camp they were quickly introduced to their leader, [[Vapour - The Legend continues#Claudine|Claudine]], who explained with great enthusiasm she was to lead the troop of 25 into a valley filled with demons. The merry band all wore an insignia with the letter â€œZâ€, for zelot, and could barely contain their excitement - with no Urelites around and demons in their sights they were living the dream. Must to Sebastians confusion they constantly refused any useful magics we had, as â€œMichael would provideâ€ (apparently sending mages with useful magics didnâ€™t count!). We were blessed that evening during prayers.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Into the wild&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The following morning the groups departed in the cold, crisp light of dawn. The Michalines flying high the banner Sebastian had crafted the previous evening evening. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A day and a half later we bid goodbye to the brave soul and headed north over battered war torn terrain. The party were bother by ghost that evening spent the next day skirting our way around they pitted landscape, avoiding salamanders and various elementals thanks to Vapours magics&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Following worn and weary road toward Oakmarket we enter a large and gloomy forest. Some hours later we discover signs of a bloody and one sided battle. There were signs of dozen or so men (Harold?) who were defeated by large creatures with gigantic wolf prints. Five of the men fled, whom we search for and failed to find. Following the wolf and captor prints we find a large cave guarded by a number of dire wolves. The alarm is raised when wolves decide a flying, invisible Sasquatch is more than an innocent woodland creature. The cave is entered and battle ensues, with the heroic Vapour leading the charge.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As the dust settles Vapous stands astride the bodies of giant dwarves and dire wolves, blood and gore litter the cave floor. Scab chases a retreating wolf, and is overcome. The party eventually rescue Scab, but not before the fiends had administered him the unkindest cut - a poodle cut, oh the humanity. We spend the remainder of the day in the cave as Scab sleeps off the shock. Five survivors of Harolds expedition are located shacked in the cave network, the remaining captors eaten by their captors. Healing and feeding follow as we quiz them of recent events - Harold was returning to Oakmarket to source rare herbs, necessary to make resurrections potions - a ransom for his kidnapped daughter.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-ups===&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Long Term (assumed always on) ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur &lt;br /&gt;
!Title=&amp;quot;Vapour&amp;quot;  | Va&lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;    | Sa&lt;br /&gt;
!Title=&amp;quot;Scab&amp;quot;    | Sc&lt;br /&gt;
!Title=&amp;quot;Sven&amp;quot;  | Sv&lt;br /&gt;
!Title=&amp;quot;Viola&amp;quot;    | Vi&lt;br /&gt;
!Title=&amp;quot;Arandor&amp;quot;  | Ar&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Form (Sa)&amp;amp;nbsp; &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 20%* def &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5 hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight (Sa)&amp;amp;nbsp; &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 16&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | See invis&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 8.5 hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; |&lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The party can have as many [[Leech]]es as they want. &lt;br /&gt;
&lt;br /&gt;
Recommended are &lt;br /&gt;
&lt;br /&gt;
[[Black_Leech]] (cure first poison and dies)&lt;br /&gt;
&lt;br /&gt;
[[Green_Leech]] (protects from mental backfires, -1Ft/24 hrs)&lt;br /&gt;
&lt;br /&gt;
[[Red_%26_Green_Leech]] (witchsight PC+40%, excruciating pain on the first day of the month)&lt;br /&gt;
&lt;br /&gt;
[[Red_Leech]] (2nd resistance to charm)&lt;br /&gt;
&lt;br /&gt;
[[White_Leech]] (+2 steps better consciousness checks)&lt;br /&gt;
&lt;br /&gt;
If your perception is less than 15 then take &lt;br /&gt;
&lt;br /&gt;
[[Blue_Leech]] (+1 pt for stun) - at higher PC it drops it by a point or three&lt;br /&gt;
&lt;br /&gt;
=== Short Term ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur &lt;br /&gt;
!Title=&amp;quot;Vapour&amp;quot;  | Va&lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;    | Sa&lt;br /&gt;
!Title=&amp;quot;Scab&amp;quot;    | Sc&lt;br /&gt;
!Title=&amp;quot;Sven&amp;quot;  | Sv&lt;br /&gt;
!Title=&amp;quot;Viola&amp;quot;    | Vi&lt;br /&gt;
!Title=&amp;quot;Arandor&amp;quot;  | Ar&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings (Sa)&amp;amp;nbsp; &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 40 mph&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5.5hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Air Walking (Va) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 4.5hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Feather Falling (Va) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 4&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 2.5hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Vapour Breathing (Va) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 4.5hr&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; y&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Water Breathing (Sv) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Waters of Strength (Sv) &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 16?&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | [D-4]+16?&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ?&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sc --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sv --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Vi --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creatures &amp;amp; People Encountered==&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;James Overton&#039;&#039;&#039;=====   &lt;br /&gt;
factor of Boton and pary employee. Has been tasked to perform this on behalf of other parties whom wish to remain nameless. Party suspects the are other merchant guilds.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Harold of Oakmarket&#039;&#039;&#039;===== &lt;br /&gt;
Reve of Oakmarket and head of the merchant house. Extremely talented herbalist. Departed two weeks ago to &amp;lt;S&amp;gt;investigate what has become of his town.&amp;lt;/S&amp;gt; locate the rare herbs, requires for his daughters ransom.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Four of his company are rescued from direwolves - Yoham, Hans, Ralf, Stephan. Six were eaten. Five are missing.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Oakmarket&#039;&#039;&#039;===== &lt;br /&gt;
a small town in Aquila, devastated by the recent war. Was famous for saffron, orange cloth and herbalist potions.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Claudine&#039;&#039;&#039;===== &lt;br /&gt;
leader of a Michaline faction. Putting the Z into Zelot.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Shantytown&#039;&#039;&#039;===== &lt;br /&gt;
a camp west of Novolar where refugees of the war have fled. Where the party met the Michalines.&lt;br /&gt;
&lt;br /&gt;
==Astrology Reading==&lt;br /&gt;
Reading of the nights sky&amp;lt;BR&amp;gt;&lt;br /&gt;
Fair of face in far off place,&amp;lt;BR&amp;gt;&lt;br /&gt;
Honour bound by scheming hound,&amp;lt;BR&amp;gt;&lt;br /&gt;
Thrice paid for life&#039;s short lease&amp;lt;BR&amp;gt;&lt;br /&gt;
Strive maid to service deaths release&amp;lt;BR&amp;gt;&lt;br /&gt;
When fates wheel turns o&#039;er whim of few&amp;lt;BR&amp;gt;&lt;br /&gt;
Winds of greed or gallantry all true&amp;lt;BR&amp;gt;&lt;br /&gt;
So long lives hatred&amp;lt;BR&amp;gt;&lt;br /&gt;
So long lives dread&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
Direwolves&lt;br /&gt;
* Collar - stores spellcasting fatigue&amp;lt;BR&amp;gt; &lt;br /&gt;
* Collar - greater enchantment&amp;lt;BR&amp;gt;&lt;br /&gt;
* pelts&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=1 border=1 class=&amp;quot;Season&amp;quot; id=&amp;quot;Summer&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Winter 814wk&#039;&#039;&#039;: [[Meadow]] &amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;b&amp;gt;[[Beltane]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &#039;&#039;Guild Meeting&#039;&#039;&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &#039;&#039;Departed for refugee camp&#039;&#039;&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &#039;&#039;Departed refugee camp for oakmarket&#039;&#039;&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &#039;&#039;Waved Michalines goodbye&#039;&#039;&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &#039;&#039;Fight wolves&#039;&#039;&lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 14&lt;br /&gt;
|  &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Summer 810wk&#039;&#039;&#039;: [[Heat]] &amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 5&lt;br /&gt;
|&lt;br /&gt;
| class=day | 6&lt;br /&gt;
|&lt;br /&gt;
| class=day | 7&lt;br /&gt;
|&lt;br /&gt;
| class=day | 8&lt;br /&gt;
|&lt;br /&gt;
| class=day | 9&lt;br /&gt;
|&lt;br /&gt;
| class=day | 10&lt;br /&gt;
|&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 12&lt;br /&gt;
|&lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &#039;&#039;Midsummer Eve (Faerie Day)&#039;&#039;&lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &#039;&#039;Solstice&#039;&#039;&lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Summer 810wk&#039;&#039;&#039;: [[Breeze]] &amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &#039;&#039;Day of Death&#039;&#039;&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 10&lt;br /&gt;
|&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Wedding_Preparations&amp;diff=69998</id>
		<title>Wedding Preparations</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Wedding_Preparations&amp;diff=69998"/>
		<updated>2014-01-22T01:02:45Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:scribe notes]]&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; Terry &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; Wednesdays for a few weeks, starting 15th Jan (this is a fill-in game while Paul is away terrorising the natives in Kenya)&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
Players &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Prudence]] Smith played by Julia&lt;br /&gt;
* Kaithlin Hill borne played by Clarence&lt;br /&gt;
* [[Gnash|Gnashdar]] played by Chris&lt;br /&gt;
* [[Elgar]] played by Neil&lt;br /&gt;
==Day One==&lt;br /&gt;
Gnashdar hires Prue and Kaithlin (and others) to go to [[Erewhon|Castle Black]] aka Castle Erewhon in [[Erewhon]] and sort out problems before the wedding of [[Turf]] (the theoretical/possible Baron of Erewhon]] and [[Ithilmor]] (the theoretical well behaved bride to be aka Bridzilla) as some are expected, while others will just happen.   &lt;br /&gt;
&lt;br /&gt;
We travel via sea between [[Seagate]] and [[Erewhon|Gullet Hollow]] arriving one week later. We travel by horse up to the castle and are given quarters before meeting with the Seneschal.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Wedding_Preparations&amp;diff=69997</id>
		<title>Wedding Preparations</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Wedding_Preparations&amp;diff=69997"/>
		<updated>2014-01-22T01:01:26Z</updated>

		<summary type="html">&lt;p&gt;Neil: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:scribe notes]]&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; Terry &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; Wednesdays for a few weeks, starting 15th Jan (this is a fill-in game while Paul is away terrorising the natives in Kenya)&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
Players &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Prue]] Smith played by Julia&lt;br /&gt;
* Kaithlin Hill borne played by Clarence&lt;br /&gt;
* [[Gnash|Gnashdar]] played by Chris&lt;br /&gt;
* [[Elgar]] played by Neil&lt;br /&gt;
==Day One==&lt;br /&gt;
Gnashdar hires Prue and Kaithlin (and others) to go to [[Erewhon|Castle Black]] aka Castle Erewhon in [[Erewhon]] and sort out problems before the wedding of [[Turf]] (the theoretical/possible Baron of Erewhon]] and [[Ithilmor]] (the theoretical well behaved bride to be aka Bridzilla) as some are expected, while others will just happen.   &lt;br /&gt;
&lt;br /&gt;
We travel via sea between [[Seagate]] and [[Erewhon|Gullet Hollow]] arriving one week later. We travel by horse up to the castle and are given quarters before meeting with the Seneschal.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Talk:Loyalty_and_honor&amp;diff=69524</id>
		<title>Talk:Loyalty and honor</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Talk:Loyalty_and_honor&amp;diff=69524"/>
		<updated>2013-11-28T20:11:18Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So what do you think the chance is that this &amp;quot;good looking guy in blue&amp;quot; is actually either Lord Azure himself, or at least one of his Storm mage friends, coming to help the lady  That&#039;s my bet!  --[[User:Neil|Neil Davies]] ([[User talk:Neil|talk]]) 13:10, 28 November 2013 (MST)&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Talk:Loyalty_and_honor&amp;diff=69523</id>
		<title>Talk:Loyalty and honor</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Talk:Loyalty_and_honor&amp;diff=69523"/>
		<updated>2013-11-28T20:10:52Z</updated>

		<summary type="html">&lt;p&gt;Neil: whadayathink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So what do you think the chance that this &amp;quot;good looking guy in blue&amp;quot; is actually either Lord Azure himself, or at least one of his Storm mage friends, coming to help the lady  That&#039;s my bet!  --[[User:Neil|Neil Davies]] ([[User talk:Neil|talk]]) 13:10, 28 November 2013 (MST)&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Isabella&amp;diff=69328</id>
		<title>Isabella</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Isabella&amp;diff=69328"/>
		<updated>2013-10-24T08:02:10Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Carzala]] [[Category:Carzala Guide 807]] [[Category:NPCs]]&lt;br /&gt;
&lt;br /&gt;
The oldest daughter of The Duke and Duchess of Carzala &amp;lt;br&amp;gt;&lt;br /&gt;
Her dowry contains a contensious Salt monopoly for Brandenburg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Her current suitors &amp;lt;br&amp;gt;&lt;br /&gt;
*Casio Perry -[[Ranke]]&lt;br /&gt;
*Maurice De Marona - [[Destiny]]&lt;br /&gt;
*Garth Reynard -proxy [[Novadom]]&lt;br /&gt;
*Harry Middleham - [[Brandenburg]]&lt;br /&gt;
*George de Honare - [[Carzala]]&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loyalty_and_honor&amp;diff=69327</id>
		<title>Loyalty and honor</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loyalty_and_honor&amp;diff=69327"/>
		<updated>2013-10-24T07:56:56Z</updated>

		<summary type="html">&lt;p&gt;Neil: /* Thaw 8: Return to the Tower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
Return to [[Scribe_Notes#Spring 813 WK| Scribe notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Summary== &lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039; Monday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Place&#039;&#039;&#039;:13 Layard st Avondale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phone&#039;&#039;&#039; 021 1067365 or 8285154&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Information&#039;&#039;&#039;: [[Information from players for Julia]].&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Alandis]] an Elf ranger with a dark past, played by ([[User:Fabio|Fabio]]) Scribe&lt;br /&gt;
*[[Billy Rubin]]  ([[Craig Harper]])&lt;br /&gt;
*[[Elgar]] Elven Mind Mage ([[Neil Davies]])&lt;br /&gt;
*[[Lila]] - Human, Dark Celestial/Air with Fire pet ([[Kelsie]]) Party Leader&lt;br /&gt;
*[[MDK|Mikhail Demitri Kalishnakov]] Dwarven, Non-mage played by [[User:Michael|Big Mac]] Mil Sci&lt;br /&gt;
*[[Quentin Ulysses Ash]] Orc Warrior Namerish ([[User:Quash|Sean]])&lt;br /&gt;
*[[Roderigo]] - Michael McFadden&lt;br /&gt;
The lady Elizabeth De Winter wishes to fund a mission of Mercy to the north&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
=== Chapter 1 - To Stick&#039;s Keep ===&lt;br /&gt;
==== Thaw 1st: Castle Chilton ====&lt;br /&gt;
&lt;br /&gt;
The 7 of us, (Billy, Edgar, Lila, MDK Rodrigo, Quentin, and me Alandis) are bought together in one of the guild chambers; we quickly introduce ourselves and swiftly select Lila, the only human, as our fearsome leader. MDK will be our military Scientist and me; once again I am faced with the duty of reporting our journey.&lt;br /&gt;
&lt;br /&gt;
Once the roles have been finalized, the guild representative ushers us to a royal carriage, which is headed to Castle Chilton. We are expected by Duncan, the castle mage, and by her grace the Duchess Elisabeth of Carzala.&lt;br /&gt;
&lt;br /&gt;
Once we reach his large office, Duncan clarifies our mission. Our assignment is to uphold the honors of the guild with the Duchess, by retrieving and escorting Lady Isabella (the duchess teenage daughter) back to Carzala. The Duke Baltmond Aladar is fostering the young lady in his summer house; Castle Festung a keep 10 miles north of Neuerafang Town in Grobbety County. Due to the Drow invasion the area is becoming increasingly unstable and dangerous, therefore the Duchess fears for her daughter safety.  The Party will be remunerated accordingly. &lt;br /&gt;
&lt;br /&gt;
We are taken to meet her Grace the Duchess which remind us not to start any diplomatic headaches, and to bring her daughter back alive and in one piece. After the brief meeting we head back to Duncanâ€™s chamber, were we are introduced to Sticks, the rune mage. He will provide safe passage via portal; unfortunately the safest spot for arrival is in Sticks keep, a few miles north east of the Great Salt Flats, a few hundred miles west of Grobbety County.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 2: Rest and Fight ====&lt;br /&gt;
The journey is safe but we arrive completely exhausted from the 3 portal jumps, so after a good feed we spend the day recuperating our energies. The afternoon and evening goes by without troubles, however in the deep of the night during my turn on guard, I spot some flying figures approaching at speed. I wake everyone and prepare the defenses. &lt;br /&gt;
All but one of the soul gathering Imps are defeated while we spare the one controlled by Elgar for interrogation. &lt;br /&gt;
The little creatures was summoned by a Drow and commanded to collect human souls for a ritual, which require the offering of the souls to create the Big Drow Soul.  Once we gather all necessary information we dispose of it and sent it back to its plane. &lt;br /&gt;
The rest of the night goes by with no issues.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2 - On to the Castle ===&lt;br /&gt;
&lt;br /&gt;
==== Thaw 3: Flight&#039;n Troubles ====&lt;br /&gt;
&lt;br /&gt;
Just before sunrise, in the darkness of the keep, the celestial mage casts her spells. She is preparing all necessary magic needed for the day flight. &lt;br /&gt;
&lt;br /&gt;
As the two rangers of the group, Elgar and I (Alandis) point the party to the correct direction; so the flight begins, we are headed north-east toward Neuerafang town&lt;br /&gt;
&lt;br /&gt;
The rolling landscape and the magnificent waterfall of the local lake are a nice backdrop to our mission. It is a shame to think this land is slowly turning into a war zone. As I reflect on it we spot a few peasants heading west, away from the war zone. After another few miles we see a platoon of Gnolls, marching north; perhaps to the front lines. We ignore them and continue with our mission.&lt;br /&gt;
&lt;br /&gt;
Not before long, as we reach the halfway mark of our flight, 2 men in a plated armor, materialize in front of us. They are on patrol from the local military post, and want to check our intentions.&lt;br /&gt;
&lt;br /&gt;
We are escorted to the ground, and taken to meet the captain in the local keep, the prisons. At this point Roderigo decides to show off his Aladarian Medal for bravery and title. In times of war all nobles are required to be registered, so the party has to wait, while the registration takes place, along with having his newly acquired insignia, painted on the shield. Today we will not be able to reach our destination and we are forced to take refuge in this town.&lt;br /&gt;
&lt;br /&gt;
We (the boys) take advantage of the free afternoon to do some sparring with the locals, wile our team leader, heads of to peal potatoes for dinner. As we talk with the locals we discover valuable information. The Drows are sacrificing humanâ€™s souls to make them self immortal, as well as keeping the Ice Bridge working. After a good meal we head to bed&lt;br /&gt;
&lt;br /&gt;
==== Thaw 4: More Flight More Trouble ====&lt;br /&gt;
&lt;br /&gt;
The night goes by with no accidents and, after a bowl of comforting porridge and few incantations, we continue our journey. &lt;br /&gt;
We ignore everything and anyone we come across as our mission is of importance to us and the guild.&lt;br /&gt;
After few ours we spot Neuerafang town in the distance; we came to land in an inconspicuous field, a couple of miles from town. Scouts are in the area but they do not appear to be bothered by our presence.&lt;br /&gt;
&lt;br /&gt;
After meeting the guards at the gate, we are escorted to Castle Festung by the sergeant and 3 army men. &lt;br /&gt;
&lt;br /&gt;
Once at the keep we are greeted and welcomed by the seneschal. Roderigo decides to show off again, his medal for bravery &amp;amp; title, and so the troubles begin. He is interrogated and questioned about his mission with us; why he is not defending his land?; why he is not supporting his local lord and why he is not leading us in war?&lt;br /&gt;
We swiftly manage to divert the conversation, as well as organizing lunch with Lady Isabella for the following day.&lt;br /&gt;
   &lt;br /&gt;
We meet with Cnut, the dwarf captain of Lady Isabellaâ€™s guards, and we proceed in explaining our mission. We gently request for the preparation of all that is needed, for her ladyship and her entourage departure. The Dwarf Captain cordially accepts and warns us that it will take approximately a week for it. We return to town to rent a room at The Happy Fowl, where we experience the taste of their specialty, roasted seagull, all washed down with copious amount of refreshing ale.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 5: Lunch with Lady Isabella ====&lt;br /&gt;
 &lt;br /&gt;
The following morning we polish our armour, as well as making ourselves presentable for the lunch with Lady Isabella. While we spruce up, MDK chats with some guards, to find information about the town and the locals. He might have found a way to repay Roderigo&#039;s debt to this country, however we have to postpone those plans, as we are expected for lunch at Castle Festung.&lt;br /&gt;
&lt;br /&gt;
Once there, we are introduced to Lady Isabella by one of her followers. As we explain our mission, she is not surprised to hear of her motherâ€™s worries. She reluctantly agrees to return home, only on one condition; since she is a good archer she would like to venture back to Carzala, and while on the road, she would like to provide assistance to the people in need. &lt;br /&gt;
The party is willing to accept as long she is safe and protected.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 3 - Off to Stoneborough ===&lt;br /&gt;
==== Thaw 5: After Lunch Duties ====&lt;br /&gt;
After lunch with her ladyship we pay a visit to Cnut, to discuss the trouble in Stoneborough, the home village of the seneschal. He has heard that something or someone is gone missing and the seneschal is really worried as he is busy looking after the keep and he is not able to investigate. Cnut is convinced that the village and seneschal will appreciate if we investigate and help. We will try to lend a hand to the seneschal, so to ensure Roderigos Royal Duties have been met.&lt;br /&gt;
&lt;br /&gt;
Following the visit to Cnut we are approached by Kate, a young page at the Keep. She has a message for her mother Sarah who lives at the village of Stoneborough. We are more than happy to accommodate.&lt;br /&gt;
&lt;br /&gt;
We return to town and try to purchase archer armor for Lady Isabella. In town we are approached by a local farmer. In fact he is a spy and has a message to deliver to General Harold de Honare.&lt;br /&gt;
 &lt;br /&gt;
 The dark our is rising &lt;br /&gt;
 Carig towers are rising and are seeking to restore the old power again&lt;br /&gt;
 The power of Dumar&lt;br /&gt;
&lt;br /&gt;
After all businesses are concluded we return to the keep for the night.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 6: Muls??? What&#039;s a Mul ====&lt;br /&gt;
&lt;br /&gt;
We decide to fly to Stoneborough, a 15 min flight from the keep. Once there, a young girl is happy to take us to meet Goody Jones, the oldest lady in town, and the person in charge at present. She leaves in a stone keep and she is happy to enlighten us in what has been happening in the area, while Elgar offers to help with the soup.&lt;br /&gt;
&lt;br /&gt;
Animals have been disappearing lately; more exactly the bones of the animals. They have discovered that some animal had all their bones removed. It appears to be happening since some strange lights have been appearing in the night sky. &lt;br /&gt;
&lt;br /&gt;
We are happy to investigate and after been pointed to the direction of the farm of the latest incident, we take flight. In a few minutes we reach the farmhouse and the rangers begin their search for foot prints. We discover that some tree branches have been snapped by something big, and we follow the trail left within the tree branches until we reach some enormous footprint and eventually some red hair. &lt;br /&gt;
&lt;br /&gt;
The Ork cast his aura detection spell; the true name of the hair owner is â€œMulâ€. No-one in the party has any idea what it is.&lt;br /&gt;
&lt;br /&gt;
From the track it appears to be more than one Mul in the area as well as a big Mantis. We continue to follow the trail which quickly disappears in the rocky terrain of the mountains. Immediately our Sniffer dog (the Air Mage) picks up the scent of the creatures. We discover a cave ahead. It is guarded, so our Halfling Roderigo, under his invisibility spell, approaches to investigate. With his Wizard Eye is able to see inside but he can only see one of the gigantic creatures inside.&lt;br /&gt;
&lt;br /&gt;
After his return he informs the party of his findings; the Mul is a gigantic Dwarf. &lt;br /&gt;
&lt;br /&gt;
We have to investigate further, so after sending the guard to sleep (he has a drow house brand of a mantis) we enter the cave.  The mind mage casts his ESP spell and he is able to detect the presence of 3 big minds and 5 small one. Unfortunately as we try to search for any traps we manage to trigger the cave alarm. &lt;br /&gt;
&lt;br /&gt;
We prepare for the fight. The 5 human are quickly scared with Grenadoes and blocked by a couple of walls of light and darkness.&lt;br /&gt;
&lt;br /&gt;
The three big creatures (2 Muls and the Mantis) come crashing trough the walls, but, unfortunately for them, they are quickly subjugated. The cave raid is quickly over, and we captured all creatures and humans with no bloodshed. The prisoners look like a pillaging party. All of them have a â€œDesolate Emerald Mantisâ€ tattoo, one of the Drowâ€™s houses emblem.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 4 - The Prisoners and the Old Magic===&lt;br /&gt;
==== Thaw 6: Hand over the prisoners ====&lt;br /&gt;
The pillaging party has with it some undecipherable order/dispatch papers. &lt;br /&gt;
After tying the prisoners, we make our move down the valley to Stoneboroughâ€™s keep. After securing the creatures inside, we split up and 4 of our party stays here, to keep an eye on the prisonerâ€™s, wile MDK, Billy and I fly back to Neuerafang town, to meet with the seneschal. &lt;br /&gt;
&lt;br /&gt;
In town, the guards call for their Lieutenant, which informs us of the busy schedule of the seneschal.  He will not take us to audience with the seneschal but instead he will bring us to meet Captain Brown. &lt;br /&gt;
&lt;br /&gt;
We report of our discovery to the Capitan as well as requesting assistance with the translation of the papers, which he is more then happy to oblige. After an hour wait, the translators have finished their works and the papers are return them to us. The Capitan informs us that one is a list of Drows houses, and let the pillaging party know who to kill on sight and who to spare. The Second one is a diagram signed by the â€œCrutching Blue Serpentâ€ house.  Before leaving we arrange a meeting point with some of his guards, as we have the prisoners to hand over. &lt;br /&gt;
&lt;br /&gt;
We return to Stoneborough, and head down the valley with the prisoners. We hand over the prisoners; the guards request that we kill the mantis, as they are not willing to deal with it. Roderigo is happy to experiment his dagger, which allow him to trap the creature soul and interrogate it. &lt;br /&gt;
The mantis let us know of the people disappearing from the valley; it was not its party doing and probably the work of some other drow houses; maybe â€œDestroying Arctic Butterflyâ€ or possibly â€œSurprising Cloudâ€. In addition, the mantis tells us about the diagram found. It is the diagram of the switches on the old Elven road. It tells us of a Drow army going north to attack Alfheim, and of the drow in the bay, who have created a â€œMist of Despairâ€ over the sea. It informs us that each of the drow houses have secret plans for the invasion. Its people are planning to create a buff with the sacrifice of a large amount of souls. Other, has plans to create a dragon. Other rumors tell of Succubus, which have successfully disguised and have infiltrated human towns and villages.&lt;br /&gt;
&lt;br /&gt;
We return to the village for a peaceful night, after the mantis is dead, the exoskeleton removed for the fabrication of armor and the prisoners handed over to the guards.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 7: Old Elven Road ====&lt;br /&gt;
&lt;br /&gt;
In the morning, we head toward the farms of the locals who have disappeared. Once there we inspect the scene. In both cases it appear that a group of 6, human size figures, attracted the attention of the farmer, which made their way outside their farm house, and once out, they where ambushed and taken. It appears the abductors have taken flight with the captive farmers, as the trail suddenly stops.&lt;br /&gt;
&lt;br /&gt;
As the only structure that appears higher up in the valley is the Bridge of the Old Elven road, we decide to investigate further.&lt;br /&gt;
No one has used this road in centuries; however, it appears in reasonable condition. As we begin to move, the look of the road changes. It appears to be as good as new. We also notice a two-story tower appearing in front of us. It is a magic tower, and we cannot perform any king of spells to asses the situation inside. The front door is open; we inspect the ground floor which is completely empty, as well as the second floor. On close inspection, we discover a weird mechanism. It has a lever, which points upward, as well as blue and yellow circle on either side. Once moved we are transported elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 5 - Fight ===&lt;br /&gt;
==== Thaw 7: Fog and devils ====&lt;br /&gt;
&lt;br /&gt;
While investigating the Elven road, we come to understand the diagram drawn by the pillaging party. We continue exploring on.&lt;br /&gt;
&lt;br /&gt;
As we reach a particularly foggy point on the road, the mind mage Elgar perceives some strange minds. &lt;br /&gt;
We decide to approach them; four foul creatures immediately attack us. They are Nightmares, controlled by some Illusionist trickster. &lt;br /&gt;
While fighting against all nightmares and illusions we realize that is all work of few devils. The fight is intense, however, we manage to capture 3 of them, and send all the others back to where they came from. &lt;br /&gt;
&lt;br /&gt;
Once the fight is over we scout the area; through the fog we make out a dark tower hidden with the magic mist. At close inspection the tower appears to have some creepy red roots, like pulsing veins, spreading from his base and on to the Elven road. That is our next destination!&lt;br /&gt;
&lt;br /&gt;
=== Chapter 6 - Let them free ===&lt;br /&gt;
==== Thaw 7: Free the villagers ====&lt;br /&gt;
The Devils are stripped of their possessions and tied up along with some cold iron. &lt;br /&gt;
&lt;br /&gt;
We try to interrogate the only awake one, but his only interest is to negotiate a kiss from our Leader Lila. After reaching the agreement he provides us with some good information. &lt;br /&gt;
&lt;br /&gt;
He tells us of Surprising Cloud Drows House been responsible for their summoning. His job was to capture humans and to bring them to the tower, but he was not allowed to enter. He assumes the humans inside the tower are what power the Elven road. He recalls seen a Drow, few assassins and slimy figures, entering the tower few days ago, just before the explosion. He believes it to be the cause of the undead presence he has been feeling in the last 3 days. Before we get read of the devil and his companions, he is more than happy to give us all the symbols of the different Drows houses.&lt;br /&gt;
&lt;br /&gt;
We heal each other in preparation for whatever we will find in the tower. Once we open the main door we see a very dark room with red shades and slimy floor. &lt;br /&gt;
&lt;br /&gt;
MDK enters first and is immediately hurt. The mages DA the left over slime on MDKs leg and describe it as the slime of 3 Giant Amoebas. We shoot poison arrows to the creatures and we notice the doubling up as they are hit. 2 of the new Amoebas chase us out of the tower and are blocked by one of Lilaâ€™s Magic walls. They are hit and dye without splitting. &lt;br /&gt;
&lt;br /&gt;
 Note: Only use magical weapons to kill amoebas as they multiply if not.&lt;br /&gt;
&lt;br /&gt;
After killing all the Amoebas, the door on the other end of the room swings open, revealing an undead creature ready to cast a spell.&lt;br /&gt;
We attack and kill the undead, only to leave room for 2 ghouls to come out and retaliated. After eliminating them we inspect the room beyond the door. &lt;br /&gt;
&lt;br /&gt;
We spot 3 more doors and a set of stairs leading to the upper floor.&lt;br /&gt;
&lt;br /&gt;
The first door hides an alchemist lab, and on one of the tables we discover the carcass of the drow. Looks like the explosion took place here as all the magic and invested items appear to have blown up. The next door takes us into an empty bunk room, and the third one into an office. We ransack it and collect all the paperwork we can find, and that could be of interest.&lt;br /&gt;
&lt;br /&gt;
We proceed to the top floor were we discover 10 humans hanged by stone spike protruding from the wall. The spikes collect the human mana and charge the huge jewel hanged on the ceiling. The floor is covered in drows writing and symbols arranged in what appears to be a magic ritual. &lt;br /&gt;
&lt;br /&gt;
The room has two doors; one contains human prisoners and the second one a chest full of money. We free the humans and discover that some of them are from Stoneborough Village and the other from unknown villages. &lt;br /&gt;
&lt;br /&gt;
Billy and Elgar try to free the humans from the spikes on the wall, and we notice some of Billy hair turning gray. The wall is protected with some magic, so the two elf (Elgar and Me) continue the job and we both lose 2 years of our lives during the process.&lt;br /&gt;
&lt;br /&gt;
After freeing all prisoners we journey back to Stoneborough, with no trouble along the way. We decide to spend the night in the village.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 7 - Gems and Logistics ===&lt;br /&gt;
&lt;br /&gt;
==== Thaw 8: Return to the Tower ====&lt;br /&gt;
Is early morning and the death aspect mages are feeling particularly energized and strong today; we assume the worst, someone has died in the village. On close inspection, none of the villager has perished in the night. We decide to return to the tower and remove the gem that power the Elven road and farewell Stoneborough.&lt;br /&gt;
&lt;br /&gt;
As per our predicament, the gem, power source of the Elven road, runs out, so Lila cast some wings on us while Billy turns into a duck for the flight to the Dark Tower. On arrival, MDK has a bad landing and fractures his left arm.&lt;br /&gt;
&lt;br /&gt;
We enter the empty tower and inspect again the life draining mechanism. It appears that the stone drains and stores mana, so the two elves (Elgar and me) proceed in wrenching the gem out of its ceiling socket.&lt;br /&gt;
&lt;br /&gt;
Once the stone is collected and is stored safely, we take flight, headed to Neuerafang town. Our wing spell runs out, however Lila is exhausted from her previous casting. We try to work out the gem. The gem is a life-draining device, however if touched while casting it transfers mana to the caster. Lila succeeds in casting wings to us all, so we take flight to our destination. &lt;br /&gt;
&lt;br /&gt;
While if flight we see the extents of the ravaged land and of the battlefront which is moving and is in proximity to our destination. The death aspect mages are feeling empowered, once again.&lt;br /&gt;
&lt;br /&gt;
The town of Neuerafang looks shut; the only access is a heavily guarded door. Once we explain our businesses, two guards escort us to Castle Festung, where we rendezvous with Knut the Dwarf. We search for a healer for MDK, and then take Knut out for a beer.He gives us the list of all the people, servant an suitors that will join Lady DeWinter in the journey. &lt;br /&gt;
&lt;br /&gt;
Then we meet Captain Brown and inform him of our discoveries. &lt;br /&gt;
&lt;br /&gt;
Subsequently we meet Fred the spy, who takes us in a strange gentlemen-smoking club. Here, we notify him of our findings during the investigation. He provides us with a background on the Duchess DeWinter and her family, and informs us on the importance of the young Lady safekeeping. He also warn us about Lady Isabella being a Tom Boy. &lt;br /&gt;
&lt;br /&gt;
After all our meetings and after retrieve the armor ordered for Her Ladyship, we return to Castel Festung to settle in our room. Not before long, we hear a knock at the door. We open to find Luke de Honare; he has an invitation for tonightâ€™s dinner with Lady DeWinter.&lt;br /&gt;
&lt;br /&gt;
During the dinner, some of Lady Isabella suitors and some of their entourage try to approach all of us, and courteously try to win us over so to gain more time and favors with Her Ladyship. &lt;br /&gt;
&lt;br /&gt;
After dinner, we make our way to Castle Festung stables in search for horses. Jimmy, the stable keeper, informs us that he has none spared to give us. Defeated and tired we make our way to our room where, shortly after or return, we are visited by someone from Novadom, who offers us horses for the trip. Pleased with the outcome we retire for the night, which goes by with no incidents.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 9: Logistics ====&lt;br /&gt;
Is morning and the court is all a buzz with the preparation of the carts and the departure of Lady DeWinter. &lt;br /&gt;
&lt;br /&gt;
We head to our cart to assist with the preparation, and once in the courtyard, Lila notices a shady figure approaching our cart. We take a closer look and find a suspicious package. It contains a large amount of drugs, and we are suspicious that someone wants to incriminate us. We hand the package over to Little Flame, Lilaâ€™s Companion, which teleports it to the closest open fire and dispose of it.&lt;br /&gt;
&lt;br /&gt;
We get ready for the journey ahead.&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
=== Persons of Interest ===&lt;br /&gt;
* Her Grace the Duchess of Carzala&lt;br /&gt;
* Duncan, Castle Chilton Namer&lt;br /&gt;
* Sticks, the Rune Mage&lt;br /&gt;
* Seneschal of Castle Festung &lt;br /&gt;
* Dwarf Knut, the chief of Lady Isabella&#039;s guards&lt;br /&gt;
* Lady Isabella DeWinter, Daughter of the Duke and Duchess of Carzala.&lt;br /&gt;
* Fred the Spy&lt;br /&gt;
* Goody Jones, Stoneborough town Speaker&lt;br /&gt;
* Giant Mantis, head of the Muls and human raiding party.&lt;br /&gt;
* Captain Brown, of the guards of Neuerafang town&lt;br /&gt;
* Devils&lt;br /&gt;
* Undead, amoebas and ghouls&lt;br /&gt;
* Lady DeWinter entourage&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
*Vetch plants&lt;br /&gt;
*2 Giant Chainmails&lt;br /&gt;
*5 Chainmails&lt;br /&gt;
*2 giant Clubs&lt;br /&gt;
*2 Tower shield&lt;br /&gt;
*Pillaging partys Grenados&lt;br /&gt;
*Cheese&lt;br /&gt;
*Mantis exoskeleton&lt;br /&gt;
*1 talwar&lt;br /&gt;
*1 Magic Healing cloak&lt;br /&gt;
*Devils Loot&lt;br /&gt;
*Dark Tower paperwork&lt;br /&gt;
*Dark Tower chest of Money&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
* 1 x pack of Grenadoes&lt;br /&gt;
* 1 x pack of healing, blue bottles for fatigue and green Bottles for endurance&lt;br /&gt;
* 1 x pack of provision and dried food.&lt;br /&gt;
* 8 red bottles of Venom &lt;br /&gt;
* Letters of introduction for the party, from the Duchess&lt;br /&gt;
* Whispering Wind invested, from the Duchess (just in case of trouble)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }&lt;br /&gt;
table.buffs th { text-align: center; width: 30px; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 180px; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 25px; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 250px; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 70px; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;p1&amp;quot; | Ald&lt;br /&gt;
!Title=&amp;quot;p2&amp;quot; | Bil&lt;br /&gt;
!Title=&amp;quot;p3&amp;quot; | Elg&lt;br /&gt;
!Title=&amp;quot;p4&amp;quot; | Lil&lt;br /&gt;
!Title=&amp;quot;p5&amp;quot; | LF&lt;br /&gt;
!Title=&amp;quot;p6&amp;quot; | MDK&lt;br /&gt;
!Title=&amp;quot;p7&amp;quot; | QUA&lt;br /&gt;
!Title=&amp;quot;p8&amp;quot; | Rod&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Form&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +30/+15 def&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;y&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; n&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; N&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +5PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 1.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 36 mph, 126 miles range&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Fire Armour&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 44 protection&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Fireproofing&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | protection vs normal fire&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Weapon of Flames&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +11 SC, +6 dam, +11 dam vs undead, cold or water creatures&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 15 mins&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Greater Enchantment&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +16 on Combat or Magic, plus MR&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3 days&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Spring&amp;quot; class=&amp;quot;Season&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Thaw (10) 813wk&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Candlemansa]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &#039;&#039;Guild Meeting, Pre-departure briefing, meeting with the Duchess&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &#039;&#039;Departure, rest and Imps attack&#039;&#039; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &#039;&#039;Flight&#039;n treouble&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &#039;&#039;Grobbety town&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &#039;&#039;Lunch with the lady. Preparation for the trip to Stoneborough&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &#039;&#039;Stoneborough flight, Mantis cave fight, delivery of the prisoners&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &#039;&#039;Ancient Elven road, Devils, Dark Tower: Set villagers free&#039;&#039; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &#039;&#039;Return to Tower, Flight to Neuerafang and dinner at court&#039;&#039; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &#039;&#039;Logistics&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Seedtime (11)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &#039;&#039;Rites of Thunor&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &#039;&#039;Equinox&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &#039;&#039;Eostre&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &#039;&#039;Seagate Spring Ball&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Blossom (12)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &#039;&#039;Floralia&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &#039;&#039;Walpurgisnacht&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seagate Time ==&lt;br /&gt;
After a successful meeting with Duncan (castle Chilton Namer) &amp;amp; a brief encounter with the duchess, the party gets ready for the mission ahead. The plan is to retrieve the Daughter of The Duke and the Duchess of Carzala, from the Duke of Aladar&#039;s summer keep in Grobbety Town  &lt;br /&gt;
&lt;br /&gt;
The following day is spent travelling via portal, and recuperating all the energy spent. In the depth of the night the party is attacked by a group of Imps. During the interrogation of the surviving imp, they discover the intention of a Drow ritual.&lt;br /&gt;
&lt;br /&gt;
Next day the group depart and half way to their destination they are stopped by two flying military men. The party has to wait for Roderigo to register, as he is a knight of this country. This delays the party to their destination. After spending the night in the camp, the party moves on to toward their goal.&lt;br /&gt;
&lt;br /&gt;
Once the heroes arrives at Neuerafang town, they have to deal with the trouble that seams to follow Sir Roderigo. However they manage to schedule a lunch with Lady Isabella, for the coming day.&lt;br /&gt;
&lt;br /&gt;
During lunch they meet the lady Isabella, and discuss the plan for her return to Carzala. She is happy to make her way home as long as the heroes are happy to land a hand to everyone in need of help.&lt;br /&gt;
&lt;br /&gt;
The following day the heroes depart for Stoneborough a little town north of Neuerafang. Strange things have been happening in the home town of Castle Festung seneschal, so to ingratiate Roderigo with the steward of the keep, the party decide to investigate.&lt;br /&gt;
&lt;br /&gt;
They party discover the presence of a Giant Mantis and 2 Muls(giant dwarfs) along with some humans, Members of the Emarald Mantis Drow House. They are quick at subjugating them, and capture them as prisoners. After collecting some information, the party hand over the prisoners to the guards of Neuerafang.&lt;br /&gt;
&lt;br /&gt;
The party moves on into investigating the disappearance of some local farmers. Their attention is draw to the Ancient Elven road situated at the top of the valley. On one if its bridges they discovers a strange mechanism, inside a magical road side tower which mysteriously appears ahead of them.&lt;br /&gt;
&lt;br /&gt;
The party proceeds and managed to work out the function and workings of the mechanism; during the investigation on the Elven road, however, they are attached by a group of devils and their tricky nightmares. The fight is fierce, and after eliminating the nasty creatures, they discover ahead of them, a menacing tower.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=County_Calder&amp;diff=69258</id>
		<title>County Calder</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=County_Calder&amp;diff=69258"/>
		<updated>2013-10-20T20:55:57Z</updated>

		<summary type="html">&lt;p&gt;Neil: category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Calder]]&lt;br /&gt;
&amp;lt;Div&amp;gt;__NOTOC__&amp;lt;/div&amp;gt;[[Category:Brandenburg]][[Category:Jon McSpadden]]&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=20 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Calder.png]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;County Calder&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Status&#039;&#039;&#039;&lt;br /&gt;
| County&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vassel Of&#039;&#039;&#039;&lt;br /&gt;
| Duchy of [[Brandenburg]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Western [[Brandenburg]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Geography&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Urbanisation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Common]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Folksprach]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Destinian]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Others&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
95%&amp;lt;br&amp;gt;&lt;br /&gt;
20%&amp;lt;br&amp;gt;&lt;br /&gt;
10%&amp;lt;br&amp;gt;&lt;br /&gt;
%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
5% &amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div &amp;gt;__NOTOC__&amp;lt;/div&amp;gt;[[Calder]] is the main city in the area. It is home to many types of peoples, and is ruled with an iron fist by [[Lord Azzur]]. The city is the main trading port for County Calder but also [[County Brandenburg]], which it tax&#039;s heavily for the use of the port. &lt;br /&gt;
&lt;br /&gt;
=Places=&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
[[Calder]]&lt;br /&gt;
*Netherford&lt;br /&gt;
*[[Onress]]&lt;br /&gt;
&lt;br /&gt;
=People=&lt;br /&gt;
== Rulers of the Realm ==&lt;br /&gt;
[[Lord Azzur]]&lt;br /&gt;
===Others of Note===&lt;br /&gt;
==Groups==&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
* [[Calder Navy]]&lt;br /&gt;
=Resources=&lt;br /&gt;
=History=&lt;br /&gt;
== Events==&lt;br /&gt;
=== Culture===&lt;br /&gt;
===Scribe Notes===&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Calder_Elite_Black_Guard&amp;diff=69257</id>
		<title>Calder Elite Black Guard</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Calder_Elite_Black_Guard&amp;diff=69257"/>
		<updated>2013-10-20T20:55:28Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Calder]][[Category:Troops]]&lt;br /&gt;
&lt;br /&gt;
A guard of around 30 blessed Ogres that have been raised to serve [[Lord Azzur]] in the city of [[Calder]]. &lt;br /&gt;
They are strong and fast and skilled with their weapons, and have the assistance of a [[Storm Mages|storm cult]] of Calder, who are air mages.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Category:Calder&amp;diff=69256</id>
		<title>Category:Calder</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Category:Calder&amp;diff=69256"/>
		<updated>2013-10-20T20:54:53Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Brandenburg]]&lt;br /&gt;
See [[Calder]] for the main article on this category.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Calder&amp;diff=69255</id>
		<title>Calder</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Calder&amp;diff=69255"/>
		<updated>2013-10-20T20:53:40Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Brandenburg]] [[Category:City]][[Category:Calder]]&lt;br /&gt;
The walled coastal trade city of Calder is the main seat of the [[County of Calder]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039; 15,000 people of many races. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common 95%, Dwarf 30%, Orc 45% &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Law/Safety&#039;&#039;&#039; [[Calder Elite Black Guard]]&lt;br /&gt;
&lt;br /&gt;
The walled city was sacked and captured in 789 by [[Lord Azzur]] who has stayed on to rule the city with an iron fist. It is said that [[Lord Azzur]] to be a human man of great skill and personal power, that is able to shape many magics, as well as use weapons with great skill. The local &#039;Storm Cult&#039; openly supports Lord Azure and has his favour.&lt;br /&gt;
&lt;br /&gt;
You can see Ogres, Orcs, Humans, Elves, and many others.&lt;br /&gt;
&lt;br /&gt;
===Navy===&lt;br /&gt;
Home of the &#039;Black fleet&#039; - which is in fact only three ships, which leave port under the cover of fog. They often do not come out of the fog when it clears, and days and sometimes weeks later return with damaged ships and new cargos.&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
* Bjorn Jahn, the Harbour-master&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loyalty_and_honor&amp;diff=69100</id>
		<title>Loyalty and honor</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loyalty_and_honor&amp;diff=69100"/>
		<updated>2013-10-10T20:15:43Z</updated>

		<summary type="html">&lt;p&gt;Neil: /* Buffs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
Return to [[Scribe_Notes#Spring 813 WK| Scribe notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Summary== &lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039; Monday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Place&#039;&#039;&#039;:13 Layard st Avondale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phone&#039;&#039;&#039; 021 1067365 or 8285154&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Information&#039;&#039;&#039;: [[Information from players for Julia]].&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Alandis]] an Elf ranger with a dark past, played by ([[User:Fabio|Fabio]]) Scribe&lt;br /&gt;
*[[Billy Rubin]]  ([[Craig Harper]])&lt;br /&gt;
*[[Elgar]] Elven Mind Mage ([[Neil Davies]])&lt;br /&gt;
*[[Lila]] - Human, Dark Celestial/Air with Fire pet ([[Kelsie]]) Party Leader&lt;br /&gt;
*[[MDK|Mikhail Demitri Kalishnakov]] Dwarven, Non-mage played by [[User:Michael|Big Mac]] Mil Sci&lt;br /&gt;
*[[Quentin Ulysses Ash]] Orc Warrior Namerish ([[User:Quash|Sean]])&lt;br /&gt;
*[[Roderigo]] - Michael McFadden&lt;br /&gt;
The lady Elizabeth De Winter wishes to fund a mission of Mercy to the north&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
=== Chapter 1 - To Stick&#039;s Keep ===&lt;br /&gt;
==== Thaw 1st: Castle Chilton ====&lt;br /&gt;
&lt;br /&gt;
The 7 of us, (Billy, Edgar, Lila, MDK Rodrigo, Quentin, and me Alandis) are bought together in one of the guild chambers; we quickly introduce ourselves and swiftly select Lila, the only human, as our fearsome leader. MDK will be our military Scientist and me; once again I am faced with the duty of reporting our journey.&lt;br /&gt;
&lt;br /&gt;
Once the roles have been finalized, the guild representative ushers us to a royal carriage, which is headed to Castle Chilton. We are expected by Duncan, the castle mage, and by her grace the Duchess Elisabeth of Carzala.&lt;br /&gt;
&lt;br /&gt;
Once we reach his large office, Duncan clarifies our mission. Our assignment is to uphold the honors of the guild with the Duchess, by retrieving and escorting Lady Isabella (the duchess teenage daughter) back to Carzala. The Duke Baltmond Aladar is fostering the young lady in his summer house; Castle Festung a keep 10 miles north of Neuerafang Town in Grobbety County. Due to the Drow invasion the area is becoming increasingly unstable and dangerous, therefore the Duchess fears for her daughter safety.  The Party will be remunerated accordingly. &lt;br /&gt;
&lt;br /&gt;
We are taken to meet her Grace the Duchess which remind us not to start any diplomatic headaches, and to bring her daughter back alive and in one piece. After the brief meeting we head back to Duncanâ€™s chamber, were we are introduced to Sticks, the rune mage. He will provide safe passage via portal; unfortunately the safest spot for arrival is in Sticks keep, a few miles north east of the Great Salt Flats, a few hundred miles west of Grobbety Town.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 2: Rest and Fight ====&lt;br /&gt;
The journey is safe but we arrive completely exhausted from the 3 portal jumps, so after a good feed we spend the day recuperating our energies. The afternoon and evening goes by without troubles, however in the deep of the night during my turn on guard, I spot some flying figures approaching at speed. I wake everyone and prepare the defenses. &lt;br /&gt;
All but one of the soul gathering Imps are defeated while we spare the one controlled by Elgar for interrogation. &lt;br /&gt;
The little creatures was summoned by a Drow and commanded to collect human souls for a ritual, which require the offering of the souls to create the Big Drow Soul.  Once we gather all necessary information we dispose of it and sent it back to its plane. &lt;br /&gt;
The rest of the night goes by with no issues.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2 - On to the Castle ===&lt;br /&gt;
&lt;br /&gt;
==== Thaw 3: Flight&#039;n Troubles ====&lt;br /&gt;
&lt;br /&gt;
Just before sunrise, in the darkness of the keep, the celestial mage casts her spells. She is preparing all necessary magic needed for the day flight. &lt;br /&gt;
&lt;br /&gt;
As the two rangers of the group, Elgar and I (Alandis) point the party to the correct direction; so the flight begins, we are headed north-east toward Neuerafang town&lt;br /&gt;
&lt;br /&gt;
The rolling landscape and the magnificent waterfall of the local lake are a nice backdrop to our mission. It is a shame to think this land is slowly turning into a war zone. As I reflect on it we spot a few peasants heading west, away from the war zone. After another few miles we see a platoon of Gnolls, marching north; perhaps to the front lines. We ignore them and continue with our mission.&lt;br /&gt;
&lt;br /&gt;
Not before long, as we reach the halfway mark of our flight, 2 men in a plated armor, materialize in front of us. They are on patrol from the local military post, and want to check our intentions.&lt;br /&gt;
&lt;br /&gt;
We are escorted to the ground, and taken to meet the captain in the local keep, the prisons. At this point Roderigo decides to show off his Aladarian Medal for bravery and title. In times of war all nobles are required to be registered, so the party has to wait, while the registration takes place, along with having his newly acquired insignia, painted on the shield. Today we will not be able to reach our destination and we are forced to take refuge in this town.&lt;br /&gt;
&lt;br /&gt;
We (the boys) take advantage of the free afternoon to do some sparring with the locals, wile our team leader, heads of to peal potatoes for dinner. As we talk with the locals we discover valuable information. The Drows are sacrificing humanâ€™s souls to make them self immortal, as well as keeping the Ice Bridge working. After a good meal we head to bed&lt;br /&gt;
&lt;br /&gt;
==== Thaw 4: More Flight More Trouble ====&lt;br /&gt;
&lt;br /&gt;
The night goes by with no accidents and, after a bowl of comforting porridge and few incantations, we continue our journey. &lt;br /&gt;
We ignore everything and anyone we come across as our mission is of importance to us and the guild.&lt;br /&gt;
After few ours we spot Neuerafang town in the distance; we came to land in an inconspicuous field, a couple of miles from town. Scouts are in the area but they do not appear to be bothered by our presence.&lt;br /&gt;
&lt;br /&gt;
After meeting the guards at the gate, we are escorted to Castle Festung by the sergeant and 3 army men. &lt;br /&gt;
&lt;br /&gt;
Once at the keep we are greeted and welcomed by the seneschal. Roderigo decides to show off again, his medal for bravery &amp;amp; title, and so the troubles begin. He is interrogated and questioned about his mission with us; why he is not defending his land?; why he is not supporting his local lord and why he is not leading us in war?&lt;br /&gt;
We swiftly manage to divert the conversation, as well as organizing lunch with Lady Isabella for the following day.&lt;br /&gt;
   &lt;br /&gt;
We meet with Cnut, the dwarf captain of Lady Isabellaâ€™s guards, and we proceed in explaining our mission. We gently request for the preparation of all that is needed, for her ladyship and her entourage departure. The Dwarf Captain cordially accepts and warns us that it will take approximately a week for it. We return to town to rent a room at The Happy Fowl, where we experience the taste of their specialty, roasted seagull, all washed down with copious amount of refreshing ale.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 5: Lunch with Lady Isabella ====&lt;br /&gt;
 &lt;br /&gt;
The following morning we polish our armour, as well as making ourselves presentable for the lunch with Lady Isabella. While we spruce up, MDK chats with some guards, to find information about the town and the locals. He might have found a way to repay Roderigo&#039;s debt to this country, however we have to postpone those plans, as we are expected for lunch at Castle Festung.&lt;br /&gt;
&lt;br /&gt;
Once there, we are introduced to Lady Isabella by one of her followers. As we explain our mission, she is not surprised to hear of her motherâ€™s worries. She reluctantly agrees to return home, only on one condition; since she is a good archer she would like to venture back to Carzala, and while on the road, she would like to provide assistance to the people in need. &lt;br /&gt;
The party is willing to accept as long she is safe and protected.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 3 - Off to Stoneborough ===&lt;br /&gt;
==== Thaw 5: After Lunch Duties ====&lt;br /&gt;
After lunch with her ladyship we pay a visit to Cnut, to discuss the trouble in Stoneborough, the home village of the seneschal. He has heard that something or someone is gone missing and the seneschal is really worried as he is busy looking after the keep and he is not able to investigate. Cnut is convinced that the village and seneschal will appreciate if we investigate and help. We will try to lend a hand to the seneschal, so to ensure Roderigos Royal Duties have been met.&lt;br /&gt;
&lt;br /&gt;
Following the visit to Cnut we are approached by Kate, a young page at the Keep. She has a message for her mother Sarah who lives at the village of Stoneborough. We are more than happy to accommodate.&lt;br /&gt;
&lt;br /&gt;
We return to town and try to purchase archer armor for Lady Isabella. In town we are approached by a local farmer. In fact he is a spy and has a message to deliver to General Harold de Honare.&lt;br /&gt;
 &lt;br /&gt;
 The dark our is rising &lt;br /&gt;
 Carig towers are rising and are seeking to restore the old power again&lt;br /&gt;
 The power of Dumar&lt;br /&gt;
&lt;br /&gt;
After all businesses are concluded we return to the keep for the night.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 6: Muls??? What&#039;s a Mul ====&lt;br /&gt;
&lt;br /&gt;
We decide to fly to Stoneborough, a 15 min flight from the keep. Once there, a young girl is happy to take us to meet Goody Jones, the oldest lady in town, and the person in charge at present. She leaves in a stone keep and she is happy to enlighten us in what has been happening in the area, while Elgar offers to help with the soup.&lt;br /&gt;
&lt;br /&gt;
Animals have been disappearing lately; more exactly the bones of the animals. They have discovered that some animal had all their bones removed. It appears to be happening since some strange lights have been appearing in the night sky. &lt;br /&gt;
&lt;br /&gt;
We are happy to investigate and after been pointed to the direction of the farm of the latest incident, we take flight. In a few minutes we reach the farmhouse and the rangers begin their search for foot prints. We discover that some tree branches have been snapped by something big, and we follow the trail left within the tree branches until we reach some enormous footprint and eventually some red hair. &lt;br /&gt;
&lt;br /&gt;
The Ork cast his aura detection spell; the true name of the hair owner is â€œMulâ€. No-one in the party has any idea what it is.&lt;br /&gt;
&lt;br /&gt;
From the track it appears to be more than one Mul in the area as well as a big Mantis. We continue to follow the trail which quickly disappears in the rocky terrain of the mountains. Immediately our Sniffer dog (the Air Mage) picks up the scent of the creatures. We discover a cave ahead. It is guarded, so our Halfling Roderigo, under his invisibility spell, approaches to investigate. With his Wizard Eye is able to see inside but he can only see one of the gigantic creatures inside.&lt;br /&gt;
&lt;br /&gt;
After his return he informs the party of his findings; the Mul is a gigantic Dwarf. &lt;br /&gt;
&lt;br /&gt;
We have to investigate further, so after sending the guard to sleep (he has a drow house brand of a mantis) we enter the cave.  The mind mage casts his ESP spell and he is able to detect the presence of 3 big minds and 5 small one. Unfortunately as we try to search for any traps we manage to trigger the cave alarm. &lt;br /&gt;
&lt;br /&gt;
We prepare for the fight. The 5 human are quickly scared with Grenadoes and blocked by a couple of walls of light and darkness.&lt;br /&gt;
&lt;br /&gt;
The three big creatures (2 Muls and the Mantis) come crashing trough the walls, but, unfortunately for them, they are quickly subjugated. The cave raid is quickly over, and we captured all creatures and humans with no bloodshed. The prisoners look like a pillaging party. All of them have a â€œDesolate Emerald Mantisâ€ tattoo, one of the Drowâ€™s houses emblem.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 4 - The Prisoners and the Old Magic===&lt;br /&gt;
==== Thaw 6: Hand over the prisoners ====&lt;br /&gt;
The pillaging party has with it some undecipherable order/dispatch papers. &lt;br /&gt;
After tying the prisoners, we make our move down the valley to Stoneboroughâ€™s keep. After securing the creatures inside, we split up and 4 of our party stays here, to keep an eye on the prisonerâ€™s, wile MDK, Billy and I fly back to Neuerafang town, to meet with the seneschal. &lt;br /&gt;
&lt;br /&gt;
In town, the guards call for their Lieutenant, which informs us of the busy schedule of the seneschal.  He will not take us to audience with the seneschal but instead he will bring us to meet Capitan Brown. &lt;br /&gt;
&lt;br /&gt;
We report of our discovery to the Capitan as well as requesting assistance with the translation of the papers, which he is more then happy to oblige. After an hour wait, the translators have finished their works and the papers are return them to us. The Capitan informs us that one is a list of Drows houses, and let the pillaging party know who to kill on sight and who to spare. The Second one is a diagram signed by the â€œCrutching Blue Serpentâ€ house.  Before leaving we arrange a meeting point with some of his guards, as we have the prisoners to hand over. &lt;br /&gt;
&lt;br /&gt;
We return to Stoneborough, and head down the valley with the prisoners. We hand over the prisoners; the guards request that we kill the mantis, as they are not willing to deal with it. Roderigo is happy to experiment his dagger, which allow him to trap the creature soul and interrogate it. &lt;br /&gt;
The mantis let us know of the people disappearing from the valley; it was not its party doing and probably the work of some other drow houses; maybe â€œDestroying Artic Butterflyâ€ or possibly â€œSurprising Cloudâ€. In addition, the mantis tells us about the diagram found. It is the diagram of the switches on the old Elven road. It tells us of a Drow army going north to attack Alfheim, and of the drow in the bay, who have created a â€œMist of Despairâ€ over the sea. It informs us that each of the drow houses have secret plans for the invasion. Its people are planning to create a buff with the sacrifice of a large amount of souls. Other, has plans to create a dragon. Other rumors tell of Succubus, which have successfully disguised and have infiltrated human towns and villages.&lt;br /&gt;
&lt;br /&gt;
We return to the village for a peaceful night, after the mantis is dead, the exoskeleton removed for the fabrication of armor and the prisoners handed over to the guards.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 7: Old Elven Road ====&lt;br /&gt;
&lt;br /&gt;
In the morning, we head toward the farms of the locals who have disappeared. Once there we inspect the scene. In both cases it appear that a group of 6, human size figures, attracted the attention of the farmer, which made their way outside their farm house, and once out, they where ambushed and taken. It appears the abductors have taken flight with the captive farmers, as the trail suddenly stops.&lt;br /&gt;
&lt;br /&gt;
As the only structure that appears higher up in the valley is the Bridge of the Old Elven road, we decide to investigate further.&lt;br /&gt;
No one has used this road in centuries; however, it appears in reasonable condition. As we begin to move, the look of the road changes. It appears to be as good as new. We also notice a two-story tower appearing in front of us. It is a magic tower, and we cannot perform any king of spells to asses the situation inside. The front door is open; we inspect the ground floor, which is completely empty, as well as the second floor. On close inspection, we discover a weird mechanism. It has a lever, which points upward, as well as blue and yellow circle on either side. Once moved we are transported elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 5 ===&lt;br /&gt;
==== Thaw 7: Fog and devils ====&lt;br /&gt;
&lt;br /&gt;
While investigating the Elven road, we come to understand the diagram drawn by the pillaging party. We continue exploring on.&lt;br /&gt;
&lt;br /&gt;
As we reach a particularly foggy point on the road, the mind mage Elgar perceives some strange minds. &lt;br /&gt;
We decide to approach them; four foul creatures immediately attack us. They are Nightmares, controlled by some Illusionist trickster. &lt;br /&gt;
While fighting against all nightmares and illusions we realize that is all work of few devils. The fight is intense, however, we manage to capture 3 of them, and send all the others back to where they came from. &lt;br /&gt;
&lt;br /&gt;
Once the fight is over we scout the area; through the fog we make out a dark tower hidden with the magic mist. At close inspection the tower appears to have some creepy red roots, like pulsing veins, spreading from his base and on to the Elven road. That is our next destination!&lt;br /&gt;
&lt;br /&gt;
=== Chapter 6 ===&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
=== Persons of Interest ===&lt;br /&gt;
* Her Grace the Duchess of Carzala&lt;br /&gt;
* Duncan, Castle Chilton Namer&lt;br /&gt;
* Sticks, the Rune Mage&lt;br /&gt;
* Seneschal of Grobbety town Keep&lt;br /&gt;
* Dwarf Cnut, the chief of Lady Isabella&#039;s guards&lt;br /&gt;
* Lady Isabella, Daughter of the Duke and Duchess of Carzala.&lt;br /&gt;
* Fred the Spy&lt;br /&gt;
* Goody Jones, Stoneborough town Speaker&lt;br /&gt;
* Giant Mantis, head of the Muls and human raiding party.&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
*Vetch plants&lt;br /&gt;
*2 Giant Chainmails&lt;br /&gt;
*5 Chainmails&lt;br /&gt;
*2 giant Clubs&lt;br /&gt;
*2 Tower shield&lt;br /&gt;
*Grenados&lt;br /&gt;
*Cheese&lt;br /&gt;
*Mantis exoskeleton&lt;br /&gt;
*1 talwar&lt;br /&gt;
*1 Magic Healing cloak&lt;br /&gt;
*Devils Loot&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
* 1 x pack of Grenadoes&lt;br /&gt;
* 1 x pack of healing, blue bottles for fatigue and green Bottles for endurance&lt;br /&gt;
* 1 x pack of provision and dried food.&lt;br /&gt;
* 8 red bottles of Venom &lt;br /&gt;
* Letters of introduction for the party, from the Duchess&lt;br /&gt;
* Whispering Wind invested, from the Duchess (just in case of trouble)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }&lt;br /&gt;
table.buffs th { text-align: center; width: 30px; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 180px; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 25px; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 250px; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 70px; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;p1&amp;quot; | Ald&lt;br /&gt;
!Title=&amp;quot;p2&amp;quot; | Bil&lt;br /&gt;
!Title=&amp;quot;p3&amp;quot; | Elg&lt;br /&gt;
!Title=&amp;quot;p4&amp;quot; | Lil&lt;br /&gt;
!Title=&amp;quot;p5&amp;quot; | LF&lt;br /&gt;
!Title=&amp;quot;p6&amp;quot; | MDK&lt;br /&gt;
!Title=&amp;quot;p7&amp;quot; | QUA&lt;br /&gt;
!Title=&amp;quot;p8&amp;quot; | Rod&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Form&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +30/+15 def&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;y&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; n&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; N&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +5PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 1.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 36 mph, 126 miles range&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Fire Armour&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 44 protection&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Fireproofing&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | protection vs normal fire&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Weapon of Flames&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +11 SC, +6 dam, +11 dam vs undead, cold or water creatures&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 15 mins&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Greater Enchantment&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +16 on Combat or Magic, plus MR&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3 days&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Spring&amp;quot; class=&amp;quot;Season&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Thaw (10) 813wk&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Candlemansa]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &#039;&#039;Guild Meeting, Pre-departure briefing, meeting with the Duchess&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &#039;&#039;Departure, rest and Imps attack&#039;&#039; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &#039;&#039;Flight&#039;n treouble&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &#039;&#039;Grobbety town&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &#039;&#039;Lunch with the lady. Preparation for the trip to Stoneborough&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &#039;&#039;Stoneborough flight, Mantis cave fight, delivery of the prisoners&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &#039;&#039;Ancient elven road, Devils and Dark Tower&#039;&#039; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Seedtime (11)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &#039;&#039;Rites of Thunor&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &#039;&#039;Equinox&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &#039;&#039;Eostre&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &#039;&#039;Seagate Spring Ball&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Blossom (12)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &#039;&#039;Floralia&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &#039;&#039;Walpurgisnacht&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seagate Time ==&lt;br /&gt;
After a successful meeting with Duncan (castle Chilton Namer) &amp;amp; a brief encounter with the duchess, the party gets ready for the mission ahead. The plan is to retrieve the Daughter of The Duke and the Duchess of Carzala, from the Duke of Aladar&#039;s summer keep in Grobbety Town  &lt;br /&gt;
&lt;br /&gt;
The following day is spent travelling via portal, and recuperating all the energy spent. In the depth of the night the party is attacked by a group of Imps. During the interrogation of the surviving imp, they discover the intention of a Drow ritual.&lt;br /&gt;
&lt;br /&gt;
Next day the group depart and half way to their destination they are stopped by two flying military men. The party has to wait for Roderigo to register, as he is a knight of this country. This delays the party to their destination. After spending the night in the camp, the party moves on to toward their goal.&lt;br /&gt;
&lt;br /&gt;
Once the heroes arrives at Neuerafang town, they have to deal with the trouble that seams to follow Sir Roderigo. However they manage to schedule a lunch with Lady Isabella, for the coming day.&lt;br /&gt;
&lt;br /&gt;
During lunch they meet the lady Isabella, and discuss the plan for her return to Carzala. She is happy to make her way home as long as the heroes are happy to land a hand to everyone in need of help.&lt;br /&gt;
&lt;br /&gt;
The following day the heroes depart for Stoneborough a little town north of Neuerafang. Strange things have been happening in the home town of Casthel Festung seneschal, so to ingratiate Roderigo with the steward of the keep, the party decide to investigate.&lt;br /&gt;
&lt;br /&gt;
They party discover the presence of a Giant Mantis and 2 Muls(giant dwarfs) along with some humans, Memmbers of the Emarald Mantis Drow House. They are quick at subjugating them, and capture them as prisoners. After collecting some information, the party hand over the prisoners to the guards of Neuerafang.&lt;br /&gt;
&lt;br /&gt;
The party moves on into investigating the disappearance of some local farmers. Their attention is draw to the Ancient Elven road situated at the top of the valley. On one if its bridges they discovers a strange mechanism, inside a magical rode side tower which mysteriously appears ahead of them.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=DQ_Community_Character_Sheet&amp;diff=68994</id>
		<title>DQ Community Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=DQ_Community_Character_Sheet&amp;diff=68994"/>
		<updated>2013-09-30T22:43:53Z</updated>

		<summary type="html">&lt;p&gt;Neil: new version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Neil Davies]][[Category:Character Sheet]][[Category:User Guides]]&lt;br /&gt;
&lt;br /&gt;
This is a Excel Spreadsheet designed for &amp;quot;almost automated&amp;quot; creation, maintenance and ranking of your DQ character.  It has most all the rules including many colleges of magic, and can handle creating custom items and abilities.  Using this Spreadsheet does come at a cost though: it is quite large and unwieldy as far as spreadsheets go.&lt;br /&gt;
&lt;br /&gt;
Pages are available to print with the relevant weapons, magic, skill base chances and other information that will normally be needed during a game.&lt;br /&gt;
&lt;br /&gt;
It &#039;&#039;should&#039;&#039; work with Excel from 2002 or later, and only on Excel, due to the use of VBA macros and Active-X controls.&lt;br /&gt;
&lt;br /&gt;
==Quick Start==&lt;br /&gt;
&lt;br /&gt;
Download the latest version from [[Image:AutoDQCS.xls.zip|here]]. &lt;br /&gt;
It Some notes to get to going:&lt;br /&gt;
* You &#039;&#039;must&#039;&#039; enable macros in Excel. If your Excel install has been locked down to &amp;quot;high security&amp;quot; and so allow no macros, nothing much will work. I personally recommend setting your excel macro security to LOW so you don&#039;t get bothered again. (In Excel 2003 and earlier, do this from Tools -&amp;gt; Macros -&amp;gt; Security)  Under 2007, you can add change security for your DQ file folder.)&lt;br /&gt;
* Yellow cells are the only cells you should enter data into.  You can turn on &#039;&#039;protection&#039;&#039; to help avoiding mistakes if desired.&lt;br /&gt;
* Starting at the &#039;&#039;Chr Data&#039;&#039; sheet, you can [[DQCS_Instructions#Entering your character|enter your character]] information manually, or import from a previous version of the spreadsheet.&lt;br /&gt;
* If you are starting a completely new DQ character, the &#039;&#039;Chr Gen&#039;&#039; sheet helps you do this following the process in the rule-book, remembering that characters still have to be rolled-up with a GM.&lt;br /&gt;
* More [[DQCS Instructions|detailed instructions]] are available on how to use the spreadsheet, although many sections are sparse. You can always [[Neil Davies|contact me]] with any questions.&lt;br /&gt;
&lt;br /&gt;
==Customising Layouts==&lt;br /&gt;
&lt;br /&gt;
One of the problem with trying to make a generic character sheet is that they are very personal to the people using them. And as you character grows and changes, different information may become more or less important, and as such you may want a different looking character sheet.&lt;br /&gt;
&lt;br /&gt;
For example, some people have bonuses to Weapon Strike chances for Melee and Close combat. The ability to do this exists, but an extra field isn&#039;t shown by default.  (If you want it, please ask!)&lt;br /&gt;
&lt;br /&gt;
With this in mind, the main character sheet is customisable with the ability to remove or add any number of sub-sections to help. However this only does so much; You may want to play around with the page layouts (eg landscape vs portrait, and adding page breaks) as different sections grow and the printable area changes shape.&lt;br /&gt;
&lt;br /&gt;
If you are feeling game, feel free to muck about with the &amp;quot;printable&amp;quot; sheets (ie the ones with the Blue tabs.) You can combine sheets together, cutting and pasting each section into new locations as required, or rewrite the entirely if you wish.  If you do try this, be careful of hidden cells though: Some of the tables have extra calculation rows or columns next to them need to be copied as well.&lt;br /&gt;
&lt;br /&gt;
If there is a layout you&#039;d like to emulate, I am happy to create a custom version for you if you give me an example to go on. Similarly, if you&#039;ve created a layout that others like, send it on and we can incorporate it into the base spreadsheet.&lt;br /&gt;
&lt;br /&gt;
==Completed Colleges==&lt;br /&gt;
Data for all colleges has not been entered yet. Generally, they are done when and as required.  If you&#039;ve got another college and would like to use it, let us know. It&#039;d be great if you could help entering the data, but I might do this myself if I&#039;m in the mood and know someone will use it. (Contact [[Neil Davies|Neil]])&lt;br /&gt;
&lt;br /&gt;
The completed Colleges ready to use are:&lt;br /&gt;
* Binder&lt;br /&gt;
* E&amp;amp;E&lt;br /&gt;
* Mind&lt;br /&gt;
* Necromancy&lt;br /&gt;
* Air&lt;br /&gt;
* Earth&lt;br /&gt;
* Witchcraft&lt;br /&gt;
* Illusion&lt;br /&gt;
* Celestial (all branches)&lt;br /&gt;
* Water (only partial - the magic descriptions haven&#039;t been entered)&lt;br /&gt;
&lt;br /&gt;
==Download Latest Version==&lt;br /&gt;
&lt;br /&gt;
Click on [[Image:AutoCCS.xls.zip|this link]] to download the latest version (released 1-Oct-2013).&lt;br /&gt;
&lt;br /&gt;
==Suggestions and Bug Report==&lt;br /&gt;
&lt;br /&gt;
I encourage you to contact me if you plan to use the character sheet.  Those first questions that crop up as you come to grips with how it works can be invaluable for feedback to improve it. (And if you don&#039;t ask, it won&#039;t happen.)&lt;br /&gt;
&lt;br /&gt;
Also, we all have our own ideas and others may have things that they could &amp;quot;never live without&amp;quot; in a character sheet and others they could &amp;quot;never live with&amp;quot;, and I&#039;m always keen for suggestions.  Please contact [[Neil Davies|Neil]] as first port of call, whether feedback be good, bad or indifferent.&lt;br /&gt;
&lt;br /&gt;
If you do find any bugs, please [[Neil Davies|contact me]] via email in preference. I tend to get onto fixing something straight away.&lt;br /&gt;
&lt;br /&gt;
== Simpler Character Sheet ==&lt;br /&gt;
This is a simpler excel character sheet that calculates your current base chances, copes with a reasonable range of items and abilities, and works on a wide range of platforms (the biggest limit on complexity and advanced functionality).&lt;br /&gt;
&lt;br /&gt;
It now includes simple ranking calculations/functionality.&lt;br /&gt;
&lt;br /&gt;
It should be compatible with Excel 2k+, OpenOffice, OfficeLibre, Google Docs, ThinkFree Office (java app available for most smart phones) and probably most java-based spreadsheets, Numbers on iPad (NB Numbers complains about a couple of things on importing but so far I haven&#039;t found anything that&#039;s not working).&lt;br /&gt;
: No macros, no named ranges (sob!), a limited set of functions used that (so far) work on most excel platforms.&lt;br /&gt;
&lt;br /&gt;
The file contains all weapons, the major skills and example artisan skills, and all colleges.  &lt;br /&gt;
Maintaining a separate file for each college became too much of a pain when making changes. To reduce the file size, delete the colleges you don&#039;t need for your character and optionally delete some of the weapons and skills you&#039;ll never use.&lt;br /&gt;
&lt;br /&gt;
Download from here: [[File:Dqcs.xls]]&lt;br /&gt;
 &lt;br /&gt;
; Getting Started...&lt;br /&gt;
: In general, the yellow cells are where you enter stuff and the rest of them should update automatically based on what you enter.&lt;br /&gt;
: &#039;&#039;&#039;Setup&#039;&#039;&#039; Start with the Setup Tab, update the yellow fields to the current values for your character.&lt;br /&gt;
: &#039;&#039;&#039;Weapons&#039;&#039;&#039; Put your current weapon ranks into the yellow column in the Weapons tab&lt;br /&gt;
: &#039;&#039;&#039;Magic&#039;&#039;&#039; Put your current spell/talent/ritual ranks into the yellow column in the Magic tab, add rows for your non-standard magics, and optionally delete all the other colleges to reduce the file size.  NB You&#039;ll probably need to fix the links from the summary page so it points to your college.&lt;br /&gt;
: &#039;&#039;&#039;Skills&#039;&#039;&#039; Put your current skill/language ranks into the bright yellow cells in column B; add your other languages and their ranks; add any other skills you have ranked; hide/ignore the skills you don&#039;t have, I suggest not deleting them as you may pick some of them up later. Also, be careful with re-arranging, ensure you don&#039;t break the links from the other tabs.&lt;br /&gt;
: &#039;&#039;&#039;Combat&#039;&#039;&#039; Update/change the yellow cells in the Combat tab. Identify the shield you normally use in R4. List the weapons you normally use by whatever name is meaningful to you in Col A, the Weapon Name in Col R must correspond to the weapons in the Weapons tab. Cols N-Q should cover most weapon modifiers that affect IV, SC, or Damage.  List as few or as many weapons as you see fit.&lt;br /&gt;
: &#039;&#039;&#039;Bonuses&#039;&#039;&#039; This tab is for your abilities, items, party buffs, and other oddities that affect your stats and base chances.  If Col A is &#039;Y&#039; (NB ThinkFree office is case sensitive) then the row will be included in the currently active modifiers.  Row 3 is the net modifier in effect.  Rows 15-50 are on the Summary tab as your &#039;Equipment list&#039;.&lt;br /&gt;
: &#039;&#039;&#039;Summary&#039;&#039;&#039; This is the tab you print out as your character sheet.  Hide/show, tweak, hack and modify to suit your personal taste.  The intent is that this is just a consolidation and formatting tab, the source info and formula should be on the other tabs.  If adding stuff from other tabs, Copy &amp;amp; Paste Special (Paste-Link) are your friends.  Most characters should fit on 1 to 2 pages.&lt;br /&gt;
: &#039;&#039;&#039;Names&#039;&#039;&#039; The spreadsheet has an additional tab to update and print, it should print all of your names with Rk and spell BC mod on one page. For non-namers, if you delete this tab you&#039;ll need to fix up some links and formula on the ranking tab.&lt;br /&gt;
: &#039;&#039;&#039;Ranking&#039;&#039;&#039; &lt;br /&gt;
:* Enter your available experience - &#039;&#039;after racial tax&#039;&#039; - (E3), season &amp;amp; year of your last adventure and next adventure (L3 &amp;amp; L4), number of days adventuring (L5), and any additional mods to your available ranking time (L6) i.e. add extra ranking time during adventure or deduct time spent making invested and having a life. &lt;br /&gt;
:* Pick what you want to rank in column A, it should look up your current rank and put that in column B. &lt;br /&gt;
:* Enter your new rank in column C and choose mornings (&amp;quot;a&amp;quot;) or afternoons (&amp;quot;p&amp;quot;) in column D for the time. NB Namers with Names - leaving column D blank indicates you are using your &#039;free&#039; stream to rank that name. &lt;br /&gt;
:* Adjustments to XP costs, time, and money should go in columns H-J. This includes discounts for teachers, related skills, high stats, etc. and penalties for self-learning, low stats, etc.&lt;br /&gt;
:* Once you&#039;re all done, hide the blank rows, print / print to pdf / save a copy as you see fit then manually apply your new ranks to the appropriate tabs. This could be automated with macros but they wouldn&#039;t work on most platforms.&lt;br /&gt;
: &#039;&#039;&#039;Stats&#039;&#039;&#039; and &#039;&#039;&#039;TmrEncumRef&#039;&#039;&#039; Tables for calculations and reference - you shouldn&#039;t ever need to do anything with these, they just need to be there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NB&#039;&#039;&#039; Warriors, this spreadsheet includes the modifiers as per [[Warrior 3.0]].&lt;br /&gt;
&lt;br /&gt;
Questions/comments/praise/abuse to [[User:stephen|Stephen]].&lt;br /&gt;
&lt;br /&gt;
: Release as at Feb 2013 - fixes several errors, all colleges added, compatibility with Numbers on iPad (NB Numbers doesn&#039;t support Excel Named ranges so the cell formula are now rather ugly and painful to read, they have their own elegant equivalent which would make it incompatible with every other platform). Most of these changes have minimal testing, please let me know of any mistakes so I can fix it in the master copy.&lt;br /&gt;
&lt;br /&gt;
== Paper Character Sheet ==&lt;br /&gt;
A wiki page that is a printable blank [[Character Sheet]] to copy, fill in and have as a page on the wiki (if you&#039;re into sharing that much detail) or just print and go old-school with a pen or pencil.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=File:AutoDQCS.xls.zip&amp;diff=68993</id>
		<title>File:AutoDQCS.xls.zip</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=File:AutoDQCS.xls.zip&amp;diff=68993"/>
		<updated>2013-09-30T22:31:26Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Excel Character Sheet, fully automated including Ranking.  Only works with Excel (2003+) due to the excel-specific macros and Active-X controls.&lt;br /&gt;
&lt;br /&gt;
Internal Version 9.6.2&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=File:AutoDQCS.xls.zip&amp;diff=68992</id>
		<title>File:AutoDQCS.xls.zip</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=File:AutoDQCS.xls.zip&amp;diff=68992"/>
		<updated>2013-09-30T22:30:52Z</updated>

		<summary type="html">&lt;p&gt;Neil: Excel Character Sheet, fully automated including Ranking.  Only works with Excel (2003+) due to the excel-specific macros and Active-X controls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Excel Character Sheet, fully automated including Ranking.  Only works with Excel (2003+) due to the excel-specific macros and Active-X controls&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loyalty_and_honor&amp;diff=68988</id>
		<title>Loyalty and honor</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loyalty_and_honor&amp;diff=68988"/>
		<updated>2013-09-30T00:28:37Z</updated>

		<summary type="html">&lt;p&gt;Neil: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
Return to [[Scribe_Notes#Spring 813 WK| Scribe notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Summary== &lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039; Monday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Place&#039;&#039;&#039;:13 Layard st Avondale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phone&#039;&#039;&#039; 021 1067365 or 8285154&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Information&#039;&#039;&#039;: [[Information from players for Julia]].&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Alandis]] an Elf ranger with a dark past, played by ([[User:Fabio|Fabio]]) Scribe&lt;br /&gt;
*[[Billy Rubin]]  ([[Craig Harper]])&lt;br /&gt;
*[[Elgar]] Elven Mind Mage ([[Neil Davies]])&lt;br /&gt;
*[[Lila]] - Human, Dark Celestial/Air with Fire pet ([[Kelsie]]) Party Leader&lt;br /&gt;
*[[MDK|Mikhail Demitri Kalishnakov]] Dwarven, Non-mage played by [[User:Michael|Big Mac]] Mil Sci&lt;br /&gt;
*[[Quentin Ulysses Ash]] Orc Warrior Namerish ([[User:Quash|Sean]])&lt;br /&gt;
*[[Roderigo]] - Michael McFadden&lt;br /&gt;
The lady Elizabeth De Winter wishes to fund a mission of Mercy to the north&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
=== Chapter 1 - To Stick&#039;s Keep ===&lt;br /&gt;
==== Thaw 1st: Castle Chilton ====&lt;br /&gt;
&lt;br /&gt;
The 7 of us, (Billy, Edgar, Lila, MDK Rodrigo, Quentin, and me Alandis) are bought together in one of the guild chambers; we quickly introduce ourselves and swiftly select Lila, the only human, as our fearsome leader. MDK will be our military Scientist and me; once again I am faced with the duty of reporting our journey.&lt;br /&gt;
&lt;br /&gt;
Once the roles have been finalized, the guild representative ushers us to a royal carriage, which is headed to Castle Chilton. We are expected by Duncan, the castle mage, and by her grace the Duchess Elisabeth of Carzala.&lt;br /&gt;
&lt;br /&gt;
Once we reach his large office, Duncan clarifies our mission. Our assignment is to uphold the honors of the guild with the Duchess, by retrieving and escorting Lady Isabella (the duchess teenage daughter) back to Carzala. The Duke Baltmond Aladar is fostering the young lady in his summer house; Castle Festung a keep 10 miles north of Neuerafang Town in Grobbety County. Due to the Drow invasion the area is becoming increasingly unstable and dangerous, therefore the Duchess fears for her daughter safety.  The Party will be remunerated accordingly. &lt;br /&gt;
&lt;br /&gt;
We are taken to meet her Grace the Duchess which remind us not to start any diplomatic headaches, and to bring her daughter back alive and in one piece. After the brief meeting we head back to Duncanâ€™s chamber, were we are introduced to Sticks, the rune mage. He will provide safe passage via portal; unfortunately the safest spot for arrival is in Sticks keep, a few miles north east of the Great Salt Flats, a few hundred miles west of Grobbety Town.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 2: Rest and Fight ====&lt;br /&gt;
The journey is safe but we arrive completely exhausted from the 3 portal jumps, so after a good feed we spend the day recuperating our energies. The afternoon and evening goes by without troubles, however in the deep of the night during my turn on guard, I spot some flying figures approaching at speed. I wake everyone and prepare the defenses. &lt;br /&gt;
All but one of the soul gathering Imps are defeated while we spare the one controlled by Elgar for interrogation. &lt;br /&gt;
The little creatures was summoned by a Drow and commanded to collect human souls for a ritual, which require the offering of the souls to create the Big Drow Soul.  Once we gather all necessary information we dispose of it and sent it back to its plane. &lt;br /&gt;
The rest of the night goes by with no issues.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2 - On to the Castle ===&lt;br /&gt;
&lt;br /&gt;
==== Thaw 3: Flight&#039;n Troubles ====&lt;br /&gt;
&lt;br /&gt;
Just before sunrise, in the darkness of the keep, the celestial mage casts her spells. She is preparing all necessary magic needed for the day flight. &lt;br /&gt;
&lt;br /&gt;
As the two rangers of the group, Elgar and I (Alandis) point the party to the correct direction; so the flight begins, we are headed north-east toward Neuerafang town&lt;br /&gt;
&lt;br /&gt;
The rolling landscape and the magnificent waterfall of the local lake are a nice backdrop to our mission. It is a shame to think this land is slowly turning into a war zone. As I reflect on it we spot a few peasants heading west, away from the war zone. After another few miles we see a platoon of Gnolls, marching north; perhaps to the front lines. We ignore them and continue with our mission.&lt;br /&gt;
&lt;br /&gt;
Not before long, as we reach the halfway mark of our flight, 2 men in a plated armor, materialize in front of us. They are on patrol from the local military post, and want to check our intentions.&lt;br /&gt;
&lt;br /&gt;
We are escorted to the ground, and taken to meet the captain in the local keep, the prisons. At this point Roderigo decides to show off his Aladarian Medal for bravery and title. In times of war all nobles are required to be registered, so the party has to wait, while the registration takes place, along with having his newly acquired insignia, painted on the shield. Today we will not be able to reach our destination and we are forced to take refuge in this town.&lt;br /&gt;
&lt;br /&gt;
We (the boys) take advantage of the free afternoon to do some sparring with the locals, wile our team leader, heads of to peal potatoes for dinner. As we talk with the locals we discover valuable information. The Drows are sacrificing humanâ€™s souls to make them self immortal, as well as keeping the Ice Bridge working. After a good meal we head to bed&lt;br /&gt;
&lt;br /&gt;
==== Thaw 4: More Flight More Trouble ====&lt;br /&gt;
&lt;br /&gt;
The night goes by with no accidents and, after a bowl of comforting porridge and few incantations, we continue our journey. &lt;br /&gt;
We ignore everything and anyone we come across as our mission is of importance to us and the guild.&lt;br /&gt;
After few ours we spot Neuerafang town in the distance; we came to land in an inconspicuous field, a couple of miles from town. Scouts are in the area but they do not appear to be bothered by our presence.&lt;br /&gt;
&lt;br /&gt;
After meeting the guards at the gate, we are escorted to Castle Festung by the sergeant and 3 army men. &lt;br /&gt;
&lt;br /&gt;
Once at the keep we are greeted and welcomed by the seneschal. Roderigo decides to show off again, his medal for bravery &amp;amp; title, and so the troubles begin. He is interrogated and questioned about his mission with us; why he is not defending his land?; why he is not supporting his local lord and why he is not leading us in war?&lt;br /&gt;
We swiftly manage to divert the conversation, as well as organizing lunch with Lady Isabella for the following day.&lt;br /&gt;
   &lt;br /&gt;
We meet with Cnut, the dwarf captain of Lady Isabellaâ€™s guards, and we proceed in explaining our mission. We gently request for the preparation of all that is needed, for her ladyship and her entourage departure. The Dwarf Captain cordially accepts and warns us that it will take approximately a week for it. We return to town to rent a room at The Happy Fowl, where we experience the taste of their specialty, roasted seagull, all washed down with copious amount of refreshing ale.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 5: Lunch with Lady Isabella ====&lt;br /&gt;
 &lt;br /&gt;
The following morning we polish our armour, as well as making ourselves presentable for the lunch with Lady Isabella. While we spruce up, MDK chats with some guards, to find information about the town and the locals. He might have found a way to repay Roderigo&#039;s debt to this country, however we have to postpone those plans, as we are expected for lunch at Castle Festung.&lt;br /&gt;
&lt;br /&gt;
Once there, we are introduced to Lady Isabella by one of her followers. As we explain our mission, she is not surprised to hear of her motherâ€™s worries. She reluctantly agrees to return home, only on one condition; since she is a good archer she would like to venture back to Carzala, and while on the road, she would like to provide assistance to the people in need. &lt;br /&gt;
The party is willing to accept as long she is safe and protected.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 3 ===&lt;br /&gt;
==== Thaw 5: After Lunch Duties ====&lt;br /&gt;
After lunch with her ladyship we pay a visit to Cnut, to discuss the trouble in Stoneborough, the home village of the seneschal. He has heard that something or someone is gone missing and the seneschal is really worried as he is busy looking after the keep and he is not able to investigate. Cnut is convinced that the village and seneschal will appreciate if we investigate and help. We will try to lend a hand to the seneschal, so to ensure Roderigos Royal Duties have been met.&lt;br /&gt;
&lt;br /&gt;
Following the visit to Cnut we are approached by Kate, a young page at the Keep. She has a message for her mother Sarah who lives at the village of Stoneborough. We are more than happy to accommodate.&lt;br /&gt;
&lt;br /&gt;
We return to town and try to purchase archer armor for Lady Isabella. In town we are approached by a local farmer. In fact he is a spy and has a message to deliver to General Harold de Honare.&lt;br /&gt;
 &lt;br /&gt;
 The dark our is rising &lt;br /&gt;
 Carig towers are rising and are seeking to restore the old power again&lt;br /&gt;
 The power of Duma&lt;br /&gt;
&lt;br /&gt;
After all businesses are concluded we return to the keep for the night.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 6: Muls??? What&#039;s a Mul ====&lt;br /&gt;
&lt;br /&gt;
We decide to fly to Stoneborough, a 15 min flight from the keep. Once there, a young girl is happy to take us to meet Goody Jones, the oldest lady in town, and the person in charge at present. She leaves in a stone keep and she is happy to enlighten us in what has been happening in the area, while Elgar offers to help with the soup.&lt;br /&gt;
&lt;br /&gt;
Animals have been disappearing lately; more exactly the bones of the animals. They have discovered that some animal had all their bones removed. It appears to be happening since some strange lights have been appearing in the night sky. &lt;br /&gt;
&lt;br /&gt;
We are happy to investigate and after been pointed to the direction of the farm of the latest incident, we take flight. In a few minutes we reach the farmhouse and the rangers begin their search for foot prints. We discover that some tree branches have been snapped by something big, and we follow the trail left within the tree branches until we reach some enormous footprint and eventually some red hair. &lt;br /&gt;
&lt;br /&gt;
The Ork cast his aura detection spell; the true name of the hair owner is â€œMulâ€. No-one in the party has any idea what it is.&lt;br /&gt;
&lt;br /&gt;
From the track it appears to be more than one Mul in the area as well as a big Mantis. We continue to follow the trail which quickly disappears in the rocky terrain of the mountains. Immediately our Sniffer dog (the Air Mage) picks up the scent of the creatures. We discover a cave ahead. It is guarded, so our Halfling Roderigo, under his invisibility spell, approaches to investigate. With his Wizard Eye is able to see inside but he can only see one of the gigantic creatures inside.&lt;br /&gt;
&lt;br /&gt;
After his return he informs the party of his findings; the Mul is a gigantic Dwarf. &lt;br /&gt;
&lt;br /&gt;
We have to investigate further, so after sending the guard to sleep (he has a drow house brand of a mantis) we enter the cave.  The mind mage casts his ESP spell and he is able to detect the presence of 3 big minds and 5 small one. Unfortunately as we try to search for any traps we manage to trigger the cave alarm. &lt;br /&gt;
&lt;br /&gt;
We prepare for the fight. The 5 human are quickly scared with Grenadoes and blocked by a couple of walls of light and darkness.&lt;br /&gt;
&lt;br /&gt;
3 big creatures, the 2 Muls and the Mantis crash through the wall and are quickly subjugated.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 4 ===&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
=== Persons of Interest ===&lt;br /&gt;
* Her Grace the Duchess of Carzala&lt;br /&gt;
* Duncan, Castle Chilton Namer&lt;br /&gt;
* Sticks, the Rune Mage&lt;br /&gt;
* Seneschal of Grobbety town Keep&lt;br /&gt;
* Dwarf Cnut, the chiefe of Lady Isabella&#039;s guards&lt;br /&gt;
* Lady Isabella, Daughter of the Duke and Duchess of Carzala.&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Vetch plants&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
* 1 x pack of Grenadoes&lt;br /&gt;
* 1 x pack of healing, blue bottles for fatigue and green Bottles for endurance&lt;br /&gt;
* 1 x pack of provision and dried food.&lt;br /&gt;
* 8 red bottles of Venom &lt;br /&gt;
* Letters of introduction for the party, from the Duchess&lt;br /&gt;
* Whispering Wind invested, from the Duchess (just in case of trouble)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }&lt;br /&gt;
table.buffs th { text-align: center; width: 30px; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 180px; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 25px; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 250px; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 70px; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;p1&amp;quot; | Ald&lt;br /&gt;
!Title=&amp;quot;p2&amp;quot; | Bil&lt;br /&gt;
!Title=&amp;quot;p3&amp;quot; | Elg&lt;br /&gt;
!Title=&amp;quot;p4&amp;quot; | Lil&lt;br /&gt;
!Title=&amp;quot;p5&amp;quot; | LF&lt;br /&gt;
!Title=&amp;quot;p6&amp;quot; | MDK&lt;br /&gt;
!Title=&amp;quot;p7&amp;quot; | QUA&lt;br /&gt;
!Title=&amp;quot;p8&amp;quot; | Rod&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Form&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +30/+15 def&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;y&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; n&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; N&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +5PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 1.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 36 mph, 126 miles range&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Fire Armour&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 44 protection&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Fireproofing&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | protection vs normal fire&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Weapon of Flames&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +11 SC, +6 dam, +11 dam vs undead, cold or water creatures&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 15 mins&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Greater Enchantment&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +16 on Combat or Magic, plus MR&amp;amp;Stats&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3 days&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Spring&amp;quot; class=&amp;quot;Season&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Thaw (10) 813wk&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Candlemansa]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &#039;&#039;Guild Meeting, Pre-departure briefing, meeting with the Duchess&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &#039;&#039;Departure, rest and Imps attack&#039;&#039; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &#039;&#039;Flight&#039;n treouble&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &#039;&#039;Grobbety town&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &#039;&#039;Lunch with the lady. Preparation for the trip to Stoneborough&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &#039;&#039;Departure for Stoneborough.  Fight in the Mantis cave&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Seedtime (11)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &#039;&#039;Rites of Thunor&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &#039;&#039;Equinox&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &#039;&#039;Eostre&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &#039;&#039;Seagate Spring Ball&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Blossom (12)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &#039;&#039;Floralia&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &#039;&#039;Walpurgisnacht&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seagate Time ==&lt;br /&gt;
After a successful meeting with Duncan (castle Chilton Namer) &amp;amp; a brief encounter with the duchess, the party gets ready for the mission ahead. The plan is to retrieve the Daughter of The Duke and the Duchess of Carzala, from the Duke of Aladar&#039;s summer keep in Grobbety Town  &lt;br /&gt;
&lt;br /&gt;
The following day is spent travelling via portal, and recuperating all the energy spent. In the depth of the night the party is attacked by a group of Imps. During the interrogation of the surviving imp, they discover the intention of a Drow ritual.&lt;br /&gt;
&lt;br /&gt;
Next day the group depart and half way to their destination they are stopped by two flying military men. The party has to wait for Roderigo to register, as he is a knight of this country. This delays the party to their destination. After spending the night in the camp, the party moves on to toward their goal.&lt;br /&gt;
&lt;br /&gt;
Once the heroes arrives at Neuerafang town, they have to deal with the trouble that seams to follow Sir Roderigo. However they manage to schedule a lunch with Lady Isabella, for the coming day.&lt;br /&gt;
&lt;br /&gt;
During lunch they meet the lady Isabella, and discuss the plan for her return to Carzala. She is happy to make her way home as long as the heroes are happy to land a hand to everyone in need of help.&lt;br /&gt;
&lt;br /&gt;
The following day the heroes depart for Stoneborough a little town north of Neuerafang. Strange things have been happening in the home town of Casthel Festung seneschal, so to ingratiate Roderigo with the keep steward, the party decide to investigate.&lt;br /&gt;
&lt;br /&gt;
They party discover the presence of a Giant Mantis and 2 Muls (giant dwarfs) and are quick to subjugate them to their will.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loyalty_and_honor&amp;diff=68954</id>
		<title>Loyalty and honor</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loyalty_and_honor&amp;diff=68954"/>
		<updated>2013-09-25T22:50:04Z</updated>

		<summary type="html">&lt;p&gt;Neil: added in chapters for each session&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
Return to [[Scribe_Notes#Spring 813 WK| Scribe notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Summary== &lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039; Monday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Place&#039;&#039;&#039;:13 Layard st Avondale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phone&#039;&#039;&#039; 021 1067365 or 8285154&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Information&#039;&#039;&#039;: [[Information from players for Julia]].&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Alandis]] an Elf ranger with a dark past, played by ([[User:Fabio|Fabio]]) Scribe&lt;br /&gt;
*[[Billy Rubin]]  ([[Craig Harper]])&lt;br /&gt;
*[[Elgar]] Elven Mind Mage ([[Neil Davies]])&lt;br /&gt;
*[[Lila]] - Human, Dark Celestial/Air with Fire pet ([[Kelsie]]) Party Leader&lt;br /&gt;
*[[MDK|Mikhail Demitri Kalishnakov]] Dwarven, Non-mage played by [[User:Michael|Big Mac]] Mil Sci&lt;br /&gt;
*[[Quentin Ulysses Ash]] Orc Warrior Namerish ([[User:Quash|Sean]])&lt;br /&gt;
*[[Roderigo]] - Michael McFadden&lt;br /&gt;
The lady Elizabeth De Winter wishes to fund a mission of Mercy to the north&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
=== Chapter 1 - To Stick&#039;s Keep ===&lt;br /&gt;
==== Thaw 1st: Castle Chilton ====&lt;br /&gt;
&lt;br /&gt;
The 7 of us, (Billy, Edgar, Lila, MDK Rodrigo, Quentin, and me Alandis) are bought together in one of the guild chambers; we quickly introduce ourselves and swiftly select Lila, the only human, as our fearsome leader. MDK will be our military Scientist and me; once again I am faced with the duty of reporting our journey.&lt;br /&gt;
&lt;br /&gt;
Once the roles have been finalized, the guild representative ushers us to a royal carriage, which is headed to Castle Chilton. We are expected by Duncan, the castle mage, and by her grace the Duchess Elisabeth of Carzala.&lt;br /&gt;
&lt;br /&gt;
Once we reach his large office, Duncan clarifies our mission. Our assignment is to uphold the honors of the guild with the Duchess, by retrieving and escorting Lady Isabella (the duchess teenage daughter) back to Carzala. The Duke Baltmond Aladar is fostering the young lady in his summer house; a keep 10 miles north of Grobbety Town. Due to the Drow invasion the area is becoming increasingly unstable and dangerous, therefore the Duchess fears for her daughter safety.  The Party will be remunerated accordingly. &lt;br /&gt;
&lt;br /&gt;
We are taken to meet her Grace the Duchess which remind us not to start any diplomatic headaches, and to bring her daughter back alive and in one piece. After the brief meeting we head back to Duncanâ€™s chamber, were we are introduced to Sticks, the rune mage. He will provide safe passage via portal; unfortunately the safest spot for arrival is in Sticks keep, a few miles north east of the Great Salt Flats, a few hundred miles west of Grobbety Town.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 2: Rest and Fight ====&lt;br /&gt;
The journey is safe but we arrive completely exhausted from the 3 portal jumps, so after a good feed we spend the day recuperating our energies. The afternoon and evening goes by without troubles, however in the deep of the night during my turn on guard, I spot some flying figures approaching at speed. I wake everyone and prepare the defenses. &lt;br /&gt;
All but one of the soul gathering Imps are defeated while we spare the one controlled by Elgar for interrogation. &lt;br /&gt;
The little creatures was summoned by a Drow and commanded to collect human souls for a ritual, which require the offering of the souls to create the Big Drow Soul.  Once we gather all necessary information we dispose of it and sent it back to its plane. &lt;br /&gt;
The rest of the night goes by with no issues.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2 - On to the Castle ===&lt;br /&gt;
&lt;br /&gt;
==== Thaw 3: Flight&#039;n Troubles ====&lt;br /&gt;
&lt;br /&gt;
Just before sunrise, in the darkness of the keep, the celestial mage casts her spells. She is preparing all necessary magic needed for the day flight. &lt;br /&gt;
&lt;br /&gt;
As the two rangers of the group, Elgar and I (Alandis) point the party to the correct direction; so the flight begins, we are headed north-east toward Grobbetty town.&lt;br /&gt;
&lt;br /&gt;
The rolling landscape and the magnificent waterfall of the local lake are a nice backdrop to our mission. It is a shame to think this land is slowly turning into a war zone. As I reflect on it we spot a few peasants heading west, away from the war zone. After another few miles we see a platoon of Gnolls, marching north; perhaps to the front lines. We ignore them and continue with our mission.&lt;br /&gt;
&lt;br /&gt;
Not before long, as we reach the halfway mark of our flight, 2 men in a plated armor, materialize in front of us. They are on patrol from the local military post, and want to check our intentions.&lt;br /&gt;
&lt;br /&gt;
We are escorted to the ground, and taken to meet the captain in the local keep, the prisons. At this point Roderigo decides to show off his Aladarian Medal for bravery and title. In times of war all nobles are required to be registered, so the party has to wait, while the registration takes place, along with having his newly acquired insignia, painted on the shield. Today we will not be able to reach our destination and we are forced to take refuge in this town.&lt;br /&gt;
&lt;br /&gt;
We (the boys) take advantage of the free afternoon to do some sparring with the locals, wile our team leader, heads of to peal potatoes for dinner. As we talk with the locals we discover valuable information. The Drows are sacrificing humanâ€™s souls to make them self immortal, as well as keeping the Ice Bridge working. After a good meal we head to bed&lt;br /&gt;
&lt;br /&gt;
==== Thaw 4: More Flight More Trouble ====&lt;br /&gt;
&lt;br /&gt;
The night goes by with no accidents and, after a bowl of comforting porridge and few incantations, we continue our journey. &lt;br /&gt;
We ignore everything and anyone we come across as our mission is of importance to us and the guild.&lt;br /&gt;
After few ours we spot Grobbety town in the distance; we came to land in an inconspicuous field, a couple of miles from town. Scouts are in the area but they do not appear to be bothered by our presence.&lt;br /&gt;
&lt;br /&gt;
After meeting the guards at the gate, we are escorted to the Keep (insert name here) by the sergeant and 3 army men. &lt;br /&gt;
&lt;br /&gt;
Once at the keep we are greeted and welcomed by the seneschal. Roderigo decides to show off again, his medal for bravery &amp;amp; title, and so the troubles begin. He is interrogated and questioned about his mission with us; why he is not defending his land?; why he is not supporting his local lord and why he is not leading us in war?&lt;br /&gt;
We swiftly manage to divert the conversation, as well as organizing lunch with Lady Isabella for the following day.&lt;br /&gt;
   &lt;br /&gt;
We meet with the dwarf captain of Lady Isabellaâ€™s guards, and we proceed in explaining our mission. We gently request for the preparation of all that is needed, for her grace and her entourage departure. After the Dwarf Captain cordially accepts, we return to town to rent a room at The Happy Fowl, where we experience the taste of their specialty, roasted seagull, all washed down with copious amount of refreshing ale.&lt;br /&gt;
&lt;br /&gt;
==== Thaw 5: Lunch with Lady Isabella ====&lt;br /&gt;
 &lt;br /&gt;
The following morning we polish our armour, as well as making ourselves presentable for the lunch with Lady Isabella. While we spruce up, MDK chats with some guards, to find information about the town and the locals. He might have found a way to repay Roderigo&#039;s debt to this country, however we have to postpone those plans, as we are expected for lunch at the keep (Insert name here).&lt;br /&gt;
&lt;br /&gt;
Once there, we are introduced to Lady Isabella by one of her followers. As we explain our mission, she is not surprised to hear of her motherâ€™s worries. She reluctantly agrees to return home, only on one condition; since she is a good archer she would like to venture back to Carzala, and while on the road, she would like to provide assistance to the people in need. &lt;br /&gt;
The party is willing to accept as long she is safe and protected.&lt;br /&gt;
&lt;br /&gt;
Since the logistics of the entourage departure are complicated, we are expecting to be in town for at least a week. So after lunch we head back to town. We will try to help the locals and the seneschal, so to ensure Roderigos Feudal  Duties have been met. Once in town we also try to sort out an archer armour for Lady Isabella.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 3 ===&lt;br /&gt;
&#039;&#039;session on 23-Sept to be written&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Chapter 4 ===&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
=== Persons of Interest ===&lt;br /&gt;
* Her Grace the Duchess of Carzala&lt;br /&gt;
* Duncan, Castle Chilton Namer&lt;br /&gt;
* Sticks, the Rune Mage&lt;br /&gt;
* Seneschal of Grobbety town Keep&lt;br /&gt;
* Dwarf Cnut, the chiefe of Lady Isabella&#039;s guards&lt;br /&gt;
* Lady Isabella, Daughter of the Duke and Duchess of Carzala.&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
* 1 x pack of Grenadoes&lt;br /&gt;
* 1 x pack of healing, blue bottles for fatigue and green Bottles for endurance&lt;br /&gt;
* 1 x pack of provision and dried food.&lt;br /&gt;
* 8 red bottles of Venom &lt;br /&gt;
* Letters of introduction for the party, from the Duchess&lt;br /&gt;
* Whispering Wind invested, from the Duchess (just in case of trouble)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }&lt;br /&gt;
table.buffs th { text-align: center; width: 30px; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 180px; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 25px; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 250px; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 70px; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;p1&amp;quot; | Ald&lt;br /&gt;
!Title=&amp;quot;p2&amp;quot; | Bil&lt;br /&gt;
!Title=&amp;quot;p3&amp;quot; | Elg&lt;br /&gt;
!Title=&amp;quot;p4&amp;quot; | Lil&lt;br /&gt;
!Title=&amp;quot;p5&amp;quot; | LF&lt;br /&gt;
!Title=&amp;quot;p6&amp;quot; | MDK&lt;br /&gt;
!Title=&amp;quot;p7&amp;quot; | QUA&lt;br /&gt;
!Title=&amp;quot;p8&amp;quot; | Rod&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Form&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +30/+15 def&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;y&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; n&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; N&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +5PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 1.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 36 mph, 126 miles range&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Fire Armour&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 44 protection&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Fireproofing&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | protection vs normal fire&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Weapon of Flames&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +11 SC, +6 dam, +11 dam vs undead, cold or water creatures&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 15 mins&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Greater Enchantment&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 26&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +16 on Combat or Magic, plus MR&amp;amp;Stats&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3 days&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Spring&amp;quot; class=&amp;quot;Season&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Thaw (10) 813wk&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Candlemansa]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &#039;&#039;Guild Meeting, Pre-departure briefing, meeting with the Duchess&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &#039;&#039;Departure, rest and Imps attack&#039;&#039; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &#039;&#039;Flight&#039;n treouble&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &#039;&#039;Grobbety town&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &#039;&#039;Lunch with the lady. Preparation for the trip to Stoneborough&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &#039;&#039;Departure for Stoneborough.  Tight in the Mantis cave&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Seedtime (11)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &#039;&#039;Rites of Thunor&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &#039;&#039;Equinox&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &#039;&#039;Eostre&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &#039;&#039;Seagate Spring Ball&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Blossom (12)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &#039;&#039;Floralia&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &#039;&#039;Walpurgisnacht&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seagate Time ==&lt;br /&gt;
After a successful meeting with Duncan (castle Chilton Namer) &amp;amp; a brief encounter with the duchess, the party gets ready for the mission ahead. The plan is to retrieve the Daughter of The Duke and the Duchess of Carzala, from the Duke of Aladar&#039;s summer keep in Grobbety Town  &lt;br /&gt;
&lt;br /&gt;
The following day is spent travelling via portal, and recuperating all the energy spent. In the depth of the night the party is attacked by a group of Imps. During the interrogation of the surviving imp, we discover the intention of a Drow ritual.&lt;br /&gt;
&lt;br /&gt;
Next day the group depart and half way to our destination we are stopped by two flying military. We have to wait for Roderigo to register, as he a knight of this country, delaying the party to their destination. After spending the night in the camp, the party moves on to toward their goal.&lt;br /&gt;
&lt;br /&gt;
Once the heroes arrive, we have to deal with the trouble that seams to follow Sir Roderigo. However we manage to schedule a lunch with Lady Isabella, for the coming day.&lt;br /&gt;
&lt;br /&gt;
During lunch we meet the lady, and discuss the plan for her return to Carzala. She is happy to make her way home as long as we help everyone in need of help.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loyalty_and_honor&amp;diff=68909</id>
		<title>Loyalty and honor</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loyalty_and_honor&amp;diff=68909"/>
		<updated>2013-09-23T22:22:10Z</updated>

		<summary type="html">&lt;p&gt;Neil: greater&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
Return to [[Scribe_Notes#Spring 813 WK| Scribe notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Summary== &lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039; Monday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Place&#039;&#039;&#039;:13 Layard st Avondale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phone&#039;&#039;&#039; 021 1067365 or 8285154&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Information&#039;&#039;&#039;: [[Information from players for Julia]].&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Alandis]] an Elf ranger with a dark past, played by ([[User:Fabio|Fabio]]) Scribe&lt;br /&gt;
*[[Billy Rubin]]  ([[Craig Harper]])&lt;br /&gt;
*[[Elgar]] Elven Mind Mage ([[Neil Davies]])&lt;br /&gt;
*[[Lila]] - Human, Dark Celestial/Air with Fire pet ([[Kelsie]]) Party Leader&lt;br /&gt;
*[[MDK|Mikhail Demitri Kalishnakov]] Dwarven, Non-mage played by [[User:Michael|Big Mac]] Mil Sci&lt;br /&gt;
*[[Quentin Ulysses Ash]] Orc Warrior Namerish ([[User:Quash|Sean]])&lt;br /&gt;
*[[Roderigo]] - Michael McFadden&lt;br /&gt;
The lady Elizabeth De Winter wishes to fund a mission of Mercy to the north&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
=== Thaw 1st: Castle Chilton ===&lt;br /&gt;
&lt;br /&gt;
The 7 of us, (Billy, Edgar, Lila, MDK Rodrigo, Quentin, and me Alandis) are bought together in one of the guild chambers; we quickly introduce ourselves and swiftly select Lila, the only human, as our fearsome leader. MDK will be our military Scientist and me; once again I am faced with the duty of reporting our journey.&lt;br /&gt;
&lt;br /&gt;
Once the roles have been finalized, the guild representative ushers us to a royal carriage, witch is headed to Castle Chilton. We are expected by Duncan, the castle mage, and by her grace the Duchess Elisabeth of Carzala.&lt;br /&gt;
&lt;br /&gt;
Once we reach his large office, Duncan clarifies our mission. Our assignment is to uphold the honors of the guild with the Duchess, by retrieving and escorting Lady Isabella (the duchess teenage daughter) back to Carzala. The Duke Baltmond Aladar is fostering the young lady in his summer house; a keep 10 miles north of Grobbety Town. Due to the Drow invasion the area is becoming increasingly unstable and dangerous, therefore the Duchess fears for her daughter safety.  The Party will be remunerated accordingly. &lt;br /&gt;
&lt;br /&gt;
We are taken to meet her Grace the Duchess which remind us not to start any diplomatic headaches, and to bring her daughter back alive and in one piece. After the brief meeting we head back to Duncanâ€™s chamber, were we are introduced to Sticks, the rune mage. He will provide safe passage via portal; unfortunately the safest spot for arrival is in Sticks keep, a few miles north east of the Great Salt Flats, a few hundred miles west of Grobbety Town.&lt;br /&gt;
&lt;br /&gt;
=== Thaw 2: Rest and Fight ===&lt;br /&gt;
The journey is safe but we arrive completely exhausted from the 3 portal jumps, so after a good feed we spend the day recuperating our energies. The afternoon and evening goes by without troubles, however in the deep of the night during my turn on guard, I spot some flying figures approaching at speed. I wake everyone and prepare the defenses. &lt;br /&gt;
All but one of the soul gathering Imps are defeated while we spare the one controlled by Edgar for interrogation. &lt;br /&gt;
The little creatures was summoned by a Drow and commanded to collect human souls for a ritual, which require the offering of the souls to create the Big Drow Soul.  Once we gather all necessary information we dispose of it and sent it back to its plane. &lt;br /&gt;
The rest of the night goes by with no issues.&lt;br /&gt;
&lt;br /&gt;
=== Thaw 3: Flight&#039;n Troubles ===&lt;br /&gt;
&lt;br /&gt;
Just before sunrise, in the darkness of the keep, the celestial mage casts her spells. She is preparing all necessary magic needed for the day flight. &lt;br /&gt;
&lt;br /&gt;
As the two rangers of the group, Elgar and I (Alandis) point the party to the correct direction; so the flight begins, we are headed north-east toward Grobbetty town.&lt;br /&gt;
&lt;br /&gt;
The rolling landscape and the magnificent waterfall of the local lake are a nice backdrop to our mission. It is a shame to think this land is slowly turning into a war zone. As I reflect on it we spot a few peasants heading west, away from the war zone. After another few miles we see a platoon of Gnolls, marching north; perhaps to the front lines. We ignore them and continue with our mission.&lt;br /&gt;
&lt;br /&gt;
Not before long, as we reach the halfway mark of our flight, 2 men in a plated armor, materialize in front of us. They are on patrol from the local military post, and want to check our intentions.&lt;br /&gt;
&lt;br /&gt;
We are escorted to the ground, and taken to meet the captain in the local keep, the prisons. At this point Roderigo decides to show off his Aladarian Medal for bravery and title. In times of war all nobles are required to be registered, so the party has to wait, while the registration takes place, along with having his newly acquired insignia, painted on the shield. Today we will not be able to reach our destination and we are forced to take refuge in this town.&lt;br /&gt;
&lt;br /&gt;
We (the boys) take advantage of the free afternoon to do some sparring with the locals, wile our team leader, heads of to peal potatoes for dinner. As we talk with the locals we discover valuable information. The Drows are sacrificing humanâ€™s souls to make them self immortal, as well as keeping the Ice Bridge working. After a good meal we head to bed&lt;br /&gt;
&lt;br /&gt;
=== Thaw 4: More Flight More Trouble ===&lt;br /&gt;
&lt;br /&gt;
The night goes by with no accidents and, after a bowl of comforting porridge and few incantations, we continue our journey. &lt;br /&gt;
We ignore everything and anyone we come across as our mission is of importance to us and the guild.&lt;br /&gt;
After few ours we spot Grobbety town in the distance; we came to land in an inconspicuous field, a couple of miles from town. Scouts are in the area but they do not appear to be bothered by our presence.&lt;br /&gt;
&lt;br /&gt;
After meeting the guards at the gate, we are escorted to the Keep (insert name here) by the sergeant and 3 army men. &lt;br /&gt;
&lt;br /&gt;
Once at the keep we are greeted and welcomed by the seneschal. Roderigo decides to show off again, his medal for bravery &amp;amp; title, and so the troubles begin. He is interrogated and questioned about his mission with us; why he is not defending his land?; why he is not supporting his local lord and why he is not leading us in war?&lt;br /&gt;
We swiftly manage to divert the conversation, as well as organizing lunch with Lady Isabella for the following day.&lt;br /&gt;
   &lt;br /&gt;
We meet with the dwarf captain of Lady Isabellaâ€™s guards, and we proceed in explaining our mission. We gently request for the preparation of all that is needed, for her grace and her entourage departure. After the Dwarf Captain cordially accepts, we return to town to rent a room at The Happy Fowl, where we experience the taste of their specialty, roasted seagull, all washed down with copious amount of refreshing ale.&lt;br /&gt;
&lt;br /&gt;
=== Thaw 5: Lunch with Lady Isabella ===&lt;br /&gt;
 &lt;br /&gt;
The following morning we polish our armour, as well as making ourselves presentable for the lunch with Lady Isabella. While we spruce up, MDK chats with some guards, to find information about the town and the locals. He might have found a way to repay Roderigo&#039;s debt to this country, however we have to postpone those plans, as we are expected for lunch at the keep (Insert name here).&lt;br /&gt;
&lt;br /&gt;
Once there, we are introduced to Lady Isabella by one of her followers. As we explain our mission, she is not surprised to hear of her motherâ€™s worries. She reluctantly agrees to return home, only on one condition; since she is a good archer she would like to venture back to Carzala, and while on the road, she would like to provide assistance to the people in need. &lt;br /&gt;
The party is willing to accept as long she is safe and protected.&lt;br /&gt;
&lt;br /&gt;
Since the logistics of the entourage departure are complicated, we are expecting to be in town for at least a week. So after lunch we head back to town. We will try to help the locals and the seneschal, so to ensure Roderigos Royal Duties have been met. Once in town we also try to sort out an archer armour for Lady Isabella.&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
=== Persons of Interest ===&lt;br /&gt;
* Her Grace the Duchess of Carzala&lt;br /&gt;
* Duncan, Castle Chilton Namer&lt;br /&gt;
* Sticks, the Rune Mage&lt;br /&gt;
* Seneschal of Grobbety town Keep&lt;br /&gt;
* Lady Isabella, Daughter of the Duke and Duchess of Carzala.&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
* 1 x pack of Grenadoes&lt;br /&gt;
* 1 x pack of healing, blue bottles for fatigue and green Bottles for endurance&lt;br /&gt;
* 1 x pack of provision and dried food.&lt;br /&gt;
* 8 red bottles of Venom &lt;br /&gt;
* Letters of introduction for the party, from the Duchess&lt;br /&gt;
* Whispering Wind invested, from the Duchess (just in case of trouble)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }&lt;br /&gt;
table.buffs th { text-align: center; width: 30px; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 180px; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 25px; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 250px; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 70px; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;p1&amp;quot; | Ald&lt;br /&gt;
!Title=&amp;quot;p2&amp;quot; | Bil&lt;br /&gt;
!Title=&amp;quot;p3&amp;quot; | Elg&lt;br /&gt;
!Title=&amp;quot;p4&amp;quot; | Lil&lt;br /&gt;
!Title=&amp;quot;p5&amp;quot; | LF&lt;br /&gt;
!Title=&amp;quot;p6&amp;quot; | MDK&lt;br /&gt;
!Title=&amp;quot;p7&amp;quot; | QUA&lt;br /&gt;
!Title=&amp;quot;p8&amp;quot; | Rod&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Form&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +30/+15 def&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;y&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; n&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; N&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +5PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 1.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 36 mph, 126 miles range&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Fire Armour&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 44 protection&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Fireproofing&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | protection vs normal fire&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Weapon of Flames&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +11 SC, +6 dam, +11 dam vs undead, cold or water creatures&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 15 mins&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; y&lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;n&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; Y&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Greater Enchantment&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 26&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +16 on Combat or Magic, plus MR&amp;amp;Stats&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ?&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p8 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Spring&amp;quot; class=&amp;quot;Season&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Thaw (10) 813wk&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Candlemansa]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &#039;&#039;Guild Meeting, Pre-departure briefing, meeting with the Duchess&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &#039;&#039;Departure, rest and Imps attack&#039;&#039; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &#039;&#039;Flight&#039;n treouble&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &#039;&#039;Grobbety town&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &#039;&#039;Lunch with the lady&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Seedtime (11)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &#039;&#039;Rites of Thunor&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &#039;&#039;Equinox&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &#039;&#039;Eostre&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &#039;&#039;Seagate Spring Ball&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Blossom (12)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &#039;&#039;Floralia&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &#039;&#039;Walpurgisnacht&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Seagate Time ==&lt;br /&gt;
After a successful meeting with Duncan (castle Chilton Namer) &amp;amp; a brief encounter with the duchess, the party gets ready for the mission ahead. The plan is to retrieve the Daughter of The Duke and the Duchess of Carzala, from the Duke of Aladar&#039;s summer keep in Grobbety Town  &lt;br /&gt;
&lt;br /&gt;
The following day is spent travelling via portal, and recuperating all the energy spent. In the depth of the night the party is attacked by a group of Imps. During the interrogation of the surviving imp, we discover the intention of a Drow ritual.&lt;br /&gt;
&lt;br /&gt;
Next day the group depart and half way to our destination we are stopped by two flying military. We have to wait for Roderigo to register, as he a knight of this country, delaying the party to their destination. After spending the night in the camp, the party moves on to toward their goal.&lt;br /&gt;
&lt;br /&gt;
Once the heroes arrive, we have to deal with the trouble that seams to follow Roderigo. However we manage to schedule a lunch with Lady Isabella, for the coming day.&lt;br /&gt;
&lt;br /&gt;
During lunch we meet the lady, and discuss the plan for her return to Carzala. She is happy to make her way home as long as we help everyone in need of help.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Talk:Kill_Them_All&amp;diff=68798</id>
		<title>Talk:Kill Them All</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Talk:Kill_Them_All&amp;diff=68798"/>
		<updated>2013-09-18T20:38:18Z</updated>

		<summary type="html">&lt;p&gt;Neil: good luck!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Playing Nights ===&lt;br /&gt;
# 10th Sept - &lt;br /&gt;
# 17th Sept - &lt;br /&gt;
# 24th Sept - Stephen away&lt;br /&gt;
# 1st Oct - &lt;br /&gt;
# 8th Oct - &lt;br /&gt;
# 15th Oct - &lt;br /&gt;
# 22nd Oct - &lt;br /&gt;
# 29th Oct - &lt;br /&gt;
# 5th Nov - &lt;br /&gt;
# 12th Nov - &lt;br /&gt;
# 19th Nov - &lt;br /&gt;
# 26th Nov - &lt;br /&gt;
# 3rd Dec -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Army of 300 drow at your door and no blast magics? &#039;&#039;&#039;Good luck&#039;&#039;&#039; with that, team! --[[User:Neil|Neil Davies]] ([[User talk:Neil|talk]]) 14:38, 18 September 2013 (MDT)&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Vapour&amp;diff=68375</id>
		<title>Vapour</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Vapour&amp;diff=68375"/>
		<updated>2013-09-05T09:07:14Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character]][[Category:Neil Davies]][[Category:Air Mage]]&lt;br /&gt;
[[Image:Vapour.jpg|150px|right|The Male Air Mage!!]] &lt;br /&gt;
Quote: &amp;quot;[http://www.dragonquest.org.nz/pc/dqc_view.php?dqc_id=000119 Vapour] is an excellent Air Mage. He is the prettiest of the three male air mages and so it comes as no surprise that the female Air mages have voted him man of the year for two years running. Not only kind and well spoken he is also handsome, tall and dashing, all part of the Vapour style.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some may have their doubts, but rest assured it is all true - just ask Vapour, he&#039;ll tell you himself.&lt;br /&gt;
&lt;br /&gt;
He is played by [[Neil Davies]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
My god, he&#039;s gorgeous. Ok, actually he&#039;s not. Great body - if you like the over-pumped gym-boy kind of look - but other than that pretty normal on the looks department.&lt;br /&gt;
&lt;br /&gt;
When relaxing, Vapour tends to wear clothes in the &amp;quot;minimalist&amp;quot; style.  The choice of clothes chosen for the picture here is a good example of what he would consider Dressing Up, rather than Dressing Down.&lt;br /&gt;
&lt;br /&gt;
When on guild business, Vapour is often seen sporting his new red-wrym skin armour, which he is very pleased with.  This armour is body hugging to such a degree that it shows off and accentuates his muscle tone even more than normal.  If prepared for battle, he may reluctantly move to his purple &#039;&#039;Leather of Air Mastery&#039;&#039;. Not nearly so good looking, but pretty impressive nevertheless.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
;Magic&lt;br /&gt;
The guild thought Vapour a &amp;quot;perfect candiate&amp;quot; to the Air College due to personality rather than magical ability or ambition. As such, he currently has very limited magical knowledge, with &#039;a few ranks in a few spells&#039;.&lt;br /&gt;
* His highest rank spell is Air Special Counter he decided to study after hanging out with Lath for a few weeks.&lt;br /&gt;
* He can fly with the grace and beauty of... Vapour.&lt;br /&gt;
* He can walk on air as if the air was solid. Typically using it to make himself look taller and to walk on water.&lt;br /&gt;
&lt;br /&gt;
;Skills&lt;br /&gt;
* Vapour is a Master Warrior, preferring Hand-and-a-Half and Main-Gauche, and oiled wrestling with large audience.&lt;br /&gt;
* He has dabbled a few other skills, but gained nothing more than a grounding in most.&lt;br /&gt;
* Those joining in with his morning exercises can be pumped up somewhat as well.&lt;br /&gt;
&lt;br /&gt;
;Other&lt;br /&gt;
* Can teleport back to guild once every 2 lunar cycles, assuming there is a moon where he is.&lt;br /&gt;
* Can teleport up to 50ft once per day.&lt;br /&gt;
* Can see air currents, winds and creatures of air.&lt;br /&gt;
* He can (occasionally) parry spells completely with his main-gauche.&lt;br /&gt;
* Can fly through hurricanes without issue&lt;br /&gt;
* He has a rather impressive pet dragonfly. It is 10ft long and 20ft wingspan, is very quick, agile, and has a seriously nasty bite.  He tends not to bring this on Adventure though as not to overshadow Vapour.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&#039;&#039;Note: Most of following background information is not publicly known&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vapour (not his birth name) was born 7th of 7 to the Seen family in [[Seacroft-on-Sea]]. His home town was not a prosperous place, and Vapour was introduced by his 2 older brothers to the local tradition of &amp;quot;opportunistic weath procurement&amp;quot;.  At the age of 16, Vapour and his brothers met a resident of [[Seacroft]] in their local tavern who boasted of feats of daring, incredible wealth and the adoration of all from his days of &amp;quot;Adventuring in Seagate&amp;quot;. The 3 brothers were soon visiting Seacroft to further investigate the investment opportunities. &lt;br /&gt;
&lt;br /&gt;
As per normal, his brothers sent the youngest in to do the dirty work.  Vapour was taking far too long though, and after hearing a large crash from within the building, his brothers decided to cut their losses and leave. **&lt;br /&gt;
&lt;br /&gt;
The town guard arrived some time later, and Vapour was next seen being dragged off naked to the lock-up.&lt;br /&gt;
&lt;br /&gt;
The owner accused him of stealing a massive fortune of gold and jewels over the last months - thousands of silver pennies worth!! (Totally outrageous! No one has that kind of money! And the man was obviously lying, since there was nothing of real value in the house!) Unfortunately, the charges were high and the proposed penalties severe.  With a bit of luck in using whatever skills he did have, Vapour managed to escape before suffering the permanent penalties. He returned home only to find himself looking for help, only to be shut out by a petrified family who had already been visited by officials. &lt;br /&gt;
&lt;br /&gt;
The following months were spent on the run, and he headed south to find the fabled Seagate Adventurers. Perhaps he too could receive the adoration of ALL!&lt;br /&gt;
&lt;br /&gt;
After finding that he had the bare minimum magical entry requirements, the standard guild was unanimous in their decision that the Air College was the perfect place for someone with his personality.&lt;br /&gt;
&lt;br /&gt;
==Adventuring History==&lt;br /&gt;
{| border=0&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Date&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Adventure&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Significant diary entries&lt;br /&gt;
|-&lt;br /&gt;
|Winter 812&lt;br /&gt;
|[[]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring 811 &lt;br /&gt;
|[[Following the Fumes II]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Winter 811 &lt;br /&gt;
|[[Too much of a good thing]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring 810&lt;br /&gt;
|[[Following the Fumes]]&lt;br /&gt;
|I am stronger than mortal men, and look even stronger. Some say I should spend some time working out at home. But in the end it was just criminal not show off Colette&#039;s magnificent masterpiece to the world. I dare to say it, but my physique is about about as perfect as it can be.&lt;br /&gt;
|-&lt;br /&gt;
|Winter 810&lt;br /&gt;
|[[EnTitleD to die for]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring 809&lt;br /&gt;
|[[A Pirate&#039;s Lament]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Winter 809&lt;br /&gt;
|[[The Black Pearl]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spring 808&lt;br /&gt;
|[[Black Watch Chronicles III: Tidings of Comfort and Joy]]&lt;br /&gt;
|Woooh!  Went out adventuring with a bunch of Dwarves -- my new buddies! They liked me so much, they even gave me a cool dwarven name - &amp;quot;Vapric&amp;quot;!  Wooh!&lt;br /&gt;
|-&lt;br /&gt;
|Winter 808&lt;br /&gt;
|[[I met her in a dream]]&lt;br /&gt;
|I had a great dream where I was surrounded by thousands of adoring women. Later (in real life) I saved a clan of dwarven princesses from being taken over by the same &amp;quot;terrible evil&amp;quot; that gave me the dream. Really, just how evil could it have been? &lt;br /&gt;
&lt;br /&gt;
Oh - some other people also came along: [[Sam the Ork]] has biceps larger than mine, but doesnâ€™t really fight with them, for some reason. He must be popular with the ladies though, being that good looking!  Peter is also a pretty staunch fellow but needs to loosen up. A lot.&lt;br /&gt;
&lt;br /&gt;
I Almost got sucked into the pits of hell at one stage, saved only by the one-use teleport.  I left a priceless statue of myself with the clan leader and ladies to remind them of me when I was gone.  The warriors in that clan did a good job of fending off the various demons or whatever that came from the pits. Learn&#039;t a lessons from that I tell you.&lt;br /&gt;
|-&lt;br /&gt;
|Summer 808 || [[Sabastian&#039;s Eleven]] || A little private work with Sabastian. The less said, the better. My brothers would have been impressed. Starting to learn a few skills from Sabastian. We work well together - me attracting the lovely ladies for his modelling, and him providing training and &#039;enhancements&#039; to help refine my mind and body. Sweet.&lt;br /&gt;
|-&lt;br /&gt;
|Summer 808&lt;br /&gt;
|[[The Tiger and the Mouse]]&lt;br /&gt;
|A nice send off from Seagate, quite a few of the ladies crying as I left. I do feel sorry for them, with me having to leave.  Hooked up with Sabastian on this adventure, good chap I haven&#039;t had too much dealings with, except through his agents.  An entire new city now considers my their saviour. Awesome!  For my efforts, they taught me an ancient storm mage spell, that will impress even more.  Wow. On another note, what is the point of having massively muscular legs if they are covered in hair and can&#039;t be seen? Similarly, the regeneration effect I picked up sounded great, until I found out it means I might end up growing back wierd claws or tentacles if I ever lost an arm or leg. It wasn&#039;t so nice having to go to shrivers a SECOND time to get that one removed! Stupid Chaos effects.&lt;br /&gt;
|-&lt;br /&gt;
|Spring 806&lt;br /&gt;
|[[Gathering of the Fumes]]&lt;br /&gt;
|All the gang out together, for great times.  A pretty busy time keeping the Plains Barbarians happy during the fertility festival, but I managed to keep all the ladies happy with a small bit of help from Shoka. Not that I needed it. No. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Oh yeah! Finally got some Armour fitting for a man such as myself! This stuff is just great, making me look even stronger than I am. And that is saying something.  &lt;br /&gt;
|-&lt;br /&gt;
|Q3-1996 AP&lt;br /&gt;
|[[Failed rescue in Ildrisholm]]&lt;br /&gt;
|Cruised up to Ildrisholm to try and rescue a party lost last session.  Not such a good idea!  Turns out the entire party were dead , with a hoard of greater undead in the way. Way out of our league unfortunately â€“ nothing we could do for them.&lt;br /&gt;
Did meet with a clouster of monks that were air mages.  I should concentrate more on these thing they could be good for my career.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bit if a screwup really. If was only stronger, I&#039;m sure I would have done better.  Maybe I should take a bit of time off.  The guild is costing me money - itâ€™s not me, I know â€“ but maybe I should get a real job for a while to try and make ends meet.&lt;br /&gt;
|-&lt;br /&gt;
|Q2-1995 AP&lt;br /&gt;
|Haven Tower Epilogue&lt;br /&gt;
|Been thinking more about this natural diet thing.  Those stones taste likeâ€¦. stonesâ€¦  but anything that tastes that bad must be good for you, right?&lt;br /&gt;
Glutes looking good. Iâ€™m very popular around the air guild, no surprise though.  The guys are wimps or have bleeding eyes.&lt;br /&gt;
|-&lt;br /&gt;
|Q1-1995 AP&lt;br /&gt;
|Haven Tower&lt;br /&gt;
|Nice trip!  A couple of weeks hanging out on a boat travelling to Newhaven, a few days sorting things out, then back again. &amp;lt;br&amp;gt;&lt;br /&gt;
That damn hobbit, trying to insult me at every moment.  She has a serious height envy issue, poor thing. I would have pushed her overboard after the second day, if it wasnâ€™t for the guild contract.  But the crows nest was a lovely place to get away from it all, sit in the wind feel the raw natural weather. Aaah, this is why they made me an air mage!&lt;br /&gt;
|-&lt;br /&gt;
|Q4-1994 AP || Shadow on the Mist ||&lt;br /&gt;
|-&lt;br /&gt;
|Q2-1994 AP || Shadow over Caulder ||&lt;br /&gt;
|- &lt;br /&gt;
|Q1-1994 AP || [[The Trial: part 1]], The Trial: part 2 ||Sounds great! â€œBecome a night of Ormondâ€ just a few trials to succeed in.&lt;br /&gt;
&lt;br /&gt;
The first trial one went without hitch, and I was brilliant as party leader: decisive, authoritive, charismatic, and successful.  Perfect. &lt;br /&gt;
&lt;br /&gt;
Looks like I might have a bit of competition with that new blok Aryan though. Heâ€™s might be just a farm boy, but has a chest like a barrel!  A great guy, although a bit flabby around the middle. Too much beer I suspect.&lt;br /&gt;
&lt;br /&gt;
Note to self: need to do some more work on my chest area.&lt;br /&gt;
&lt;br /&gt;
Got a bit distracted after the first trial helping out some of the ladies shift furniture down the road, and turned up late for the second trial, so missed out.  It did give me more time to work on my chest, which is looking excellent.&lt;br /&gt;
|-&lt;br /&gt;
|Q4-1993 AP || Nadrak Dwarves ||She might have had tusks, but that princess was pretty hot! First time a girl has managed to wrestle me to the ground, and I was putting up my best! Itâ€™s got to be love.&lt;br /&gt;
&lt;br /&gt;
The princess was really in to me.  Is my new training and diet working? Is it something to do with the natural diet? I could be on to something here with those rocks.&lt;br /&gt;
&lt;br /&gt;
Think she was quite impressed when I took a bite out of the stone gate as a memento when I left.&amp;lt;br&amp;gt;&lt;br /&gt;
Have to visit again some time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes on Orcs: &lt;br /&gt;
* Got to admire their strength, but a shame the muscle definition is lost a little under the thick skin.&lt;br /&gt;
* Mating rituals are unusual. When an Orcish princess hits you, smile when you hit back.&lt;br /&gt;
* Also, hit back hard if you like her and want any respect.&lt;br /&gt;
|-&lt;br /&gt;
|Q3-1993 AP || [[In Search of the Sorceress in Silver&#039;s Kit]] ||Met the Sorceress in Silver for the first time. She got me to personally help out with some manual labour, lifting boxes and spent plenty of time watching me work.  She was definitely impressed. &lt;br /&gt;
&lt;br /&gt;
The work on my biceps before adventuring is obviously working. My abs could do with a bit more sculpting though.&lt;br /&gt;
&lt;br /&gt;
Managed to score a â€œhard luckâ€ stone that allows me to eat rocks.  Thatâ€™s impressive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;**What they say happened:&#039;&#039;&#039;&lt;br /&gt;
The story of the Seen boy&#039;s capture was a favourite amongst the town guard for many months. According to the Guards, Vapour was found trapped under two full-length mirrors, dressed in no much more than a rusty helmet and with an even rustier two-handed sword in his hand.  The two mirrors were facing each other, and speculation is that Vapour was swinging the sword around while trying to watch both mirrors as once, tripped, and cause the whole lot to collapse on him.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_battle_of_Simia_Orichalcae&amp;diff=68374</id>
		<title>The battle of Simia Orichalcae</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_battle_of_Simia_Orichalcae&amp;diff=68374"/>
		<updated>2013-09-05T08:44:53Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]][[Category:Drow]]&lt;br /&gt;
Return to [[Scribe_Notes#Spring 813 WK| Scribe notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Summary== &lt;br /&gt;
&#039;&#039;&#039;Adventure:&#039;&#039;&#039; The battle of Simia Orichalcae&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; William &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session:&#039;&#039;&#039; Spring 813 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; TBA&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039; TBA &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level|High]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Party&lt;br /&gt;
* [[Vapour]] &#039;&#039;Tentative as unsure if I can make it yet.&#039;&#039; Nominally Medium+, but can definitely add to the right High party&lt;br /&gt;
* EOI&lt;br /&gt;
* EOI&lt;br /&gt;
* EOI&lt;br /&gt;
* EOI&lt;br /&gt;
* EOI&lt;br /&gt;
&lt;br /&gt;
;Employer &amp;amp; Mission&lt;br /&gt;
&lt;br /&gt;
;Payment&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
=== Chapter 1 ===&lt;br /&gt;
&lt;br /&gt;
===Calendar===&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Spring&amp;quot; class=&amp;quot;Season&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Thaw (10) 813wk&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Candlemansa]]&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &#039;&#039;Guild Meeting&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Seedtime (11)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &#039;&#039;Rites of Thunor&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &#039;&#039;Equinox&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &#039;&#039;Eostre&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &#039;&#039;Seagate Spring Ball&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 1  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 2  || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Blossom (12)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 3  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 4  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 5  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 6  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 7  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 8  || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 9  || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &#039;&#039;Floralia&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &#039;&#039;Walpurgisnacht&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
&lt;br /&gt;
=== Buffs ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }&lt;br /&gt;
table.buffs th { text-align: center; width: 30px; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 180px; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 25px; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 250px; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 70px; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;p1&amp;quot; | P1&lt;br /&gt;
!Title=&amp;quot;p2&amp;quot; | P2&lt;br /&gt;
!Title=&amp;quot;p3&amp;quot; | P3&lt;br /&gt;
!Title=&amp;quot;p4&amp;quot; | P4&lt;br /&gt;
!Title=&amp;quot;p5&amp;quot; | P5&lt;br /&gt;
!Title=&amp;quot;p6&amp;quot; | P6&lt;br /&gt;
!Title=&amp;quot;p7&amp;quot; | P7&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | SpellName&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| rk&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effects...&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 99 hours&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | SpellName&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| rk&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effects...&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 99 minutes&lt;br /&gt;
|  &amp;lt;!-- p1 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p2 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p3 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p4 --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- p5 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p6 --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- p7 --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Big_Push&amp;diff=68019</id>
		<title>The Big Push</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Big_Push&amp;diff=68019"/>
		<updated>2013-08-14T00:11:12Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is going to be a big Drow offensive involved this session. Please put characters names here so we GMs can then divide them up so there is a good amount of fighting for everybody. Votes will also be assigned as to who gets which bit of Dalran :-)&lt;br /&gt;
&lt;br /&gt;
=== Expressions of Interest ===&lt;br /&gt;
# [[Aryan]] &#039;&#039;&#039;Extreme&#039;&#039;&#039; - Lover, fighter, general, King. / [[Braegon]] &#039;&#039;&#039;High&#039;&#039;&#039; - Logistics and recovery. / Thaeuss &#039;&#039;&#039;Medium&#039;&#039;&#039; - B mage with conflicted interests.&lt;br /&gt;
# [[Dalran]] &#039;&#039;&#039;Extreme&#039;&#039;&#039; (Human - Knight of Alfheim) - General, Aggressive &#039;Pruner&#039; of unwanted Flora/Fauna, Finder of lost things/knowledge. / [[Kern]] &#039;&#039;&#039;High&#039;&#039;&#039; (Elf - Noble) - General, Fighter and one of &#039;The Army of 5&#039;&lt;br /&gt;
# [[Human the Fool]] Illusionist assassin master troubadour, [[MDK]] warrior assassin archer, [[Serra Angelus]] healer earth mage master courtier can fight&lt;br /&gt;
# [[Sooty]] Medium+ Healer Support Ash Mage (Anti Drain capabilities potentially for sale also if a group believes they will need them, contact off Wiki) / [[Veor]] Mediumish Ice Shaman;  Limited nights.&lt;br /&gt;
# [[Father Rowan|Bishop Velcanthus]] - &#039;&#039;&#039;High&#039;&#039;&#039; Blast &amp;amp; support mage, resurrector, high priest, good against undead, diablery etc, etc / [[Valentine]] &#039;&#039;&#039;Medium&#039;&#039;&#039; Tank, warrior, lover, &#039;&#039;the kind of chin you can launch a ship with&#039;&#039; / [[Mayhem]] &#039;&#039;&#039;Low&#039;&#039;&#039; Rogue, cute, deviant, lying scrote,&#039;&#039;he of the uncounted fingers&#039;&#039;.&lt;br /&gt;
# [[Sabrina]] - &#039;&#039;&#039;Extreme&#039;&#039;&#039; For when you need annoying armies swept aside, [[Kilroy]] - &#039;&#039;&#039;High&#039;&#039;&#039; For when you need troublesome banquets cleared, [[Mario]] - &#039;&#039;&#039;Medium&#039;&#039;&#039; To &amp;quot;take-a care of-a de laidies-a&amp;quot;&lt;br /&gt;
# [[Phaeton]] &#039;&#039;&#039;High&#039;&#039;&#039; Master Healer, probably be running a mobile hospital behind the lines / [[Aurora]] &#039;&#039;&#039;Medium&#039;&#039;&#039; Air courtier/spy - trying to get the fae involved to help defend Alfheim / [[Basalic]] &#039;&#039;&#039;Highish&#039;&#039;&#039; earth mage fighter. [[Angus]] &#039;&#039;&#039;new PC&#039;&#039;&#039; Fighter/namer. (if anyone thinks [[Aqualina]] is needed, let me know)&lt;br /&gt;
# [[Vapour]] &#039;&#039;&#039;Medium&#039;&#039;&#039; Magnificent Fighter Air Mage. &#039;&#039;Vapour brings in the flock, Mario finishes off the flock.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Family_Jewels&amp;diff=67789</id>
		<title>The Family Jewels</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Family_Jewels&amp;diff=67789"/>
		<updated>2013-08-06T23:10:42Z</updated>

		<summary type="html">&lt;p&gt;Neil: add links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Chris Caulfield]][[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Autumn_808_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
The adventure takes place in various places across Alusia&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The Family Jewels&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Chris Caulfield]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: Autumn 808 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Wednesday at chez Ellis&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Med/High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Style&#039;&#039;&#039;: Investigative / Recovery / Combat&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Party&lt;br /&gt;
* [[Kilroy]], played by [[User:Dean|Dean Ellis]] - Human - Rune&lt;br /&gt;
* {{:Dramus Signup}}&lt;br /&gt;
* {{:Teeanna Signup}}&lt;br /&gt;
* [[Tari]], Played by [[User:Michelle|Michelle Ellis]] - Elf - Earth - &#039;&#039;&#039;Party Leader&#039;&#039;&#039;&lt;br /&gt;
* [[Theodonna]], played by [[Julie Mason]] - Human - Namer - &#039;&#039;&#039;named scribe&#039;&#039;&#039;&lt;br /&gt;
* [[Caprice|Verity]], played by [[Kelsie]] - Human - Illusionist - &#039;&#039;&#039;actual scribe&#039;&#039;&#039;&lt;br /&gt;
* [[TDP]], played by [[User:Phil Judd|Phil Judd]] - Human - E&amp;amp;E/Water - &#039;&#039;&#039;Mil Sci&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Employer:&lt;br /&gt;
A servant of the &#039;de la Verain&#039; family of [[Eltrandor]] on behalf of his master&lt;br /&gt;
&lt;br /&gt;
;Mission &lt;br /&gt;
A family heirloom has gone missing and is causing considerable financial distress.   They&#039;d like it found, recovered and returned.     They have heard of the guild and its discretion, skill and ability in various matters and feel SAG is best able to recover the heirloom for them and restore it to its rightful place.&lt;br /&gt;
&lt;br /&gt;
;Pay &lt;br /&gt;
Approx 8,000sp plus rates of salvage and loot to be negotiated.&lt;br /&gt;
&lt;br /&gt;
==The Happenings==&lt;br /&gt;
===1st Day of Fruit===&lt;br /&gt;
We meet Erasmus, a servant to the Family, who explains the Lordâ€™s problem to us. A family treasure has gone missing from the vaults, and they believe that Horace, a son of the head of the family Edvard, has taken it. &lt;br /&gt;
&lt;br /&gt;
Some time ago, Horace took the item from the vaults to draw it, saying he wanted to try to collect other similar items. It was replaced. Three months ago the family started losing money. When the item was to be brought out for it&#039;s two yearly cleaning, it was discovered to be missing.&lt;br /&gt;
&lt;br /&gt;
Non-family don&#039;t know about the item.&lt;br /&gt;
&lt;br /&gt;
Horace is missing, as is his son Jake (by an unknown woman) but his servant and constant companion Giles was brought to the manor dead. He is buried in the family crypt. As the family don&#039;t do magic, they expect us to talk to the dead Giles, ascertain the whereabouts of Horace, and retrieve the item.&lt;br /&gt;
&lt;br /&gt;
They had an astrology reading done (below). The Gem of Mercaz is the name of the missing item.&lt;br /&gt;
&lt;br /&gt;
We will be paid 8000sp each, 10% of the value of family goods salvaged, 90% of the value of other goods salvaged, and 100% of &amp;quot;loot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some of the members of the party do about four hours research in the library on the unknown words in the astrology reading&lt;br /&gt;
* &#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;: Erevan Ilesere is the elven deity of Mischief, Change, and Rogues. Erevan is a fickle, utterly unpredictable god who can change his appearance at will. Erevan&#039;s clerics dress in black leather armor with leather caps, and never worship him in the same place twice. Erevan&#039;s holy days are on the eclipses, and his faithful sacrifice stolen treasures to him whenever they feel it is appropriate.&lt;br /&gt;
* &#039;&#039;&#039;Amasdâ€™os&#039;&#039;&#039;: bone-yard in an old drow language&lt;br /&gt;
&lt;br /&gt;
At midnight we get 3 shadow wings from the Lord of the Bats, and take Dramus&#039;s tower to Eltran.&lt;br /&gt;
&lt;br /&gt;
===2nd Day of Fruit===&lt;br /&gt;
&lt;br /&gt;
[[Image:manor.gif|300px|thumb|right|the Verain Manor]]&lt;br /&gt;
We sleep 5 hours during the trip to Eltran in the tower. At dawn we fly towards Algain where the de la Verain manor is.&lt;br /&gt;
&lt;br /&gt;
Some distance out of Algain, we are approached by flying guard out of the city. They are touchy because there are troubles on the nearby border. Erasmus smooths our way while avoiding telling them who we are working for.&lt;br /&gt;
&lt;br /&gt;
We remove our wings and walk the rest of the way to the manor, arriving in the late afternoon. The guards are in green and gold livery&lt;br /&gt;
&lt;br /&gt;
[[Image:our-suite.gif|50%|thumb|left|Our suite in the Verain Manor]]We are assigned a servant boy Francis. Edvard, the head of the family, is visiting the mines, but will be there for dinner. A number of other members of the family will also be there and most do not know of the problem. We are shown to our suite of rooms, and to the bathhouse to freshen up.&lt;br /&gt;
&lt;br /&gt;
We ascertain that the family crypt is in Karrinski Hill, a couple of miles away. There are house mages, but they are not here.&lt;br /&gt;
&lt;br /&gt;
We visit the family portrait gallery, and have a look at Horace and Jake. We are also shown a painting of Marden, Edvard&#039;s older brother, with his wife Claudette who has been defaced, as they believe she murdered him by pushing him off the battlements, (about 20 years ago). She is no longer around.&lt;br /&gt;
&lt;br /&gt;
We discover a &amp;quot;secret&amp;quot; servants&#039; entrance to our lounge (which we lock before sleeping).&lt;br /&gt;
&lt;br /&gt;
Drinks are around six, we are assigned a maid, Theresa and a valet, Valence, to help get ready and clothes are brought for those without suitable attire.&lt;br /&gt;
&lt;br /&gt;
Over dinner we make small talk, and lots of DAs, as summarised  [[The Family Jewels#People|below]]. Last magic to impact on most of the women is charm (presume Robert). On Fulk is sleep (ditto), on Bernard is silence (presume Aildred)&lt;br /&gt;
&lt;br /&gt;
Janice is interested in men. Bernard is interested in Theo, Erica is interested in books.&lt;br /&gt;
&lt;br /&gt;
Edvard has two burly footmen in particular in attendance, one a namer/disjunction, the other noncolleged/claymore. Cecily also has one, a noncolleged warrior, who is very protective of her aversion to being touched.&lt;br /&gt;
&lt;br /&gt;
====Meeting with Edvard====&lt;br /&gt;
We meet with Edvard after dinner, no staff present.&lt;br /&gt;
&lt;br /&gt;
* We should save the Gem rather than Horace, even if he is innocent.&lt;br /&gt;
* They have no reason, other than circumstantial to believe that Horace would turn betray them.&lt;br /&gt;
* Edvards generation all know about the Gem, and Horace as the next in line.&lt;br /&gt;
* No traps were set off when the item was removed.&lt;br /&gt;
* Only Edvard and Erasmus were there when it was put back and the traps reactivated.&lt;br /&gt;
* Edvard put it back, it was gone a couple of months later.&lt;br /&gt;
* Horace is not a mage.&lt;br /&gt;
* Jake&#039;s? mother died in childbirth.&lt;br /&gt;
* The Gem is from a lesser dragon&#039;s horde found about 150 years ago after a battle (nothing to do with Lord Yo), in which the red dragon, [[Gargax]], was slain. It is an ancient Elvish artifact pre War of Tears.&lt;br /&gt;
* The family bond with the Gem every two years with their blood (it needs to be within 3 years), and it gives them good luck (5/6 success rate) in transactions over 250000sp. It needs to be done by the end of winter, or the luck will be &amp;quot;rebalanced&amp;quot;.&lt;br /&gt;
* Edvard did the bonding last time, before that it was Jonas.&lt;br /&gt;
* Horace was away for 3 months, came back for 2 weeks when he drew the Gem, and has now been away for about two months. In early Heat orders stopped coming from Horace, one month after he left.&lt;br /&gt;
* Giles was returned dead by wagon (Simon &amp;amp; Co., not directly from Horace&#039;s ship but passed on from another family, from [[Donier]]. He had been preserved and had been dead about 2 weeks of old age (he was 70). He is the son of old Giles, Jonas&#039; servant. He died in mid Heat.&lt;br /&gt;
* We are given a letter of permission to enter the crypt.&lt;br /&gt;
&lt;br /&gt;
Ailred and Bernard are waiting for Verity and Theo when we come out, but they have no luck.&lt;br /&gt;
&lt;br /&gt;
Our watches are badly kept.&lt;br /&gt;
&lt;br /&gt;
===3rd Day of Fruit===&lt;br /&gt;
Next morning we sleep in but only till ten.&lt;br /&gt;
&lt;br /&gt;
Elise the cook wants to get together with Kilroy about &#039;&#039;cooking&#039;&#039;.&lt;br /&gt;
====Meeting with Jonas====&lt;br /&gt;
We have arranged to see Jonas about 11am.&lt;br /&gt;
&lt;br /&gt;
His room is in the roof with a glass tiled roof and a lot of windows.&lt;br /&gt;
Jonas is old and frail.&lt;br /&gt;
&lt;br /&gt;
We lash him with DAs&lt;br /&gt;
*Last magic: healing&lt;br /&gt;
*Last malignant magic: sleep&lt;br /&gt;
*Nature of curse: none&lt;br /&gt;
*Pacted: no&lt;br /&gt;
*Controlled by outside agency: no&lt;br /&gt;
&lt;br /&gt;
Our healers are able to bring him to his senses temporarily. He doesn&#039;t know anything pertinent to our current mission as he has been out of it for six years.&lt;br /&gt;
&lt;br /&gt;
He is very happy that he no longer has to run the family, but Verity suggests that she can heal him and he can continue to fake incompetence and he takes the offer. He now seems much more well, and very interested in the ladies, but also has no luck.&lt;br /&gt;
====To the Crypt====&lt;br /&gt;
Before we leave Edvard has something to say to us.&lt;br /&gt;
We&#039;ll need to talk to Mortimer, who runs the crypt. He is human, ancient, dead, some sort of revenant. Not all the dead in there are quiet. Usually only Cecil and Constantine go in there. We meet them and they seem very thick and about 70 years old. DA reveals that they are in fact only 35. They are human and the last magic to impact is draining.&lt;br /&gt;
&lt;br /&gt;
We travel by cart, eating a picnic lunch on the way, about 15 minutes along a track to the Crypt Gate which guards the path up the cliff to the crypt. There are guards at the gate and a 40 foot long corridor with murder holes etc and a door and portcullis at the end. They tell us that this is because there was a raid on the crypt in 668 by bandits. They never came out but their stuff was found. Mortimer was killed in the raid. Two days later some people up north were wiped out by undead. Legend has it that the family anyone desecrating the crypt will punished through many generations. The guards don&#039;t expect us back.&lt;br /&gt;
&lt;br /&gt;
The path goes up the cliff 2000 feet. At the top is a landing 80ft across, and then large double doors made of gold and silver with a crystal surface, with the arms of the family etched in them.&lt;br /&gt;
&lt;br /&gt;
Detect undead shows eight greater (3 nyght gaunts, 3 wyghts, 2 vampyres) and 20 lesser undead within 125 ft, and a further 60 and 320 within 600 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tari pushes open the door. Behind the door is a 40x60 room with a curtain at the end. Everyone immediately has to make 3 resistances vs mind, necro and draining (yes, at range and resistable). Those who fail the drain are drained of small amounts of memory.&lt;br /&gt;
&lt;br /&gt;
We talk to Mortimer, who is behind the curtain. He suggest that we move back out of range of the undead, come forward and shuts a door behind him.&lt;br /&gt;
&lt;br /&gt;
Giles is on level 7, the servants level. He is restful. There are 7 levels down and 3 up for important people. As we won&#039;t be able to survive down there we will need to bring Giles&#039; coffin up. It seems the draining is active, so if we can be unnoticed by the undead it won&#039;t happen and Mortimer can lead and protect.&lt;br /&gt;
&lt;br /&gt;
We load Dramus and Kilroy up with undead protection items, including TDP&#039;s invisibility to undead item and Mortimer puts his arms around their shoulders, and they go down. They are advised to keep quiet.  We keep tabs with Wizards Eye and Dramus/Teeanna marital mind speech. On the way down they meet a couple of greater undead, who make small talk about a party later. They meet a number of similar on the way down.&lt;br /&gt;
&lt;br /&gt;
At the seventh level Mortimer calls some servant undead to carry the box up to a room near the entrance where it is put on some trestles. The room has effigies in alcoves who seem to be of a more militant family. The undead are sent off and absorbed by the walls. Mortimer seals a couple of doors so the rest of us can come in.&lt;br /&gt;
&lt;br /&gt;
Giles tells us:&lt;br /&gt;
*He died in Soulport on the 12th of Heat of a heart attack. &lt;br /&gt;
*Horace was in port and sick on the ship, losing weight, pale.&lt;br /&gt;
*The next expected port of call was Onress, Brandenburg to pick up wood.&lt;br /&gt;
*Previous port was Artz&lt;br /&gt;
*Jake was organising everything.&lt;br /&gt;
*Horace had been off plane once, when he followed a ship in the mist near Calder and ended up in Legend. He had to pay the captain of the ship he had followed 400000sp (which he had in ingots on board and more) to help him get back.&lt;br /&gt;
*Horace doesn&#039;t pay for companions but sometimes gives gifts.&lt;br /&gt;
*Ladies are Valerie in Onress, Maya in Artz, [[Soulport#Others|Leanne, Treena and recently Brianna]] in Soulport.&lt;br /&gt;
*He would never betray the family, doesn&#039;t need money.&lt;br /&gt;
&lt;br /&gt;
We head back to the manor and have another family dinner. We check out Fulk&#039;s illness. He has been ill about a month. We can find nothing magical about his illness.&lt;br /&gt;
&lt;br /&gt;
Verity asks Yolanda, the Astrologer, whether there are any eclipses coming up soon. She says that there is one in 15 days, ie the 18th of this month.&lt;br /&gt;
&lt;br /&gt;
After dinner we meet with Edvard and tell him what we have found so far.&lt;br /&gt;
&lt;br /&gt;
Verity takes Jonas his warm milk and is gone for a couple of hours.&lt;br /&gt;
&lt;br /&gt;
===4th Day of Fruit===&lt;br /&gt;
====Soulport====&lt;br /&gt;
During the night, Dramus does his ritual to bring his tower which takes five hours. Just as the door is about to appear completely it shifts 15&#039;. Dramus is very disturbed by this and flies away a mile to try again. Another five hours later the same thing happens, so he tries the door anyway and it seems to be normal. Then when he gets back to ourr rooms he discovers that the door there is still there as well. He can now open both, and it seems that he can open any prervious doors as well, without the 5 hours.&lt;br /&gt;
&lt;br /&gt;
We take our leave from the de la Verains, asking them to not disturb our room (as the door is still there).&lt;br /&gt;
&lt;br /&gt;
We take the house to a previous site, near the coast, 250 miles from Soulport. The door appears 30&#039; from where it should, and on the edge of a cliff. We take bone construction steps down the cliff. While TDP is getting out his ship we meet a ranger who lives round here with his mum. A previous party (including TDP, Dramus and Teeanna) in the area buried a slab of high mana demon tainted, (Leraje) rock. Game dropped on the area rots imediately.&lt;br /&gt;
&lt;br /&gt;
We sail for Soulport. We are approached by the Eltrandor navy, but tell them we are visiting Count Logan.&lt;br /&gt;
&lt;br /&gt;
At the Soulport docks we are immediately approached by a courtier named Gervaise who is squire to Logan. He invites us to the castle and we walk there. The stewards name is Arven, he is a Namer/expulsion.&lt;br /&gt;
&lt;br /&gt;
*There was a ball on the 12th Heat. Jake was here with Lucille de Vonge.&lt;br /&gt;
*The Verain Flyer left on the morning tide of the 13th Heat, with Jake at the helm.&lt;br /&gt;
*Thomas, who inspected the ship did see Horace. He had a raspy voice and the room smelled of sickness.&lt;br /&gt;
*The Verain&#039;s have a good reputation and are not searched hard.&lt;br /&gt;
*Karyna is looking rounder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After dinner Dramus, Teanna &amp;amp; Theo have &amp;quot;friendly tea&amp;quot; with Thomas, while Verity, Kilroy, Tari &amp;amp; TDP go out carousing. &lt;br /&gt;
&lt;br /&gt;
We come across [[Soulport#Others|Brianna]]. She is tall elegant, dark haired, 23ish, middle class. &lt;br /&gt;
*She did visit Horace when the ship was in, but left again as she would need to be paid more, to stay with him in that state.&lt;br /&gt;
*Jake has woman but no favourites.&lt;br /&gt;
*Kilroy sees 50x as many dead people as he would expect.&lt;br /&gt;
&lt;br /&gt;
In Brianna&#039;s guise, after she leaves, Verity finds an air mage, Cassandra (rk 16 whipering wind) who knows the air mage, Royce, on the Verain Flyer. She sends a whispering wind to Horace via Royce &amp;quot;she&#039;s sorry she walked out, misses him, where is he, when will he be back?&amp;quot;. We ask that she leave a message at the bar, if she hears back from him, but not to mention it to Brianna, if she doesn&#039;t ask.&lt;br /&gt;
&lt;br /&gt;
Count Logan turns up at the tavern lead and followed by a discrete team of bodyguards, then wanders off to the naked female barbarian wrestling contest at the tavern up the road.&lt;br /&gt;
&lt;br /&gt;
A group of thugs try to mug us on the way home, but are discouraged by Verity/Brianna rising up into the air and berating them and by Kilroy turning into a bear.&lt;br /&gt;
&lt;br /&gt;
Later, Verity goes for a wander around the manor.&lt;br /&gt;
&lt;br /&gt;
===5th and 6th of Fruit===&lt;br /&gt;
====Chasing the Ship====&lt;br /&gt;
Kilroy puts a portal up at Dramus&#039; new house in Soulport.&lt;br /&gt;
&lt;br /&gt;
He then flies as a duck to outside Onress, with TPD as navigator and Theo as a rat, sets up a portal and we all go through to Onress.&lt;br /&gt;
&lt;br /&gt;
We interrogate the local harbourmaster about the movements of the Verain Flyer.&lt;br /&gt;
&lt;br /&gt;
With some guessing about likely routes we follow the ship in similar manner.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Port!!Arrived!!Left!!Cargo!!Horace!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| Soulport, Eltrandor||||13th Heat||wood||very sick  ||   &lt;br /&gt;
|-&lt;br /&gt;
| Onress, Brandenburg||15th Heat||16th Heat||no cargo||recovering||   &lt;br /&gt;
|-&lt;br /&gt;
| Freetaun||18th Heat||18th Heat||sheep||||   &lt;br /&gt;
|-&lt;br /&gt;
| Zumalar||||||||||   &lt;br /&gt;
|-&lt;br /&gt;
| Sanctuary||||||wool fabric|| ||   &lt;br /&gt;
|-&lt;br /&gt;
| Seagate||24th Heat||26th Heat||stone||well ||   &lt;br /&gt;
|-&lt;br /&gt;
| Novadom|||||||| ||   &lt;br /&gt;
|-&lt;br /&gt;
| Izmiraldi, Five Sisters|||||||| ||   &lt;br /&gt;
|-&lt;br /&gt;
| Shorapur, Five Sisters||7th Breeze||8th Breeze|||| ||   &lt;br /&gt;
|-&lt;br /&gt;
| Saktekorum, Five Sisters||10th Breeze||10th Breeze||metal|| ||   &lt;br /&gt;
|-&lt;br /&gt;
| Dimazcus, Azuria||15th Breeze||16th Breeze||oils and silks|| ||   &lt;br /&gt;
|}&lt;br /&gt;
Also tried Tac (hadn&#039;t been there in six months)&lt;br /&gt;
&lt;br /&gt;
Once they get to Azuria, we figure they must have gone west, or they would have got back round to Tac by now. We decide to try Delph, which is a long way west, but we can get there by Dramus&#039; tower, whereas Dimazcus is 460 miles straight over the sea.&lt;br /&gt;
&lt;br /&gt;
So we camp outside of Saktekorum, while Dramus does his ritual.&lt;br /&gt;
&lt;br /&gt;
At about 9.30 we are disturbed by the approach of four 20ft long lizard creatures with 40 legs, ridden at speed by nine foot tall, 500lb, claws and teeth Lizards guys called Shirazes.&lt;br /&gt;
Verity stops two, and the others stop about 75 feet away, and verbalise in some arabic/kravonian language. It appears to be some kind of challenge. Maybe &amp;quot;what are you doing here and what have you doone to our friends?&amp;quot;. &lt;br /&gt;
Verity lets the others go, and the Shirazes go around us warily, then continue on their way into the deeper desert. They stop about 5 minutes away, have a bit of a chat, then one comes back and drops off a tent about 100 ft out.&lt;br /&gt;
Dramus starts the ritual again.&lt;br /&gt;
&lt;br /&gt;
===7th of Fruit===&lt;br /&gt;
====The Pacted Mage====&lt;br /&gt;
Dramus backfires and runs out of myrhh.&lt;br /&gt;
&lt;br /&gt;
At about 4am a wind starts to come up quickly. Looks like a sandstorm coming up, and probably the reason the lizards left us a tent (which we didn&#039;t use).&lt;br /&gt;
&lt;br /&gt;
We fly back to town, and stay in an inn. The storm lasts about three hours.&lt;br /&gt;
&lt;br /&gt;
The innkeeper tells us that as we are looking for myrrh and a high mana zone we should see Calif, the Red Mage at the tower by the wall.&lt;br /&gt;
&lt;br /&gt;
When we knock at the tower, a servant Amut (last magic: some mind spell) lets us in and gives us tiny coffee.&lt;br /&gt;
&lt;br /&gt;
Calif comes in. He is 6&#039;, with turban and a goatee, best spell: Whirlwind Vortex, pacted: yes; to [[Savnok]] Marquis of Corruptions, college: airish, counterspells against his magic: air, greater summoning, wiccan, last magic: dimensional portal, human, long-lived sentient. But he seems nice enough.&lt;br /&gt;
&lt;br /&gt;
He can sell up to 3lb of myrrh, Dramus buys 1 lb, enough for two goes.&lt;br /&gt;
&lt;br /&gt;
He can make a high mana zone available downstairs, but Dramus wants one out of town, so we all traipses out into the desert, to an oasis, and Calif casts and makes a large paved area 60ft square with three doorways out. The area is high mana and also linked to [[Savnok]]. &lt;br /&gt;
&lt;br /&gt;
Unperturbed by this, Dramus does his ritual, (only a few minutes in a high mana zone). The blue door appears 10ft to the left again. &lt;br /&gt;
Dramus takes us to [[Oz]] to hide out a while from Savnok. We see the termite nests and the high tower. &lt;br /&gt;
&lt;br /&gt;
Lord Carzon of Oz turns up and hires Dramus for next season. He returns two hours later, dress for war, serviceable but opulent, and berates Dramus for letting Savnok get a hold on the tower. Dramus is to fix this too.&lt;br /&gt;
&lt;br /&gt;
We get out of the tower at [[Soulport]] to check whether there has been a return message for Brianna, but unfortunately there has not. Verity collects a few other messages for Brianna, which she ignores. Brianna will miss a few appointments.&lt;br /&gt;
&lt;br /&gt;
Over dinner (of high quality now that he Count and Countess frequent this particular sleazy dockside tavern) we decide that Delph may be too far out of the way, and that we should try Dimazcus, our last solid lead. Dramus goes upstairs and does a &amp;quot;Speak with Dead&amp;quot; ritual.&lt;br /&gt;
Where is the Verain Flyer?&lt;br /&gt;
*Sorrow upon the breeze, waves sweep the earth, she rests upon the shining stones.&lt;br /&gt;
Where is the Gem of Mercaz&lt;br /&gt;
* The Stone rests in a sea of red&lt;br /&gt;
Where is Horace de la Verain&lt;br /&gt;
*He keeps his room&lt;br /&gt;
Is Horace on the Verain Flyer&lt;br /&gt;
*A love with another, is a love for life&lt;br /&gt;
Does Horace have the Gem&lt;br /&gt;
*NA&lt;br /&gt;
Where is the Amos d&#039;Os&lt;br /&gt;
*The land of shining stone reflects the light, until the day ends. Hook line and sinker, see death all around. When you swim, use a snorkel. Land of Red.&lt;br /&gt;
&lt;br /&gt;
We tower to an island near Palestrina, as the closest point available. Then we fly as far as we can (220 miles) eastward and TPD deploys his ship. That leaves us 800 miles to sail which should take about 34 hours including 8 hours rest for TDP.&lt;br /&gt;
&lt;br /&gt;
Dramus gives Verity, Theo &amp;amp; Tari water-breathing hairnets.&lt;br /&gt;
&lt;br /&gt;
===8th of Fruit===&lt;br /&gt;
10am: see a ship to port, 3 masts, 150ton. Wolf on mainsail, colours of Ranke. There are crates on deck the size of coffins. We change course to avoid. They change course and close to a mile and a half. Dramus runs up his flag and they move away.&lt;br /&gt;
&lt;br /&gt;
Fog comes up (when it shouldn&#039;t). We avoid it. There are whales in it.&lt;br /&gt;
&lt;br /&gt;
3pm: TPD begins to tire.&lt;br /&gt;
&lt;br /&gt;
7pm: We drop anchor 6 miles from land.&lt;br /&gt;
===9th of Fruit===&lt;br /&gt;
1am: The watch sees five streaks of light from land, looks like fireflight, they come over the ship and head north-east.&lt;br /&gt;
&lt;br /&gt;
2am: TPD wakes up, has breakfast and sets sail.&lt;br /&gt;
&lt;br /&gt;
====Dimazcus====&lt;br /&gt;
8am: We see Dimazcus, a large city, sun glinting off gold minarets. There is a wide river mouth to the east of the city. A berthing guide tells us that there will be no berths available till this evening and directs us to some mooring posts.&lt;br /&gt;
&lt;br /&gt;
We go ashore (except Kilroy) to see the harbourmaster, Faziz. He is in a four story building full or bureaucracy, and pay another group to jump the queue.&lt;br /&gt;
&lt;br /&gt;
The Verain Flyer was here 15th Breeze, departed 16th with scented oils and silks, for Hizraz, Arabie. (So they did go east and have not made it round to Tac. This fits with the reading that the ship is aground and Horace is still on board.)&lt;br /&gt;
&lt;br /&gt;
We go shopping for maps and charts at Zugar&#039;s Charts in Lamp Street. We are served by Uzag, a goblin. We ask for maps of Azuria, high mana zones, and charts of the coast down to Arabie.&lt;br /&gt;
&lt;br /&gt;
We get a map of Azuria covering 6000 sq miles for 5g and charts of the coast for 5g. An item of interest on the chart is the Crimson Rocks about 150 mile east. The map of high mana zones is mostly blank except for a rumoured one about 400 miles south-east on the coast. If we can add to the map or confirm rumours they will pay us.&lt;br /&gt;
&lt;br /&gt;
Dramus shops for souvenirs. One of the many pieces of jewellery offered to the ladies while we wait is actually a magical ring of cleanliness. Dramus buys it for 1000sp.&lt;br /&gt;
&lt;br /&gt;
Verity suggests that they may have a slave trade here, and Dramus decides to buy any elves he can find. He is offered four for 20 guineas each, but they turn out to be Drow or part Drow so he leaves them to their fate. They have others not as strong, so we troop over to the slave pens. There are seven elves here at 15 guineas each. Dramus buys them for 96 all up. They are sea elves and have no slave markings. &lt;br /&gt;
&lt;br /&gt;
One of them speaks common. He tells us:&lt;br /&gt;
* They were kidnapped from there village of fishermen and hunters to the east about 100 miles&lt;br /&gt;
* The Crimson Rocks are a short cut but dangerous&lt;br /&gt;
* The charts are about 80% accurate, he fills in a couple more dangers including a dark hole in the ocean&lt;br /&gt;
* They don&#039;t know much about Erevan Ilisere, they worship a god of the sea.&lt;br /&gt;
&lt;br /&gt;
We leave port about 11am. Three other ships leave at about the same time, but they don&#039;t bother us.&lt;br /&gt;
&lt;br /&gt;
We sail east to the Elves village Adzan. It is on an island of about 2 acres. The locals hide but the slaves reassure them.&lt;br /&gt;
&lt;br /&gt;
They tell us of a high mana zone 2 miles away, 500 fathoms down. On solstices things happen there. It is an ancient rift from the &amp;quot;Crying Days&amp;quot;. It doesn&#039;t sound perfect for opening a tower door.&lt;br /&gt;
&lt;br /&gt;
We give them the Seagate Guild flag and Dramus gives them his. We figure if they fly them anyone with sense will leave them alone.&lt;br /&gt;
&lt;br /&gt;
We are feted at a party but none of the sea elves gets lucky.&lt;br /&gt;
&lt;br /&gt;
Overnight, Dramus makes a tower door, but it doesn&#039;t work properly so he doesn&#039;t open it.&lt;br /&gt;
&lt;br /&gt;
===10th of Fruit===&lt;br /&gt;
We go with Dramus to check out the door. When it is opened there are trees on  the other side, probably Delph. Strangely, the door has a small copper key. Dramus looks the door and puts the key in his pocket.&lt;br /&gt;
&lt;br /&gt;
====We find the Flyer====&lt;br /&gt;
We leave about 9am, and sail about 50 miles east to the Hart Channel which runs between the Crimson Rocks and the coast. Through the spyglass we can see a wooden platform at the Rocks which are pinkish. The rocks are 10-20 ft high, there are humans manning ballistae and catapults. There is a crane pulling stuff up from the water. THe people look local. The platform/barge has unnaturally calm water around it, looks about rk10. Up ahead past the rocks is a storm. There is ship debris on the barge. There is a water elemental working in the water. We wonder whether they are wreckers.&lt;br /&gt;
&lt;br /&gt;
Kilroy as a seagull scouts the area. There are dead bodies on the beach, dead about the right length of time.&lt;br /&gt;
&lt;br /&gt;
We run up a parley flag and sail in. (Teeanna does a precog to see what will happen if we just sail through. The answer is weâ€™d just sail through.) A boat is rowed out to meet us by four rowers, two human, one orc, one hobgoblin and pushed by an elemental. There is a woman elf at the front and a male elf at the back. He is a swarthy, tall elf Namer, best spell Disjunction. Telepathy gives curiosity. &lt;br /&gt;
The woman hails us. We tell them that we are looking for the Verain Flyer. She says that that is what they are salvaging. Telepathy: protective of there claim, not trusting but happy to talk. We go over to their boat in a dinghy, except Dramus. She is Captain Alyson Kentuck and is not local, best spell water spout, pacted: no. &lt;br /&gt;
&lt;br /&gt;
She tells us that the ship is upside down on the bottom, and holed as if attacked from below. It is in 100ft of water. They agree that we can go and look for just Horace, Jake and the particular item. She will come with us.&lt;br /&gt;
&lt;br /&gt;
TDP closes up his ship so that it will be safe.&lt;br /&gt;
&lt;br /&gt;
While we wait for the ship to be shrunk, we investigate the salvage crew.&lt;br /&gt;
OF the approximately 30 crew, there are another water mage, an air mage, an ice mage orc, an earth mage orc and an ogre who is 2ic. The last magic to take effect on most of them is Strength of Stone.&lt;br /&gt;
&lt;br /&gt;
We get to the floating platform about an hour later. On the platform they are a prepared for trouble from us and make sure that we do not wander into certain areas eg our earth mage is unable to reach a rock. Many of them are quite bedecked with treasure.&lt;br /&gt;
&lt;br /&gt;
The captain tells us that the ship was about 200 feet out when it sank. She surmises that the water mage must have been incapacitated or would have been able to avoid the creature. This leads us to wonder why they would have attempted the difficult passage without their water mage.&lt;br /&gt;
&lt;br /&gt;
We go head down to the sunken ship after some preparation, with the captain, first mate and three of the crew. The water is clear and still. At the edge of the bound area a shark circles. From the look of the hole in the hull, the hole was made by a tentacled creature of about 150â€™ long.&lt;br /&gt;
&lt;br /&gt;
We find out later that Kilroy above can see that two of the crew are concentrating on something, and one is watching us through a crystal. Tari can tell that we are being scryed.&lt;br /&gt;
&lt;br /&gt;
We are not so interested in what is in the hull, so we go to the back of the ship where the cabins would be. The Captains cabin windows are shuttered. Dramus warps open the shutters. There are glass windows inside: nature of magic - sealing. Through the windows the cabin is not flooded and there is a desiccated body of someone, with its neck at a strange angle and a lot of the furniture is scattered and smashed. It may be Horace.&lt;br /&gt;
&lt;br /&gt;
The next room is Jakes, there is no body and it is flooded.&lt;br /&gt;
&lt;br /&gt;
With bound water to keep the water out we open the window. As it turns out, the sealing works even with the window open and includes the door, but we can enter. We find the ship&#039;s journal and Horace&#039;s personal journal.&lt;br /&gt;
Journal:&lt;br /&gt;
*1st Breeze: damn that lad etc. Jake has bunked off with Syrene to join the Circle of Blood in Kirkul. He&#039;s taken the Gem.&lt;br /&gt;
*6th Breeze: why did he have the Gem?&lt;br /&gt;
*10th Breeze: I can&#039;t remember touching the Gem.&lt;br /&gt;
*There is no mention of the Gem before Jake leaves &lt;br /&gt;
&lt;br /&gt;
There are a few other items around that we bring up for the salvagers. They did get a bit when Verity tried to pocket some gems, but Tari was able to talk to them and sort the situation out.&lt;br /&gt;
&lt;br /&gt;
The dead body is Horace. He appears to have died of a broken neck, and to be in an expected state of desiccation and decay. Dramus is able to ask some questions of him. &lt;br /&gt;
*Attacked by tentacled sea creature&lt;br /&gt;
*Jake is not colleged as far as he knows&lt;br /&gt;
*The water mage was injured in a fight in Dimazcus.&lt;br /&gt;
*Jake met Syrene in Saktekorum and got off there.&lt;br /&gt;
*The Circle of Blood is a demonic death cult, a remnant of the dark circle.&lt;br /&gt;
&lt;br /&gt;
We waterproof Horace and take up the body and some personal items. We get to keep the body, the journals and the family ring and the painting. We leave on the small boat and head to the coast. Kilroy joins us once we are sailing away. We exchange information. It is decided that we need to go back to Seagate and start off from there again, and it is closer to the Five Sisters than we are now. &lt;br /&gt;
&lt;br /&gt;
We Banish ourselves and end up in Seagate. The body is dropped off for later sending and we visit the library to find out about the Circle of Blood. They worship undead, there is no link to Erevan Ilesere, there are 4 or 5 leaders, one of whom is a female named Death Claw. This information was from a slave survivor. Kirkul was a city of 40000, it is ruined, was full of undead, but was cleaned out by church knights but not resettled.&lt;br /&gt;
&lt;br /&gt;
We make preparations for our next stage. Except for Dramus, we all see some Michaelines and get blessed, (2 points of necrogeny equivalent that stacks) for we will be going to Kirkul. They tell us that there were 5000 undead which were annihilated in 807. The undead can walk in the day. The current legitimate ruler of Kirkul is in Saktekorum.&lt;br /&gt;
&lt;br /&gt;
===11th Fruit===&lt;br /&gt;
Dramus towers us to Westgate and we fly to South Lending where we see the Raphaelite Mother Grey. We get 20 vials of holy water which can be used to anoint weapons for extra damage as well as the usual uses, and 4 vials of healing undead damage and spec grevs. &lt;br /&gt;
&lt;br /&gt;
We then fly to a guild member owned inn in Griffin Pass in the Novadom area. Kilroy makes a portal in the stables. We fly to Shorapur and walk into town. We visit the Urielite nuns, and get some maps of  the Kirkul area. They let us use the empty building next door to them, where we set up a portal. &lt;br /&gt;
&lt;br /&gt;
There is an air mage here named Florence in a blue tower, but we decide that we can all fly without outside help.&lt;br /&gt;
&lt;br /&gt;
There is a ruined tower about 10 miles north east of Kirkul, which we decide to use as our base. We set off at 3pm and arrive at about 5pm at the ruined watch tower, which is about 30&#039; high and 60&#039; diameter with another building beside it, all surrounded by sand.&lt;br /&gt;
&lt;br /&gt;
Telepathy shows only hungry small creatures, the place has no connections to a power, Dramus cannot detect any undead, and the top of the tower has no aura so we land. The tower has three levels and a basement. TDP and Verity clear the rubble form the top stairs.&lt;br /&gt;
&lt;br /&gt;
Kilroy and Dramus set up Rune Ward, Cemetary Gate (circle of protection from undead), and ventriloquism ward to warn us if anything lands on the roof.&lt;br /&gt;
&lt;br /&gt;
Kilroy sets up a portal.&lt;br /&gt;
&lt;br /&gt;
We can see Kirkul from here. We use crystal balls to check out the city. Some movement is visible near the centre, groups of 2-3 humanoid figures going out some business and, as Theo is able to DA at any range, we find out&lt;br /&gt;
*Humans, elves, orcs&lt;br /&gt;
*About one in four are mages, necro, fire, earth, E&amp;amp;E, wicca.&lt;br /&gt;
*Last magic cast on one of them was &amp;quot;revival&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The castle wall is largely intact with some breaks in it.&lt;br /&gt;
&lt;br /&gt;
We camp on the second level after Dramus fixes the broken front door, and as a precog shows a sandstorm during the night we close the shutters.&lt;br /&gt;
&lt;br /&gt;
===12th Fruit===&lt;br /&gt;
During the night a Sand Storm hits the area. It lasts until about midday. During this time we use various crystals to find out about what is happening in the castle.&lt;br /&gt;
&lt;br /&gt;
We find a great hall where there are twelve people chanting, in a Drowish language (a blessing ritual), and bleeding onto a black sphere with red flecks. It is about 3ft across. We move the crystal ball view to just above the sphere.&lt;br /&gt;
*What does it do? Concentration&lt;br /&gt;
They change the chant and the sphere changes to yellow.&lt;br /&gt;
DA the people. The leader is a Drow female, mind mage. There are also a necro and fire mage. Large magic: blessing, effect of blessing: production.&lt;br /&gt;
They change to a third chant and an eyelid appears on the sphere and begins to open. GTN: &amp;quot;mind&amp;quot;, effect: perception. We quickly cover the sphere with a cloth but all have to resist vs mid and Theo falls to a mental attack.&lt;br /&gt;
&lt;br /&gt;
In the basement is just junk.&lt;br /&gt;
&lt;br /&gt;
On the third level their is a sleeping area, containing two men and a women chained to the wall with long chains, mostly naked, unconscious, human, locals, with signs of torture. There is red dust on the floor which doesn&#039;t match the sand outside. They are huddled in a corner although they should be able to reach the bed.&lt;br /&gt;
====Sneaking into the City====&lt;br /&gt;
We find a sewer entrance at the docks for us to enter the city by. Kilroy binds some air to protect us from smells.&lt;br /&gt;
&lt;br /&gt;
When the storm ends at midday, TDP views the gates of the town with his spy tube -  the towers are manned. We decide to go to the sewers and come up into the town that way.&lt;br /&gt;
&lt;br /&gt;
We all go invisible and travel underwater with TDP&#039;s mage current. We find an area of less clean water - another sewer entrance 150ft down, next to a small island, covered by a metal grate with a pipe leading towards the city. It has no magic so we opening it, lift it up and mage current along it. It comes up in the sewers near the entrance we were planning to use. Theo and Kilroy become, appropriately, rats, and Verity and Dramus refuse to touch the ground.&lt;br /&gt;
&lt;br /&gt;
Detect undead show 1-5 greater undead above ground between 120 and 600 ft away. Teanna is able to feel 14 minds together, 6 of whom are sleeping. &lt;br /&gt;
&lt;br /&gt;
The entrance to the sewers ahead of us is closed of by a built in iron grate of 1ft squares. We tunnel around it but don&#039;t remove it, as it would fall and make a lot of noise.&lt;br /&gt;
&lt;br /&gt;
We head towards the minds as we want to capture someone to question. They are in a three story building which seems to be a tavern. On the ground floor are four people playing a game, and two sleeping. They are wearing red amulets, (effect of me touching amulet:no answer, what happens if non blood cultist touches it: nothing, if blood cultist wears it: identification), and have scarred cheeks. One the next level are two night gaunts and a vampire, plus some people, and on  the top floor some more people.&lt;br /&gt;
&lt;br /&gt;
While we discuss plans at length, a horde of rats comes through chased by giant larvae, 5ft long - GTN:death maggots, aura strength: magical, weakness: magic, so we get out of the sewer near the tavern. A couple of runewalls take care of most of them but those that escape consume the corpses and double in size. They leave a clean sewer behind them.&lt;br /&gt;
&lt;br /&gt;
It is dim here like in the dark circle.&lt;br /&gt;
&lt;br /&gt;
====Stealing the Vampire====&lt;br /&gt;
We quietly enter through the kitchen door. Using Wizard Eyes, TDP and Verity sleep the vampire, who is asleep in her coffin, and stasis the night gaunts. The vampire is pacted to Foras. The sleep duration is only 2 hours (it should be 12). TDP and Verity sleep and stasis the guards. We go upstairs and sleep the guards on that level.&lt;br /&gt;
&lt;br /&gt;
The door to the vampire&#039;s room is alarmed but the namer fixes it. We loot the people and those that are static we release and sleep. &lt;br /&gt;
&lt;br /&gt;
We find&lt;br /&gt;
*3 rings, invested witchsight, rk 10&lt;br /&gt;
*2 rings, invested quickness, rk 10&lt;br /&gt;
*rings, invested slowness, rk 10&lt;br /&gt;
*4 weapons, warded with a weapon spell, triggered by drawing, 6 charges, rk 10&lt;br /&gt;
*necklace, invested opening, rk 10&lt;br /&gt;
*necklace, invested shadow wings, rk 10&lt;br /&gt;
*bracelet of deflection, 30% time deflect any damage?, 95-00 triple damage&lt;br /&gt;
*6tg, 30gs, 700sp in mostly local coin&lt;br /&gt;
&lt;br /&gt;
In the kitchen and basement are four barrels of blood - nature of magic: resolution, nature of resolution: empowerment, empowerment with: energy, effect on us of drinking it: sickness. The containers have preservation properties and the blood will last 12 hours outside of the vat We take a sample to Divinate later. TDP and Dramus curse the blood that is in the barrels with either being unlucky or making the person who drinks it vegetarian. Healer empathy on the baddies shows a permanent Strength of Stones.&lt;br /&gt;
&lt;br /&gt;
We release and slay the Night Gaunts - the first exploeds as its death curse but the second gives Kilroy a Death curse of &amp;quot;Will become a night gaunt on next death under control of Silver Blade/Jiro&amp;quot;, MA32. &lt;br /&gt;
We get &lt;br /&gt;
*Armour, magical, protection, formerly living, GTN various, 16 AP vs natural weapon, 8pt otherwise, *Armour, magical, protection, formerly living, GTN various, immunity to A class, 8pt&lt;br /&gt;
*2 sets of Twin tulwars, soul drinking, not safe to touch except scabbard, absorb soul of being killed and get better (currently +20 damage, +110 to hit), made of pure evil &lt;br /&gt;
&lt;br /&gt;
Kilroyâ€™s make a portal but it does not look right, it is inky black with red in it. We DA it and find out that it has been corrupted. He tries to take it down but it will not deactivate. We are able to get it down to 3 inches in diameter, then we put a box over it to hide it.&lt;br /&gt;
&lt;br /&gt;
We have to get back to the tower back the way we came. We take to the vampire in her coffin with us, there are no problems with us getting back to the tower and the tower does not seem to be disturbed. We portal to Shorapur to get out of the area so that the vampire cannot be located.&lt;br /&gt;
&lt;br /&gt;
We get a visit from the sisters next door, it seems that they are watching the house. They remove Kilroy&#039;s curse, chaperoned by Verity and Tari. Their ritual involves nakedness and blood, adding 5 to removers MA and taking only 3.5 hrs instead of 18.&lt;br /&gt;
&lt;br /&gt;
====Interrogating the Vampire====&lt;br /&gt;
Theo divinates the human prisoner we brought back . He is under the effect of a lot of Exsanguination College magic so she gets a Special Counter Spell for the College. Their wills are joined in a ritual which gives them awareness of the others around, strength and vitality. Other magics include Circle of Beliefs, Cult, Disciple.&lt;br /&gt;
&lt;br /&gt;
The vampire is a 7ft tall female elf, PB 26. She is under the effect of binding greater undead. We remove that and replace it with Binding Greater Undead from Dramus, Binding Will from Kilroy and Mass Charm from Verity, then wake her up.&lt;br /&gt;
&lt;br /&gt;
We ask her to give us all her magic items, so she removes them including yanking out a tooth, a fingernail and a toenail&lt;br /&gt;
*hair clip, teleport, range 5 mile, minimum 1 mile, 3 charges &lt;br /&gt;
*tooth, TK Rage, 2 charges, needs to be implanted&lt;br /&gt;
*fingernail, curses with death when poked, 3 charges, needs to be grafted on&lt;br /&gt;
*toenail, curses with death when poked, 3 charges, needs to be grafted on&lt;br /&gt;
*belt, invested shadow walk, rk 15, 2 charges&lt;br /&gt;
*one boot (we take the other as well), 5&amp;quot; stiletto, enhances kicking damage&lt;br /&gt;
&lt;br /&gt;
The cult aim is &amp;quot;purification of this world&amp;quot;. She is a religious fanatic, and believes that what they are doing is &amp;quot;good&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Her name is Lornae. She is not a leader of the cult. &lt;br /&gt;
&lt;br /&gt;
*The leaders are&lt;br /&gt;
**Claw Death, very vicious, enforcer, dark hair, right handed, 24pb, 5&#039;6&amp;quot;, like porcelain, hand become claws, no usual location&lt;br /&gt;
**Osric el Muerte, 6&#039;4&amp;quot;, dedicated military type, dark hair, dark eyes, based at castle&lt;br /&gt;
**Bliss (the senior vampire and the one controlling Lornae), based at building 12&lt;br /&gt;
**Silver Blade, based at building 13&lt;br /&gt;
**Rufus the Red, is close to Claw Death, no usual location&lt;br /&gt;
**Cauldron Mike, based near the centre, underground with the &amp;quot;mind&amp;quot;&lt;br /&gt;
*There is a special purification ritual that they to go through, if they pass the tests, to join the cult, which increases their &amp;quot;life force&amp;quot; which can be detected by others if they are wearing the amulet. This means that we won&#039;t be able to use the amulets to pretend to be members.&lt;br /&gt;
*There are hundreds in the cult.&lt;br /&gt;
*The six leaders have various abodes in town, they worship in the castle and at various temples, they all worship the &amp;quot;red one&amp;quot; sphere, which is a created new life.&lt;br /&gt;
*There are a number of hexate crystals around the city which she assumes are around the central area.&lt;br /&gt;
*Death Claw and Osric have travelled.&lt;br /&gt;
*She is currently out of range of the mind link.&lt;br /&gt;
*She believes that if she is killed she will join the mind.&lt;br /&gt;
*She hasn&#039;t heard of Jake or seen the Gem of Mercaz&lt;br /&gt;
*Around central part of the city, underground, there are 10 large [[Bathory Well|vats]] (5000 gallons) with blood in them.&lt;br /&gt;
*The amulets that they have bind the mind and soul. &lt;br /&gt;
*The more Cultists you have in the room, the more they enhance each other.&lt;br /&gt;
*Other undead in the city: Mummies, Wraiths, Wights, Daddies.&lt;br /&gt;
*They get money to pay for their food slaves by just finding it around the city. Food is sometimes given the chance to join. They pay more for food with more and better blood. They bleed them to fill up the vats while regenerating them. This happens near the &amp;quot;mind&amp;quot; in the centre. &lt;br /&gt;
*They have a target amount which will allow them to expand into other cities. They expect to reach this target in about six months.&lt;br /&gt;
*Powers are shared between the cultists. The amulet brightens the aura/force. The  higher ups can limit access to their power.&lt;br /&gt;
&lt;br /&gt;
*We get her to mark, on our maps, likely places where the Gem of Mercaz might be stored ie vaults&lt;br /&gt;
**2: temple, was a mint&lt;br /&gt;
**16:temple: they (vampires?) avoid because of the silver&lt;br /&gt;
**50:basilica, commercial, may have vaults&lt;br /&gt;
**51:temple, was city treasury&lt;br /&gt;
**70: as a commercial premises&lt;br /&gt;
**50 and 51 are heavily guarded.&lt;br /&gt;
*47: has a large well inside&lt;br /&gt;
*the &amp;quot;mind&amp;quot; is around the 13 area&lt;br /&gt;
&lt;br /&gt;
*They have agents in the other cities, but she can&#039;t detect any at the moment. We instruct her not to communicate with any.&lt;br /&gt;
*She thinks that the cult will look for her.&lt;br /&gt;
*The &amp;quot;mind&amp;quot; is in the sphere. It has powers of observation, sees the future, the void, the ethereal. It wants conversation and blood. It came into being by accident, about three months ago, created by experimentation with Wild Magics. It usually does no harm to touch it, but once someone touched it and was totally destroyed.&lt;br /&gt;
:They were experimenting with melding colleges and extraplanar portals, looking for a suitable guardian for Rishan, who is a young girl, three years old, who will be the leader of the cult. She is the daughter of a very powerful being, her mother, who may be reborn into her. She stays near the mind. She is elven/human, with elven features but a human nose, 6&#039; tall, long black hair, black/red eyes, and has grown about 2&#039; in the last couple of years. Her birthright is to rule Alusia. She is one of six daughters, all three years old, two others are on Alusia and three are on other planes.&lt;br /&gt;
&lt;br /&gt;
*The Mind has some influence on permanent magic eg portals, some ritual magics. Portals come out near the mind over a vat of blood and they have now set up a cage to get anyone that portals in the city.&lt;br /&gt;
*The drow leading the sphere ritual was an Arabique priestess, one of 25 members form Insel der Freiheit, who taught them the Exsanguination College.&lt;br /&gt;
&lt;br /&gt;
We put Lornae in a cupboard and stasis her. The Sisters are made aware of this in case someone comes for her and we leave her items with them, in the coffin.&lt;br /&gt;
&lt;br /&gt;
====The Giant Ship====&lt;br /&gt;
We are informed that there are four destinian docked  in the harbour, and a huge nine masted ship called the [[The East Winds of Tycho|Grey Wind]], discretely belonging to Titans, anchored in the harbour.&lt;br /&gt;
We get to go aboard and speak with Vorgon the Giant and warn them of what is happening and that they need to be careful as the Blood Cult might be after their blood as it most probably has the quality and the quantity that they need. They agree to tell [[Captain Bazcot]] of the town that the slave trade needs to be slowed down so that the cult can&#039;t get enough blood.&lt;br /&gt;
&lt;br /&gt;
They offer us a couple of dozen lads to help out but we decline. We give them copies of our maps.&lt;br /&gt;
They cast on us (on board ship!)&lt;br /&gt;
*Strength of Stone rk20, PS, EN or AG, duration 4 days&lt;br /&gt;
*Armour of Earth rk20, +42 def, 3Ap instead of 1,duration 4 days&lt;br /&gt;
Vorgon&#039;s 11&#039; tall daughter leads us in a blessing ritualwhich give an additional -1 off dice rolls for a week&lt;br /&gt;
&lt;br /&gt;
They &#039;sell&#039; us (to be returned if not used for reimbursement)&lt;br /&gt;
*10 20pt healing potions in 1oz vials @500sp each&lt;br /&gt;
*6 40pt healing potions in 1oz vials @2500sp each&lt;br /&gt;
*1 healing potions cure all including spec grevs in 1oz vials @5000sp&lt;br /&gt;
*acid that burns through iron at 1&amp;quot; per pulse, 14 drops @ 10000&lt;br /&gt;
We divide it up thusly: Dramus takes none, the rest get 1 40pt and 2 20 pt, but Kilroy and TPD just one 20pt&lt;br /&gt;
*Dramus buys 5 lots of myrhh for 10000&lt;br /&gt;
And they give us one charge of whispering wind that only takes 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Kilroy offers us some Dwarven Battle Beer to help as well, and Dramus gives us each Waters of Strength.&lt;br /&gt;
&lt;br /&gt;
====Into the City Again====&lt;br /&gt;
It will get dark at 8pm and it is now 2pm. We want to go after the Gem and get out before nightfall.&lt;br /&gt;
&lt;br /&gt;
We Portal back to the tower (2.30pm) and make our way back into the city via the sewers. We get to the grate that we can&#039;t open(3.30pm). Kilroy binds elements to open a way past the gate that we can return through (4pm). We head towards 50/51. We travel and come to another unopenable grate. TDP does a wizard&#039;s eye above ground to see where we are - about half way - we use tunnelling to pass the grates at both ends of a cistern, leaving the way behind us blocked. Dramus is given the acid to carry.&lt;br /&gt;
&lt;br /&gt;
This tunnel goes from 45 to 13, so we choose another. We go under 2 about 150&#039; below. There are about 30 minds here, one of which suddenly disappears and five undead - 2 wights, a wraith, a mummy and a daddy. (So far none of the greater undead have come up on telepathy.) TDP checks out the basement. It is 80&#039;x80&#039;, 2 entities with abacuses, a locked door in the floor, a bound 50&#039;x150&#039; area including the trapdoor. On the floors above are 10 entities, armed.&lt;br /&gt;
&lt;br /&gt;
We carry on toward 9, round 9, to 51. There are at least 30 minds in 51. The closest point between 47&amp;amp;51 is about 60&#039; from 51. The nearest exit is at the 43/9 corner, with no cover.&lt;br /&gt;
&lt;br /&gt;
We try 50 as there is a more secluded exit nearby, but there are just mundane storage areas and no bound area.&lt;br /&gt;
&lt;br /&gt;
Verity checks out 51. Four levels, bottom level is 80&#039;x80&#039;, with a large 15&#039;x8&#039; desk, a large chair, 7&#039; person sized. The desk has rollers and covers a set of stairs with an area bound so that wizards eye cannot pass. There are six suits of armour of which we are extremely suspicious.&lt;br /&gt;
&lt;br /&gt;
The next floor up there are 14 people. Seven are chatting round a table, speaking lunar. One of them is a red haired 7&#039; tall male human, 250lb, fitting the description of Rufus. Verity recognises him as her long-lost brother, and says nothing, but, freakily, Dramus sarcastically states &#039;We will probably find he is someone&#039;s long lost brother&#039; inadvertently guessing the truth, though he promptly forgets his glib remarks.&lt;br /&gt;
&lt;br /&gt;
There are six people on the floor above, and no one on the Temple level at ground level.&lt;br /&gt;
&lt;br /&gt;
====Area 51====&lt;br /&gt;
Verity DA&#039;s the people on the level above the basement, through Wizard&#039;s Eye under the table.&lt;br /&gt;
*Rufus: GTN LLS, Huumaan, Wicca, last magic aggressive perfector, best nasty spell hellfire, bone armour plus chainmail and various other stuff&lt;br /&gt;
*3 mummies: rank of binding 10, celestial, 2 mind&lt;br /&gt;
*At the table: F Elf fire, M dwarf earth, M orc celestial, 3 M orc no college, all wearing bone armour fear and 7 prot.&lt;br /&gt;
*4 people in iron maidens, been bled and enjoying it, all human non-colleged, last magic regeneration&lt;br /&gt;
&lt;br /&gt;
*The suits of armour in the basement: magical, nature of magic protection, trigger to animate no answer, other magic agility, triggering condition damage (that will be the prot). She puts the eye inside and it appears to be empty, but there is red dust in the bottoms of the feet, formally living GTN various, effect enhancement.&lt;br /&gt;
&lt;br /&gt;
Teeanna precogs going down the trapdoor in  the basement and sees treasure and what seems to be the Gem in a box.&lt;br /&gt;
She has all the baddies on telepathy except the four mages.&lt;br /&gt;
&lt;br /&gt;
Tari summons an earth elemental and succeeds in her control but DA shows that it is not controlled so it gets banished.&lt;br /&gt;
&lt;br /&gt;
We tunnel into the basement (2 casts long), and Theo expels the ward. We enter the room, put up walls over the stairs and around the statues.&lt;br /&gt;
&lt;br /&gt;
Investigating the desk over the stair to the vault, it is found to be magically trapped, so a disjunction is put on it. There is a keyhole in the edge of the top which releases it to slide back. The trap on this is that it bites, so TDP casts opening on it, resulting in an audible click, and we push it back, revealing the stairs down.&lt;br /&gt;
&lt;br /&gt;
The opening is  covered by bound air but no ward, and Kilroy goes down, auraless and on the side wall checking for wards and magical traps.&lt;br /&gt;
&lt;br /&gt;
At this point Teeanna notices the baddies upstairs preparing to get there stuff and go somewhere and they starat to move about.&lt;br /&gt;
&lt;br /&gt;
Suddenly (but not surprisingly) the floor above us disappears and they drop down amongst us, and Rufus says &amp;quot;Ahh, here you are&amp;quot; in Reichspeil, as if he has been expecting us. Combat ensues.&lt;br /&gt;
&lt;br /&gt;
Rufus reflects magic, and the others resist by damaging the &amp;quot;victims&amp;quot; in the iron maidens. They are also able to transfer damage to them.&lt;br /&gt;
&lt;br /&gt;
We concentrate on the minions, and when they are nearly finished with Rufus suddenly focuses on Verity, coming through the giant dog (72EN 100FT) in 3 half pulses. When he realises he is not going to succeed he says &amp;quot;we&#039;ll be seeing you again soon&amp;quot; in Reichspeil and explodes his flesh while his energy wafts away like a red mist.&lt;br /&gt;
&lt;br /&gt;
====Things Seem Better but are Worse====&lt;br /&gt;
There are many pieces of flesh to investigate so we find out&lt;br /&gt;
*He is chaos warped.&lt;br /&gt;
*He can teleport&lt;br /&gt;
*He can reflect magic 70% of the time, or transfer it to others (eg the victims upstairs)&lt;br /&gt;
*He has an ability called &amp;quot;Return to Mother&amp;quot; - Claw Death&lt;br /&gt;
*He takes double damage from natural attacks&lt;br /&gt;
*He can change into anything, from a 3 hex monster to a puddle of liquid.&lt;br /&gt;
&lt;br /&gt;
Verity casts, turns white and decides that she needs to let the party in on a few things.&lt;br /&gt;
*Rufus is her brother&lt;br /&gt;
*Claw Death is her mother&lt;br /&gt;
*As Rufus should not have been able to recognise her, Claw Death must have some maternal link, and be able to sense her.&lt;br /&gt;
*She is angry, and incoming, eta about 24 pulses.&lt;br /&gt;
*She was a mind mage but is now something more, a &amp;quot;Sorceress&amp;quot;&lt;br /&gt;
&lt;br /&gt;
TDP, Kilroy and Teeanna go downstairs to find the &amp;quot;Gem&amp;quot; (must have no aura to pass through the bound air), while the rest of us fix spec grevs and begin the looting.&lt;br /&gt;
Pulse 4 Rufus moves on from the flesh here. The vase is found and checked to see whether it is the real thing.&lt;br /&gt;
&lt;br /&gt;
Verity can feel her mother getting closer, and her mothers rage begins to affect her breathing and vision.&lt;br /&gt;
&lt;br /&gt;
TDP cast opening on the air door and we all go down to the vault, put lots of rune walls and walls of bone over the entrance, and start loading the stored crates onto the giant dog.&lt;br /&gt;
&lt;br /&gt;
Teeanna picks up 60 minds coming towards us. TDP puts up a crystal of vision with feedback defences to view the area from above. We can see five leaders with ten troops each, and another five groups of ten on their way. Also visible is a giant glowing eye 300&#039; across, and the crystal switches off.&lt;br /&gt;
&lt;br /&gt;
By the time Claw Death is 100 yards away, Verity is taking 3EN per pulse, and can feel rage, curiousity and desire (for family). As they approach with 12 foot somethings, the magical walls disintegrate before them. We obviously cannot take them on at this stage so we bug out with the loot, by Kilroy&#039;s banishment. Death Claw arrives first and seems to be the main leader, and Kilroy begins to feel charm effects, as he banishes himself.&lt;br /&gt;
&lt;br /&gt;
The party go, without Verity, to Shorapur to pick up the vampire, Lornae, and her loot.&lt;br /&gt;
&lt;br /&gt;
They give back the unused holy water and potions to Mother Grey and the giants, and stash Lornae at the Guild as an information source.&lt;br /&gt;
&lt;br /&gt;
Further information from Verity:&lt;br /&gt;
*They lived in Norwmarch, Aladar before the war.&lt;br /&gt;
*Her mother and brother have been missing since they got caught up in the chaos at [[Middle_Duchies_War#Summer_1994|Barretskine]] in 794. She assumed that they were dead. So they have been missing for 14 years but the cult only began about two years ago.&lt;br /&gt;
*Verity left home in 792 and joined the guild in 794, and records are sketchy from that area over that period.&lt;br /&gt;
*Rufus was one of triplets born in 788, the other two assumed dead in 792 (Symone) and 793 (Carlos).&lt;br /&gt;
*There was also another younger sibling, Corinne, born 791, assumed dead in 793.&lt;br /&gt;
*Claw Death has Verity&#039;s father in an amulet of amber around her neck, this is not Rufus&#039; father.&lt;br /&gt;
*Verity and her mother were on reasonable terms when she left, considering the stroppy teenage daughter dynamic.&lt;br /&gt;
&lt;br /&gt;
===13th Fruit===&lt;br /&gt;
====Complete the Mission====&lt;br /&gt;
We portal to the de la Verain Manor. We find Miles waiting in our room and he takes us to breakfast. After the usual family breakfast we meet with Edvard.&lt;br /&gt;
&lt;br /&gt;
We tell him that we&#039;ve brought back the Gem and Horace&#039;s body, implying that we found the Gem on the ship, as Verity doesn&#039;t want everyone to know about her mother. We tell him that we couldn&#039;t find Jake, but that we didn&#039;t search the rest of the ship, implying that he is probably dead on the ship.&lt;br /&gt;
&lt;br /&gt;
We tell him where the ship is, and he is going to negotiate with the salvagers.&lt;br /&gt;
&lt;br /&gt;
He is impressed and will use the guild again. He gives us presents for our children, real and invented.&lt;br /&gt;
&lt;br /&gt;
We try to remove the door in the suite. Banishment changes where it links to. Removing the section of wall results in a removed mundane door and a black door in nothing. So we rebuild the wall in front of the door.&lt;br /&gt;
&lt;br /&gt;
We return to the guild via portal.&lt;br /&gt;
&lt;br /&gt;
After we spend some time in the guild bar a note is delivered to Verity, having been dropped off at the gate by a town runner. Extreme paranoia is applied to said note. The parchment, envelope and ink are all made from an imp from the 64th plane, the ink magically &amp;quot;killed&amp;quot; to keep it on the paper. The envelope is cursed with a family bonding aimed to make it more likely that Verity will be willing to visit and talk. The note is doomed to self destruct if anyone but Verity opens or reads it. The note contains a magic similar to bound speech called soul speech. As it is read, the words are spoken out loud and everyone in the room has to make an awe check at +50 on the dice.&lt;br /&gt;
&lt;br /&gt;
All this for a note that reads, in reichspiel:&amp;lt;br&amp;gt;&lt;br /&gt;
 Dear &amp;quot;Verity&amp;quot; &lt;br /&gt;
 We&#039;d love to see you again.&lt;br /&gt;
 Please arrange to come&lt;br /&gt;
 Love&lt;br /&gt;
 Mum&lt;br /&gt;
&lt;br /&gt;
====Loose Ends====&lt;br /&gt;
*We never did find any link to Erevan Ilesere or the Amasdâ€™os.&lt;br /&gt;
*We didn&#039;t find Jake&lt;br /&gt;
*We don&#039;t know how they got the Gem.&lt;br /&gt;
*There&#039;s a big bad evil cult trying to take over the world!!&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=8|[[Image:Family jewels info tree.gif|frame|what we know of the de la Verain family]]&lt;br /&gt;
|-&lt;br /&gt;
!!!Name!!College!!Best Spell!!Best Skill!! PB!! Age!! Description&lt;br /&gt;
|-&lt;br /&gt;
|1||Jonas de la Verain||   ||  ||   ||   || 90  ||5&#039;10, frail&lt;br /&gt;
|-&lt;br /&gt;
|5||Edvard de la Verain|| nc  ||  || rapier  || 15  || 65||tall, dark, blue eyes&lt;br /&gt;
|-&lt;br /&gt;
|6||Marissa|| Mind  || Mol rec ||  Genealogy ||   16|| 65||&lt;br /&gt;
|-&lt;br /&gt;
|9||Horace|| ||   ||  || ||45||dark hair, blue eyes, slight smirk, looks like his father&lt;br /&gt;
|-&lt;br /&gt;
|20||Jake|| ||   ||  ||   || 28||dark hair, blue eyes, looks like his father&lt;br /&gt;
|-&lt;br /&gt;
|11||Edmund|| nc||   ||  Courtier||   19|| 42||&lt;br /&gt;
|-&lt;br /&gt;
|12||Ethel|| nc||  ||  Needlework||   17 || ||&lt;br /&gt;
|-&lt;br /&gt;
|21||Janice||nc ||  ||  Courtier|| 20|| 24||5&#039; blonde, gray eyes&lt;br /&gt;
|-&lt;br /&gt;
|22||Erica||nc ||  ||  Philosopher|| 15|| 21||5&#039; red hair, blue eyes&lt;br /&gt;
|-&lt;br /&gt;
|7||Fulk de la Verain|| nc  ||  || Merchant  || 16  || 47  ||5&#039;8, dark, recently ill, gaunt and pale,weak&lt;br /&gt;
|-&lt;br /&gt;
|8||Astelle|| nc ||  || Courtier   || 16  || 47  ||5&#039;10, blonde, blue eyes&lt;br /&gt;
|-&lt;br /&gt;
|13||Robert|| E&amp;amp;E||Charm  ||  Thief|| 17|| 29||5&#039; blonde, gray eyes, talks about wood&lt;br /&gt;
|-&lt;br /&gt;
|14||Yolanda||nc||precog  ||  Astrologer|| 14|| ||4&#039;11&amp;quot; blonde, blue eyes&lt;br /&gt;
|-&lt;br /&gt;
|15||Ailred|| Illusionist || Heroism||  glaive || 19 || 24||&lt;br /&gt;
|-&lt;br /&gt;
|16||Bernard|| nc || || Merchant, dagger  || 17 ||24 ||6&#039; dark&lt;br /&gt;
|-&lt;br /&gt;
|17||Claris|| nc || || Troubadour  || 15 ||21 ||5&#039;10&amp;quot; blonde&lt;br /&gt;
|-&lt;br /&gt;
|18||Marjarie||nc  || || dagger || 16 || 18||&lt;br /&gt;
|-&lt;br /&gt;
|19||Cecily||nc  || || longbow  || 21 ||15 ||6&#039;5&amp;quot;, brown hair, aversion to being touched&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Astrology Reading==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus:&#039;&#039; Down in the Amasdâ€™os &amp;lt;br/&amp;gt;&lt;br /&gt;
Dum duh dum dum duh &amp;lt;br/&amp;gt;&lt;br /&gt;
Down in the Amasdâ€™os &amp;lt;br/&amp;gt;&lt;br /&gt;
Dum duh dum dum duh &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m deep underground as the Gem of Mercaz beckons me &amp;lt;br/&amp;gt;&lt;br /&gt;
I have dreams of noblity but thereâ€™s no room in society &amp;lt;br/&amp;gt;&lt;br /&gt;
Erevan Ilesere have mercy on the boy thatâ€™s down in the Amasdâ€™os &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every night I drop by a smelly old crypt &amp;lt;br/&amp;gt;&lt;br /&gt;
Thereâ€™s inches of dust and water a drippin &amp;lt;br/&amp;gt;&lt;br /&gt;
What else is there for me to do, the dead have tons of gold &amp;lt;br/&amp;gt;&lt;br /&gt;
They creep around and it makes my blood run cold down here &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Iâ€™m just a plodder trying to climb out of the city he was born in &amp;lt;br/&amp;gt;&lt;br /&gt;
I have dreams of nobility, but thereâ€™s no room in society &amp;lt;br/&amp;gt;&lt;br /&gt;
Erevan Ilesere have mercy on the boy that&#039;s down in the Amasdâ€™os &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One fine day I&#039;ll find the way to move from my old city &amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;ll hold my head up like a lord and Iâ€™ll never look back &amp;lt;br/&amp;gt;&lt;br /&gt;
Until that morning I&#039;ll run around and pillage every tomb &amp;lt;br/&amp;gt;&lt;br /&gt;
With screeds of the dead all around me trying to seal my doom &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Iâ€™m just a plodder trying to climb out of the city he was born in &amp;lt;br/&amp;gt;&lt;br /&gt;
I have dreams of nobility, but thereâ€™s no room in society &amp;lt;br/&amp;gt;&lt;br /&gt;
Erevan Ilesere have mercy on the boy that&#039;s down in the Amasdâ€™os &amp;lt;br/&amp;gt;&lt;br /&gt;
Erevan Ilesere have mercy on the boy that&#039;s down in the Amasdâ€™os &amp;lt;br/&amp;gt;&lt;br /&gt;
Erevan Ilesere have mercy on the boy that&#039;s down in the Amasdâ€™os &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buffs==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!                                             !! Kil !! &#039;&#039;Karr&#039;&#039; !! Dra!! Tee!! Tar!! The!! Ver!!&#039;&#039;Boz&#039;&#039;!!&#039;&#039;Zme&#039;&#039;!!TDP&lt;br /&gt;
|-&lt;br /&gt;
| Enchant Armour +19def, 5/2armour            ||[[Image:Red x.png|15px]] ||[[Image:Red x.png|15px]]  ||[[Image:Red x.png|15px]]||   ||   ||   ||   ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|Rune Shield +25def, 5 armour, takes spec grev||[[Image:Green-tick.gif|20px]]  ||[[Image:Green-tick.gif|20px]]       ||[[Image:Red x.png|15px]]||     ||   ||    ||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Mind Cloak or equiv                          ||[[Image:Letter A.png|15px]]||[[Image:Red x.png|15px]]||[[Image:Green-tick.gif|20px]]      ||         ||    ||    ||[[Image:Letter A.png|15px]]||[[Image:Red x.png|15px]]||[[Image:Letter A.png|15px]]||&lt;br /&gt;
|-&lt;br /&gt;
|Tari&#039;s Strength of Stone 9EN ||||          ||||      ||   ||     ||    || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Smite Spell                                  ||[[Image:Green-tick.gif|20px]] ||[[Image:Green-tick.gif|20px]]                 ||[[Image:Red x.png|15px]]||       ||    ||      ||  [[Image:Green-tick.gif|20px]]   || [[Image:Green-tick.gif|20px]]||||&lt;br /&gt;
|-&lt;br /&gt;
|Spectral Weapon +14 SC / +5 Dam              ||[[Image:Red x.png|15px]]  ||[[Image:Red x.png|15px]]    ||[[Image:Green-tick.gif|20px]]||       ||    ||      ||[[Image:Green-tick.gif|20px]]   || ||||&lt;br /&gt;
|-&lt;br /&gt;
|Verity&#039;s dance +16FT +16MR at night||[[Image:Green-tick.gif|20px]] ||   ||||[[Image:Green-tick.gif|20px]]||[[Image:Green-tick.gif|20px]]||[[Image:Green-tick.gif|20px]]||[[Image:Green-tick.gif|20px]]|| ||||[[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|Giant&#039;s Armour of Earth +42 def, +3 AP||[[Image:Green-tick.gif|20px]] ||   ||||||||||[[Image:Green-tick.gif|20px]]|| ||[[Image:Green-tick.gif|20px]]||&lt;br /&gt;
|-&lt;br /&gt;
|Giant&#039;s Strength of Stone +21 EN, PS or AG||AG||   ||||||||||EN|| ||EN||&lt;br /&gt;
|-&lt;br /&gt;
|Battle Beer +7EN, +3PC, Death Aspect,&amp;lt;BR&amp;gt; 15 vs charm, hypno, -10vs necro, +10vs illusion, no fear||||   ||||||||||[[Image:Green-tick.gif|20px]]|| ||||&lt;br /&gt;
|-&lt;br /&gt;
|Waters of Strength [d-2+14] PS||||   ||||||||||[[Image:Green-tick.gif|20px]]|| ||||&lt;br /&gt;
|}&lt;br /&gt;
[[Image:Green-tick.gif|20px]] = yes please&lt;br /&gt;
[[Image:Red x.png|15px]] = not required&lt;br /&gt;
A = always on&lt;br /&gt;
&lt;br /&gt;
==Watch Order==&lt;br /&gt;
[[Image:watches.gif]]&amp;lt;br&amp;gt;&lt;br /&gt;
Double rotating with overhead foxtails.&lt;br /&gt;
&lt;br /&gt;
==Item Tally==&lt;br /&gt;
;Finds&lt;br /&gt;
From Mother Grey&lt;br /&gt;
*20 vials of Holy Water which can be used to anoint weapons for extra damage as well as the usual uses&lt;br /&gt;
*4 vials of Healing (draining damage, healing specs) (they want back if not used, as in short supply)&lt;br /&gt;
From the ruined tower&lt;br /&gt;
*1GP, 30 SP&lt;br /&gt;
From Lornae&#039;s inn&lt;br /&gt;
*3 rings, invested witchsight, rk 10&lt;br /&gt;
*2 rings, invested quickness, rk 10&lt;br /&gt;
*rings, invested slowness, rk 10&lt;br /&gt;
*4 weapons, warded with a weapon spell, triggered by drawing, 6 charges, rk 10&lt;br /&gt;
*necklace, invested opening, rk 10&lt;br /&gt;
*necklace, invested shadow wings, rk 10&lt;br /&gt;
*bracelet of deflection, 30% time deflect any damage?, 95-00 triple damage&lt;br /&gt;
*6tg, 30gs, 700sp in mostly local coin&lt;br /&gt;
From the Night Gaunts in Lornae&#039;s inn&lt;br /&gt;
*Armour, magical, protection, formerly living, GTN various, 16 AP vs natural weapon, 8pt otherwise, *Armour, magical, protection, formerly living, GTN various, immunity to A class, 8pt&lt;br /&gt;
*2 sets of Twin tulwars, soul drinking, not safe to touch except scabbard, absorb soul of being killed and get better (currently +20 damage, +110 to hit), made of pure evil &lt;br /&gt;
From Lornae&lt;br /&gt;
*hair clip, teleport, range 5 mile, minimum 1 mile, 3 charges &lt;br /&gt;
*tooth, TK Rage, 2 charges, needs to be implanted&lt;br /&gt;
*fingernail, curses with death when poked, 3 charges, needs to be grafted on&lt;br /&gt;
*toenail, curses with death when poked, 3 charges, needs to be grafted on&lt;br /&gt;
*belt, invested shadow walk, rk 15, 2 charges&lt;br /&gt;
*one boot (we take the other as well), 5&amp;quot; stiletto, enhances kicking damage&lt;br /&gt;
&lt;br /&gt;
;Expenses&lt;br /&gt;
#3x Wings (600sp each) 1800sp&lt;br /&gt;
#100sp for Whispering Wind&lt;br /&gt;
#50sp for portal to Tac&lt;br /&gt;
#10gp for 3 maps&lt;br /&gt;
&lt;br /&gt;
==Playing Nights==&lt;br /&gt;
* 12th March - cancelled due to sickness&lt;br /&gt;
* 19th March - Start at the Ellis&#039;s&lt;br /&gt;
* 26th March - see you there&lt;br /&gt;
* 2nd April - Done&lt;br /&gt;
* 9th April - see you there, bring your figures&lt;br /&gt;
* 16th April - Bah humbug&lt;br /&gt;
* 23rd April - Almost there&lt;br /&gt;
* 30th April&lt;br /&gt;
* 7th May - Fight night - Not quite&lt;br /&gt;
* 14th May - Fight night - Didn&#039;t quite make it&lt;br /&gt;
* 21st May - Fight night - Attempt number four. &lt;br /&gt;
* 28th May&lt;br /&gt;
* 4th June&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Just_Deserts&amp;diff=67500</id>
		<title>Just Deserts</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Just_Deserts&amp;diff=67500"/>
		<updated>2013-07-17T00:38:53Z</updated>

		<summary type="html">&lt;p&gt;Neil: /* Chapter 6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary== &lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Autumn_813_WK|Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventure:&#039;&#039;&#039; Just Deserts &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; [[User:Dean|Dean Ellis]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session:&#039;&#039;&#039; Winter 813wk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039; Chez Ellis &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Low/Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Party:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Definitely [[Tsayoi]] - Giant Fire Mage (Chris)&lt;br /&gt;
* Hypothetically [[Rahne]] - Human (f) Warrior E&amp;amp;E (Stephen) &#039;&#039;&#039;Scribe Mil Sci&#039;&#039;&#039;&lt;br /&gt;
* Surely [[Lyric]] - Dwarf E&amp;amp;E (Michelle) &#039;&#039;&#039;Party Leader&#039;&#039;&#039;&lt;br /&gt;
* Freshly [[Quentin Ulysses Ash]] Orc Warrior (Sean)&lt;br /&gt;
* Randomly [[Lila]] - Dark Celestial and Air Human (Kelsie)&lt;br /&gt;
* Barely [[Prudence|Prue]] Human (f) Water Mage (Julia)&lt;br /&gt;
* Possibly [[Elgar]] Elven Mind Mage (Neil)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employer:&#039;&#039;&#039; Rais Haytham of the Taghlib tribe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; The guild has received a visitation from a powerful shaman (Raytharm) of the Taghlib tribe named Irfan. He asks on behalf of his glorious leader that the guild send a party of luminous individuals to find that of the desert, that is not of the desert. There may be some translation issues. They offer echoes of the desert waste as payment. There may be some translation issues. They hope many powerful woman of the north come to be sacrificed on the green altar. There may be some translation issues.&lt;br /&gt;
&lt;br /&gt;
As far as the guild can tell the tribe is based in the [[Five Sisters]] just south of the [[Gatar Depression]]&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
.inset_right { float:right; white-space:nowrap; border: thin solid #993333; background-color: #FAFACC; margin-left: 5px; padding: 0 5px; font-family: Lucida Calligraphy,Cursive; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== South by South East ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;inset_right&amp;quot;&amp;gt;&lt;br /&gt;
In Winter the Desert calls&amp;lt;br&amp;gt;&lt;br /&gt;
Sacrifice needed&amp;lt;br&amp;gt;&lt;br /&gt;
By which hand is blood spilled?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
; Duesday 1st Frost 813wk&lt;br /&gt;
We are gathered by guild administrators as the offer of employment was delivered by a form of rune visitation. We introduce ourselves, organise roles and review the available information. In addition to the brief notes above (which they admit may have been mistranslated) they believe that the unknown thing in the desert has relevance to or will be a danger to us in &#039;the north&#039; and will pay us 200sp per week to investigate (plus reasonable travel costs).&lt;br /&gt;
We are concerned about the references to sacrificing northern women and ask the guild to commission astrology readings as to the meaning of the sacrifice and whether this tribe intend us harm.&lt;br /&gt;
After some discussion we agree to fly via Brastor and the Gatar Depression, partly because we are already familiar with most of the route, and we hope the Taghlib tribe or someone who knows them will be near the old trade road.&lt;br /&gt;
Also of concern is language, none of us and few in the guild speak Five Sisters Trader, we split up to try different solutions.&lt;br /&gt;
&lt;br /&gt;
I head to the guild library to copy or borrow scrolls with the basics of the language. Most of the others head to town to find a native speaker among the merchants, sailors or diplomats in Seagate. Tsayoi finds a local factor who has a worker from the Five Sisters in his employ and negotiates for his services for the afternoon. &lt;br /&gt;
Ferzil knows of the Taghlib tribe, they are usually near the southern edge of the Gatar Depression, midway between the coasts. He teaches us a few basic phrases and gives us some instruction in etiquette. Prue, Elgar, and Lyric gather the necessary components for Lyric to create language potions.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guild Astrologer Visions&#039;&#039;&#039;&lt;br /&gt;
* A sea of broken glass&lt;br /&gt;
* High Towers&lt;br /&gt;
* A mage in a red turban on a high spire&lt;br /&gt;
| &#039;&#039;&#039;Do our employers intend us harm?&#039;&#039;&#039;&lt;br /&gt;
They seem tough but fair, something hungers for Prudence&lt;br /&gt;
| &#039;&#039;&#039;What is the meaning of the sacrifice on the green altar?&#039;&#039;&#039;&lt;br /&gt;
A pile of cushions within rounded silk walls&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; W&#039;nsday 2nd Frost 813wk&lt;br /&gt;
Up before dawn to cast wings, we fly south east towards [[Brastor]] as the sun comes up.&lt;br /&gt;
We reach the foothills west of Brastor around lunch and land to eat, Prue hurts her ankle on landing so we make our way to a nearby village to shelter for the afternoon and evening while the ankle is healed.&lt;br /&gt;
&lt;br /&gt;
; Th&#039;rsday 3rd Frost 813wk&lt;br /&gt;
Up before dawn again and then flying on towards the Inn at [[Fort Gryphon]] in [[Gryphon Pass]] which we reach in the early afternoon where we are welcomed by Lyric&#039;s brother [[Henric]]. Also at the inn is Albrecht of [[The Rainbow Gates#Grymeron|Grymeron]] and a couple of his guards. We catch up on news since we last saw him. At my request he creates some of his language potions for us to speak Five Sisters for the season.&lt;br /&gt;
&lt;br /&gt;
; Frysday 4th Frost 813wk&lt;br /&gt;
Setting out early again we fly east to the barrier mountains, through a gap into the [[Gatar Depression]] then further east to the trade road and south following the road to [[Sumaldi]]. As we approach Sumaldi we bear west, land and walk to the western edge to set up a discrete camp.&lt;br /&gt;
&lt;br /&gt;
=== Depression to Desert ===&lt;br /&gt;
Local monkeys come to check us out, we convince them we&#039;re not dinner.&lt;br /&gt;
&lt;br /&gt;
;Reapsday 5th Frost 813wk&lt;br /&gt;
Starting well before dawn we fly south maintaining at least 15 miles from Argon&#039;s watch and counting on the darkness to conceal us and our wings, after dawn when we&#039;re south of Argon&#039;s Watch head south-east to pick up the trail again and continue south.&lt;br /&gt;
&lt;br /&gt;
Camping that afternoon and evening in a deep gully that conceals our rainstorm during the day and our small fire at night.&lt;br /&gt;
&lt;br /&gt;
;Sunday 6th Frost 813wk&lt;br /&gt;
Further south, near midday the ground starts gradually rising and at some point becomes the Five Sisters Desert.&lt;br /&gt;
Rolling sand dunes, occasional rocky areas.&lt;br /&gt;
Locating the feather indicates our employers is south so we fly on.&lt;br /&gt;
&lt;br /&gt;
A solitary figure crests a dune to the east, stumbles and falls down the other side, we divert to investigate.&lt;br /&gt;
Approaching cautiously and splitting to approach the figure from both sides, it turns out to be a trap by life/water draining heat hazes.&lt;br /&gt;
Prue is nearly killed as her Life and Water aspects make her more vulnerable and attractive to the Hazes but we prevail.&lt;br /&gt;
The stumbling figure is a Haze-possessed mummified corpse, beyond saving but we note identifying tattoos.&lt;br /&gt;
&lt;br /&gt;
Camping for the rest of the afternoon and evening, we recover from our injuries.&lt;br /&gt;
&lt;br /&gt;
;Moonday 7th Frost 813wk&lt;br /&gt;
Flying on south at dawn, after a couple a couple of hours we approach a camp guarded by a 5&#039; high ring of shattered glass.&lt;br /&gt;
&lt;br /&gt;
The locals are not surprised to see us, nor are they troubled by our dark wings, once we identify ourselves they raise a solid sand bridge over the glass and invite us in.&lt;br /&gt;
&lt;br /&gt;
=== Employment, celebration and first excursion ===&lt;br /&gt;
We are invited into Rais&#039; tent to meet with him and Irfan. Curved silk walls billowing in the wind, mounds of green cushions.&lt;br /&gt;
&lt;br /&gt;
Irfan can walk the desert in a spirit-vision/dream state, over the last 9 months he has become aware of things within the desert that are not of the desert, he can sense them in spirit form but they have no visible presence there. They sent scouts to one of the locations but they didn&#039;t come back.&lt;br /&gt;
Irfan can sense that they have significance for the northerners so they sent for us to investigate. There are other tribes in this region and other seers, Irfan has not consulted with them.&lt;br /&gt;
&lt;br /&gt;
The not-desert things occur seemingly randomly:&lt;br /&gt;
* Mostly &#039;nearby&#039; (within 100 miles)&lt;br /&gt;
* Sometimes more than one location at once&lt;br /&gt;
* In all compass directions but less directly north than in other directions.&lt;br /&gt;
* Unknown duration and timing - he is not always searching for them and they are not always there. But no discernible pattern from what he has sensed.&lt;br /&gt;
&lt;br /&gt;
We also discuss Hazes, which are of the Desert, there are others much bigger than the ones we encountered. Irfan identifies the functioning Haze crystals and explains how they work.&lt;br /&gt;
&lt;br /&gt;
We come up with a plan to find a non-desert thing, Irfan will visit it in spirit and leave his feather physically there - as he did to contact us at the guild. We will then locate the feather and fly to the location.&lt;br /&gt;
&lt;br /&gt;
The afternoon is spent preparing for tomorrow, the party tonight, and dealing with flirtatious tribesmen.&lt;br /&gt;
&lt;br /&gt;
;Duesday 8th Frost 813wk&lt;br /&gt;
We make use of the Haze crystals to help prepare ourselves and cast more spells in the morning. The additional casting leaves Tsayoi with black skin and a flaming fist, looking more like a Desert Djinn than a mountain warrior.&lt;br /&gt;
&lt;br /&gt;
Flying NNE to the location just over 40 miles from the tribe is uneventful, we find the feather but nothing else. Flying out in a spiral search pattern we see nothing for some time until we spot something that is not sand about 20 miles north, probably too far from the feather but we investigate.&lt;br /&gt;
&lt;br /&gt;
It is the ruins of an ancient city that was probably on the border of or within the Gatar Depression but is now mostly covered by encroaching desert sands. A small tent is concealed within the ruins, cautiously investigating we find three men excavating among the ruins beneath the sand.&lt;br /&gt;
While they admit to little we are reasonably sure they are treasure hunters, they have seen strange things in the desert, a couple of weeks ago, people walking in the desert that were obviously not desert dwellers - they didn&#039;t move correctly.&lt;br /&gt;
&lt;br /&gt;
Flying back to where the feather was left, we land and investigate the area, beginning another spiral search from the ground.&lt;br /&gt;
It is getting hot on the ground, we decide to abandon the search when we are on the last hour of our wings so we can fly back to the tribe.&lt;br /&gt;
Just as we are about to leave a swirl of sand vanishes as it passes within an invisible barrier, an effect we presume is similar to Illusionary Terrain.&lt;br /&gt;
&lt;br /&gt;
=== Three Towers ===&lt;br /&gt;
After poking it a few times we step into the obscured area and see 3 tents on a packed circle of sand.&lt;br /&gt;
The circle is high mana, the tents are magical and only appear to be tents.&lt;br /&gt;
&lt;br /&gt;
Experimenting with one of the tents, Opening and a bit of brute effort gets one of the tent flaps open, looking inside we see a small stone tower no more than 30&#039; across. Inside is also high mana.&lt;br /&gt;
:Level 1 is storage.&lt;br /&gt;
:Level 2 is living, cooking, and dining area.&lt;br /&gt;
:Level 3 is sleeping and a humanoid sized empty crate.&lt;br /&gt;
:Roof access through a trap door on level 3, not much on top apart from a flag pole and a pennant we don&#039;t recognise. A good view over the area from a concealed position.&lt;br /&gt;
&lt;br /&gt;
We close the front door and settle in to wait for the occupants to return. Soon after noon one of the other &#039;tents&#039; disappears, about half an hour later our tower relocates to the ruined city we visited this morning.&lt;br /&gt;
One of the treasure hunters enter the tower and we grab him.&lt;br /&gt;
&lt;br /&gt;
Lyric&#039;s charming ways get him talking, he&#039;s a dim young demonic minion/construct. He &#039;woke&#039; in this tower, reports to his master (who we talked to this morning), he digs and practices his tower magic.&lt;br /&gt;
They&#039;re on a 6-hour break and he is supposed to be sleeping now.&lt;br /&gt;
&lt;br /&gt;
We let him sleep and rest ourselves, preparing to ambush the others this evening.&lt;br /&gt;
&lt;br /&gt;
As the others emerge from their tent-towers we charge out and restrain them. Lyric&#039;s charm is applied to the boss, we find out he is a &#039;brother&#039; of a mercenary cult, employed to supervise the tower-demonic as they train their tower magic. The location was his choice as somewhere remote and the excavations are a potentially profitable sideline. There are others who check up on him from time to time. The towers must be summoned to a new location which must be a high mana zone. He has an item that creates temporary high mana zones - we requisition that and his other interesting stuff.&lt;br /&gt;
&lt;br /&gt;
We want to move the towers to a location of our choosing so we fly our prisoners to about 10 miles south of the Taghlib tribe, use a charge to create a high mana circle and have our cultist command the minions to summon their towers.&lt;br /&gt;
&lt;br /&gt;
=== Ambushing the Dark ===&lt;br /&gt;
We take our prisoners back to Taghlib to consult with Irfan and Rais.&lt;br /&gt;
They identify one of the symbols on the pennant that looks like the one used by The Red Mage in [[Saktekorum]].&lt;br /&gt;
They appreciate what we have discovered so far but want to know who is behind it and mostly why they are a danger to the tribe.&lt;br /&gt;
&lt;br /&gt;
Irfan divines them and confirms the tower minions are some form of construct like flesh golems.&lt;br /&gt;
&lt;br /&gt;
; W&#039;ansday 9th Frost&lt;br /&gt;
We ride the sand back to the towers with Irfan for him to examine and divine them.&lt;br /&gt;
&lt;br /&gt;
After some discussion, Lyric decides we should go after Nerith&#039;s master before going to Saktekorum.&lt;br /&gt;
&lt;br /&gt;
Coming up with a plan we fly back to Taghlib, part from Irfan, collect Nerith and two of the tower minions then fly on to the ruins.&lt;br /&gt;
&lt;br /&gt;
That night, Lyric charms and Elgar hypnotises Nerith into believing he has found the plate his master is after, we then give him his invested Wind Speech and he follows the suggestion to report his success to his master and not mention us.&lt;br /&gt;
&lt;br /&gt;
Then we leave Nerith manacled and slept in his dig tent and set up in ambush around it.&lt;br /&gt;
&lt;br /&gt;
About three and a half hours after midnight we see wings occluding the stars and quickly cast our last minute spells.&lt;br /&gt;
The master, two bodyguards and one tower minion land in the high mana circle about 60 feet from us, the master releases 3 hounds from his cloak and sends them coursing towards the camp.&lt;br /&gt;
We wait while the master and his guards get 20 feet closer but then one of his hounds starts reacting to our scent so we need to act.&lt;br /&gt;
&lt;br /&gt;
The hounds are dispatched or controlled fairly quickly, one of the body guards goes down fairly quickly and the other is controlled. &lt;br /&gt;
The master swaps his tower minion with Nerith then pulls his sleep from him and throws it at Tsayoi, fortunately missing. Prue&#039;s fog and rainstorm are similarly gathered and thrown at us as magical grenadoes.&lt;br /&gt;
Quentin&#039;s celestial counterpsell interferes with some of the masters abilities so he gathers it and switches places with his tower minion in the dig tent just we we had him surrounded.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 6 ===&lt;br /&gt;
NB Put another Celestial counterspell under Nerith and the tower minion then bring the controlled dog and bodyguard over to the CS area to hopefully stop any more castling and damage transfer.&lt;br /&gt;
NB2: the astrology reading also points to the Red Mage: &amp;quot;A mage in a red turban on a high spire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
=== Buffs ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }&lt;br /&gt;
table.buffs th { text-align: center; width: 30px; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 180px; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 25px; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 250px; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 70px; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;Tsayoi&amp;quot; | Ts&lt;br /&gt;
!Title=&amp;quot;Rahne&amp;quot; | Ra&lt;br /&gt;
!Title=&amp;quot;Lyric&amp;quot; | Ly&lt;br /&gt;
!Title=&amp;quot;Quentin&amp;quot; | Qu&lt;br /&gt;
!Title=&amp;quot;Lila&amp;quot; | Li&lt;br /&gt;
!Title=&amp;quot;Prudence&amp;quot; | Pr&lt;br /&gt;
!Title=&amp;quot;Elgar&amp;quot; | El&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Shadowform (Li)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 13&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +28% Def&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 13.5 hours*&lt;br /&gt;
| Y &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
| Y &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
| Y &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
| Y &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Enchant Weapon (Ra)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +9% +4 Dam&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 13 minutes&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Shadow Wings (Li)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 36 mph (234 miles)&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hours*&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Waterproofing (Pr)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 39 hours*&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Water Breathing (Pr)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 13 hours*&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Waters of Strength (Pr)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 7&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | [D-2]+7 PS/MD&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 40 mins&lt;br /&gt;
| MD &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
| PS &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
| PS &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Fire Armour (Fire Spirit)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 44 ablative fire&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 21 hours*&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Fire Proofing (Tsayoi)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Prot from fire&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 13 hours*&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
; Enhance Enchant (Lyric): Rk 10 (* indicates enhanced duration)&lt;br /&gt;
; Greater Enchntment (Rahne): Rk15 +16% on Magic &amp;amp; Combat&lt;br /&gt;
&lt;br /&gt;
=== MilSci ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Watches&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
Rahne Tsayoi &amp;lt;br/&amp;gt;&lt;br /&gt;
Lyric Lila Prue&amp;lt;br/&amp;gt;&lt;br /&gt;
Quentin Elgar &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
Rahne Tsayoi &amp;lt;br/&amp;gt;&lt;br /&gt;
Lyric Lila &amp;lt;br/&amp;gt;&lt;br /&gt;
Prue Quentin &amp;lt;br/&amp;gt;&lt;br /&gt;
Elgar &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
Rahne &amp;lt;br/&amp;gt;&lt;br /&gt;
Tsayoi &amp;lt;br/&amp;gt;&lt;br /&gt;
Lyric &amp;lt;br/&amp;gt;&lt;br /&gt;
Lila &amp;lt;br/&amp;gt;&lt;br /&gt;
Prue &amp;lt;br/&amp;gt;&lt;br /&gt;
Quentin &amp;lt;br/&amp;gt;&lt;br /&gt;
Elgar &amp;lt;br/&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;3-4 Hrs per Watch&#039;&#039;&lt;br /&gt;
A. Lyric &amp;amp; Elgar &amp;lt;br/&amp;gt;&lt;br /&gt;
B. Lila &amp;amp; Quentin &amp;lt;br/&amp;gt;&lt;br /&gt;
C. Tsayoi &amp;amp; Prue &amp;lt;br/&amp;gt;&lt;br /&gt;
D. Rahne&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
* Echoes of the Desert - essence of magic/knowledge distilled from the Deseet.&lt;br /&gt;
* 1,000sp each for travel costs and advance on guild rates&lt;br /&gt;
* Scroll of &#039;Beginners phrases in Five Sisters Trader&#039;&lt;br /&gt;
* 21 Haze Crystals - absorb fire damage storing it as mana (available as FT for casting).&lt;br /&gt;
&lt;br /&gt;
=== People ===&lt;br /&gt;
; Ferzil&lt;br /&gt;
: Junior trader from Five Sisters, our language tutuor for an afternoon in Seagate. Blood donor.&lt;br /&gt;
; Albrecht&lt;br /&gt;
: Goblin Alchemist and Merchant from Grymeron. Met by chance in Gryphon Pass, provided language potions (rk 8 Five Sisters for 1 season).&lt;br /&gt;
; Entropy Monkeys&lt;br /&gt;
: Enchanted creatures, small animals (lemur sized). Known/suspected magical affect is that they stop movement and cause creatures who stare at them or stay near them (conjecture both) to freeze and suffer stasis effects - probably to their detriment.&lt;br /&gt;
; Hazes&lt;br /&gt;
: Greater Undead, light/heat based. Semi-substantial, near invisible whirling heat haze with tentacles. Drain life/water on contact. Increased damage to Water/Life aspected/aligned. Fire Armour protects against their touch, normal armour doesn&#039;t. They are more active during the day than at night. They vary in size and strength.&lt;br /&gt;
: They sense and are attracted to life and water. Prue being a life-aspected water mage carrying an artefact of water is about 4 times as visible to them as an average person, a shroud of bound-fire reduces this to about twice as visible. &lt;br /&gt;
; Treasure Hunters&lt;br /&gt;
: Mixed backgrounds, secretive.&lt;br /&gt;
&lt;br /&gt;
==== Taghlib Tribe ====&lt;br /&gt;
The shattered glass walls, moving silk, charms and dream catchers are primarily to protect and hide their camp from the Hazes.&lt;br /&gt;
Loose or no marital bonds.&lt;br /&gt;
; Chief - Rais Haytham&lt;br /&gt;
: Big, strong, older.&lt;br /&gt;
; Seer - Irfan&lt;br /&gt;
: Blind, but able to see, blackness where his eyes and eyelids should be.&lt;br /&gt;
: In-tune with the desert, senses disturbances/changes in it. Able to explore in his spirit form (an eagle). Magic seems to be a mix of Rune, Wicca, Earth, Fire, Air, and Astrology.&lt;br /&gt;
&lt;br /&gt;
=== Places ===&lt;br /&gt;
; Brastor&lt;br /&gt;
: border village, &lt;br /&gt;
&lt;br /&gt;
; Gryphon Pass&lt;br /&gt;
: Fort Gryphon&lt;br /&gt;
&lt;br /&gt;
;Gatar Depression&lt;br /&gt;
: Sumaldi, a jungle oasis, ruined city, on old trade route south, near Argon&#039;s watch. Known / Rumoured denizens - A couple of dozen Size 8 goblin shock troops, half a dozen hobgoblin weapon master NCOs, handful of very swarthy spell caster orcs (swarthy, even by orc standards), perhaps a hag, one or two minor deaths, more dates than you can shake a stick at. Also a large number of &#039;&#039;&#039;Entropy Monkeys&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; class=&amp;quot;Season&amp;quot; id=&amp;quot;Winter&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &#039;&#039;&#039;Winter: [[Frost]] 813 (7)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &amp;lt;b&amp;gt;[[Samhain]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
Seagate&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &amp;lt;i&amp;gt;ABC&amp;lt;/i&amp;gt; &lt;br /&gt;
Fly to Brastor &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &amp;lt;i&amp;gt;CAB&amp;lt;/i&amp;gt;&lt;br /&gt;
Fly to Gryphon Pass &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &amp;lt;i&amp;gt;BCA&amp;lt;/i&amp;gt; &lt;br /&gt;
Fly to Sumaldi &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &amp;lt;i&amp;gt;ABC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &amp;lt;i&amp;gt;CAB&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &amp;lt;i&amp;gt;BCA&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &amp;lt;i&amp;gt;ABC&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &amp;lt;i&amp;gt;CAB&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &amp;lt;i&amp;gt;BCA&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &amp;lt;i&amp;gt;ABC&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &amp;lt;i&amp;gt;CAB&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &amp;lt;i&amp;gt;BCA&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &amp;lt;i&amp;gt;ABC&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &amp;lt;i&amp;gt;CAB&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &amp;lt;i&amp;gt;BCA&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &amp;lt;i&amp;gt;ABC&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &amp;lt;i&amp;gt;CAB&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &amp;lt;i&amp;gt;BCA&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &#039;&#039;&#039;Winter: [[Snow]] 813 (8)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &amp;lt;i&amp;gt;Solstice&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &amp;lt;i&amp;gt;Yuletide&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &amp;lt;i&amp;gt;Days of Chaos&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 ||&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &amp;lt;i&amp;gt;Twelth Night&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &#039;&#039;&#039;Winter: [[Ice]] 813 (9)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &amp;lt;i&amp;gt;First Plough&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Just_Deserts&amp;diff=67135</id>
		<title>Just Deserts</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Just_Deserts&amp;diff=67135"/>
		<updated>2013-06-16T23:15:00Z</updated>

		<summary type="html">&lt;p&gt;Neil: /* Buffs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary== &lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Autumn_813_WK|Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventure:&#039;&#039;&#039; Just Deserts &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; [[User:Dean|Dean Ellis]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session:&#039;&#039;&#039; Winter 813wk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039; Chez Ellis &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Low/Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Party:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Definitely [[Tsayoi]] - Giant Fire Mage (Chris)&lt;br /&gt;
* Hypothetically [[Rahne]] - Human (f) Warrior E&amp;amp;E (Stephen) &#039;&#039;&#039;Scribe Mil Sci&#039;&#039;&#039;&lt;br /&gt;
* Surely [[Lyric]] - Dwarf E&amp;amp;E (Michelle) &#039;&#039;&#039;Party Leader&#039;&#039;&#039;&lt;br /&gt;
* Freshly [[Quentin Ulysses Ash]] Orc Warrior (Sean)&lt;br /&gt;
* Randomly [[Lila]] - Dark Celestial and Air Human (Kelsie)&lt;br /&gt;
* Barely [[Prudence|Prue]] Human (f) Water Mage (Julia)&lt;br /&gt;
* Possibly [[Elgar]] Elven Mind Mage (Neil)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employer:&#039;&#039;&#039; Rais Haytham of the Taghlib tribe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; The guild has received a visitation from a powerful shaman (Raytharm) of the Taghlib tribe named Irfan. He asks on behalf of his glorious leader that the guild send a party of luminous individuals to find that of the desert, that is not of the desert. There may be some translation issues. They offer echoes of the desert waste as payment. There may be some translation issues. They hope many powerful woman of the north come to be sacrificed on the green altar. There may be some translation issues.&lt;br /&gt;
&lt;br /&gt;
As far as the guild can tell the tribe is based in the [[Five Sisters]] just south of the [[Gatar Depression]]&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
.inset_right { float:right; white-space:nowrap; border: thin solid #993333; background-color: #FAFACC; margin-left: 5px; padding: 0 5px; font-family: Lucida Calligraphy,Cursive; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== South by South East ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;inset_right&amp;quot;&amp;gt;&lt;br /&gt;
In Winter the Desert calls&amp;lt;br&amp;gt;&lt;br /&gt;
Sacrifice needed&amp;lt;br&amp;gt;&lt;br /&gt;
By which hand is blood spilled?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
; Duesday 1st Frost 813wk&lt;br /&gt;
We are gathered by guild administrators as the offer of employment was delivered by a form of rune visitation. We introduce ourselves, organise roles and review the available information. In addition to the brief notes above (which they admit may have been mistranslated) they believe that the unknown thing in the desert has relevance to or will be a danger to us in &#039;the north&#039; and will pay us 200sp per week to investigate (plus reasonable travel costs).&lt;br /&gt;
We are concerned about the references to sacrificing northern women and ask the guild to commission astrology readings as to the meaning of the sacrifice and whether this tribe intend us harm.&lt;br /&gt;
After some discussion we agree to fly via Brastor and the Gatar Depression, partly because we are already familiar with most of the route, and we hope the Taghlib tribe or someone who knows them will be near the old trade road.&lt;br /&gt;
Also of concern is language, none of us and few in the guild speak Five Sisters Trader, we split up to try different solutions.&lt;br /&gt;
&lt;br /&gt;
I head to the guild library to copy or borrow scrolls with the basics of the language. Most of the others head to town to find a native speaker among the merchants, sailors or diplomats in Seagate. Tsayoi finds a local factor who has a worker from the Five Sisters in his employ and negotiates for his services for the afternoon. &lt;br /&gt;
Ferzil knows of the Taghlib tribe, they are usually near the southern edge of the Gatar Depression, midway between the coasts. He teaches us a few basic phrases and gives us some instruction in etiquette. Prue, Elgar, and Lyric gather the necessary components for Lyric to create language potions.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guild Astrologer Visions&#039;&#039;&#039;&lt;br /&gt;
* A sea of broken glass&lt;br /&gt;
* High Towers&lt;br /&gt;
* A mage in a red turban on a high spire&lt;br /&gt;
| &#039;&#039;&#039;Do our employers intend us harm?&#039;&#039;&#039;&lt;br /&gt;
They seem tough but fair, something hungers for Prudence&lt;br /&gt;
| &#039;&#039;&#039;What is the meaning of the sacrifice on the green altar?&#039;&#039;&#039;&lt;br /&gt;
A pile of cushions within rounded silk walls&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; W&#039;nsday 2nd Frost 813wk&lt;br /&gt;
Up before dawn to cast wings, we fly south east towards [[Brastor]] as the sun comes up.&lt;br /&gt;
We reach the foothills west of Brastor around lunch and land to eat, Prue hurts her ankle on landing so we make our way to a nearby village to shelter for the afternoon and evening while the ankle is healed.&lt;br /&gt;
&lt;br /&gt;
; Th&#039;rsday 3rd Frost 813wk&lt;br /&gt;
Up before dawn again and then flying on towards the Inn at [[Fort Gryphon]] in [[Gryphon Pass]] which we reach in the early afternoon where we are welcomed by Lyric&#039;s brother [[Henric]]. Also at the inn is Albrecht of [[The Rainbow Gates#Grymeron|Grymeron]] and a couple of his guards. We catch up on news since we last saw him. At my request he creates some of his language potions for us to speak Five Sisters for the season.&lt;br /&gt;
&lt;br /&gt;
; Frysday 3rd Frost 813wk&lt;br /&gt;
Setting out early again we fly east to the barrier mountains, through a gap into the [[Gatar Depression]] then further east to the trade road and south following the road to [[Sumaldi]]. As we approach Sumaldi we bear west, land and walk to the western edge to set up a discrete camp.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2 ===&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
=== Buffs ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }&lt;br /&gt;
table.buffs th { text-align: center; width: 30px; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 180px; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 25px; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 250px; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 70px; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;Tsayoi&amp;quot; | Ts&lt;br /&gt;
!Title=&amp;quot;Rahne&amp;quot; | Ra&lt;br /&gt;
!Title=&amp;quot;Lyric&amp;quot; | Ly&lt;br /&gt;
!Title=&amp;quot;Quentin&amp;quot; | Qu&lt;br /&gt;
!Title=&amp;quot;Lila&amp;quot; | Li&lt;br /&gt;
!Title=&amp;quot;Prudence&amp;quot; | Pr&lt;br /&gt;
!Title=&amp;quot;Elgar&amp;quot; | El&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Shadowform (Li)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 13&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +28% Def&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 13.5 hours*&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
| Y &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
| Y &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
| Y &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Enchant Weapon (Ra)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +9% +4 Dam&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 13 minutes&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Shadow Wings (Li)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 36 mph (234 miles)&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hours*&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Waterproofing (Pr)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 39 hours*&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Water Breathing (Pr)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 13 hours*&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Waters of Strength (Pr)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 7&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | [D-2]+7 PS/MD&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 40 mins&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
| PS &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
| PS &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Fire Armour (Fire Spirit)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 44 ablative fire&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 21 hours*&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; |Fire Proofing (Tsayoi)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Prot from fire&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 13 hours*&lt;br /&gt;
|  &amp;lt;!-- Tsayoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Rahne --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lyric --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Quentin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Lila --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Prue --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Elgar --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
; Enhance Enchant (Lyric): Rk 10 (* indicates enhanced duration)&lt;br /&gt;
; Greater Enchntment (Rahne): Rk15 +16% on Magic &amp;amp; Combat&lt;br /&gt;
&lt;br /&gt;
=== MilSci ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Watches&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
Rahne Tsayoi &amp;lt;br/&amp;gt;&lt;br /&gt;
Lyric Lila Prue&amp;lt;br/&amp;gt;&lt;br /&gt;
Quentin Elgar &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
Rahne Tsayoi &amp;lt;br/&amp;gt;&lt;br /&gt;
Lyric Lila &amp;lt;br/&amp;gt;&lt;br /&gt;
Prue Quentin &amp;lt;br/&amp;gt;&lt;br /&gt;
Elgar &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
Rahne &amp;lt;br/&amp;gt;&lt;br /&gt;
Tsayoi &amp;lt;br/&amp;gt;&lt;br /&gt;
Lyric &amp;lt;br/&amp;gt;&lt;br /&gt;
Lila &amp;lt;br/&amp;gt;&lt;br /&gt;
Prue &amp;lt;br/&amp;gt;&lt;br /&gt;
Quentin &amp;lt;br/&amp;gt;&lt;br /&gt;
Elgar &amp;lt;br/&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;3-4 Hrs per Watch&#039;&#039;&lt;br /&gt;
A. Lyric &amp;amp; Elgar &amp;lt;br/&amp;gt;&lt;br /&gt;
B. Lila &amp;amp; Rahne &amp;lt;br/&amp;gt;&lt;br /&gt;
C. Tsayoi &amp;amp; Prue &amp;lt;br/&amp;gt;&lt;br /&gt;
D. Quentin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
* Echoes of the Desert&lt;br /&gt;
* 1,000sp each for travel costs and advance on guild rates&lt;br /&gt;
* Scroll of &#039;Beginners phrases in Five Sisters Trader&#039;&lt;br /&gt;
&lt;br /&gt;
=== People ===&lt;br /&gt;
; Ferzil&lt;br /&gt;
: Junior trader from Five Sisters, our language tutuor for an afternoon in Seagate. Blood donor.&lt;br /&gt;
; Albrecht&lt;br /&gt;
: Goblin Alchemist and Merchant from Grymeron. Met by chance in Gryphon Pass, provided language potions (rk 8 Five Sisters for 1 season).&lt;br /&gt;
&lt;br /&gt;
=== Places ===&lt;br /&gt;
; Brastor - border village, Gryphon Pass&lt;br /&gt;
&lt;br /&gt;
; Sumaldi (Gatar Depression)&lt;br /&gt;
: Jungle oasis, ruined city, on old trade route south, near Argon&#039;s watch.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; class=&amp;quot;Season&amp;quot; id=&amp;quot;Winter&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &#039;&#039;&#039;Winter: [[Frost]] 813 (7)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &amp;lt;b&amp;gt;[[Samhain]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;Seagate&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 ||  Fly to Brastor&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 ||  Fly to Gryphon Pass&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 ||  Fly to Sumaldi&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &#039;&#039;&#039;Winter: [[Snow]] 813 (8)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &amp;lt;i&amp;gt;Solstice&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &amp;lt;i&amp;gt;Yuletide&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &amp;lt;i&amp;gt;Days of Chaos&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 ||&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &amp;lt;i&amp;gt;Twelth Night&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &#039;&#039;&#039;Winter: [[Ice]] 813 (9)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &amp;lt;i&amp;gt;First Plough&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Just_Deserts&amp;diff=66886</id>
		<title>Just Deserts</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Just_Deserts&amp;diff=66886"/>
		<updated>2013-06-05T21:25:43Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary== &lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Autumn_813_WK|Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventure:&#039;&#039;&#039; Just Deserts &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; [[User:Dean|Dean Ellis]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session:&#039;&#039;&#039; Winter 813wk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039; Chez Ellis &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Low/Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Party:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Definitely [[Tsayoi]]&lt;br /&gt;
* Hypothetically [[Rahne]]&lt;br /&gt;
* Surely [[Lyric]]&lt;br /&gt;
* Probably Sean, promised first dibs&lt;br /&gt;
* Randomly [[Lila]](Kelsie) EOI&lt;br /&gt;
* Barely [[Prudence|Prue]] (Julia) EOI&lt;br /&gt;
* Possibly [[Elgar]] EOI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employer:&#039;&#039;&#039; Rais Haytham of the Taghlib tribe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; The guild has received a visitation from a powerful shaman of the Taghlib tribe named Irfan. He asks on behalf of his glorious leader that the guild send a party of luminous individuals to find that of the desert, that is not of the desert. There may be some translation issues. They offer echoes of the desert waste as payment. There may be some translation issues. They hope many powerful woman of the north come to be sacrificed on the green altar. There may be some translation issues.&lt;br /&gt;
&lt;br /&gt;
As far as the guild can tell the tribe is based in the Five Sisters just south of the Gatar Depression&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Just_Deserts&amp;diff=66885</id>
		<title>Just Deserts</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Just_Deserts&amp;diff=66885"/>
		<updated>2013-06-05T21:24:49Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary== &lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Autumn_813_WK|Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventure:&#039;&#039;&#039; Just Deserts &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; [[User:Dean|Dean Ellis]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session:&#039;&#039;&#039; Winter 813wk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039; Chez Ellis &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Low/Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Party:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Definitely [[Tsayoi]]&lt;br /&gt;
* Hypothetically [[Rahne]]&lt;br /&gt;
* Surely [[Lyric]]&lt;br /&gt;
* Probably Sean, promised first dibs&lt;br /&gt;
* Randomly [[Lila]](Kelsie) EOI&lt;br /&gt;
* Barely Prue (Julia) EOI&lt;br /&gt;
* Possibly [[Elgar]] EOI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employer:&#039;&#039;&#039; Rais Haytham of the Taghlib tribe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; The guild has received a visitation from a powerful shaman of the Taghlib tribe named Irfan. He asks on behalf of his glorious leader that the guild send a party of luminous individuals to find that of the desert, that is not of the desert. There may be some translation issues. They offer echoes of the desert waste as payment. There may be some translation issues. They hope many powerful woman of the north come to be sacrificed on the green altar. There may be some translation issues.&lt;br /&gt;
&lt;br /&gt;
As far as the guild can tell the tribe is based in the Five Sisters just south of the Gatar Depression&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Just_Deserts&amp;diff=66884</id>
		<title>Just Deserts</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Just_Deserts&amp;diff=66884"/>
		<updated>2013-06-05T21:24:09Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary== &lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Autumn_813_WK|Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventure:&#039;&#039;&#039; Just Deserts &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; [[User:Dean|Dean Ellis]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session:&#039;&#039;&#039; Winter 813wk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039; Chez Ellis &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Low/Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Party:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Definitely [[Tsayoi]]&lt;br /&gt;
* Hypothetically [[Rahne]]&lt;br /&gt;
* Surely [[Lyric]]&lt;br /&gt;
* Probably Sean, promised first dibs&lt;br /&gt;
* Randomly [[Lila]](Kelsie) EOI&lt;br /&gt;
* Barely Prue (Julia) EOI&lt;br /&gt;
* Possibly [[Elgar]] (Neil)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employer:&#039;&#039;&#039; Rais Haytham of the Taghlib tribe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; The guild has received a visitation from a powerful shaman of the Taghlib tribe named Irfan. He asks on behalf of his glorious leader that the guild send a party of luminous individuals to find that of the desert, that is not of the desert. There may be some translation issues. They offer echoes of the desert waste as payment. There may be some translation issues. They hope many powerful woman of the north come to be sacrificed on the green altar. There may be some translation issues.&lt;br /&gt;
&lt;br /&gt;
As far as the guild can tell the tribe is based in the Five Sisters just south of the Gatar Depression&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Gathering_of_the_Fumes&amp;diff=65538</id>
		<title>Gathering of the Fumes</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Gathering_of_the_Fumes&amp;diff=65538"/>
		<updated>2013-02-03T23:38:44Z</updated>

		<summary type="html">&lt;p&gt;Neil: links only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=Background style=&amp;quot;background-color: #FFFFEA; text-align: left; margin: 2px 2px 2px 2px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 20px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Spring_806_WK|Scribe Notes]]:		Session â€“ Spring 806&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GM: [[GM%27s#GM:_Craig_Harper|Craig Harper]] &amp;lt;br&amp;gt;&lt;br /&gt;
Night: Wednesday nights, and Jon and Julia&#039;s place.&amp;lt;br&amp;gt;&lt;br /&gt;
Level: [[Experience#Quest_Level | Medium/High]].&amp;lt;br&amp;gt;&lt;br /&gt;
Title:	Gathering of Fumes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Party:==&lt;br /&gt;
Seven of the [[Seagate_Guild|guild]] air mages are off on adventure. We are leaving [[Aurora]] behind to look after things and to keep the [[Sorceress in Silver]] company and make her cups of tea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Grizzly_Bear Carnivorous] [[Clementine]]  - Female Air Mage ([[Clementine|Bear]])&amp;lt;br&amp;gt;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Crackwhore Cultured] [[Clarissa d&#039;Ornay|Clarissa]]  - Female Air Mage ([[Elves|Elf]]) - Scribe&amp;lt;br&amp;gt;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Loony Lovely] [[Lath]] - Female Air Mage ([[Human]]) - Military Scientist&amp;lt;br&amp;gt;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Spinster Maidenly] [[Mebh]] - Female Air Mage ([[Human]])&amp;lt;br&amp;gt;&lt;br /&gt;
[http://en.wikipedia.org/wiki/AWOL Stray] [[Skye]] - Female Air Mage ([[Human]])&amp;lt;br&amp;gt;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Himbo Vigorous] [[Vapour]] - Male Air Mage ([[Human]]) - Party leader&amp;lt;br&amp;gt;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Psychedelic Slimy] [[Shoka]] - Male Air Mage ([[Human]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Mission:==&lt;br /&gt;
&amp;lt;div class=clarissa style=&amp;quot;background-color: #CCDDDD; font-family: cursive;  border: thin solid #999; &amp;quot;&amp;gt;We acquired quite a laundry list of tasks &amp;lt;strike&amp;gt;during the morning&amp;lt;/strike&amp;gt; on the way, and hopefully we won&#039;t get too distracted. So far I&#039;ve only had to break them down into &amp;lt;strike&amp;gt;three&amp;lt;/strike&amp;gt; four general headings, but don&#039;t hold your breath.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fixing the Air College===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;To quest to find why Air Magics have been weakening.&#039;&#039;&#039; Done!&lt;br /&gt;
*To repair the gap left in the Air Magics by the disappearance of an Elemental. &lt;br /&gt;
**To find a way to the Elemental Plane of Air.&lt;br /&gt;
***To find a way back from the Elemental Plane of Air.&lt;br /&gt;
**To ensnare a huge storm as a replacement Air Elemental.&lt;br /&gt;
***To fashion a Wing Bag Net and Wind Jammer arrows to do the ensnaring.&lt;br /&gt;
*To seek out Air College Investment.&lt;br /&gt;
**To find and study the remaining pages of [[Gathering_of_the_Fumes#The_Book_of_Ildrissien|The Book of Ildrissien]].&lt;br /&gt;
*To teach Whirlwind Vortex to all of the Air Mages.&lt;br /&gt;
**To survive the training...&lt;br /&gt;
&lt;br /&gt;
===Being Generally Heroic and Noble===&lt;br /&gt;
*&amp;lt;strike&amp;gt;To recruit the Children of the Traveller to help Liessa.&amp;lt;/strike&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;To save the Children of the Traveller from [[Rashak]]&#039;s revenge.&#039;&#039;&#039;  Sorted!&lt;br /&gt;
&lt;br /&gt;
===The Betterment of Guild Air Mages===&lt;br /&gt;
 &lt;br /&gt;
*&amp;lt;strike&amp;gt;To make sure that all the Guild Air Mages have a flying steed.&amp;lt;/strike&amp;gt;&lt;br /&gt;
**To make sure that all the Guild Air Mages &#039;&#039;&#039;who can be bothered with all the fuss&#039;&#039;&#039; have a flying steed.&lt;br /&gt;
*&amp;lt;strike&amp;gt;To make sure that all the Guild Air Mages are properly Air aspected.&amp;lt;/strike&amp;gt;&lt;br /&gt;
**To make sure all the Guild Air Mages quite happy with the Aspect they have, thank you very much.&lt;br /&gt;
*To nominate each other for [[Smartest Adventurer]].&lt;br /&gt;
*To avoid embarrassing the [[Sorceress in Silver]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===More Personal Goals===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;strike&amp;gt;To fix Lath, or her Air Elementals.&amp;lt;/strike&amp;gt;&lt;br /&gt;
**To help (Sir) Lath recapture her womanhood.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;strike&amp;gt;To get Shoka a &amp;quot;[[Seir|certain person&#039;s]]&amp;quot; Ancient Invocation.&amp;lt;/strike&amp;gt;&#039;&#039;&#039;  Easy!&lt;br /&gt;
**To keep Shoka from using it before we go need to any where &amp;quot;you know who&amp;quot; might have great big friends.&lt;br /&gt;
*To find Mebh a good, hard man, who can woo her for a good time.&lt;br /&gt;
*&amp;lt;strike&amp;gt;To get Clarissa fixed.&amp;lt;/strike&amp;gt;&lt;br /&gt;
**To make sure Clarissa has a good vacation from Sanctuary.&lt;br /&gt;
*To let Skye show off all of the dresses she brought along.&lt;br /&gt;
*To find someone for Clementine to tell she is the Envoy of [[King_Sigismund|Sigismund]] who will be both suitably impressed &#039;&#039;&#039;and&#039;&#039;&#039; not start a new [[Middle Duchies War|War]]. (&#039;&#039;I told Duke Brandon, and told him what Sigismund had said, so there&#039;&#039;- Clem)&lt;br /&gt;
*&amp;lt;strike&amp;gt;To get Vapour nominated for &amp;quot;Air Mage Man of the Year&amp;quot; for the second year running.&amp;lt;/strike&amp;gt;&lt;br /&gt;
**Correction - to get Vapour nominated for &amp;quot;Air Mage Man of the Year&amp;quot; for the THIRD year running.&lt;br /&gt;
&lt;br /&gt;
== Day 1==&lt;br /&gt;
&#039;&#039;&#039;The Guild Meeting&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The air mages gather back at the guild, after the large party last night, [[Skye]] seems to have gotten lost looking for the air college or maybe she just forgot the date.  We outline our goals for this season.  [[Shoka]] pulls out a scroll he has researched about fantastical avians it is outrageous propaganda for [[Lizards and Kindred|Wyverns]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=lath style=&amp;quot;background-color: #FFFF66; border: thin solid #990000; &amp;quot;&amp;gt;L: &lt;br /&gt;
I bet [[Skye]] is late because she is busy entertaining those two dashing men that she was dancing  and flerting with last night at the party.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=mehb style=&amp;quot;background-color: #99DDDD; font-family: cursive; border: thin solid #999; &amp;quot;&amp;gt;M: [[Mebh]] tells everyone that [[Liessa Varden|Liessa]] has asked if we could pop over to the [[Sea of Grass]] and get her an army, the party decides we are too busy.  [[Clarissa d&#039;Ornay|Clarissa]] wins the posing competition but she cheats by being an Elf. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=clarissa style=&amp;quot;background-color: #CCDDDD; font-family: cursive;  border: thin solid #999; &amp;quot;&amp;gt;C: I was &#039;&#039;&#039;relaxing&#039;&#039;&#039;, not posing.  And we weren&#039;t too busy to help Liessa, we just got delayed on the way&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=mehb style=&amp;quot;background-color: #99DDDD; font-family: cursive; border: thin solid #999; &amp;quot;&amp;gt;M: We head off to see [[Sorceress in Silver|The Sorceress in Silver]], it is sooo nice being an air mage it only takes 10 minutes to get into town.  [[Vapour]] uses the time to pose, He has good muscles...&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Down in Seagate where all the streets, buildings and people normaly smell bad, we head to the good part of town to see [[Sorceress in Silver|the Sorceress]]. She tells us she is having problems with her rituals just at the moment and teaches us all a little binding air ritual. Aparently we can check how week the air mana is in an area by summoning an elemental and getting it to try and bend the bound air.  If it is too weak to mold then the the magic is failing. Lath is the only one amoungst us who has learnt &#039;&#039;Mastery of Summon and Bind Air Elemental&#039;&#039;. However they don&#039;t like her any more as she killed one of them.  The Sorceress looks very interested in this information and tells us of an astrology reading she has had done which refers to dead air swirling around a tree. Lath explans that this looks likes the air elemental that was accidentally killed in her service. We add &amp;quot;Fix Lath&amp;quot; to our list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=clarissa style=&amp;quot;background-color: #CCDDDD; font-family: cursive;  border: thin solid #999; &amp;quot;&amp;gt;C: Just to put this a little more clearly, the sorceress had been corresponding with that prancing fop [[Seagate_Guild#Air|Etienne Sorholus-Vesubie]] and they&#039;ve come to the conclusion that *all* Air magic is failing.  None of us have noticed particularly, but then I haven&#039;t caught anyone in the party actually singing to birds.  Anyway, they did an Astrology Reading for â€œWhy is Air magic failing.â€ and they got the answer â€œA dead wind blowing around a tree.â€&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shoka does his own Astrology reading and the runes reply to the question&lt;br /&gt;
&lt;br /&gt;
Q:&#039;&#039;Is going to Odessa a good thing to do to sort out the Air Magics?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A:&#039;&#039;The wind blows in circles&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It blows back on itself&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;What point on the circle do you stand?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=clarissa style=&amp;quot;background-color: #CCDDDD; font-family: cursive;  border: thin solid #999; &amp;quot;&amp;gt;C: We&#039;ve been adventuring a whole quarter of an hour and we are going around in circles already?  It must be a record.  The usual rubbish, of course, but at least there were no entrails involved.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Warehouse Diversion===&lt;br /&gt;
&lt;br /&gt;
Just then the town guard comes to the door and asks if our SMART brave good honest upstanding adventuring party will come and help them, being the intelligent people that we are we instantly agree.  They have some criminals holed up in a warehouse and need help to clear them out. These people have been spotted eating the good citizens of Seagate (and the bad ones too).  The guards would like us to take the back door with a couple of their numbers, while they kick in the front door.  We are very disappointed about having to go around back and not being allowed to kick down the front door having espied it and all.&lt;br /&gt;
&lt;br /&gt;
There is a tricksy mechanician lever for opening the back doors, we cleverly find it around the corner and up some stairs.  Whilst we are away opening the doors, The town guardsmen with us step through into the courtyard.  There is a bright flash and a sounding of people dying horribly.  All that is left of them is a pile of bloody bones, and a young girl in a red dress steps through a side door out of the courtyard.&lt;br /&gt;
&lt;br /&gt;
With weapons drawn our entrepid band enters the building and makes haste.  Strange things are afoot.  Nails pop out of corridors and a different (adult human sized male?) figure spookily appears at the end of one corridor. While this is somewhat unnerving nothing actually stops us from getting to the main warehouse.&lt;br /&gt;
&lt;br /&gt;
On entering the warehouse proper the plan is to for Lath and Mehb to lay down a Knockout gass each and the rest storm in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=mehb style=&amp;quot;background-color: #99DDDD; font-family: cursive; border: thin solid #999; &amp;quot;&amp;gt;M: Apparently even though Knockout gas has a crap base chance and Windstorm is sooo much better, some people are just party poopers, We will go through the criminals like a Gryphon with a rank 20 wind walk. Three pulses later the enemy is subdued (yes I know it would only take the Gryphon one pulse to get through the room.) &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are securing priosners and sweeping the rest of the rooms when we find one office mostly decorated by more ribcages and their former contents.  It appears to indicate that the intruders were also having problems with the &amp;quot;little girl&amp;quot;.  We are trying to make sense of the mess when she reappears wearing a cold, dead-eyed expression and surrounded by erupting flames.  Having swept the room once with the flames, she disappears again.  The stairs she was standing on appear unharmed, but we all (apart from Shoka, who&#039;d valiantly thrown himself out the window) feel that we had a lucky escape.&lt;br /&gt;
&amp;lt;div class=shoka style=&amp;quot;background-color: #EEEEEE; font-family: Gothic, cursive; border: thin solid #333; &amp;quot;&amp;gt;S: I confess to having had a sudden rush of blood to the head ... I had some foolish notion about actually attempting to engage this apparition in melee. Fortunately she chose that moment to dissappear.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=mehb style=&amp;quot;background-color: #99DDDD; font-family: cursive; border: thin solid #999; &amp;quot;&amp;gt;M: All of the bad guys are named James and look exactly the same.  None of them are hetrosexual.  Don&#039;t ask me how I know that.  There is noone here who can DA or divinate, crap.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=clarissa style=&amp;quot;background-color: #CCDDDD; font-family: cursive;  border: thin solid #999; &amp;quot;&amp;gt;C: Note to self: must remember to ask Mehb how she knew their orientation.  It&#039;d be a handy time-saver.  However, I think it was a side effect of the other problems they had.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes are sent to the guild to let them know that the Air mages have captured some crimals and need them seeing too.  Count Grendal and some namers answer our summons (lucky for them as we have whispering wind and are not afraid to use it).&lt;br /&gt;
&lt;br /&gt;
We get the arriving Namers to pelt the captives with DAs and we learn a few disturbing things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Count Grendel casts some torture I mean speak to the dead for us, and we find out a bunch of stuff, mostly that the James are very stubborn and appear to be some kind of clone.&lt;br /&gt;
&lt;br /&gt;
A number of us also manage to get some useful information out of the local wind spirits, who saw a group descend into the sewers under the warehouse and surface in a house belonging to the merchant who also owned the warehouse.  And I say &amp;quot;owned&amp;quot; because that&#039;s where he was found dead.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=clarissa style=&amp;quot;background-color: #CCDDDD; font-family: cursive;  border: thin solid #999; &amp;quot;&amp;gt;C: The plot, and the smell, has thickened considerably and we are beginning to question that, bountiful civic duty aside, we are the right people to be looking into this.  Maybe we should be chasing Gryphon&#039;s around mountain-tops like Mehb seems so keen about...&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=shoka style=&amp;quot;background-color: #EEEEEE; font-family: Gothic, cursive; border: thin solid #333; &amp;quot;&amp;gt;S: It seems to me that this notion of abandonning the guards has more to do with Lath gibbering there in the corner after her Whirlwind failed to affect said apparition ...&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=mehb style=&amp;quot;background-color: #99DDDD; font-family: cursive; border: thin solid #999; &amp;quot;&amp;gt;M: Does anyone feel a &#039;harden up&#039; coming on ?&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anyway, we learn that the murdered Merchant was one Charles Giles, had lived and run an only moderately shady import/export business in Seagate for 10 years, and perished of mortal stabbing.&lt;br /&gt;
&lt;br /&gt;
Clarissa and Vapour gird their fetching loins with Greaters from the esteemed [[Lucius]], who took the opportunity to grumble about potatoes.  Mehb checks in with the local representatives of Michael and learns that ornate ridge-poles are standard issue in a new church and learns more about why such a forlorn place as [[Odessa_Village|Odessa]] might warrant one.&lt;br /&gt;
&lt;br /&gt;
The rest of the night is spent quietly drinking and with [[Vychan]], discussing our next step, and watching Vapour persue some skirt around the pub.&lt;br /&gt;
&lt;br /&gt;
==Day 2==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eastward, Ho!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nearly first thing the party assembles and Vapour leads the party in morning aerobics, we then descends on the Sorceress&#039; lodging again.  We reached the conclusion that the warehouse spectre/robbers/merchant incident isn&#039;t as important as the deceased Air Element at some point during the night.&lt;br /&gt;
&lt;br /&gt;
Incidentally the Sorceress has already been updated by the Town Guard. The shady guys suspected are from the vicinity of [[Sanctuary]] but no-one seems sure why they targetted the merchant or his warehouse and the scuttlebutt on the streets appears to suggest they have already fled home.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=lath style=&amp;quot;background-color: #FFFF66; border: thin solid #990000; &amp;quot;&amp;gt;L: &lt;br /&gt;
Mumbles about Clarrisa being a well paid Mistress of [[Sanctuary]] and isn&#039;t she involved in coming for that city, and maybe they wanted to give her a hand.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the resurrection of Air Elemental isn&#039;t one of her spheres of expertise, largely on the account of them not usually being considered mortal.  However, we are treated to some mildly morbid poetry, apparently written by the [[sylph]], Ildrissien.&lt;br /&gt;
&lt;br /&gt;
We also go over her crazy plan to test the puissance of air magic by carting foot square blocks of *unspeakably* heavy bound air from [[Mana_zones#High mana|high mana zone]] to high mana zone and having Air Elementals try and deform them.  And, hopefully, not us.&lt;br /&gt;
&lt;br /&gt;
There is animated conversation about the relative safeness of the local high mana zones and the liklihood of have to deal with dragons, flying undead, swarms of bats and the possibilty of flying swarms of undead bat-dragons.&lt;br /&gt;
&lt;br /&gt;
In the end, we decide that [[Ildrisholm]] is on our way to the [[Sea_of_Grass#The_Travellers|Children of the Traveller]] and that is the first thing of the &amp;quot;list&amp;quot;.  Mehb mounts up Spike (a flying horse), Lath climbs aboard Twister (a flying wolf), and the rest of us board Shoka&#039;s cloud and we head east.  Out of deference to the displaced peoples of the [[Dark Circle]] Spike spends some time on the cloud too, as his flaming hoofprints might excite bad feeling among them.&lt;br /&gt;
&lt;br /&gt;
On the way to Ildrisholm we spot another clearly magical cloud (flying twice the speed and at right angles the ambient winds) who circles us warily until our earnest waving convinces them to touch-down for a bit of a chin-wag.  They have gone to the extent of all donning Lightning Shield to make us appreciated and they claim to be monks from the Cloister at Ildrisholm.&lt;br /&gt;
&lt;br /&gt;
Cheerfully giving them our names without even asking for theirs seems to endear us and they invite us back to their place for lunch and a little polite interrogation. We discribe our Air Magic related objective as best as we are able and they seem quite impressed.  Anyway, they offer to whip up a nice, friendly Rank 20 Elemental for us to play with.&lt;br /&gt;
&lt;br /&gt;
===Better luck next time===&lt;br /&gt;
&lt;br /&gt;
The monks do their party peice and a brisk wind arrives, but there is no sign of the towering column of tearing air that one normally expects.  We eventually notice a hazy figure skipping from place to place around us and manage to start a conversation.  Whatever it is, it&#039;s chatty and doesn&#039;t identify itself with Air Elementals.  It seems to think much of your bravery, espicially as we have Lath, who it call the &amp;quot;Elemental Slayer&amp;quot;, with us.&lt;br /&gt;
&lt;br /&gt;
Anyway, it&#039;s got some information about the situation, again in the form of poetry.  Fortunately this isn&#039;t just a horrible coincidence but due to the fact that both bits of doggerel are from the same book, a tome of occult significance to Magics of the Air.  It was written the Ildrissien we&#039;d heard about after she had been trapped and reduced in status to a mere sylph.  We have no idea what she was before her demotion, but the book was scattered to requisite number of winds(4) so it was clearly important.  Or not very well bound.&lt;br /&gt;
&lt;br /&gt;
Usefully it started to describe the process by which one might capture a mighty air spirit and reduce it to something more managable, which involved spider silks from the Pagan Mountains and other rustic clap-trap.  The figure revealed this process to be very relevant to us rebalancing the elements, as the Elemental Lath exploded by accident will need replacing.&lt;br /&gt;
&lt;br /&gt;
It went on further to says that if we to go to the &amp;quot;Azure Blue&amp;quot; mentioned in the poem, we could find a storm of sufficient strength that it replace Lath&#039;s lost Elemental, it being a non-trvial Rank 18 specimen.&lt;br /&gt;
&lt;br /&gt;
At some point the briefly revealed itself, in a rather ostentatious display of lightning, to be some sort of [[Dragon]].  We are not sure, being as the party is rationed to a single DA a week, so we only have conjecture and bleached out after-images to work with.&lt;br /&gt;
&lt;br /&gt;
We discuss access to the plane of air, which merifully no-one has to hand, and the possibility the that original site of the accident might make a crossing point.  Sadly (but only sadly for us), it has been sealed and the figure, which may have been looking in Lath&#039;s direction, quite pointedly said &amp;quot;Only a fool would open it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The wind/lightning/air dragon/person bids us good luck and disappears, along with another missed opportunity to ask someone their name.  The monks appear to have vanished as well, but that&#039;s not surprising if they thought their summon had gone south.&lt;br /&gt;
&lt;br /&gt;
===A plague on both your horses===&lt;br /&gt;
&lt;br /&gt;
We plump up some more clouds and it&#039;s decided to continue East into the [[Sea of Grass]] as the Children of the Traveller might have some crazy ideas about how to get us  to the Elemental plane of Air.  We send whispering winds to them to ask for directions, and one back to [[Seagate_Guild#Air|Etienne]] to keep him up to date with our progress.  Given the hour it&#039;s due to arrive he may not be thrilled to hear Lath&#039;s voice but he should understand.&lt;br /&gt;
&lt;br /&gt;
A couple of hours later, Mehb gets a message back from the Shaman that she knew in tribe we are seeking, and the news is bad.  They are plagued, and having been fleeing in an Easterly direction for a while now.  We resolve to help them out and continue to head East.&lt;br /&gt;
&lt;br /&gt;
To keep us occupied on the long cloud-bound parts of our journey Lath is helping us learn her own particular flavour of Whirlwind Vortex.  With extra lightning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=clarissa style=&amp;quot;background-color: #CCDDDD; font-family: cursive;  border: thin solid #999; &amp;quot;&amp;gt;C: I swear, the towering blue vault of the world never felt so damn small.  I&#039;m pretty sure I&#039;m not the only one humouring her, but what does one say?&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Time passes quickly.&lt;br /&gt;
&lt;br /&gt;
==Day 3==&lt;br /&gt;
&lt;br /&gt;
As the following day dawns we can see a dark stain of apparently burnt grass stretching from horizon to horizon, but we cannot see a fire-front or smoke.  Speaking to the Winds is less than immediately sucessful when Mehb picks up Lath&#039;s  Mage Wind which has been following us for most of the night and is even less informed than we were.  Enquiries further afield yield that the &amp;quot;talky people&amp;quot; left the area weeks ago during a &amp;quot;big smelly storm&amp;quot; that caused the marks by withering the grass.&lt;br /&gt;
&lt;br /&gt;
Later the afternoon we a ring burnt into the grass, 200&#039;or 300&#039; around the inside.  We head down and the rangers confirm it contained a huge camp at some point, but that was probably two months ago.  We continue, following a lodestone that Lath is wearing around her neck and the very logical notion that they were retreating from the storm, though we left the areas of discoloured grass hundreds of miles behind.&lt;br /&gt;
&lt;br /&gt;
Once it gets dark we see distant campfires and push on to make contact.  The sentries are clearly uneasy as our friendly greetings are fired upon.  Lath brings down a Windstorm and Mehb tries to remind them she use to run the tribe.  Eventually the dust settles, and we are escorted across the perimenter.&lt;br /&gt;
&lt;br /&gt;
===It&#039;s a crying shamen===&lt;br /&gt;
&lt;br /&gt;
Wyma the chieftan greets us, and Mehb in particular, with an enquiry that amounts to &amp;quot;What took you so long?&amp;quot;  Apparently they sent a message to Guild in late Autumn and the three months since have been the worst the tribe as seen in living memory.&lt;br /&gt;
&lt;br /&gt;
During the celebrations held on the last full moon of Autumn a dark and rancid storm coalesced above their camp, and resisted all attempts to control or disperse it.  The rain that fell from the violent clouds was oily and rank.  It took three days to banish the clouds, but the greasy residue remained and strange sickness has started to affect the tribes weakest people, especially their Adepts.&lt;br /&gt;
&lt;br /&gt;
With livestock dying all around them and forced to abandon some of the eldest of their people, they fled in the direction away from [[Masada]].  Many died and the Children taxed themselves ruinously to help the tribe surivive, but they left the blighted area and those that were able recovered from the sickness.  About a month later they finally felt it safe to stop and recommenced their interrupted celebrations.&lt;br /&gt;
&lt;br /&gt;
At that stage things got even worse, as the creature of the plains, the grasses, and even the dead bodies that they had been forced to leave behind rose up at night to attack them.  The black rain had animated them to rise each full moon and persue their living kin, along with the thousands of animals that rain poisoned.  They have been forging East, fighting a running battle at night and trying to keep the entire tribe moving without completely exhausting the Children that help them get this far.  All of which goes to explain our less than friendly reception.&lt;br /&gt;
&lt;br /&gt;
They have gotten some assistance from the guild in [[Tac]], but they weren&#039;t very impressed and only a Namer by the name of Tranton von Smedley is still withn them.  He&#039;s been trying to get them to escort him back to the site of the storm, but they have been a little distracted fending off their poisoned, undead relatives.&lt;br /&gt;
&lt;br /&gt;
To display our immediate worth Lath blows up some things on the perimeter using her Undead-vision and Whirlwind Vortex, while Shoka and Clarissa set up some batches of Restful Sleep draugh to distribute to the fatigued fighters.&lt;br /&gt;
&lt;br /&gt;
==Day 4==&lt;br /&gt;
&lt;br /&gt;
The potion brewing will take a while, so the rest of the party engages in a little cultural exchange and perimeter watching.  Even a few extra hands is appreciated by the bone-weary warriors and we are starting to make ammends for the &amp;quot;lost&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
Lath in particular is getting touch with her roots, apparently having come from a tribe out this way.  No ones quite sure if they are missing her, but they seem to be speculating that she &#039;&#039;looks&#039;&#039; familiar.  At very least they share dieties and Kallaera of the Winds is duly summoned.  Lath looks a little disappointed at the message she gets, but apparently the eve of the next full moon is the time that is normally reserved for the impressive stuff.&lt;br /&gt;
&lt;br /&gt;
We make plans to fly out with Tranton and have him Divinate the gigantic grease spot left by Rashak&#039;s displeasure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=clarissa style=&amp;quot;background-color: #CCDDDD; font-family: cursive;  border: thin solid #999; &amp;quot;&amp;gt;C: One moment.  Wasn&#039;t Rashak &amp;quot;pinned&amp;quot; ages ago?  Nearly a year ago anyway? Well, I suppose that she&#039;s as a entitled to a few second thoughts as anyone, but the Travellers would hardly be at the top of *my* list.  Just a thought though.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Day 5==&lt;br /&gt;
&lt;br /&gt;
A brisk flight back to the centre of the blighted plains and a few hours of playing &amp;quot;guard the Namer&amp;quot; and he confirms that the curse was targeted on the Children of the Traveller and the worshippers of Kallaera in particular and those killed by the storm will continue to re-animate on each full moon.  That and the curse must be stopped here and nowhere else.&lt;br /&gt;
&lt;br /&gt;
The means to bring an end to the curse is reasonably handy, being the inovation of the Goddess Kallaera on the full moon during the ritual known of the Rite of Spring.&lt;br /&gt;
&lt;br /&gt;
We take this information back to the Tribe (more calisthenics with Vapour and mumbling the words with Lath) and set about rounding up support for the plan to save the tribe.  Hantonto, the shaman that Mehb knows well is immediately convinced but it takes a bit more effort to convince him.  Well, a great deal more yelling and armwaving occured, anyway.  Mehb isn&#039;t very clear on the details of the ritual, but from the way she was blushing it&#039;s clear that she&#039;s not going to be participating.&lt;br /&gt;
&lt;br /&gt;
Late in the afternoon, a young man with a twinkle in his eye comes and talks to Clarissa and Lath. He directly asks Clarissa if she is able to help tonight with the guarding and patrols on his side of camp tonight. Clarissa says yes and the young man seems very pleased.&lt;br /&gt;
&lt;br /&gt;
Then Lath decided that Clarissa is way overdressed, and tried to convince her to don a couple of scraps of fur that may have once been a garment, for the patrol tonight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=clarissa style=&amp;quot;background-color: #CCDDDD; font-family: cursive;  border: thin solid #999; &amp;quot;&amp;gt;C:Should one worry if your Military Scientist is trying to get you to remove armour?  Especially if they aren&#039;t trying to get you drunk at same time?&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Amongst that excitement Lath learnt that people who may have been her family were exiled during the last round of trials the elected the current regime.  They apparently threw an important challange they were expected to carry easily and caused a great deal of disappointment and resentment.  A chap called Lantara was the foremost &amp;quot;candidate&amp;quot; among the tribe, and bears a resemblance to Lath.&lt;br /&gt;
&lt;br /&gt;
Again we patrol the camp to support the perimeter guards and raise morale. &amp;lt;div class=lath style=&amp;quot;background-color: #FFFF66; border: thin solid #990000; &amp;quot;&amp;gt;L: We raise morale almost as high as Clarissa&#039;s cleevage&amp;lt;/div&amp;gt; A younger lad that we&#039;d spoken to earlier greets us, along with her more grizzled companion.  I had to dampen the ardour of the youth, while his senior inform Mehb that he was horrified at the treatment that she&#039;d received and that a famous ex-chieftan and saviour of the tribe should have been greatly honnour upon their return.  It&#039;s of course possible that he&#039;s being a little unrealistic and everyone is a bit preoccupied at the moment, but it&#039;s a definite indicator that things could be smoother in the tribe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=mehb style=&amp;quot;background-color: #99DDDD; font-family: cursive; border: thin solid #999; &amp;quot;&amp;gt;M: What do you mean? There is always time to honour me.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=clarissa style=&amp;quot;background-color: #CCDDDD; font-family: cursive;  border: thin solid #999; &amp;quot;&amp;gt;C:When I said to the boy that I belonged to someone powerful and jealous, I was talking about me, by the way.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=mehb style=&amp;quot;background-color: #99DDDD; font-family: cursive; border: thin solid #999; &amp;quot;&amp;gt;M: Oh have you been holding out on us with your special knowledge spells Clarissa.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Day 6==&lt;br /&gt;
&lt;br /&gt;
In the morning the air is crisp and clear. We are one day out from the full moon so we talk to the head shaman and preparing the tribe. Later in the morning we plan our activities with the tribe, Shoka creates more batches of potions, this time to &amp;quot;ensure the succcess&amp;quot; of the both rituals. He also spoke fondly, in a nostaglic way, of the possibility of sleeping at some point. His new assistant, Kareen, might have to help him with that. We get the the tribe to divide into a group of the adepts (with warrior guards) to follow us to a place of air power and complete the ritual, while the rest of the tribe stay safely away. We end up taking around 200 people, by clouds to the air place of power, far to the south west around 120 miles from the main body of the tribe and close to where the first of the storms struck the tribe some six weeks before.&lt;br /&gt;
&lt;br /&gt;
The air place of power turns out to be a small 50 foot low hill, which is the highest point on the plains for many miles around. It is also a high mana area. We and the warriors set up guards and rest until the morning of the 7th.&lt;br /&gt;
&lt;br /&gt;
==Day 7==&lt;br /&gt;
&lt;br /&gt;
===The Riots of Spring===&lt;br /&gt;
&lt;br /&gt;
Late in the morning of the 7th day and day of the full moon the adepts start the long task of Ritual preparation, to help perform the Rites of Spring. Except for the ritual preparation the day is eerily quit and still. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With the setting sun we know that the hordes of plague will come for us tonight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The moon is full and the horizon black with swarms of Undead, some flying, some running on all fours, and the rest walking towards us. We hear them coming, then we can smell them and then they are upon us, all to soon. The wave of festering putrid birds hit us first, followed by the rancid animals, both of which present the most problems from sheer numbers and enthusiasm letting them mob us and causing minor injuries, other than their distinct odour.&lt;br /&gt;
&lt;br /&gt;
The mass of larger figures is drawing closer however...&lt;br /&gt;
slowly they take shape in the darkness.  A ravening horde of unnatural undead barbarians lead by fifteen mounted warriors from the grave advances toward us.  What is this? they are copying our clever tactics.  Mounted figures supported by archers.  A smart windstorm disrupts their bow fire and hastens them to their doom.  Though they are mighty we are mightier still (and we look and smell better too).  With our backs to the rite&#039;s we stand a thin attractive line of courage between death and life. We set our spears and prepare pits of flame to break the charge of the horse line.&lt;br /&gt;
&lt;br /&gt;
The diligent work of our mages and archers fells the horsemen, or at least their mounts, before they reach us and then it&#039;s all on.  &lt;br /&gt;
&lt;br /&gt;
===To the victors go the spoiled decaying corpses===&lt;br /&gt;
&lt;br /&gt;
We are the champions, dirt does not touch us, all this and modest too. &lt;br /&gt;
&lt;br /&gt;
Of the 12 adepts we were protecting 3 have only the briefest encounters with death, thanks to Shoka&#039;s potions.  With the full compliment of participants, The Rites of Spring are sucessful, they come to a climatic end with a bright light flaring over the plains washing away the stain on the land.&lt;br /&gt;
&lt;br /&gt;
==Day 8==&lt;br /&gt;
&lt;br /&gt;
Despite our exertions the lads seem to have enough in reserve to assist the tribe in completing their rite, while we women-folk keep a look out for any fresh attackers. And victims of fertility potion overdoses. Anyway, we aren&#039;t delayed long before a Whispering Wind reaches Lath from [[Skye]].  Apparently she missed the Guild meeting.  We send one in return to get her to remain there and tell her that we will be back shortly.&lt;br /&gt;
&lt;br /&gt;
By the time it is light, we are heading ack to the rest of the tribe again and immediately approach [[Gathering_of_the_Fumes#Hantonto| Hantonto]] to receive some well deserved, and much needed, guidance.  He&#039;s a little puzzled by a slew of questions about flying animals, elementals, portals, poetry, and storms, but promises to let us know if he remembers anything.&lt;br /&gt;
&lt;br /&gt;
Remembering the [[Gathering_of_the_Fumes#Jashad|Jashad]] grizzled campaigner and his second, Mehb and Clarissa question him about the touchy subject of the recent regime change and part played by the family that could well be Lath&#039;s.&lt;br /&gt;
&lt;br /&gt;
It all sounds extremely suspicious, to this winsome little city Elf anyway, that a chief so extremely weak and apparently indescisive can remain in charge of a hurly-buly tribe of Air Mages.  According to Jashad, no-one&#039;s even talking about it, which is even weirder.  [[Gathering_of_the_Fumes#Winooto|Winooto]], the chief&#039;s champion is a bit of a mystery and his bodyguard, [[Gathering_of_the_Fumes#Grellon|Grellon]] (who was rude to when we first arrived) isn&#039;t considered much more than a hanger on.&lt;br /&gt;
&lt;br /&gt;
We decide we have more pressing concerns and preapre to travel back to the West.&lt;br /&gt;
&lt;br /&gt;
===Terry the Elemental===&lt;br /&gt;
&lt;br /&gt;
Since we are to pass over the high mana zone that the Rite took place at again, we shanghai a Child of the Traveller who can summon (non-murderous) Air Elementals so we can report another plot-point to the Sorceress.  With Lath safely out of sight we get to meet [[Gathering_of_the_Fumes#Terrestralis Aurora Borealis|&#039;&#039;&amp;quot;Terrestralis Aurora Borealis&amp;quot;&#039;&#039;]] who is clearly able to handle the block of bound air.  Terry cheerfully stretches it into a vast storm front and compresses that down to a portable vignette of it&#039;s raging, lightning wracked self.&lt;br /&gt;
&lt;br /&gt;
He also talks happily about the &amp;quot;glowing hooks&amp;quot; that appear when somone attempts to summon an Air Elemental and the fun of racing to grab them and getting to see what is on the other side.  He also knows of a Djinn who might be able to assist us to get back, if we are ever make to the Plane of Air.&lt;br /&gt;
&lt;br /&gt;
It turns out that Lath has also met [[Gathering_of_the_Fumes#Ibi Pashar Harif|Ibi Pashar Harif]] and doesn&#039;t think she&#039;s offended him to badly.&lt;br /&gt;
&lt;br /&gt;
==Day 9==&lt;br /&gt;
&lt;br /&gt;
By the morning we are back in Seagate and rescue Skye from the briefing room at the Guild.  She&#039;s definitely pretty enough to fit in with the rest of the party but appears to be insisting dragging most of the content of her [[Skye%27s_Pretty_Things|retail enterprise]] with her.&lt;br /&gt;
&lt;br /&gt;
There is a lot of discussion about where to head next and we actually make it several hours flight towards [[Brandenburg]] before turning back to talk to the [[Sorceress in Silver|Sorcercess]] for advice.&lt;br /&gt;
&lt;br /&gt;
She knows of [[Gathering_of_the_Fumes#Ibi Pashar Harif|Pashar]] and describes him as being very well respected and extremely powerful.  She doesn&#039;t know him personally but we get her to write a note of introduction, just in case.&lt;br /&gt;
&lt;br /&gt;
We also discuss the possibility of using Gaseous Form and Air Spring in combination to escape from the Plane of Air.  We also refine our plan further to include using a belonging to reputable scholar to travel to the Brandenburg area and he may be able to help us decipher the cryptic borders on the pages of  the [[Gathering_of_the_Fumes#The Book of Ildrissien|The Book of Ildrissien]].&lt;br /&gt;
&lt;br /&gt;
===[[Grobbenbonk|Grobbenbonk&#039;s]] Pad===&lt;br /&gt;
&lt;br /&gt;
Lath insists that Skye and I wear ribbons for the trip through the portal, so I already feared the worse.  The [[Giant_Humanoids#ogre|ogre]] guard was a little surprised to see us, but our papers check out {We shouted &amp;quot;Hi, we&#039;re from the Guild!  And we&#039;re all Air Mages!&amp;quot; as I recall} and we are allowed through.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;learned scholar&amp;quot; turns out to be a mildly lecherous [[Earth_Dwellers#goblin|goblin]] Rune Mage called [[Grobbenbonk]].  It takes a very few flattering words and smiles to get his attention and slightly more work to refocus it on the documents we brought with us.  Even with our sought-after  fine company, he claims to be married to [[Sabrina]] and completely besotted with her.  Eventually we escape after Skye preforms an aerial dance for him.  I&#039;m quite impressed by her form, but our host seems more interested in the effect her sweeping movements on her diaphanous, and tiny, garments.&lt;br /&gt;
&lt;br /&gt;
We spend the night at a place Lath knows, Ambrose&#039;s Inn.  Ambrose himself seems  a jolly fellow and then he mentions mud wrestling.  At least the mead is drinkable.&lt;br /&gt;
&lt;br /&gt;
==Day 10==&lt;br /&gt;
&lt;br /&gt;
The following morning we flew to the tower of &amp;quot;[[Ulrich the Sorcerer]]&amp;quot;, another local that Lath knows. His an odd chap, both dabbling in the creating homunculi, employing Goblin man servants, and having a rather organic portal-like front door but his apartments in the tower were neat and well tended, as was his personal grooming.  His taste in wine runs a little to the sweet for my palette, but he was very polite and respectful to the ladies of the party, so that hardly matters.&lt;br /&gt;
&lt;br /&gt;
We talk about our quest(s) and after Vapour helps out by lifting and setting down a few heavy objects, the very reasonable Ulrich produces another page of the [[Gathering_of_the_Fumes#The_Book_of_Ildrissien|Book of Ildrissien]].  In return for some of the spider silk we hope to return from the Pagan Mountains, it&#039;s ours to keep, along with 4 specialist Spider Silk winding reels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=mehb style=&amp;quot;background-color: #99DDDD; font-family: cursive; border: thin solid #999; &amp;quot;&amp;gt;M: Suffer not an Imp to live!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
M: &amp;quot;I don&#039;t think I want to cure anyone of being gay!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
L: &amp;quot;I don&#039;t think that&#039;s going to be a problem, dear....&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Everyone else: &amp;quot;Oohhhhhhhh!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From there we visit [[Lurdrium]], who is a renegade Storm Mage (apparently this means being civil and not living in [[Calder|Caulder]]) who is another hour further East.  Although he appears to more interested in selling us horses, he does a service in summoning a Storm Elemental to test the effects of the waning magics and see if it is effected the same as the Air.&lt;br /&gt;
&lt;br /&gt;
The Elemental rages around [[Lurdrium]]&#039;s tower and while it can&#039;t manipulate the block of the matching Rank, it does use it to smash some new pointing into the stone of the tower.  They are, we are told, generally cranky.  The storm is invigorating, but we have many things to do.&lt;br /&gt;
&lt;br /&gt;
We head north-north west to the capital of [[County_of_Brandenburg|Brandenburg]] and get ourselves set up in the Duck and Boar with a suitable compliment of baths, errand boys, and seamstresses.  We make plans to gain discrete but non-destructive access to the fine private libraries of the towns citizens.  One  always needs a good nights sleep for things like that.&lt;br /&gt;
&lt;br /&gt;
==Day 11==&lt;br /&gt;
&lt;br /&gt;
Our options to get into access to the libraries run like this:&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;strike&amp;gt;Overt violence.&amp;lt;/strike&amp;gt; Too messy.&lt;br /&gt;
# &amp;lt;strike&amp;gt;Subtle (burglary and the the like) violence.&amp;lt;/strike&amp;gt; The necessary skills would leave too many of the party to their own devices, precipitating 1.&lt;br /&gt;
# &amp;lt;strike&amp;gt;Overt bribery.&amp;lt;/strike&amp;gt;  Apparently it&#039;s more expensive and gauche than Lath likes.&lt;br /&gt;
# Subtle bribery and cultured graces.&lt;br /&gt;
# &amp;lt;strike&amp;gt;Revealing Clementine is the Envoy of [[King_Sigismund|Sigismund]] and starting a new Baronies War.&amp;lt;/strike&amp;gt; Clementine&#039;s definitely a &amp;quot;hawk&amp;quot; when it comes to this one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thankfully, option 4 is chosen and we have already started to spread the impression that we are in town to attend as many social functions as we can while we are here.&lt;br /&gt;
&lt;br /&gt;
We manage to lure one Madame Florentine under the pretence that Skye is a semi-noble rustic lass from [[Cornumbria]] in dire need of a finishing school and a prospective husband.  We also imply that there might be something hinky in the family tree involving Air Mages (and scandalously, maybe Griffins?) and we wanted to research this before someone else did.  Skye gave a marvellous performance of a sullen, spoiled, little madame that Mme. Florentine was completely convinced that she required a armed escort. She also promise to mention us to a Mr Formilque, a noted local authority on such matters.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it appears that we hadn&#039;t gotten the full nature of our ruse through to Skye, because she flounce off to sulk in &amp;quot;her&amp;quot; room.  When shouting didn&#039;t seem to do the trick, Clementine hobbited the door open and got a Ball of Lightning in the face for her concern.&lt;br /&gt;
&lt;br /&gt;
Clementine explaining the plan to Skye: &amp;quot;It doesn&#039;t involve marrying you off or breaking you in.  Breaking in, I mean.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=clarissa style=&amp;quot;background-color: #CCDDDD; font-family: cursive;  border: thin solid #999; &amp;quot;&amp;gt;C: Apparently she has real objections to the concept of marriage and can&#039;t even bare to fake it.  I&#039;m hardly a fan myself, of marriage I mean, but she must think very poorly of us if she thinks we&#039;ll swap her for the first dowry on the block.  I felt quite hurt.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Day 12==&lt;br /&gt;
&lt;br /&gt;
James (Madame Florentine&#039;s man, not another clone from the warehouse destrict.  I think.) comes to meet us in the morning, to guide us while we shop and meet a learned local.&lt;br /&gt;
&lt;br /&gt;
Skye displays quite an eye for the slightly dated fashions available at the apparently reputable seamstresses we are taken to and swiftly we are decked out in the local courtly garb.  It&#039;s a good deal more fiddly than what I normally bother with, but we do make an impressive set by the end.  And we manage it with the ball just two nights away.&lt;br /&gt;
&lt;br /&gt;
Mehb is in blue and grey, Clementine dark blue, and I&#039;m looking a little sombre and unapproachable in veiled purple and maroon, which, frankly, suits me just fine.  The boys are very handsomely attired in matching purple and grey, and we round out our spectrum with Lath in scarlet and Skye in a bottle-green confection of her own design.&lt;br /&gt;
&lt;br /&gt;
After the shopping, we head into the bustling streets and run into a diversion.  Someone &amp;quot;nudges&amp;quot; Clementine and flees as another bystander yells &amp;quot;Hey, stop that!&amp;quot;.  Shoka and Mehb run down the quarry with gusto and he tries something foolish in the line of Charm or Bardic Voice.  Our benefactor approaches and the guard arrives.  With the testimony of the citizen and turning out the concealed pockets of the thief, they are suitably convinced of his guilt and is taken off.  We are told we may be required for the trial, but promptly forget this over lunch.&lt;br /&gt;
&lt;br /&gt;
===Mr Familque&#039;s===&lt;br /&gt;
&lt;br /&gt;
Mr Familque is a portly, helpful man of advancing years who&#039;s has been researching Air Magics for the Duke.  Consequently his library revealed to have a stunning variety of topics of interest to Air Mages.  Actually, it might just be us.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Fundamentals of Magical Storage&amp;quot; - which has many phrases that match the inscriptions decoded from the borders by Grobbenbonk.&lt;br /&gt;
*&amp;quot;Where to catch Gryphons and How to Train them.&amp;quot; - &lt;br /&gt;
*&amp;quot;Giant Eagles: The Kings of the Air&amp;quot; - Vapour finds many wonderful pictures within.&lt;br /&gt;
*&amp;quot;The Big Book of Unicorns&amp;quot; - Mahb and Clementine rummage through this.&lt;br /&gt;
*&amp;quot;Hermatite in the Grenaden Mountains and Coffin-bag Flowers&amp;quot; - This fascinates Shoka for a time.&lt;br /&gt;
*&amp;quot;The Flora and Fauna of the Pagan Mountains&amp;quot; - Lath finds references to giant spiders.&lt;br /&gt;
*&amp;quot;How to hide from the Wind&amp;quot; - some of the basic techniques seem a little drastic (small sealed chambers) but Lath believes it is promsing&lt;br /&gt;
&lt;br /&gt;
In exchange for this bounty of hints, we allow Mr Familque to copy the second page of the  Book of Ildrissien.  I keep an eye on him, to make sure he doesn&#039;t alter our copy and to stay alert while the others get over their attack of literacy.&lt;br /&gt;
&lt;br /&gt;
On top of that Mehb gets a message from Hantonto regarding the investment question.  He can only suggest that &amp;quot;Mystic Shadowweave&amp;quot; can capture lightning in clasp and release it later.&lt;br /&gt;
&lt;br /&gt;
Mr Familque doesn&#039;t appear to be done helping us yet, and suggests that he might be able to get us an audience with the Duke or tickets to the Ball.  He is a friendly old duffer.&lt;br /&gt;
&lt;br /&gt;
===An Audience with Duke Brandon===&lt;br /&gt;
&lt;br /&gt;
Mr Familque must have some pull around this town, as a young in splendid livery arrives in the evening and informs us we are to be taken to meet with the Duke this hour.  We gussy ourselves up as our finest &amp;quot;working&amp;quot; clothes, some making sure that they have a collection of weapons large enough not to arouse suspicion by not being heavy enough.&lt;br /&gt;
&lt;br /&gt;
The short coach trip to Brandonburg Castle terminates in an odd underground stable via a long sloped corridor big enough for several coaches at once.  At the guard station, we divest ourselves of our signature iron-mongery and head into the adjoining cavern.&lt;br /&gt;
&lt;br /&gt;
There is an scene of a small lake of green glowing ooze, incanting elders in robes and a group of onlookers that includes the Duke.  The material isn&#039;t magical as far as my sense of smell can tell, but is definitely alchemical in nature, if my time in laboratories has taught me anything.  Our attendant guardsmen indicate that this is a fairly regular magical &amp;quot;show and tell&amp;quot; session that Duke holds to keep up with the pointy-hat and fireball crowd.&lt;br /&gt;
&lt;br /&gt;
Once the business in concluded the Duke greets us, and recognises the &amp;quot;Heroine of the Games&amp;quot;.  He seems quite star-struck.&lt;br /&gt;
&lt;br /&gt;
It eventuates that he is interested in getting our assistance or advice with his downstream &amp;quot;neighbour&amp;quot; and perennial thorn in his side, Lord Azure.  To avoid his taxes he&#039;s considering use Summoned Clouds to move bulk goods, rather than simply flooding Calder.  He ask some very incisive question about range and carry capacity, and the necessity of having &amp;quot;porters&amp;quot; to stop goods falling through the cloud.&lt;br /&gt;
&lt;br /&gt;
It&#039;s late when we finish, but we have the definite impression that wheels may already be in motion.&lt;br /&gt;
&lt;br /&gt;
==Day 13==&lt;br /&gt;
&lt;br /&gt;
Our plans to polish up the lads (Vapour, Shoka, and Mehb) courtly graces and dancing skills are put on hold the next by an offer from the Duke to hire our Cloud Summoners to get a small cargo out to a ship off the south coast.&lt;br /&gt;
&lt;br /&gt;
The clouds are loaded up with stout guardsmen with heavy backpacks, and think I detect a whiff of the alchemical ooze from the night before.  Some &amp;quot;favourable winds&amp;quot; are arranged and we make the first trip in good time.  On the second run, some ships we had seen earlier appear to be heading rather determinedly towards the Count&#039;s ship.  The First Mate is dispatched by Windwalk, and then recovered via Griffon, to confirm that they are Lord Azure&#039;s vessels.&lt;br /&gt;
&lt;br /&gt;
Mehb&#039;s excuse for not boarding and killing them: &amp;quot;But we&#039;ve got this nancy courtier thing to attend tonight!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the end of the second round trip, we enquire whether they should remain afloat, in the Duke&#039;s opinion.  He&#039;s more keen to see his ship escape too, so turning the entire sea into a raging storm seems less useful than it might otherwise.  Waters of Vision also show us that they may well have Storm Mages to help survive such a plan, and that becalming the surrounding area and propelling the Duke&#039;s vessel under Mage Winds seems much more useful.  This works a treat on the next round and we head back to prepared for the Ball, which we are now cordially invited to, by the Duke himself.&lt;br /&gt;
&lt;br /&gt;
===The Brandenburg Ball===&lt;br /&gt;
&lt;br /&gt;
While we are running some quick crash-courses in &amp;quot;not standing on the nice noble&#039;s toes&amp;quot;, Lath manages to get invited to look at the &amp;quot;not for lending, or much else&amp;quot; section of the Duke&#039;s library.  After bribing the weasel (no, really) who runs the library with a pendant of silence that Guild Security gave her, Lath is given access to the Ancient Invocation that Shoka has been looking for.&lt;br /&gt;
&lt;br /&gt;
The ball goes well, even if alcohol and Air Mages is a unstable mix.  Mehb does very well, she had several dances with impressed courtiers and some minutes of normal conversation before someone managed to get her to grasp her fan like the hilt of a hand and a half and demonstrate the form with which she won the Lunar Winter games with.  Shoka handles the glittering crowd with some aplomb, and remembers the parties sage words of advice.&lt;br /&gt;
&lt;br /&gt;
Random Noble: &amp;quot;Are you one of the Duke&#039;s &#039;Special Men?&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoka: &amp;lt;significant pause&amp;gt;  &amp;quot;I couldn&#039;t say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The wine eventually gets to Skye and she proceeds to fly around the ballroom, showing off, but the Duke doesn&#039;t seem to mind.  Vapour is very nearly dragged off into the garden a half dozen times, but we ensure that he stays safely out of the shadows.  Unfortunately Lath is a little under the weather, having manufactured most of today&#039;s, and leaves me to be sober one.  Nothing goes horribly wrong, and we eventually make it back to the inn sometime in the very early morning.&lt;br /&gt;
&lt;br /&gt;
==Day 14==&lt;br /&gt;
&lt;br /&gt;
Lath is keen to get moving in the morning, and manages to get everyone stumbling in generally the right direction to a cloud headed in the direction of [[Freetown]].  Her Lodestone is pointing East to the next page, and we want to triangulate from a known point on the map.  &lt;br /&gt;
&lt;br /&gt;
We land on the Island in the river where Air Mages have a school.  We are greeted by mercenary guards with rat-emblem shields, and who are apparently pacted.  I say apparently, as Lath can see such things and Mehb swears she can &amp;quot;smell&amp;quot; it.  She is also the proud owner of a looted Rat-cult shield too, so who I am I to argue?&lt;br /&gt;
&lt;br /&gt;
They don&#039;t detain us long, and we then meet Arwen and the Dean, who seem to good fellow Air mages.  The Dean has had a feeling that magica was weakening, but had been ascribing it to &amp;quot;experimental error&amp;quot; by the students.&lt;br /&gt;
&lt;br /&gt;
OOC:  I have a note about finding the Genies Lamp here?  Did we, or just another clue?&lt;br /&gt;
&lt;br /&gt;
Lath, about the Genie: &amp;quot;Maybe he&#039;s got one of those thingys you can rub?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lath, being quite the philosopher I&#039;ve realised, does yet more research while most of the party catch up on lost sleep.  When I bring her some tea, she&#039;s found a spell called &amp;quot;aerial Disguise&amp;quot; which is supposed to mask scents and close a target off from Whispering Wind.  As a sign of appreciation for this good fortune she inserts another page of the Book of Ildrissien into a tome, for further generation of Air Mages to go haring off after.&lt;br /&gt;
&lt;br /&gt;
Clarissa:  &amp;quot;It&#039;s not that I&#039;m not impressed at Lath&#039;s focus and patience in researching, but we&#039;ve found something useful everything we&#039;ve shaken a dustjacket.  I&#039;m beginning to get worried at all the coincidences.  Smells too much like &amp;quot;fate&amp;quot; to me...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Day 15==&lt;br /&gt;
&lt;br /&gt;
We triangulate the next page, and it&#039;s much further south and east.  In fact, it&#039;s pointing long the way back to Seacroft on Sea.  We may have been doing the scavenger hunt backwards.&lt;br /&gt;
&lt;br /&gt;
Vapour: &amp;quot;Damn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Apparently, he&#039;s from around there.  Deeper, and deeper...&lt;br /&gt;
&lt;br /&gt;
Hearteningly, Mehb has remember several courtly graces from two nights ago.  These include:&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t cause trouble.&lt;br /&gt;
*Don&#039;t talk about breaking people&#039;s fingers.&lt;br /&gt;
*Don&#039;t reflexively kidney punch or knee-cap a Duke for &amp;quot;dancing too closely&amp;quot;.&lt;br /&gt;
*Try and giggle at their jokes.&lt;br /&gt;
&lt;br /&gt;
I try and focus and being proud for my protege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Day X==&lt;br /&gt;
&lt;br /&gt;
[The scribe missed a couple of action packed sessions.  Water cooler talk suggests that we visited Seacroft on Sea, then Lath&#039;s island, then the Plane of Air (briefly), and then hit the Pagan mountains (to see [[Morgor]].  I&#039;ll pick up from there, but if someone who was present can fill in the details, that&#039;d be neat. --[[User:Cosmo|Ben Taberner]] 14:08, 25 Apr 2007 (NZST)]&lt;br /&gt;
&lt;br /&gt;
We searched the deeply wooded slopes of the Pagan mountains on foot, collecting stray spider silk as we went, to avoid attracting the attention of the local top-order predator, a rather famous dragon.  It also keeps us from initially being bothered by Kerris [sp??], an endemic local population of horse-sized dragon-like reptiles.&lt;br /&gt;
&lt;br /&gt;
However, we hear a panicked whinnying and investigating find a winged horse snagged in a huge web strung in the canopy.  A hungry Kerri had also attempted to get it and was now struggling.  It&#039;s fiery breath allowed it to break free momentarily, but it gets snagged again at about 800&#039;.  We can hear the cries of it&#039;s fellows circling somewhere above the canopy.&lt;br /&gt;
&lt;br /&gt;
We decide to get closer before announcing our presence with arrows and spells, and get to observe the huge spiders that set the web on the ground below, fountaining up silk to further ensnare and draw their prey.  The winged-horse is starting to slip and Lath races ahead to Windwalk it.  As it starts to fall it is whisked away, and we plough into the spiders.&lt;br /&gt;
&lt;br /&gt;
Skye has opted to hang back to cast spells, but the other Kerris has decided that she looks tastier than the horse.  As we whaling on the spiders, a couple strafe her with flames and then she is snatched up by a third.  Lath doubles back and Windwalks Skye to safety.&lt;br /&gt;
&lt;br /&gt;
Mehb throws down a Windstorm to keep the rest from bothering us as we finish off the second last spider, and last flees into the trees.&lt;br /&gt;
&lt;br /&gt;
Mehb interrogates the webbed Kerri and Clementine tries to summon the Winged Unicorn, properly called a Alicorn according to Shoka&#039;s brochures, to talk to her.  Apparently it&#039;s leery of us because some of us aren&#039;t &amp;quot;pure&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Clarissa: Frankly, I&#039;m a little appalled two *are*.  Still, who am I to comment on another&#039;s life style choice?&lt;br /&gt;
&lt;br /&gt;
Anyway, the Alicorn seems to approve of Clementine and they arrange meet later.  Meanwhile we gather enormous quantities of silk and Shoka tell me about Unicorns are hunted, which is a little sickening.&lt;br /&gt;
&lt;br /&gt;
==Day X+1 to X+14==&lt;br /&gt;
&lt;br /&gt;
We spend the next two weeks with the shaper, constructing the Windbag nets and arrows, decrypting the pages of the Book.&lt;br /&gt;
&lt;br /&gt;
For all this assistance he&#039;s like us to get some him flowers.  Particular off-planar flowers from the &amp;quot;Granadian Mountains&amp;quot;, called &amp;quot;Coffin-bags.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He arranges the portal, and we find ourselves on a shallow rocky slope, on what appears to be an insanely high mountain.  Air mage senses tell us that it&#039;s at least 25 miles high, though the air isn&#039;t as thin as it should be where we are standing.  This is important as we Glide down to the where the tree-line starts.  While we are organising this Shoka [?] recognises the many of the rocks that make up the slopes are Hematite and we grab a sackful of them.&lt;br /&gt;
&lt;br /&gt;
At the tree-line the slope we find a lake almost hidden by the huge, flax-like bushes. The coffin-bag flowers actually grow just under the surface of the water, and while we are pondering how to get them out intact we notice that there are gigantic dragonflies and the like hovering over the water.  No doubt, this was going to get interesting.&lt;br /&gt;
&lt;br /&gt;
[Sadly, I missed the last session as well, so while I gather we survived and even succeeded, that&#039;s all I know.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Loot=&lt;br /&gt;
&lt;br /&gt;
[[Image:Eddy Image.png]]&lt;br /&gt;
&lt;br /&gt;
=Contacts=&lt;br /&gt;
===[[Ulrich the Sorcerer]]===&lt;br /&gt;
===[[Lurdrium]]===&lt;br /&gt;
&lt;br /&gt;
===Jashad===&lt;br /&gt;
&lt;br /&gt;
===Hantonto===&lt;br /&gt;
&lt;br /&gt;
=Quotes=&lt;br /&gt;
&lt;br /&gt;
Lath as Military Scientist:  &amp;quot;Ok, everyone split up, We can do more damage that way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Clarissa:  &amp;quot;Oh look, dirt and refuse.  Who&#039;s a Ranger?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vapour as Mebh, wreathed in lightning, crashes into close with Lath and her attackers: &amp;quot;At least Lath is well grounded... ...in hand-to-hand combat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lath to Vapour in combat, &amp;quot;Go lend a hand to the nakid girl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mebh: &amp;quot;Save our fornicating friends.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Clemintine (across the battlefield):&amp;quot;I thought we were looking for the alpine fields and the Edelweiss!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Lath to Clarissa: &amp;quot;What sort of vice did she just ask for?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mehb: &amp;quot;Lath&#039;s the brains of the outfit!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Lath: &amp;quot;Yup!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lath: &amp;quot;Vapour needs butterfly wings!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Vapour: &amp;quot;Or a Giant Eagle!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Clementine (to Mehb, indicating Clarissa and Skye):  &amp;quot;It&#039;s not your job to smile at the Ogres, it&#039;s their job to smile at the ogres!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mehb: &amp;quot;I give it a love-tap.  Just to let it know I&#039;ve got weapon of flames on.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shoka: &amp;quot;The virgins lure the Unicorns so the hunters can catch them, take their horns, and make potions.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Clarissa: &amp;quot;I knew there was a reason I didn&#039;t trust virgins.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Clementine:  &amp;quot;It&#039;s safe; we&#039;re all Air mages!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Appendix A=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Book of Ildrissien==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;book&amp;quot; style=&amp;quot;float: left; width: auto; border: thin solid black; text-align: center; margin: 2px 20px 2px 2px;&amp;quot;&amp;gt;http://www.magicalomaha.com/10%20by%2013.jpg&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first page was given to the party the [[Sorceress in Silver]] who though it might be relevant to findong why Air magics had been suffering since the rift was opened in [[Odessa_Village|Odessa]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I wandered as a Zephyr in the Azure blue. Ever content with my lot to wander and explore as was my whim without thinking or consequence. Oft I would pull the leaves from the trees or ruffle the grasses or the sea and always skirting my more boisterous brothers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then the hunters came. I did not recognize them as such because they looked like other people and I was not concerned because they cannot harm me. They enchanted the air as their type does but I was able to enter it at will and they enchanted the ground they stood upon, but that did not concern me either.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The hunters had the knowledge which had escaped millennia ago. Our mortal foe was teaching the beings of a million worlds how to trap us and force us to do their bidding. We were in peril of being trapped in the rocks by the ignorant. Our biggest elemental foe had pulled off a master stroke and trained the peoples of the worlds how to trap us as we had trained the people to summon, bind and trap them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The second page of the book was gifted to us by what we believe to be a Air Dragon that responded to the Summoning of an Air Elemental at [[Ildrisholm]].  It projected a very focussed blast of air to inscribe the words in to the bark of nearby tree.  Interesting that it took pains to produce the stame style of border as the first, apparently printed, page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once the ground and air was prepared they cast their wind bag net towards me. The wind bag net was made from an imbued spiders thread. A thread so light that it floats on the breezes of the world as though it isnâ€™t there. This spiderâ€™s thread comes from the lair of the Breeze Stalkers, a terrible spider that lives in the Pagan Mountains. These spiders cast a web that is so fine it can barely be seen yet is strong enough to hold a grown man.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The net was floated out on the air and expanded until I was surrounded completely then it began to close and draw me in. So fine was the wind bag that I did not feel it at first. Then I began to notice and struggled. But try as I might I could not break out of that bag and I did not have the strength to pull my hunters with me because they were earthed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second page appears it have a broken sentence ending it?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third page came from the Library of [[Ulrich the Sorcerer]] in the [[Jewel Spider Woods]] in [[Brandenburg]]. It says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As I got smaller and smaller I moved faster and with more vigor and threatened to break the net. That was when they shot me with Arrows of Wind Jamming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arrows were made from magical wood that had been etched with runes of control over the air and they are tipped with rare gems and earth enchanted with the blood of a sentient. Dozens of arrows were fired at me and 20 arrows stuck sapping my strength and drawing me essence into them. Finally I could do nowt I lay in the net with the arrows in me and waiting, expecting to be trapped in the rock to do the bidding of the ignorant.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But here my capturers made their mistake. Either through ignorance or compassion I did not know. They did not force me into the rock they held me in the net of darkness controlling and coaxing and I was compliant for I am not a doughter of the Mother of all Storms and do not have the elemental force or temperament required to break out. This is where they divined my true nature and where I was really born.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Calendar =&lt;br /&gt;
{| cellspacing=0 border=1&lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Spring: Thaw (10)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  &lt;br /&gt;
|[[Candlemansa]]&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &#039;&#039;Guild Meeting&#039;&#039;&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 7&lt;br /&gt;
| Welcoming of spring ritual&lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Spring: Seedtime (11)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| Rites of Thunor&lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| Equinox&lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| Eostre&lt;br /&gt;
| class=day | 18&lt;br /&gt;
| The Seagate Spring Ball&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Spring: Blossom (12)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| Floralia&lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| Walpurgisnacht&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Vapour&amp;diff=58813</id>
		<title>Vapour</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Vapour&amp;diff=58813"/>
		<updated>2011-06-20T02:27:29Z</updated>

		<summary type="html">&lt;p&gt;Neil: minor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character]][[Category:Neil Davies]][[Category:Air Mage]]&lt;br /&gt;
[[Image:Vapour.jpg|150px|right|The Male Air Mage!!]] &lt;br /&gt;
Quote: &amp;quot;[http://www.dragonquest.org.nz/pc/dqc_view.php?dqc_id=000119 Vapour] is an excellent Air Mage. He is the prettiest of the three male air mages and so it comes as no surprise that the female Air mages have voted him man of the year for two years running. Not only kind and well spoken he is also handsome, tall and dashing, all part of the Vapour style.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some may have their doubts, but rest assured it is all true - just ask Vapour, he&#039;ll tell you himself.&lt;br /&gt;
&lt;br /&gt;
He is played by [[Neil Davies]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
My god, he&#039;s gorgeous. Ok, actually he&#039;s not. Great body - if you like the over-pumped gym-boy kind of look - but other than that pretty normal on the looks department.&lt;br /&gt;
&lt;br /&gt;
When relaxing, Vapour tends to wear clothes in the &amp;quot;minimalist&amp;quot; style.  The choice of clothes chosen for the picture here is a good example of what he would consider Dressing Up, rather than Dressing Down.&lt;br /&gt;
&lt;br /&gt;
When on guild business, Vapour is often seen sporting his new red-wrym skin armour, which he is very pleased with.  This armour is body hugging to such a degree that it shows off and accentuates his muscle tone even more than normal.  If prepared for battle, he may reluctantly move to his purple &#039;&#039;Leather of Air Mastery&#039;&#039;. Not nearly so good looking, but pretty impressive nevertheless.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
;Magic&lt;br /&gt;
The guild thought Vapour a &amp;quot;perfect candiate&amp;quot; to the Air College due to personality rather than magical ability or ambition. As such, he currently has very limited magical knowledge, with &#039;a few ranks in a few spells&#039;.&lt;br /&gt;
* His highest rank spell is Air Special Counter he decided to study after hanging out with Lath for a few weeks.&lt;br /&gt;
* He can fly with the grace and beauty of... Vapour.&lt;br /&gt;
* He can walk on air as if the air was solid. (Typically using it to make himself look taller, and to walk on water. For some reason people find that more impressive.)&lt;br /&gt;
&lt;br /&gt;
;Skills&lt;br /&gt;
* Vapour is a Rank 7 Warrior, preferring Hand-and-a-Half and Main-Gauche, or oiled wrestling with a large audience.&lt;br /&gt;
* He has dabbled a few other skills, but gained nothing more than a grounding in most.  Herbalist is of particular interest&lt;br /&gt;
* Those joining in with his morning exercises can be pumped up somewhat as well.&lt;br /&gt;
&lt;br /&gt;
;Other&lt;br /&gt;
* Can teleport back to guild once every 2 lunar cycles, assuming there is a moon where he is.&lt;br /&gt;
* Can teleport up to 50ft once per day.&lt;br /&gt;
* Can see air currents, winds and creatures of air.&lt;br /&gt;
* He can (occasionally) parry spells completely with his main-gauche.&lt;br /&gt;
* Extremely high Aerial affinity with his purple armour, with an accompanying wind spirit also able to help him.&lt;br /&gt;
* He has a rather impressive pet dragonfly. It is 10ft long and 20ft wingspan, is very quick, agile, and has a seriously nasty bite.  He tends not to bring this on Adventure though; Vapour looks impressive enough without it.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&#039;&#039;Note: Most of following background information is not publicly known&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vapour (not his birth name) was born 7th of 7 to the Seen family in [[Seacroft-on-Sea]]. His home town was not a prosperous place, and Vapour was introduced by his 2 older brothers to the local tradition of &amp;quot;opportunistic weath procurement&amp;quot;.  At the age of 16, Vapour and his brothers met a resident of [[Seacroft]] in their local tavern who boasted of feats of daring, incredible wealth and the adoration of all from his days of &amp;quot;Adventuring in Seagate&amp;quot;. The 3 brothers were soon visiting Seacroft to further investigate the investment opportunities. &lt;br /&gt;
&lt;br /&gt;
As per normal, his brothers sent the youngest in to do the dirty work.  Vapour was taking far too long though, and after hearing a large crash from within the building, his brothers decided to cut their losses and leave. **&lt;br /&gt;
&lt;br /&gt;
The town guard arrived some time later, and Vapour was next seen being dragged off naked to the lock-up.&lt;br /&gt;
&lt;br /&gt;
The owner accused him of stealing a massive fortune of gold and jewels over the last months - thousands of silver pennies worth!! (Totally outrageous! No one has that kind of money! And the man was obviously lying, since there was nothing of real value in the house!) Unfortunately, the charges were high and the proposed penalties severe.  With a bit of luck in using whatever skills he did have, Vapour managed to escape before suffering the permanent penalties. He returned home only to find himself looking for help, only to be shut out by a petrified family who had already been visited by officials. &lt;br /&gt;
&lt;br /&gt;
The following months were spent on the run, and he headed south to find the fabled Seagate Adventurers. Perhaps he too could receive the adoration of ALL!&lt;br /&gt;
&lt;br /&gt;
After finding that he had the bare minimum magical entry requirements, the standard guild was unanimous in their decision that the Air College was the perfect place for someone with his personality.&lt;br /&gt;
&lt;br /&gt;
==Adventuring History==&lt;br /&gt;
{| border=1&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Date&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Adventure&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Significant diary entries&lt;br /&gt;
|-&lt;br /&gt;
|Spring 810|| [[Following the Fumes]] || I am stronger than mortal men, and look even stronger. Some say I should spend some time working out at home. But in the end it was just criminal not show off Colette&#039;s magnificent masterpiece to the world. I dare to say it, but my physique is about about as perfect as it can be. ||&lt;br /&gt;
|-&lt;br /&gt;
|Winter 810|| [[EnTitleD to die for]] || &lt;br /&gt;
|-&lt;br /&gt;
|Spring 809 || [[A Pirate&#039;s Lament]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Winter 809 || [[The Black Pearl]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring 808 || [[Black Watch Chronicles III: Tidings of Comfort and Joy]] || Woooh!  Went out adventuring with a bunch of Dwarves -- my new buddies! They liked me so much, they even gave me a cool dwarven name - &amp;quot;Vapric&amp;quot;!  Wooh!&lt;br /&gt;
|-&lt;br /&gt;
|Winter 808 || [[I met her in a dream]] ||I had a great dream where I was surrounded by thousands of adoring women. Later (in real life) I saved a clan of dwarven princesses from being taken over by the same &amp;quot;terrible evil&amp;quot; that gave me the dream. Really, just how evil could it have been? &lt;br /&gt;
&lt;br /&gt;
Oh - some other people also came along: [[Sam the Ork]] has biceps larger than mine, but doesnâ€™t really fight with them, for some reason. He must be popular with the ladies though, being that good looking!  Peter is also a pretty staunch fellow but needs to loosen up. A lot.&lt;br /&gt;
&lt;br /&gt;
I Almost got sucked into the pits of hell at one stage, saved only by the one-use teleport.  I left a priceless statue of myself with the clan leader and ladies to remind them of me when I was gone.  The warriors in that clan did a good job of fending off the various demons or whatever that came from the pits. Learn&#039;t a lessons from that I tell you.&lt;br /&gt;
|-&lt;br /&gt;
|Summer 808 || [[Sabastian&#039;s Eleven]] || A little private work with Sabastian. The less said, the better. My brothers would have been impressed. Starting to learn a few skills from Sabastian. We work well together - me attracting the lovely ladies for his modelling, and him providing training and &#039;enhancements&#039; to help refine my mind and body. Sweet.&lt;br /&gt;
|-&lt;br /&gt;
|Summer 808 || [[The Tiger and the Mouse]] || A nice send off from Seagate, quite a few of the ladies crying as I left. I do feel sorry for them, with me having to leave.  Hooked up with Sabastian on this adventure, good chap I haven&#039;t had too much dealings with, except through his agents.  An entire new city now considers my their saviour. Awesome!  For my efforts, they taught me an ancient storm mage spell, that will impress even more.  Wow. On another note, what is the point of having massively muscular legs if they are covered in hair and can&#039;t be seen? Similarly, the regeneration effect I picked up sounded great, until I found out it means I might end up growing back wierd claws or tentacles if I ever lost an arm or leg. It wasn&#039;t so nice having to go to shrivers a SECOND time to get that one removed! Stupid Chaos effects.&lt;br /&gt;
|-&lt;br /&gt;
|Spring 806 || [[Gathering of the Fumes]] || All the gang out together, for great times.  A pretty busy time keeping the Plains Barbarians happy during the fertility festival, but I managed to keep all the ladies happy with a small bit of help from Shoka. Not that I needed it. No. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Oh yeah! Finally got some Armour fitting for a man such as myself! This stuff is just great, making me look even stronger than I am. And that is saying something.  &lt;br /&gt;
|-&lt;br /&gt;
|Q3-1996 AP || [[Failed rescue in Ildrisholm]] ||Cruised up to Ildrisholm to try and rescue a party lost last session.  Not such a good idea!  Turns out the entire party were dead , with a hoard of greater undead in the way. Way out of our league unfortunately â€“ nothing we could do for them.&lt;br /&gt;
Did meet with a clouster of monks that were air mages.  I should concentrate more on these thing they could be good for my career.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bit if a screwup really. If was only stronger, I&#039;m sure I would have done better.  Maybe I should take a bit of time off.  The guild is costing me money - itâ€™s not me, I know â€“ but maybe I should get a real job for a while to try and make ends meet.&lt;br /&gt;
|-&lt;br /&gt;
|Q2-1995 AP || Haven Tower Epilogue ||Been thinking more about this natural diet thing.  Those stones taste likeâ€¦. stonesâ€¦  but anything that tastes that bad must be good for you, right?&lt;br /&gt;
Glutes looking good. Iâ€™m very popular around the air guild, no surprise though.  The guys are wimps or have bleeding eyes.&lt;br /&gt;
|-&lt;br /&gt;
|Q1-1995 AP || Haven Tower ||Nice trip!  A couple of weeks hanging out on a boat travelling to Newhaven, a few days sorting things out, then back again. &amp;lt;br&amp;gt;&lt;br /&gt;
That damn hobbit, trying to insult me at every moment.  She has a serious height envy issue, poor thing. I would have pushed her overboard after the second day, if it wasnâ€™t for the guild contract.  But the crows nest was a lovely place to get away from it all, sit in the wind feel the raw natural weather. Aaah, this is why they made me an air mage!&lt;br /&gt;
|-&lt;br /&gt;
|Q4-1994 AP || Shadow on the Mist ||&lt;br /&gt;
|-&lt;br /&gt;
|Q2-1994 AP || Shadow over Caulder ||&lt;br /&gt;
|- &lt;br /&gt;
|Q1-1994 AP || [[The Trial: part 1]], The Trial: part 2 ||Sounds great! â€œBecome a night of Ormondâ€ just a few trials to succeed in.&lt;br /&gt;
&lt;br /&gt;
The first trial one went without hitch, and I was brilliant as party leader: decisive, authoritive, charismatic, and successful.  Perfect. &lt;br /&gt;
&lt;br /&gt;
Looks like I might have a bit of competition with that new blok Aryan though. Heâ€™s might be just a farm boy, but has a chest like a barrel!  A great guy, although a bit flabby around the middle. Too much beer I suspect.&lt;br /&gt;
&lt;br /&gt;
Note to self: need to do some more work on my chest area.&lt;br /&gt;
&lt;br /&gt;
Got a bit distracted after the first trial helping out some of the ladies shift furniture down the road, and turned up late for the second trial, so missed out.  It did give me more time to work on my chest, which is looking excellent.&lt;br /&gt;
|-&lt;br /&gt;
|Q4-1993 AP || Nadrak Dwarves ||She might have had tusks, but that princess was pretty hot! First time a girl has managed to wrestle me to the ground, and I was putting up my best! Itâ€™s got to be love.&lt;br /&gt;
&lt;br /&gt;
The princess was really in to me.  Is my new training and diet working? Is it something to do with the natural diet? I could be on to something here with those rocks.&lt;br /&gt;
&lt;br /&gt;
Think she was quite impressed when I took a bite out of the stone gate as a memento when I left.&amp;lt;br&amp;gt;&lt;br /&gt;
Have to visit again some time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes on Orcs: &lt;br /&gt;
* Got to admire their strength, but a shame the muscle definition is lost a little under the thick skin.&lt;br /&gt;
* Mating rituals are unusual. When an Orcish princess hits you, smile when you hit back.&lt;br /&gt;
* Also, hit back hard if you like her and want any respect.&lt;br /&gt;
|-&lt;br /&gt;
|Q3-1993 AP || [[In Search of the Sorceress in Silver&#039;s Kit]] ||Met the Sorceress in Silver for the first time. She got me to personally help out with some manual labour, lifting boxes and spent plenty of time watching me work.  She was definitely impressed. &lt;br /&gt;
&lt;br /&gt;
The work on my biceps before adventuring is obviously working. My abs could do with a bit more sculpting though.&lt;br /&gt;
&lt;br /&gt;
Managed to score a â€œhard luckâ€ stone that allows me to eat rocks.  Thatâ€™s impressive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;**What they say happened:&#039;&#039;&#039;&lt;br /&gt;
The story of the Seen boy&#039;s capture was a favourite amongst the town guard for many months. According to the Guards, Vapour was found trapped under two full-length mirrors, dressed in no much more than a rusty helmet and with an even rustier two-handed sword in his hand.  The two mirrors were facing each other, and speculation is that Vapour was swinging the sword around while trying to watch both mirrors as once, tripped, and cause the whole lot to collapse on him.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Neil_Davies&amp;diff=56864</id>
		<title>Neil Davies</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Neil_Davies&amp;diff=56864"/>
		<updated>2011-02-23T21:29:11Z</updated>

		<summary type="html">&lt;p&gt;Neil: mobile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Neil Davies]]I have been playing DQ off and on since around 1990, and seem to be one of the few that has not GMed. &lt;br /&gt;
&lt;br /&gt;
I have a few characters:&lt;br /&gt;
* [[Logan]] his fine and up-standing - and filthy rich - Enchanter.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Vapour]] his magnificent Air Mage (a Mans Man!).&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Elgar]] an Elven anthropologist... and death aspected mind-mage.&lt;br /&gt;
&lt;br /&gt;
I have been doing extensive work on a [[DQ Community Character Sheet]], an Excel spreadsheet designed to provide a printable character sheet that calculated all the tricky numbers and helps with ranking.  &lt;br /&gt;
&lt;br /&gt;
If you have feedback, suggestions or have made changes you think are interesting, you can contact me at home on 09 6386561, Mobile 021 0647512, or mail me at &amp;quot;n s davies at gee mail dot com&amp;quot; (ie read it aloud!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neil.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=DQCS_Change_Details&amp;diff=56817</id>
		<title>DQCS Change Details</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=DQCS_Change_Details&amp;diff=56817"/>
		<updated>2011-02-23T08:10:52Z</updated>

		<summary type="html">&lt;p&gt;Neil: Release 9.5.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Neil Davies]][[Category:Character Sheet]]&lt;br /&gt;
Details of latest changes for the [[DQ Community Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
====General====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | &amp;lt;P&amp;gt;Version&amp;lt;/P&amp;gt;&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | &amp;lt;P&amp;gt;Type&amp;lt;/P&amp;gt;&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot;| &amp;lt;P&amp;gt;Bug/Suggestion&amp;lt;/P&amp;gt;&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot;| &amp;lt;P&amp;gt;Entered By&amp;lt;/P&amp;gt;&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot;| &amp;lt;P&amp;gt;Comments/Status&amp;lt;/P&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 9.5.5 || New || new features for v9.5.5 from 9.5.4  || Neil ||  &lt;br /&gt;
* Completed Water College descriptions&lt;br /&gt;
* Add Highighting of some key numbers, eg primary, languages, normal MR, normal Defence&lt;br /&gt;
* Change New character EP from 250 to 2500&lt;br /&gt;
* Add a few hyperlinks where appropriate to edit data&lt;br /&gt;
* optional &amp;quot;display calculations&amp;quot; in loadout&lt;br /&gt;
|-&lt;br /&gt;
| 9.5.5 || Bug || Ranged damage not being displayed if not a warrior || Neil || This makes a difference only when using &amp;quot;overstrength&amp;quot; (which isn&#039;t possible with ranged attacks)&lt;br /&gt;
|-&lt;br /&gt;
| 9.5.4 || New || key new features for v9.5.4 from 9.5.1  || Neil ||  &lt;br /&gt;
* Add a generic &amp;quot;custom bonus&amp;quot; table for any ability, allowing EP discount, extra ranks&lt;br /&gt;
* Remove idea of &amp;quot;purified&amp;quot; BC, and instead make purification either a Temporary or Permanent enchantment. &lt;br /&gt;
** Allow optional showing of &amp;quot;magic BC including temp enchantments&amp;quot; instead of &amp;quot;BC&amp;quot; and &amp;quot;BCPure&amp;quot;.&lt;br /&gt;
** Custom Magic: Remove need for &amp;quot;BCPure&amp;quot; formula; New code automatically converts formulae to account for Perm/Non Perm magic.&lt;br /&gt;
* Add descriptions of key calculations on Loadout and Chr Sheet.&lt;br /&gt;
* Add Endurance armour to Custom armour types.&lt;br /&gt;
** Clarify components of armour on loadout: std, magic, NA, Endurance)&lt;br /&gt;
* Combat Calculations:  Further separate out BCs/DM for Melee, Close, Ranged to correctly take account for Warrior &amp;amp; Overstrength conditions. (...so even MORE numbers! This is getting silly, but the rules require this sadly)&lt;br /&gt;
** Note: Healer penalty now not included in SC, but this was wrong anyway. to add this means you would need 6 different numbers, for all combinations of (M,C,R)x(SC,DM)... so I gave up.  (Will wait until warrior 3.0, and petition for a change to healer SC impact)&lt;br /&gt;
* Add defence calculations on to chr sheet, to remove reliance on Loadout page. (which some people don&#039;t want)&lt;br /&gt;
* Loadout: allow additional one-off buffs for each loadout.&lt;br /&gt;
* Allow entry of a custom consumable without an error for the Weight calculation if it isn&#039;t in the custom consumables list.&lt;br /&gt;
* Add rudimentary water college; numbers are there, but not spell effect descriptions&lt;br /&gt;
|-&lt;br /&gt;
| 9.5.4 || Bug || Main non cosmetic bugs fixed in v9.5.4 || Neil ||  &lt;br /&gt;
* Enchantments (ie Greater) missing from a couple of skill BCs (swimming, merchant)&lt;br /&gt;
* Remove healer penatly from SC, which was wrong anyway (now shown in Healer skill details)&lt;br /&gt;
* MR: Shape changer +5% was missing&lt;br /&gt;
* Third magical talent on chr sheet was missing (formula deleted)&lt;br /&gt;
* MR table: Correct separation of perm/temp magic&lt;br /&gt;
* Fix running of some button code in protected mode.&lt;br /&gt;
* Improve refreshing of lists and filters after changes; sometimes was not being done.&lt;br /&gt;
|-&lt;br /&gt;
| 9.5.1 || Bug|| Some &amp;quot;Standard discounts&amp;quot; for Skills were not correct. Fixed earlier, but changes lost || Neil ||  Herbalist discount moved to Mechanician, Swimming discount moved to Weaponsmith, Thief and Navigator discounts removed &lt;br /&gt;
|-&lt;br /&gt;
| 9.5.1 || Various|| Noticeable Enhancements for 9.5.1 || Neil ||  &lt;br /&gt;
* Add Money sheet, and ranking changes to add Income &amp;amp; Training costs including cost of living&lt;br /&gt;
* Add philosopher fields to Skills&lt;br /&gt;
* Cleanup language tables, add Max Ranks, Fix incorrect families&lt;br /&gt;
* Add Philosopher Discount to Languages&lt;br /&gt;
* Add custom amulets (otherwise they have to be in &amp;quot;equipment carried during combat&amp;quot;, which is a pain!)&lt;br /&gt;
* Weapons: Reorg columns, including Separate Warrior and Non-Warrior secitons (for SC and DM).&lt;br /&gt;
* Weapons: Allow selectable MD choice for calculations on Character sheet&lt;br /&gt;
* Merge 2 character sheets into one, with optional sections. (Options are copied from previous version during ugprade)&lt;br /&gt;
* Add enhanced Rank calculations to magic tables.&lt;br /&gt;
* Add optional &amp;quot;Show Primary Weapons Only&amp;quot; in character sheet&lt;br /&gt;
* Remove Female weight factor mod if not using Sex Mods&lt;br /&gt;
|-&lt;br /&gt;
| 9.5.1 || Various|| Minor fixes and tweaks || Neil ||  &lt;br /&gt;
* Fix custom skills table as 9.4.2 (including cumulative update)&lt;br /&gt;
* Fix beastmaster num options; 1+xx --&amp;gt; (Rank&amp;gt;=0) + xx&lt;br /&gt;
* Custom Rituals were not being shown in Magic lists (point to wrong cell)&lt;br /&gt;
* Misc Equipment didnâ€™t have total after 5th line&lt;br /&gt;
* Increase Other Combat Equipment number of lines&lt;br /&gt;
* Cleanups on  initial ranking by hiding/changing some field values, and mention Money requirements&lt;br /&gt;
* Bug: import character did not resets ranks (cause of &amp;quot;illusionist&amp;quot; counter at Rk 0?). Due to skipVal instead of skipErrorVal&lt;br /&gt;
* Custom Skills: &amp;quot;Usable&amp;quot; columns were incorrect&lt;br /&gt;
* Remove headers from a couple of ranges (eg alchemist, armourer)&lt;br /&gt;
* Add Merchant speciality to Chr Data&lt;br /&gt;
* BUG: Grenado Damage = #VALUE due to If &amp;quot;V&amp;quot; in table. Fix to show raw value if not numeric&lt;br /&gt;
* BUG: Primary language rank wasn&#039;t copied across with Chr Gen&lt;br /&gt;
* Equipment formatting; other armor AG mod formula&lt;br /&gt;
* BUG: custom Rankable Weapon name in EP table had been cleared&lt;br /&gt;
* BUG: non-Loadout Weapon Calcs used AG not AG_Combat&lt;br /&gt;
* Convert OSD column to +X instead of total D+X&lt;br /&gt;
* Fix racial witchsight rank=0&lt;br /&gt;
* Refresh pivot tables with all other refreshes (or at least someâ€¦ done)&lt;br /&gt;
* BUG: CustomWeapons not copying across Special - CustomWeaponData did not include column.&lt;br /&gt;
* BUG: get_version was returning formula not actual version; RangerSpeciality was not being copied across&lt;br /&gt;
* BUG: commit Ranking date not being copied across due to typo in name.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====College Specific====&lt;br /&gt;
&lt;br /&gt;
{| border=0&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | &amp;lt;P&amp;gt;College&amp;lt;/P&amp;gt;&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | &amp;lt;P&amp;gt;Version Found&amp;lt;/P&amp;gt;&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot;| &amp;lt;P&amp;gt;Bug/Suggestion&amp;lt;/P&amp;gt;&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot;| &amp;lt;P&amp;gt;Entered By&amp;lt;/P&amp;gt;&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot;| &amp;lt;P&amp;gt;Comments/Status&amp;lt;/P&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Namer || 9.3.4 || Missing Counterspells for Greater Summoner|| Stephen || &lt;br /&gt;
|-&lt;br /&gt;
|Witchcraft||9.3.3||Not sure this is a real bug as I&#039;m trying the sheet with OO.org... but the Witchcraft College does not appear to be one of the available options to select in the Chr Gen and Chr Data sheet College dropdowns -- list ends at Water.||Martin  || Yes - it is missing off the end of the list. FIX: Edit name &amp;quot;ListCollege&amp;quot; and change from &amp;quot;=Tables!$HI$4:$HI$21&amp;quot; to &amp;quot;=Tables!$HI$4:$HI$22&amp;quot;. (In Excel, this is Edit-&amp;gt;Names-&amp;gt;Define) Note though that no one has put in the data for Witchcraft so if you would like to use it, let us know. --[[User:Neil|Neil]] FIXED: 9.3.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=DQCCS_Change_Details&amp;diff=56816</id>
		<title>DQCCS Change Details</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=DQCCS_Change_Details&amp;diff=56816"/>
		<updated>2011-02-23T08:02:20Z</updated>

		<summary type="html">&lt;p&gt;Neil: DQCCS Change Details moved to DQCS Change Details: consistent naming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DQCS Change Details]]&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=File:CCS_9.5.5.xls.zip&amp;diff=56813</id>
		<title>File:CCS 9.5.5.xls.zip</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=File:CCS_9.5.5.xls.zip&amp;diff=56813"/>
		<updated>2011-02-23T07:54:12Z</updated>

		<summary type="html">&lt;p&gt;Neil: A spreadsheet based DQ Character Sheet for easily calculation of key numbers to print out.&amp;lt;br&amp;gt;
This is a minor release only:
* Increase starting character EP from 250 to 2500 as per new ruling.
* Add a few hyperlinks to help moving about
* Some minor visu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spreadsheet based DQ Character Sheet for easily calculation of key numbers to print out.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a minor release only:&lt;br /&gt;
* Increase starting character EP from 250 to 2500 as per new ruling.&lt;br /&gt;
* Add a few hyperlinks to help moving about&lt;br /&gt;
* Some minor visual improvements, eg highighting of &amp;quot;key&amp;quot; values and skills.&lt;br /&gt;
* One fix, ensuring ranged damage was still shown when not a warrior. (which is less if using overstrength)&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_cattle_drive_me_crazy&amp;diff=56753</id>
		<title>The cattle drive me crazy</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_cattle_drive_me_crazy&amp;diff=56753"/>
		<updated>2011-02-16T20:36:43Z</updated>

		<summary type="html">&lt;p&gt;Neil: Session from 16-Feb.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:William Dymock]][[Category:Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Scribe_Notes#Summer 811 WK| Scribe notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary== &lt;br /&gt;
&#039;&#039;&#039;Adventure:&#039;&#039;&#039; The Cattle Drive Me Crazy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; [[William]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session:&#039;&#039;&#039; Summer 811 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; Monday&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039; Craig&#039;s&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Low&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Creatures:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Daisy]]: halfling - [[Clare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nicola]]: part time wolf - [[User:Bridgetjane|Bridget]] (Mil Sci)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prudence]]: human with fangs who breathes fire - [[Julia McSpadden|Julia]] (Scribe) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Billy Rubin]]: dwarf, part time swan - [[Craig Harper|Craig]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tegan]]: water elemental - [[Kelsie]] (Party Leader) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Elgar]]: very strange elf - [[Neil Davies|Neil]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Flash]]: part time tiger - [[Raimund]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employer:&#039;&#039;&#039; The village of Heartvale has trouble with goblins, an elemental and cows. Being Dark Circle vets they have a number of skills they can provide training in.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
Welcome to our wonderfully wet cattle drive with me, Prue, water mage, and my most peculiar friends.&lt;br /&gt;
=== Day 1 - the mission===&lt;br /&gt;
Our intrepid band of worthy guild members met in a basic guild meeting room, all looking good in our shiny new armour. Guild security ushers in a large woman wearing purple armour.  Sister Doubt is for the Dying wishes to employ, a low level guild party to journey to Felder&#039;s Sted 15 miles past Slippery Rock. Once there we should root out the trouble, which is something along the lines of Giant Magical Beasts and/or goblins. Also we should deliver a rebuke to Baron Gugnir&#039;s Hope letting him know that we are not impressed that he is not recognising veterans&#039; land rights. Felder and his wife live at the steading with Angus the smith.  Baron Belrain holds the lands surrounding Felder&#039;s Sted, Sister Doubt thinks he is a shiftless and idleman. &lt;br /&gt;
&lt;br /&gt;
She will pay us 800 gold pieces (which we work out is 9600sp)&lt;br /&gt;
&lt;br /&gt;
The guild will pay us to find out why Sister Doubt isn&#039;t doing this herself.  Odd behaviour for a Urielite. The guild will organize a barge to get us to Slippery Rock and some horses.&lt;br /&gt;
&lt;br /&gt;
We are heading toward our various departments for supplies and information when Elgar (a strange elf who smells a bit humany) spots hobbits escaping the guild with loot sacks.  Elgar and I give chase and biffoo, (mostly on his part).  He manages to wrestle one to the ground and recover the sack.  Our very first treasure of season and we only just stepped out the door. How delightful.&lt;br /&gt;
&lt;br /&gt;
Lady Nikola (a rather nice Earth mage) heads into Seagate and gets 20 litres of holy water from the Rafaelites.  She tells us that she volunteers with them all the time and this is why they are so generous to her.&lt;br /&gt;
&lt;br /&gt;
Gossip around and about the guild states that &lt;br /&gt;
* Sister Doubt is a Hero of the Dark Circle war, it is indeed odd that she is not handling any problems herself.  There are strange rumours suggesting that the church has been ordered to hold back.  &lt;br /&gt;
* The witches at slippery rock have been recruiting heavily.&lt;br /&gt;
&lt;br /&gt;
==== Setting out ====&lt;br /&gt;
We travel down river on a barge. At the recommendation of the bargemen it is decided to stop at the village of Blim.  Aproaching the inn, Tegan steps over a fallen, damaged angel and sees a falling star. She decalares that we will not be sleeping in the inn, which she also says smells of sulphur. Apparently the food is very good, and Tegan generously offers to pay for dinner.  A nice meal is had by all but before leave Billy does a proecog and has visions of the Inn burning down.&lt;br /&gt;
&lt;br /&gt;
As we are walking back to the barge to sleep a low flying drunken witch passes over head and drops an empty gourd.  Most of us see alcohol fumes inside it, Tegen sees a fossigrim.  We continue on nervously and get to the barge without further incident.&lt;br /&gt;
&lt;br /&gt;
=== Day 2 - An Early start ===&lt;br /&gt;
&lt;br /&gt;
In the early hours of the morning an intruder is discovered trying to set us adrift.  We apprehend him with gusto and unfortunately he dies during questioning, before we can hand him in to the authorities. (oops)&lt;br /&gt;
However, it is discovered that he is part of a group called the Servants of the Furnace, the great burning one who stands in the flame forever, and his minions are numberless.  He was planning to sacrifice me to a fossigrim (a bad plan if you ask me).  He had an amulet with a flame embellished on it. The amulet is associated with Aim.&lt;br /&gt;
&lt;br /&gt;
At this point we decide to leave town early and get as far away as possible.  The barge drivers are roused and despite the early hour everyone is pleased to be underway.  Tegan spots an imp tailing us and curses it with amnesia, then remembers that we wanted to ask questions. We figure it was probably after the soul of the dead cultist.&lt;br /&gt;
&lt;br /&gt;
At this point I am wide awake and mage current the boat all the way to Dwarf holm, the next Village. Where we hand in the Cultists head to the Village authorities. They recognize the head as belonging to Andy the trouble maker (don&#039;t ask what happened to the rest of his body). &lt;br /&gt;
&lt;br /&gt;
The people of this village think that the Baron Huglar is a good man who brings lots of work to the town by running his cattle in the sweetriding.  &lt;br /&gt;
&lt;br /&gt;
In the Afternoon we push on to [[Slippery Rock]].  There we are met by Jake and Bob, nice young men who are very chatty.  I ask about trouble and am told that &lt;br /&gt;
*if there is trouble about it will be the church knights.  &lt;br /&gt;
*while witches do dance nakid on hills, there are some that you don&#039;t want to see nakid.  Also it is not good to dance nakid on hills in winter as your bits might shrink.&lt;br /&gt;
&lt;br /&gt;
Jake and Bob take us to see Goodie Smithe.  The goodwife has a large copper pole attached to the building to divert the attention of the demons.  We report the presence of Aim Cultists in Blim to her.  She has a large meteorite in the shape of a deformed pitchfork, we trade melting it down for 8 restoratives.&lt;br /&gt;
&lt;br /&gt;
* purchased  - Skin Changes 2 rats 2 turtles 120sp&lt;br /&gt;
&lt;br /&gt;
===Day 3- Slippery Rock to Felders Stead===&lt;br /&gt;
&lt;br /&gt;
It is 15 miles from Slippery Rock to Felder&#039;s Stead and we head out on a fine day.  Around lunch time 10 humaniods are seen heading toward us over the rolling hills of the plains.  They turn out to be Baron Huglar&#039;s men headed by one Armsman Garrick. He claims that Felder has not been paying taxes to Huglar (this is odd becuase the Duke has given the land to Belrain and not Huglar).&amp;lt;br&amp;gt;&lt;br /&gt;
Garrick warns us away from Felder&#039;s Stead so after we ESP them and find that they are relieved and nervous we presume that there will be trouble there tonight.&lt;br /&gt;
&lt;br /&gt;
We head on until a ambush is spotted ahead on the trail. biffoo&lt;br /&gt;
&lt;br /&gt;
Two goblins live and upon questioning we find out&lt;br /&gt;
* These goblins are Red hills goblins&lt;br /&gt;
* The Red Hills band has been hired by a human&lt;br /&gt;
* The Red Hills band is run by Gorrack the Orc&lt;br /&gt;
* Gorrack has been hired by a human&lt;br /&gt;
* This band was scouting out a farmstead, they were supposed to report back before the guild meeting.&lt;br /&gt;
* 4 other bands were sent out to scout as well.&lt;br /&gt;
* Gorrack has 5 ogres and 20 warg riders with him&lt;br /&gt;
&lt;br /&gt;
No time is spared to bring this news to Felder and we arrive a couple of hours before nightfall.  Felder sends for the people in outlying farms to come in for safety.&lt;br /&gt;
&lt;br /&gt;
During the night no one can sleep as loud war drumming is heard but no attack comes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Day 4 - Scouting&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We find 40 Orc&#039;s, some Ogres and warg riders.  Our current plan is to stampede Huglar&#039;s cattle over them. To that end we capture and tie up the cow pokes.  Scare the cattle over the Ogres encampment, and pick off some of the scattered orc&#039;s.&lt;br /&gt;
The rest of the day and some of the next is spent recovering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Day 5&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We head to slippery rock and get the soul coins divinated.&lt;br /&gt;
=== Chapter 8 : Monastic Meeting ===&lt;br /&gt;
&lt;br /&gt;
=== Chapter 9 (I think) : Take Aim ===&lt;br /&gt;
&lt;br /&gt;
Discovered a unnaturally &amp;quot;moulded&amp;quot; cave in the hills, with ESP showing 3 key minds almost directly below us concentrating, plus about 15 other minds, one of them worried.&lt;br /&gt;
&lt;br /&gt;
3 Orc guards up top were taken out, unfortunately alerting one of the minds below with a death buzz.  We felt a large string of deaths, follows by undead minds taking their place. Oops.&lt;br /&gt;
&lt;br /&gt;
We head down the stairs to a cave with 3 entrances. A hoard of fast-moving undead burst forth from the side entrance, jumping into close on top of Billy and Elgar in piles. Holy water soon was pulled out, and very effectively began to destroy them, while their master cast a noxious vapours.  Meanwhile, three people entered from the front corridor ready for combat.  About this time, a blackfire ward went off, but mostly negated by the Shape of Fire&#039;s fire protection. &lt;br /&gt;
&lt;br /&gt;
The pig charged the newcomers, Daisy supporting with phantasm.  Elgar was now clear off his pile, and ran to support, leaving Tegan and Billy to finish off the necromancer.  The two remaining fighters retreated to the back corridors, where a fire elemental and 2 others were found. &lt;br /&gt;
&lt;br /&gt;
While quickly explaining we were here to release the fire element, the pig and fire elemental started bonding and wandered off to chat.&lt;br /&gt;
&lt;br /&gt;
Daisy managed to target the key bad-guy with a well-executed phantasm, which took him out in 10 seconds effectively ending the combat.&lt;br /&gt;
&lt;br /&gt;
We discover that:&lt;br /&gt;
- We have destroyed the leader of the aim cult&lt;br /&gt;
- The one prisoner remaining is being prepared for some ritual, and the summoner (presumably) comes about mid-day each day to prepare her by bathing her in oils and such forth.  It is now mid afternoon, so he is expected again tomorrow.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
* 9600sp Payment from Sister Doubt&lt;br /&gt;
* 6 special guild meeting healing potions&lt;br /&gt;
* 20 Litres of Holy Water - 3 used in trade for Necromantic items&lt;br /&gt;
* 8 restoratives&lt;br /&gt;
* purchased 4 skin changes (2 rats 2 turtles) 120 sp&lt;br /&gt;
* Amulet of Aim (makes fire magics easier) [Flash]&lt;br /&gt;
* Amulet of Luck made from a rabbits foot [Elgar]&lt;br /&gt;
* Communication scroll (from cattle herders)&lt;br /&gt;
* Soul Coins (demonic currency - very useful as &amp;quot;international&amp;quot; currency we hear)&lt;br /&gt;
* Tapestry (when activated, shows your next enemy)&lt;br /&gt;
* Scrying bowl (allows someone with scrying ability to talk to the person being scryed)&lt;br /&gt;
* Warning Skeletal Hamster (chatters when strangers approach)&lt;br /&gt;
* Fear Skull (Mass fear - 8 charges?)&lt;br /&gt;
* Wand of Fear (single-target fear - 12 charges?)&lt;br /&gt;
* Book of 18 horrors (invested phantasm) - 3 used.&lt;br /&gt;
* 3 Never Crystals (absorb life which can be used as spellcasting fatigue)&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&amp;quot;That Blimmin Village is Dangerous&amp;quot; Billee Rubin talking about the village of Blim&lt;br /&gt;
&lt;br /&gt;
==Buffs==&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
!width=&amp;quot;125px&amp;quot; Align=&amp;quot;Left&amp;quot;| Magic&lt;br /&gt;
!width=&amp;quot;75px&amp;quot; Align=&amp;quot;left&amp;quot; | Caster&lt;br /&gt;
!width=&amp;quot;25px&amp;quot; Align=&amp;quot;center&amp;quot; | Rk&lt;br /&gt;
!width=&amp;quot;275px&amp;quot; Align=&amp;quot;Left&amp;quot;| Effects&lt;br /&gt;
!width=&amp;quot;100px&amp;quot; Align=&amp;quot;Left&amp;quot;| Dur&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | Bil&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | Dai&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | Elg&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | Fla&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | Nik&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | Pru&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | Teg&lt;br /&gt;
|-&lt;br /&gt;
||Cat Vision&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;|Tegan&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;  |See in the Dark 110 ft&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;|  6 hrs&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|N &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|N &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|Y&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|Y&lt;br /&gt;
|-&lt;br /&gt;
||Alligator Skin &lt;br /&gt;
|Align=&amp;quot;left&amp;quot;  |Tegan&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|11&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;  |Def +12, NA 3&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;|  6 hrs&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| Y&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| Y&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|Y&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|N&lt;br /&gt;
|-&lt;br /&gt;
||Strength of Stone &lt;br /&gt;
|Align=&amp;quot;left&amp;quot;  |Nikola&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|11&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;  |+12 EN or PS&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;|12 hrs &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| Y&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| Y&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|Y&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|N&lt;br /&gt;
|-&lt;br /&gt;
||Fire Armour &lt;br /&gt;
|Align=&amp;quot;left&amp;quot;  |Flash&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;  |Protection from fire damage&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| Y&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|Y&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|Y&lt;br /&gt;
|-&lt;br /&gt;
||Fireproofing &lt;br /&gt;
|Align=&amp;quot;left&amp;quot;  |Flash&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;  |Protection from normal fire, smoke &amp;amp; heat&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| Y&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|Y&lt;br /&gt;
|-&lt;br /&gt;
||Waterbreathing &lt;br /&gt;
|Align=&amp;quot;left&amp;quot;  |Prue&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;  |Protection from fog, allows water breathing&lt;br /&gt;
|Align=&amp;quot;left&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| Y&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|Y&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|N&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
[[Slippery Rock]]&amp;lt;br&amp;gt;&lt;br /&gt;
Blim&amp;lt;br&amp;gt;&lt;br /&gt;
Felder&#039;s Sted&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==People and Creatures==&lt;br /&gt;
&lt;br /&gt;
* Sister Doubt is for the dieing - employer&lt;br /&gt;
* Baron Huglar - the &amp;quot;bad&amp;quot; baron running his cattle through the veterans&#039; lands&lt;br /&gt;
* Baron Belrain&lt;br /&gt;
* Felder&lt;br /&gt;
* Party of Necromancer academics from Artzdorf Guild of mages&lt;br /&gt;
* [[The Shape of Fire]] - Balrog asking for our (yes, &#039;&#039;our&#039;&#039;) assistance.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 border=1 class=&amp;quot;Season&amp;quot; id=&amp;quot;Summer&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Summer 811wk&#039;&#039;&#039;: [[Meadow]] &amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;b&amp;gt;[[Beltane]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &#039;&#039;Guild Meeting&#039;&#039;&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| Day 1&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| Day 2&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| Day 3&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| Day 4&lt;br /&gt;
| class=day | 6&lt;br /&gt;
| Day 5&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 14&lt;br /&gt;
|&lt;br /&gt;
| class=day | 15&lt;br /&gt;
|&lt;br /&gt;
| class=day | 16&lt;br /&gt;
|&lt;br /&gt;
| class=day | 17&lt;br /&gt;
|&lt;br /&gt;
| class=day | 18&lt;br /&gt;
|&lt;br /&gt;
| class=day | 19&lt;br /&gt;
|&lt;br /&gt;
| class=day | 20&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 21&lt;br /&gt;
|&lt;br /&gt;
| class=day | 22&lt;br /&gt;
|&lt;br /&gt;
| class=day | 23&lt;br /&gt;
|&lt;br /&gt;
| class=day | 24&lt;br /&gt;
|&lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=day | 29&lt;br /&gt;
|&lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
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|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Summer 811wk&#039;&#039;&#039;: [[Heat]] &amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
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| class=day | 1&lt;br /&gt;
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|-&lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 5&lt;br /&gt;
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|&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 12&lt;br /&gt;
|&lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &#039;&#039;Midsummer Eve (Faerie Day).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &#039;&#039;Solstice.&#039;&#039;&lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
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| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
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| class=day | 21&lt;br /&gt;
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| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
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| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
| class=day | &lt;br /&gt;
| &lt;br /&gt;
| class=day | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Summer 811wk&#039;&#039;&#039;: [[Breeze]] &amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| class=day | &lt;br /&gt;
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|&amp;amp;nbsp;&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
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| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 10&lt;br /&gt;
|&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
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| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
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| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
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| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=DQCS_Ranking&amp;diff=56741</id>
		<title>DQCS Ranking</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=DQCS_Ranking&amp;diff=56741"/>
		<updated>2011-02-11T01:06:21Z</updated>

		<summary type="html">&lt;p&gt;Neil: link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character Sheet]]&lt;br /&gt;
This page describe how to do your Ranking using the [[DQ Community Character sheet]].&lt;br /&gt;
&lt;br /&gt;
(Back to [[DQCS Instructions|Main Instructions]]&lt;br /&gt;
&lt;br /&gt;
== Ranking Overview ==&lt;br /&gt;
Ranking involves using up available Time, Experience Points and Money (for training costs)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usage of time could be handled in a number of ways, and everyone has their own preference.&lt;br /&gt;
* One approach is to detail exactly when each piece of training is done. For example &amp;quot;on the 14-16 frost, gained Rank 3 in Spell XX&amp;quot;  While this can add flavour into the game and making the character seem more real, it involves a lot more effort and manual playing around.&lt;br /&gt;
* The other approach is to ignore details of &#039;&#039;when&#039;&#039; everything was done, and just make sure there was enough time to do it, ie &amp;quot;I want to increase ranks of A, B and C. How much time will it take?&amp;quot;  This is the approach we have taken, as it is the most commonly used and simplest.&lt;br /&gt;
&lt;br /&gt;
Time usage in the spreadsheet works as follows:&lt;br /&gt;
# The time available for ranking is based around the dates of guild meetings, which are entered in the top section of the Ranking sheet.&lt;br /&gt;
# The time spent on adventure is the subtracted from thisg.&lt;br /&gt;
# If there is any further time when your character is not able to rank, this can be added to the detail section at the bottom of the page. For example: time making items, recovering from hang-overs, doing charity work... whatever.&lt;br /&gt;
# When you enter new ranks, The &#039;&#039;minimum&#039;&#039; time needed to complete all ranking is calculated and must must fit into the time available. This minimum time is based on assuming you will always rank 2 abilities at the same time if at all possible.&lt;br /&gt;
# A summary of used and available time for each time stream is provided for reference and feedback into the Ranking process.&lt;br /&gt;
&lt;br /&gt;
EP Usage is simpler:&lt;br /&gt;
# You start with EP carried over from previous ranking.&lt;br /&gt;
# Enter new EP gained from Adventures, GMing etc to get the new total.&lt;br /&gt;
# The EP used for your ranking must not be higher than the total.&lt;br /&gt;
# Arbitrary additional EP Usage can be entered if required to cater for things not covered by the spreadsheet.&lt;br /&gt;
&lt;br /&gt;
Ranking Names: Sorry, this hasn&#039;t been implemented yet.  (Not having a Namer means it hasn&#039;t been high on [[Neil Davies|my]] priority list.)&lt;br /&gt;
== Ranking Process ==&lt;br /&gt;
=== Before you begin... ===&lt;br /&gt;
&lt;br /&gt;
Before beginning any Ranking, the starting EP needs to be correct. This would be carried forward automatically if you started with a new character, but you will need to manually change the &amp;quot;EP Carried Over&amp;quot; value in the top section of the page if you are copying across an existing character. (NB: The worksheet must be unprotected first to do this)&lt;br /&gt;
&lt;br /&gt;
=== Enter Adventure &amp;amp; Session information ===&lt;br /&gt;
&lt;br /&gt;
Enter relevant details of the Adventure you&#039;ve been on. This includes:&lt;br /&gt;
* Adventure Name. This is for reference only&lt;br /&gt;
* Net money gained.  (ie after guild tax) &lt;br /&gt;
* EP gained. This is raw EP - the racial EP modifier is applied to the final EP cost.  &#039;&#039;Note that this is different from how most people do manual ranking, where the Racial EM is taken away of the Raw EP before ranking&#039;&#039;&lt;br /&gt;
* Number of deaths on adventure. A tally is kept of how many deaths you have had, the Endurance loss is bought back through the &amp;quot;Death Endurace Buyback&amp;quot; line at a reduced cost of 2500EP per point.&lt;br /&gt;
* Adventure Start and End dates.  This should use DQ dates in format of day-month-year or day/month/year, where the months can be numeric or text (eg &amp;quot;Meadow&amp;quot;, &amp;quot;Frost&amp;quot; or &amp;quot;Fro&amp;quot;)&lt;br /&gt;
Make sure the ranking period information is correct.&lt;br /&gt;
* Starting year and season for the ranking period. This will be automatically updated each time you commit ranking, but may need manually entering if this is your first time.&lt;br /&gt;
* The year and season of the guild meeting you will be needing this character. By default it will be the &amp;quot;next&amp;quot; meeting, ie one season of ranking, so only need to be changed if you don&#039;t adventure each session.&lt;br /&gt;
&lt;br /&gt;
If there is other unusual EP related information (extra cost or income) or detailed time usage (eg time spent making potions or items) this should be put in the &amp;quot;Time and EP Details&amp;quot; section at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
===Using the Ranking Controls===&lt;br /&gt;
&lt;br /&gt;
The check-boxes and radio-buttons at the top of the sheet are used to decide which abilities are shown in the main ranking table.&lt;br /&gt;
*Firstly, there is a choice of displaying:&lt;br /&gt;
** Ranked Only : only display those skills and abilities that you already have ranked.&lt;br /&gt;
** All Usable: Show all skills that your character can possibly rank. Skills and Weapons that your character doesn&#039;t currently have the stats for are not shown&lt;br /&gt;
** Future Usable : Shows all skills and weapons that it is might be possible to rank after you have increased your stats.  This can be useful for deciding new character stats, or when you begin ranking a weapon at the same time as increasing a stat.&lt;br /&gt;
* The &amp;quot;Hide Abilities already at Max Rank&amp;quot; does exactly that. For exanplem if you have raised a stat point to its limit or spell to Rank 20, it will not be shown.&lt;br /&gt;
* Use the Filter check-boxes to display a sub-section of ability types (eg Skills, Magic, Stats)&lt;br /&gt;
* Select &amp;quot;Final View&amp;quot; to display only the abilities that are being ranked. This is the same view that will be copied when the &amp;quot;Commit Ranking&amp;quot; button is pressed, and can be printed for final sign-off by a GM.&lt;br /&gt;
&lt;br /&gt;
===Entering Ranking Data===&lt;br /&gt;
&lt;br /&gt;
The columns used for entering data are described below:&lt;br /&gt;
* Current Rank: This is the current value of a Rankable ability.  If you are manually enter an existing character, you&#039;d type numbers directly into here to get the starting position. Otherwise you don&#039;t touch this (and it can&#039;t be changed in protected mode.)&lt;br /&gt;
* Effective Rank. Your effective rank may be more than the actual rank - eg for Languages and Skills, or weapons in the case of a Warrior. This column is mainly for reference, since you may not want to rank something if you already have effective ranks in it.  If you have &amp;quot;custom&amp;quot; extra ranks, these can be entered in the [[DQCS Custom Data||Custom Data]] page&lt;br /&gt;
* New Rank.  Enter the new rank you wish to go to here. The EP cost and time required will autoamatically be calculated, including discounts.  Normally this is the only column you will need to change when ranking.  The next 2 columns are used for when you don&#039;t rank something fully in a single session as follows:&lt;br /&gt;
** Time Already Spent Ranking.  If you have already spent some days ranking an ability, or somehow get a special reduction of time, enter that here.  It is subtracted from the total time required to gain the next rank.  This is a &amp;quot;use or lose&amp;quot; number. If you spent time in the previous session ranking an ability, you must complete the ranking or  otherwise lose that time. &#039;&#039;(This is based on the rule that any ranking must be completed within 6 months of starting.)&#039;&#039;&lt;br /&gt;
** Days Spent on Next Rank.  If you don&#039;t have enough time to fully gain an addtional rank, enter the number of additional days you will spend ranking this ability here. This is over and above the New Rank chosen.  &#039;&#039;Example: If you have a Rank 19 Ritual, it takes 140 days to gain rank 20. If you only have 80 days available in this session, leave &amp;quot;New Rank&amp;quot; blank and enter &amp;quot;80&amp;quot; in this field. The time will be spent and carried forward to &amp;quot;Time Already Spent&amp;quot;&amp;quot; for the next ranking session.&lt;br /&gt;
* Training.  Using a trainer for skills gives a 10% EP discount, but also costs money. Choose the Training option used here.  By default, trainers are always used.&lt;br /&gt;
Other Ranking Table Columns:&lt;br /&gt;
* EP Cost is the final EP cost after all discounts, including the Racial skill modifiers which are over and above everything else.&lt;br /&gt;
* Ranking Time is the final time spent ranking that ability in the current ranking period.&lt;br /&gt;
&lt;br /&gt;
===Completing Ranking===&lt;br /&gt;
&lt;br /&gt;
Press the &amp;quot;Commit Ranking&amp;quot; button when you are satisfied with your results.&lt;br /&gt;
This will take a copy of the ranking sheet (with all non-ranked lines hidden) for printing, signing and later reference.&lt;br /&gt;
You will get a change to confirm that you REALLY want to copy across all the new ranks.  If you cancel at this stage, you&#039;ll have a copy of the sheet which is invalid, but might be useful to compare with another &amp;quot;try&amp;quot; at ranking.&lt;br /&gt;
&lt;br /&gt;
when you do commit the ranking, it will do the following:&lt;br /&gt;
# Copy across all the actived ranks into the Current Ranks&lt;br /&gt;
# Update any &amp;quot;already spent&amp;quot; time for the next set of ranking, if needed&lt;br /&gt;
# Copy across the EP totals and new Ranking dates&lt;br /&gt;
# Add entries to the Money sheet including&lt;br /&gt;
## Net SP Gained from adventure&lt;br /&gt;
## Training costs&lt;br /&gt;
## Living expenses (if defined in Money sheet)&lt;br /&gt;
# Clear any additional fields no longer needed.&lt;br /&gt;
# Refresh all of the pages so they display any new abilities.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=New_Character&amp;diff=56680</id>
		<title>New Character</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=New_Character&amp;diff=56680"/>
		<updated>2011-02-08T23:51:54Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:User Guides]]&#039;&#039;&#039;Starting a new character:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In DQ you can start a new character at any time. All you need is a [[GM%27s|GM]] to help you with character generation. &amp;lt;br&amp;gt; If you are looking for a character that is of a different race, or you would like to do something outside of the current Character Generation system you will need to contact a member of the [[Character Tribunal]].&lt;br /&gt;
&lt;br /&gt;
If it is your first character then please download and read the parts of the [http://www.dragonquest.org.nz/files/documents/pguide.zip DQ Players Guide] as you see fit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stuff you will need:&amp;lt;br&amp;gt;&lt;br /&gt;
*2 X 10 sided dice&amp;lt;br&amp;gt;&lt;br /&gt;
*A note book&amp;lt;br&amp;gt;&lt;br /&gt;
*A blank character sheet (from the Players Guide)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are interested you can pick a background location to have come from one of the following areas:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf:&#039;&#039;&#039; For [[Dwarves]], some locations are listed [[Map of Dwarven Lands|here]].&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Halfling:&#039;&#039;&#039; No single starting location is listed for [[Halflings]] but some places like [[MMHS]] and [[Gracht]] have strong Halfling populations, as does [[Crystal Spring]] in [[Carzala]].&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hill Giants:&#039;&#039;&#039; [[Giants]] can come from a range of places, but a Giant Stronghold of [[Jotunheim]] is shown on the map [[Maps_of_Western_Alusia]].&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Humans:&#039;&#039;&#039; Humans come in a full range of types. See your GM&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Elves:&#039;&#039;&#039; [[Elves]] often come from [[Alfheim]]. [[Erelheine]] and [[Drow]] are also an option.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Orcs:&#039;&#039;&#039; [[Orc|Orcs]] come from a range of places, but one more common ones are [[Orc Town]] in [[Brandenburg]].&lt;br /&gt;
&lt;br /&gt;
[[The most important stat]] Confused by what to assign where? This tongue in cheek guide may help.&lt;br /&gt;
&lt;br /&gt;
[[Colleges: The good the bad and the ugly]] A light hearted guide to why everyone should be a bard.&lt;br /&gt;
&lt;br /&gt;
[[A note on levels]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In general you need a reason to adventure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need a clear idea why your character will be able to work with other people. If you play a character that hates others or has strong views about others and does not trust or want to adventure with them â€“ then this can often be harder to role-play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many people use a spreadsheet to help calculate the numbers and as an alternative to the paper version in the Players guide. Feel fre to use the [[DQ Community Character Sheet]] which is for this purpose.&lt;br /&gt;
&lt;br /&gt;
More to come..&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Talk:DQCCS_Instructions&amp;diff=56679</id>
		<title>Talk:DQCCS Instructions</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Talk:DQCCS_Instructions&amp;diff=56679"/>
		<updated>2011-02-08T23:43:55Z</updated>

		<summary type="html">&lt;p&gt;Neil: Talk:DQCCS Instructions moved to Talk:DQCS Instructions over redirect: consistent naming from DQCCS -&amp;gt; DQCS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:DQCS Instructions]]&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Talk:DQCS_Instructions&amp;diff=56678</id>
		<title>Talk:DQCS Instructions</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Talk:DQCS_Instructions&amp;diff=56678"/>
		<updated>2011-02-08T23:43:55Z</updated>

		<summary type="html">&lt;p&gt;Neil: Talk:DQCCS Instructions moved to Talk:DQCS Instructions over redirect: consistent naming from DQCCS -&amp;gt; DQCS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arbitrary additional EP Usage can be entered if required to cater for things not covered by the spreadsheet.&lt;br /&gt;
* Can this be a negative amount? This would be a flexible way to handle odd one-off discounts. --[[User:ErrolC|Errol]] 13:44, 15 Sep 2008 (NZST)&lt;br /&gt;
&lt;br /&gt;
Definately Yes - it could be. I have always wanted to add another column for &amp;quot;Additional EP Discount&amp;quot;, which is also an easy way to do it. The only reason I haven&#039;t is that the page is already getting too many columns, and putting it in seems to mess things up a bit.  I&#039;d like to get some feedback from others as to how usable it is first, since at the moment it&#039;s only been me.. I could also combine the &amp;quot;Training&amp;quot; and &amp;quot;Standard&amp;quot; EP discounts into one, which makes it a bit narrower. comments? --[[User:Neil|Neil]] 14:33, 15 Sep 2008 (NZST)&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=DQCCS_Instructions&amp;diff=56677</id>
		<title>DQCCS Instructions</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=DQCCS_Instructions&amp;diff=56677"/>
		<updated>2011-02-08T23:43:55Z</updated>

		<summary type="html">&lt;p&gt;Neil: DQCCS Instructions moved to DQCS Instructions over redirect: consistent naming from DQCCS -&amp;gt; DQCS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DQCS Instructions]]&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=DQCS_Instructions&amp;diff=56676</id>
		<title>DQCS Instructions</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=DQCS_Instructions&amp;diff=56676"/>
		<updated>2011-02-08T23:43:55Z</updated>

		<summary type="html">&lt;p&gt;Neil: DQCCS Instructions moved to DQCS Instructions over redirect: consistent naming from DQCCS -&amp;gt; DQCS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Neil Davies]][[Category:Character Sheet]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;These are the usage instructions for the [[DQ Community Character Sheet]].  They will be updated over time, and will probably always be &amp;quot;incomplete&amp;quot;. Contact [[Neil Davies|Neil]] if you have any particular questions or problems in the interim.&lt;br /&gt;
&lt;br /&gt;
this page gives a general overview of how the spreadsheet works and where to find things. For help on particular parts on the spreadhseet, try some of the following:&lt;br /&gt;
* [[DQCS Getting started]] - Entering data for a new or existing character into the spreadsheet.  (&#039;&#039;currently on this page&#039;&#039;)&lt;br /&gt;
* [[DQCS Custom Data]] - Adding non-standard weapons, armour, magic and other abilities&lt;br /&gt;
* [[DQCS Enchantments]] - Accounting for magical enchantments or &amp;quot;Buffs&amp;quot; to stats and calculations.&lt;br /&gt;
* [[DQCS Ranking]] - doing your ranking with the spreadsheet&lt;br /&gt;
&lt;br /&gt;
== SpreadSheet Overview ==&lt;br /&gt;
Spreadsheets are easy to break by accidentally overwriting things that shouldn&#039;t be changed. But similarly, you may want to change things around to suit your own taste of how you like to view the data, since everyone has different ideas of what they want to see.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this in mind, the &amp;quot;Chr Data&amp;quot; sheet has a check-box to specify whether or not to protects the cells to avoid accidents. The spreadsheet is fully functional with this on, so &#039;&#039;&#039;I recommend keeping protected mode on&#039;&#039;&#039; if you are uneasy working around Excel.  When unprotected, you can freely look around at the calculations and customise the spreadsheet as you see fit.&lt;br /&gt;
&lt;br /&gt;
====Colour====&lt;br /&gt;
&lt;br /&gt;
Cells in the spreadsheet are colour-coded so that anything editable is a light-yellow.  It should be possible to enter most custom abilities and changes to stats etc without changing any of the &amp;quot;other&amp;quot; cell formulae.&lt;br /&gt;
&lt;br /&gt;
Each sheet is also colour coded depending on it&#039;s main purpose.&lt;br /&gt;
* Light Yellow: As per cells, This colour indicates this sheet is a Data Entry sheet only. You will not need to print them.&lt;br /&gt;
* Light Blue: These sheets are for printing. (Although various data may need to be entered here as well (eg the Equipment page.)  If you are going to customise the spreadsheet, try to keep changes to these pages if possible since they are easier to re-integrate into new versions.&lt;br /&gt;
* Grey.  These are normally hidden, and contain the various calculations and tables needed to make the whole thing work.&lt;br /&gt;
&lt;br /&gt;
====Layout====&lt;br /&gt;
&lt;br /&gt;
The idea for the layout is that the only sheet you should need to write on during a game is the Loadout. Between the character and Loadout pages you have most of what you need easily available in a combat. The Skills sheet and magic sections should contain enough detailed info that you will generally not have to look to the rules for details on how to use your abilities.&lt;br /&gt;
&lt;br /&gt;
The pages to Print are:&lt;br /&gt;
* [[DQCS Character worksheet|Character]]&lt;br /&gt;
* [[DQCS Loadout|Loadout]]&lt;br /&gt;
* [[DQCS Equipment|Equipment]]&lt;br /&gt;
* [[DQCS Skills|Skills]]&lt;br /&gt;
* [[DQCS Magic|Magic]] (assuming you decide not to display Magic in the main character sheet)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;[[Mandos]]: I generally have the Character Page as the first in a folder with the Loadout page floating free as it is the one page designed fro scribbling on.   The other pages fit into the folder depending on the importance to the character, so [[Dramus]] has Spells as his next pages while [[Tussock Mustardseed|Tussock]] has her skills.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Data Only sheets ==&lt;br /&gt;
&lt;br /&gt;
=== Chr Gen ===&lt;br /&gt;
&lt;br /&gt;
This is only needed if you are generating a new DQ character. Initial stat rolls, character information and ranking selections are entered here. Once you&#039;ve finished, you select the &amp;quot;Create Character&amp;quot; button at the bottom of the page to copy all of this initial data across to the other sheets and setup the initial Ranks.&lt;br /&gt;
&lt;br /&gt;
=== Chr Data ===&lt;br /&gt;
:&#039;&#039;Main Page:&#039;&#039; [[DQCS Chr Data]]&lt;br /&gt;
This is the main data that defines your character. As well as your base character data, it includes the racial options, skill options, and tables for entering various enchantments you may have on and want to include in the calculations (eg from a Greater Enchantment, long-duration spells).&lt;br /&gt;
&lt;br /&gt;
=== Custom ===&lt;br /&gt;
:&#039;&#039;Main Page:&#039;&#039; [[DQCS Custom Data]]&lt;br /&gt;
This sheet is enter all of the custom items and abilities gained during adventures that are not part of the standard lists. &lt;br /&gt;
Most things that I&#039;ve come across are catered for: &lt;br /&gt;
* Modified weapons and shields&lt;br /&gt;
* Completely new rankable weapons&lt;br /&gt;
* Skills&lt;br /&gt;
* Magical talents, spells and rituals&lt;br /&gt;
* Out of college magic&lt;br /&gt;
* Custom Counter-spells&lt;br /&gt;
* Consumables - eg potions and such forth you carry multiple of&lt;br /&gt;
* EP discounts and extra ranks for any ability&lt;br /&gt;
* A custom race&lt;br /&gt;
&lt;br /&gt;
See [[DQCS Custom Data|this page]] for instructions on how to enter this custom data.  Catering for general enchantments (ie increases to stats or calculations) are handled separately through the &lt;br /&gt;
&lt;br /&gt;
===Ranking===&lt;br /&gt;
:&#039;&#039;Main Page:&#039;&#039; [[DQCS Ranking]]&lt;br /&gt;
This sheet contains the current ranks of all abilities and stats for your character, and is where you do all of your ranking.  After entering in the Adventure information, selecting new ranks automatically calculates the required Time and EP and training costs. When happy with the results, clicking &amp;quot;Commit Ranking&amp;quot; will create a printable copy of the final ranking sheet and update the current ranks with the new values.&lt;br /&gt;
&lt;br /&gt;
===Money===&lt;br /&gt;
Provides a running total of money over time.  Ranking automatically adds entries for Income from adventure, training costs, and optional living expenses.  Other income and purchases (buying items, selling invested items etc) can be manually added here. There is a very simple form on the right hand side to help enter this data.&lt;br /&gt;
&lt;br /&gt;
== Sheets for Printing ==&lt;br /&gt;
=== Character ===&lt;br /&gt;
:&#039;&#039;Main Page :&#039;&#039; [[DQCS Character worksheet]]&lt;br /&gt;
The Character sheet is the front page for your character and contains most of the base information. &lt;br /&gt;
Various sections can be displayed or hidden as required and depending on your character&#039;s abilities.  Some people only use this page for their main calculations, however it is complemented by the [[DQCS Loadout|Loadout]] and [[DQCS Skills|Skills]] page.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
:&#039;&#039;Main Page :&#039;&#039; [[DQCS Equipment]]&lt;br /&gt;
Here you enter a list of everything &amp;quot;normally&amp;quot; carried by your character.  One tricky thing about a character sheet is that what characters wear and carry does change: Unfortunately, this then changes all of the calculations, so we put a stake in the ground for calculating the various numbers. However The [[DQCS Loadout|Loadout sheet]] does cater for recalculating almost all the most significant numbers for combat, as described later. [And yes, I noted that this &amp;quot;Printable&amp;quot; sheet is also a data entry sheet.]&lt;br /&gt;
&lt;br /&gt;
===Loadout===&lt;br /&gt;
:&#039;&#039;Main Page :&#039;&#039; [[DQCS Loadout]]&lt;br /&gt;
This is the sheet that stays loose in your folder and is where you keep track of fatigue, endurance, and any odd effects that occur during the adventure. &lt;br /&gt;
&lt;br /&gt;
It displays the Permanent and Temporary Enhancements on your character (as entered in the Chr Data sheet) which you might need to scribble on while on adventure if things change.br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The bottom &#039;&#039;Loadout&#039;&#039; section contains most of your combat numbers.  This is independent and can be easily copied and pasted to generate stats for multiple combinations of Armour, Weapons, and Enchantments that you may regularly use on adventure.&amp;lt;br&amp;gt; &lt;br /&gt;
Note that Strike Chances here are all calculated as if using your primary hand. Adjustments need to be made for multi-strike attacks as per the rules.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:&#039;&#039;Main Page :&#039;&#039; [[DQCS Skills]]&lt;br /&gt;
Contains information on the skills you have.  The main character only display basic ranks of skills sheet only , so it is useful to print this page as well. The format of some of them can be basic as they are created as and when required by a character), so you may want to add your own calculations. (But please send any improvements back so I can put it in the standard version!)&lt;br /&gt;
This sheet may need some print setup required if it crosses more than one page.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
This is an alternative location for displaying details of all magical abilities known by your character.  Useful for when you get a very large number of magical abilities, or you also want to see data with &amp;quot;Enhance Enchant&amp;quot;ranks included, which is better printed in landscape.&lt;br /&gt;
== Entering your character ==&lt;br /&gt;
&lt;br /&gt;
=== Upgrading a Character from a previous Version ===&lt;br /&gt;
&lt;br /&gt;
Copying your character across from an old character sheet to a newer version is normally pretty easy&amp;lt;br&amp;gt;&lt;br /&gt;
From the &amp;quot;Chr Data&amp;quot; sheet, click the &amp;quot;Upgrade&amp;quot; button and select the old version to import from. &amp;lt;br&amp;gt;&lt;br /&gt;
All data it can find will be copied across, and a log created detailing what was done. Check the upgrade logs for:&lt;br /&gt;
* ERRORS - these were not copied at all, so should be looked at. You may need to manually enter this data.&lt;br /&gt;
* WARNINGS - these should be OK, but you might need to check through the log comments and data to be sure.&lt;br /&gt;
Note that the ability to copy data across is highly dependent on how old the previous version is. The closer to current, the better the chance of getting all data copied.&lt;br /&gt;
&lt;br /&gt;
=== Entering an Existing Character ===&lt;br /&gt;
&lt;br /&gt;
The process for entering an existing character is as follows:&lt;br /&gt;
# Go to the Chr Data sheet.&lt;br /&gt;
# Enter basic Character data and initial Initial Stats into the top two tables.&lt;br /&gt;
# Click the &amp;quot;Reset Ranks&amp;quot; to ensure the base ranking is correct for the selection of race, college and stats. Don&#039;t forget this step!&lt;br /&gt;
# Turn on the on &amp;quot;Enable Manual override of Ranks&amp;quot; option, since you&#039;ll soon be entering these.&lt;br /&gt;
# Enter any permanent and temporary magic in the tables shown. The idea is that Permanent magic is included in all normal calculations on the other pages (eg permanent changes to stats, base chance etc) and Temporary is exactly that - things that may not be on and you don&#039;t want to include in all calculations.  This table is effectively a reference that you can add as and when it applies while role-playing.&lt;br /&gt;
# Go to the &amp;quot;Custom&amp;quot; sheet and enter all custom items and abilities you have.  (how do do this is - or will be - described later)&lt;br /&gt;
# You can now enter the current ranks for all of your stats and abilities.&lt;br /&gt;
## Go to the &amp;quot;Ranking&amp;quot; page.  Select the &amp;quot;Future Usable&amp;quot; show option and check all filter options to display all of the available stats and abilities.  (Alternatively you can select them one at a time to make the list smaller)&lt;br /&gt;
## Enter the appropriate value into the &amp;quot;Current Rank&amp;quot; column for all stats and abilities you&#039;ve changed since creating your character.&lt;br /&gt;
# Update the sections at the top of the Ranking sheet with current date and time information.&lt;br /&gt;
## Enter the current session Information (and Adventure details if any) ready for the next ranking.&lt;br /&gt;
## Enter the EP you have left over from manual ranking into the &amp;quot;EP Carried Over&amp;quot; cell ($H$5)&lt;br /&gt;
# If you have any skills ranked, go back to the Chr Data page and enter any rank-specific skill options in the lower part of the page.&lt;br /&gt;
# Press the &amp;quot;Refresh&amp;quot; button at the top of &amp;quot;Skills&amp;quot; page to show all newly ranked Skills before printing.&lt;br /&gt;
# Press the &amp;quot;Refresh&amp;quot; button at the top of the &amp;quot;Magic&amp;quot; page, to show all newly ranked magic before printing.&lt;br /&gt;
# You&#039;re now ready to Equip your character and define the Loadout, as detailed below.&lt;br /&gt;
&lt;br /&gt;
=== Creating a New DQ Character ===&lt;br /&gt;
&lt;br /&gt;
New characters are the easiest to add to the spreadsheet as they have no non-standard stuff to cause problems. The character sheet includes a character generation page to help ensure that character generation is as easy as possible. &lt;br /&gt;
&lt;br /&gt;
Below are the steps to get a brand new character up and running. These basically follow the process as per the DQ rule book.&lt;br /&gt;
&lt;br /&gt;
# Make sure you start with a blank character sheet.&lt;br /&gt;
# Select the Character Gen Page. You can generally follow the process working from the top to the bottom, as follows:&lt;br /&gt;
# Enter your character name, race and sex you have chosen/rolled for your character. This sets the racial mods so you can see what your final stats will be. &lt;br /&gt;
# You can add in your characters Age and the date, but this is optional. It will allow you to keep track of your character&#039;s age automatically over the years as you play them. &lt;br /&gt;
# Use the drop-down to select the roll you made for your stats. If you selected the 90 points option leave the drop-down as &amp;quot;Selected&amp;quot;.&lt;br /&gt;
# Enter in your stats in the yellow shaded fields. The total remaining will update as you enter in the points as will the &#039;Starting Stats&#039; column which displays your actual starting stats after racial mods. &lt;br /&gt;
# Enter your PB, based on the dice roll or a default of 15.&lt;br /&gt;
# Enter the additional character details. (You may want to choose your weight, height etc based on the chosen stats.)&lt;br /&gt;
# There are three language options as part of character generation. Select your choice from the &#039;Select Language Option&#039;. This will populate fields below this where you may select your languages.&lt;br /&gt;
# Mages and non-mages have different ranking options to start. Use the drop-down list to select whether you are a mage or not, and enter a college.  Make sure you have the minimum MA requirement for the chosen college. (This isn&#039;t verified automatically at the moment)&lt;br /&gt;
# The next selection assists you with your adventuring skills ranking. Simply edit the yellow designated fields to select what rank you wish the adventuring skill to go to. The running total to the right will show how much EP you have left, or if you have overspent. &lt;br /&gt;
# Spend your mage/non-mage EP&lt;br /&gt;
## If you are a mage the &amp;quot;Mage Training&amp;quot; section will remain mostly blank - there are no options. &lt;br /&gt;
## Non-mages  have 6500EP to spend in various ways. The first line under the &#039;Non-Mage Ranking&#039; header is the PC vs FT choice, which you can make via the drop-down. Below this are other ranking options for weapons and skills.  The drop-down lists contain the things you may choose to rank. Column F has the rank you wish to go to. There are restrictions on how high you may rank things at this stage. (If you are unsure the GM overseeing the character creation will be able to assist.)&lt;br /&gt;
## The next section covers any additional character gen ranking you wish to do to use up the remainder of your EP. Only things you&#039;ve already ranked can be chosen, so enter the new rank as appropriate, ensuring you don&#039;t run out of EP.  You are only save 500 EP points for later use, so don&#039;t let it go to waste.&lt;br /&gt;
# The final section details your free artisan and cheap skill options, available to both mage and non-mage characters. Again chose from the drop-down lists.&lt;br /&gt;
# Completing your Character&lt;br /&gt;
## When completed, print out the Character Gen Sheet so that the assisting GM can sign it to confirm the character was created correctly. &lt;br /&gt;
## When you&#039;re ready, select the &amp;lt;b&amp;gt;Create Character&amp;lt;/b&amp;gt; button to copy all of your stats and ranking data across to the rest of the spreadsheet.&lt;br /&gt;
## If you have any extra EP remaining, you can now use spend this freely in the Ranking sheet. Mage character would normally use this on gaining some weapon ranks so that they are not too helpless in their first adventure! See the &amp;quot;Ranking&amp;quot; section below for more information if needed.&lt;br /&gt;
# You are now ready to Equip your character and define the loadout.&lt;br /&gt;
&lt;br /&gt;
===Equipping your Character===&lt;br /&gt;
:&#039;&#039;Main Page:&#039;&#039; [[DQCS Equipment]]&lt;br /&gt;
# Change to the Equipment Page. As part of character Gen you have money to spend on items. As you spend it add the items to the Equipment sheet. &lt;br /&gt;
## Your Primary Armour goes in the top section.&lt;br /&gt;
## Next list any other armour you are planning to carry around. &lt;br /&gt;
## The third section is for weapons you are going to carry in combat.&lt;br /&gt;
## The fourth is for other equipment you are planning to carry in combat. &lt;br /&gt;
## The largest section is for Other equipment you will be carrying but will generally drop prior to combat. (ie &amp;quot;in your pack&amp;quot;)&lt;br /&gt;
## You can also enter any potions you have and where they are stored when travelling, but there are probably none if this is a new character.&lt;br /&gt;
# Change to the Loadout Page.&lt;br /&gt;
##Enter in your remaining money in the money field.  (Oops! this isn&#039;t &amp;quot;editable&amp;quot; when protected, as of writing)  As mentioned above, Money isn&#039;t automatically carried forward with the Ranking yet, but this section will help you during a specific session at least.&lt;br /&gt;
## In the loadout section at the bottom change your weapons and armour to reflect the way you will normally look in combat. You can also change which &amp;quot;Enchantments&amp;quot; are included in the calcs; typically always Permanent, but maybe temporary as well.&lt;br /&gt;
## If you change weapons and armour combinations often, this loadout section can be duplicated (by copy and paste) either on to the same page or onto a fresh page. (The spreadsheet must be &amp;quot;unprotected&amp;quot; first)&lt;br /&gt;
&lt;br /&gt;
Once you are happy with all the pages, Print out the Character, Loadout, Magic (if a mage), Equipment and skills pages. aAt this point you should have a fully usable character sheet.&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Category:Character_Sheet&amp;diff=56653</id>
		<title>Category:Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Category:Character_Sheet&amp;diff=56653"/>
		<updated>2011-02-08T03:10:34Z</updated>

		<summary type="html">&lt;p&gt;Neil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Neil Davies]][[Category:User Guides]]&lt;br /&gt;
&lt;br /&gt;
These are all pages relating to the [[DQ Community Character Sheet]]&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=DQCS_Enchantments&amp;diff=56565</id>
		<title>DQCS Enchantments</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=DQCS_Enchantments&amp;diff=56565"/>
		<updated>2011-02-01T03:02:54Z</updated>

		<summary type="html">&lt;p&gt;Neil: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
At some stage your character will either find an item or be changed in some way that modifies the normal DQ calculations. This might be someone casting a spell on you as part of the normal rules, or a customisation handed out by a GM.&lt;br /&gt;
&lt;br /&gt;
The Permanent and Temporary Enchantment tables on the [[DQCS Chr Data]] worksheet provide a ways to apply an increase or decrease to basic statistics, attributes and calcuations used in [[DQ Community Character Sheet|the spreadsheet]].&lt;br /&gt;
&lt;br /&gt;
=== Applying Enchantments ===&lt;br /&gt;
If the change is a simple phsyical and permanent change to a character Statistic or Rank, the value can simply be adjusted in the [[DQCS Ranking|Ranking sheet]].  For other changes due to magical effects, two tables are provided as a way to make the changes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Permanent Enchantments&#039;&#039;&#039; are applied to &#039;&#039;all&#039;&#039; standard calculations, and so are suitable for any enchantments or modifications that you would expect to have on continuously, For example an amulet or long-running spell or ritual.&lt;br /&gt;
* &#039;&#039;&#039;Temporary Enchantments&#039;&#039;&#039; are not included in normal calculations unless specifically chosen by the user (as in a &#039;&#039;Loadout&#039;&#039;) or itemised separately (as in the &#039;&#039;Magic Resistance&#039;&#039; table) or &lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;Greater Enchantments&#039;&#039; are always considered permanent and entered separately at the bottom of the Permanent Enchantments section.  The Purification ritual (increasing MA and MR) are automatically included, but you can choose whether this is treated as a permanent or temporary enchantment.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
Here is an example where the enchantment tables have been filled out:&lt;br /&gt;
&lt;br /&gt;
[[Image:Dqcs_ench.png]]&lt;br /&gt;
&lt;br /&gt;
This example includes the following enchantments:&lt;br /&gt;
* A custom character modification adding +5 to Magic Resistance (MR)&lt;br /&gt;
* A custom modification adding +5 to Defence (DEF)&lt;br /&gt;
* Rank 20 Strength of Stone on Endurance, considered a permanent enchantment. (ie expected to be on always)&lt;br /&gt;
* Rank 14 Armour of Earth also considered permanent.  This adds to Defence as well as +1 point of Armour&lt;br /&gt;
* A Rank 20 Greater Enchantment, adding +21% to all Base Chance caluclations&lt;br /&gt;
* Purification is considered a Permanent Enchantment, so will be in all calcuations involving MA and MR.&lt;br /&gt;
* Quickness (adding +10 to initiative) is considered Temporary&lt;br /&gt;
* This character (or someone in the party) has Rank 17 in the &#039;&#039;Enhance Enchantment&#039;&#039; spell available for use.&lt;br /&gt;
&lt;br /&gt;
Because Quickness is in the Temporary Enchantment table, it is not included in the normal weapons calculations.  You would either need to manually add this on when required, or create a Loadout selecting the &amp;quot;Permanent and Temporary&amp;quot; enchantments. See the [[DQCS Loadout]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Available Enchantments ===&lt;br /&gt;
&lt;br /&gt;
The full list of enchantments that can be entered is:&lt;br /&gt;
 &lt;br /&gt;
:{| border=0&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Enchantment Name&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| PS || Physical Strength&lt;br /&gt;
|-&lt;br /&gt;
| MD || Manual Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| AG || Agility&lt;br /&gt;
|-&lt;br /&gt;
| MA || Magical Apptitude&lt;br /&gt;
|-&lt;br /&gt;
| WP || willpower&lt;br /&gt;
|-&lt;br /&gt;
| EN || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| FT || Fatigue&lt;br /&gt;
|-&lt;br /&gt;
| PB || Physical Beauty&lt;br /&gt;
|-&lt;br /&gt;
| DEF || Defence&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Standard armour protection&lt;br /&gt;
|-&lt;br /&gt;
| ArmourEN || Armour protection from Endurance blows&lt;br /&gt;
|-&lt;br /&gt;
| NA || Natural Armour&lt;br /&gt;
|-&lt;br /&gt;
| SC || Weapon Strike Chance (all weapons)&lt;br /&gt;
|-&lt;br /&gt;
| IV || Initiative (Including unengaged and engaged)&lt;br /&gt;
|-&lt;br /&gt;
| TMR || Tactical Movement Rate&lt;br /&gt;
|-&lt;br /&gt;
| MR || Magic Resistance&lt;br /&gt;
|-&lt;br /&gt;
| MagicBC || Added to BC of &#039;&#039;all&#039;&#039; magic (spells, talents, rituals) &lt;br /&gt;
|-&lt;br /&gt;
| SpellBC || Add only to BC of spells&lt;br /&gt;
|-&lt;br /&gt;
| TalentBC || Add only to BC of magical talents&lt;br /&gt;
|-&lt;br /&gt;
| RitualBC || Add only to BC of rituals&lt;br /&gt;
|-&lt;br /&gt;
| SkillBC || Skill Base Chances (eg Greater Enchantment)&lt;br /&gt;
|-&lt;br /&gt;
| ResistBC || Resistance &amp;amp; Stat Checks (eg Greater Enchantment)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=File:Dqcs_ench.png&amp;diff=56560</id>
		<title>File:Dqcs ench.png</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=File:Dqcs_ench.png&amp;diff=56560"/>
		<updated>2011-02-01T01:48:45Z</updated>

		<summary type="html">&lt;p&gt;Neil: Some examples of Permanent and Temporary Enchantments from the Chr Data page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some examples of Permanent and Temporary Enchantments from the [[DQCS Chr Data|Chr Data]] page&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=DQCS_Custom_Data&amp;diff=56551</id>
		<title>DQCS Custom Data</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=DQCS_Custom_Data&amp;diff=56551"/>
		<updated>2011-01-31T03:23:07Z</updated>

		<summary type="html">&lt;p&gt;Neil: /* Custom Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character Sheet]]&lt;br /&gt;
&#039;&#039;Back to [[DQCS Instructions]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Custom&amp;quot; sheet is for entering additional items and abilities not in the standard lists.  &lt;br /&gt;
For example:&lt;br /&gt;
* You pick up a magical or weaponsmithed sword, with different damage or SC&lt;br /&gt;
* You&#039;ve learnt a custom talent or spell, or perhaps one from another college.&lt;br /&gt;
* You have gained a special EP discount for a particular skill&lt;br /&gt;
&lt;br /&gt;
This page describes how to set up your [[DQCCS Character Sheet|Character sheet]] do this. &lt;br /&gt;
&lt;br /&gt;
General [[DQCS Enchantments|enchantments]] or buffs to standard stats and calculations are treated separately and described [[DQCS Enchantments|here]].&lt;br /&gt;
&lt;br /&gt;
== Custom Weapons ==&lt;br /&gt;
A custom weapon is anything that doesn&#039;t have the same stats as a bulk-standard weapon from the equipment list. That includes normal weaponsmithed weapons you can buy from the guild, as well as more special weapons you pick up on adventure.&lt;br /&gt;
&lt;br /&gt;
=== Modified Weapons ===&lt;br /&gt;
Most custom weapons are simply modifications to existing weapons, although rarely you may have a completely new and rankable weapon. To enter a modified weapon, do the following:&lt;br /&gt;
# Go to the &#039;&#039;Modified Weapons&#039;&#039; table at the top on the &#039;&#039;Custom&#039;&#039; sheet.&lt;br /&gt;
# Enter the name of the weapon in the first column. (eg &amp;quot;Magical Tulwar&amp;quot;)&lt;br /&gt;
# Select a weapon that this is based on.  This is used to get the default values for the new weapon.  (eg: &amp;quot;Tulwar&amp;quot;)&lt;br /&gt;
# Enter any values that are &#039;&#039;different&#039;&#039; from the base weapon. For example, if it is a +2 Damage Tulwar (making it D+6), enter &amp;quot;6&amp;quot; into the &amp;quot;DM&amp;quot; field.&lt;br /&gt;
# If there is anything unusual or variable about the weapon that you need to remember, enter in in the &amp;quot;Secial Notes&amp;quot; field. (For example (&amp;quot;+2 DM against Undead&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The field names are as per normal DQ Weapons tables, with the most important fields being SC and DM .   The full list of fields is:&lt;br /&gt;
:{| border=0&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Field&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Wt || Weapon Weight in pounds&lt;br /&gt;
|-&lt;br /&gt;
| PS || Physical Strength Requirement&lt;br /&gt;
|-&lt;br /&gt;
| MD || Manual Dexterity requirement&lt;br /&gt;
|-&lt;br /&gt;
| SC || Base weapon Strike Chance (technically, this should be &amp;quot;BC&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| DM || Base Damage of weapon, ie Damage = D10 + DM.&lt;br /&gt;
|-&lt;br /&gt;
| Range || in Hexes&lt;br /&gt;
|-&lt;br /&gt;
| DM Class || A, B or C&lt;br /&gt;
|-&lt;br /&gt;
| Usage || Any combination of M,C,R (Melee, Close, Ranged)&lt;br /&gt;
|-&lt;br /&gt;
| Magical || if the damage is magical, for reference only (some things can only be hit by magical weapons)&lt;br /&gt;
|-&lt;br /&gt;
| Special || Free text to put anything of interested about the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  New Rankable Weapons ===&lt;br /&gt;
&lt;br /&gt;
If you have a new weapon type with its own ranking, enter it into the &#039;&#039;New Rankable Weapons&#039;&#039; table.&lt;br /&gt;
Exactly the same data is entered as above (and you can still base it on an existing weapon if you like.) However you now also also need to fill in extra EP data in the custom &#039;&#039;EP Tables&#039;&#039; just  below.&lt;br /&gt;
* Enter the maximum rank and EP cost for each rank.&lt;br /&gt;
* The EP Discount will probably be left blank (how often would  you have a EP discount for custom abilities?), but enter a percentage in here if you do need it.&lt;br /&gt;
&lt;br /&gt;
== Custom Skills ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;New Skills&#039;&#039; table is for entering custom rankable skills. Similar data is required as per rankable weapons: Simply enter the name of the skill, an EP Discount (if there is one), the maximum rank of the skill, and EP Requirement for each rank.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
By default the new skill will be unranked. If you &amp;quot;automatically&amp;quot; got it at Rank 0, you will need to manually set the rank to zero in the Ranking sheet.&lt;br /&gt;
&lt;br /&gt;
== Custom Shields ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Custom Shield Table&#039;&#039; is used to enter data for any shield or weapon that provides defence when you carry it.  The data is similar for custom weapons: &lt;br /&gt;
# Enter the shield name (eg &amp;quot;My Magic Round Shield&amp;quot;)&lt;br /&gt;
# Enter the name of the standard shield which this is based on. This is used to provide default for any fields you don&#039;t fill out.&lt;br /&gt;
# Override any of the standard shield values:&lt;br /&gt;
:{| border=0&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Field&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Weight || Weight in pounds&lt;br /&gt;
|-&lt;br /&gt;
| Def/Rk || Amount of defence per rank in base weapon (eg Shield)&lt;br /&gt;
|-&lt;br /&gt;
| MD Loss || Manual Dexterity loss when holding the shield.  &#039;&#039;Important:&#039;&#039; This needs to be a negative number (for historic reasons only) otherwise you&#039;ll end up gaining MD!&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Def/Rk || Defence from Ranged attacks per rank in base weapon. (Currently Ranged defence isn&#039;t shown anywhere, but it will be put back at sometime)&lt;br /&gt;
|-&lt;br /&gt;
| Base Weapon || The Rankable Weapon used to find the rank if the shield. (Normally &#039;&#039;Shield&#039;&#039; or &#039;&#039;main-gauche&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
If your shield also has non-standard weapon stats (eg extra damage) you also need to add an entry in the &amp;quot;Modified Weapons&amp;quot; tables, as described [[DQCS Custom Data#Modified Weapons|above]]. Make sure the names of the weapon and shield are identical so the shield and weapon stats are matched up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you have finished, add the shield into your equipment list and select it in the loadout.&lt;br /&gt;
== Custom Armour ==&lt;br /&gt;
As per weapons and shields, enter custom armour as follows:&lt;br /&gt;
# Enter name of the armour&lt;br /&gt;
# Choose the standard armour type which this is based on, to get default values.&lt;br /&gt;
# override any additional fields with your custom values:&lt;br /&gt;
:{| border=0&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Field&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Weight || Weight factor in pounds - this is multiplied by the Racial size (eg 6 for human) to get total weight.&lt;br /&gt;
|-&lt;br /&gt;
| Prot || Total normal armour protection&lt;br /&gt;
|-&lt;br /&gt;
| AG Mod || Agility modifier for the armour. this is a positive number - eg 1 indicates agility is decreased by one.  &#039;&#039;Note that this is not consistent with a shield&#039;s MD loss, which is negative.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Steath || Stealth modifier - added directly to stealth BC.&lt;br /&gt;
|-&lt;br /&gt;
| EN Prot || Protection from Endurance blows.  This is part of the &amp;quot;Prot&amp;quot; value, ie can never be more.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Once you have added the armour, make sure you are carrying (or wearing) it by adding it it to the equipment list.&lt;br /&gt;
&lt;br /&gt;
== Custom Magic ==&lt;br /&gt;
The custom magic section allows you to set up any custom talents, spells and rituals your character gains during his or her adventuring life.&lt;br /&gt;
&lt;br /&gt;
You do need to create some excel formulae to do this, but it is not difficult. Formulae are created for Base Chance,  Range, Duration and Damage as appropriate. An additional field is also used to describe the effects and details of the ability as you require.&lt;br /&gt;
&lt;br /&gt;
A number of pre-defined names are available for use in your Formulae.  Here are some quick examples of formulae using the key names to get you started :&lt;br /&gt;
&lt;br /&gt;
* For a Spell with a Base Chance of 30%, the BC formula would be &#039;&#039;=30 + 3*Rank + SpellBonus&#039;&#039;&lt;br /&gt;
* For a Talent with a BC defined as &amp;quot;Twice percetion + 4 per Rank&#039;, the BC formula would be &#039;&#039;=2*PC + 4*Rank + MagicBonus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The full list of names that can (and should) be used is:&lt;br /&gt;
:{| border=0&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Name&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Rank || Current Rank of the magical ability.&lt;br /&gt;
|-&lt;br /&gt;
| MagicBonus || Additions to Base Chance common for all types of magic. Includes &lt;br /&gt;
* College specific bonuses (Earth Mistletoe amulet, Binder Mechanicin/Philosopher Rank, Illusionist WP/Troubadour)&lt;br /&gt;
* +1 for Aspect/College match&lt;br /&gt;
* Any [[DQCS Enchantments | Permanent Enchantments]] defined for  &#039;&#039;MagicBC&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SpellBonus || All standard additions to the Base Chance of spells. This includes :&lt;br /&gt;
* MagicBonus as above&lt;br /&gt;
* MA-15&lt;br /&gt;
* Enchantments defined on &#039;&#039;SpellBC&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| MA,PC, WP || Various stats. Others are also available, but these stats are typically the only ones required in magic.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From the entered formulae, the shreadsheet will automatically work out &lt;br /&gt;
* Effects of &#039;&#039;Enhance Enchantment&#039;&#039; on the BC, Range and DM, when using the Enhanced Magic option&lt;br /&gt;
* Differences in Base Chance when applying temporary magic on the [[DQCS Magic|Magic sheet]]&lt;br /&gt;
&lt;br /&gt;
Please make sure you use the above names rather than refering directly to the cells, as the Enhance Enchantment and Temporary magic calculations will not work without them. &lt;br /&gt;
&lt;br /&gt;
The full list of fields and examples of possible formulae is:&lt;br /&gt;
&lt;br /&gt;
:{| border=0&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Field&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Description&lt;br /&gt;
! Align=&amp;quot;Left&amp;quot; | Example Formula&lt;br /&gt;
|-&lt;br /&gt;
| EPM || Experience Point Multiplier, as per normal DQ Rules || 250&lt;br /&gt;
|-&lt;br /&gt;
| BC || Base Chance || &#039;&#039;=30 + 3*Rank + SpellBonus&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Range || Range || &#039;&#039;=15+15*Rank&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| (Units) || Units for the Range || ft &lt;br /&gt;
|-&lt;br /&gt;
| Durn || Duration || &#039;&#039;=1+Rank&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| (Units) || Units for the Duration. Concatenamed to &amp;quot;Durn&amp;quot; || hrs&lt;br /&gt;
|-&lt;br /&gt;
| Damage || Amount of Damage spell does (if applicable) || &#039;&#039;=&amp;quot;D10+&amp;quot; &amp;amp; Rank&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Special Notes || Anything else of interest you would like to see , typically a description of the spell effects || &#039;&#039;=ROUNDDOWN(Rank/5,0) &amp;amp;&amp;quot; Targets doing D10+&amp;quot; &amp;amp; Rank &amp;amp; &amp;quot;DM lightening damage, save for half&amp;quot;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When finished entering or modifying any magical ability, click the &#039;&#039;Regenerate Spell Formulae&#039;&#039; button to generate the additional formulae required for the Temporary Enchantment BCs and Enhanced Rank calculations.&lt;br /&gt;
&lt;br /&gt;
== Custom EP Discounts and Extra Ranks ==&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=File:Dqcs_defence.PNG&amp;diff=56480</id>
		<title>File:Dqcs defence.PNG</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=File:Dqcs_defence.PNG&amp;diff=56480"/>
		<updated>2011-01-27T23:40:05Z</updated>

		<summary type="html">&lt;p&gt;Neil: uploaded a new version of &amp;quot;Image:Dqcs defence.PNG&amp;quot;: DQ character sheet - Defence section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DQ character sheet defence section example&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=File:Dqcs_mr.png&amp;diff=56479</id>
		<title>File:Dqcs mr.png</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=File:Dqcs_mr.png&amp;diff=56479"/>
		<updated>2011-01-27T23:39:27Z</updated>

		<summary type="html">&lt;p&gt;Neil: uploaded a new version of &amp;quot;Image:Dqcs mr.png&amp;quot;: DQ character sheet - Magic Resistance section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DQ Character sheet Magic Resistance example&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
</feed>