<!--{{{-->
<link rel='alternate' type='application/rss+xml' title='RSS' href='index.xml' />
<!--}}}-->
Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
/*{{{*/
body {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}

a {color:[[ColorPalette::PrimaryMid]];}
a:hover {background-color:[[ColorPalette::PrimaryMid]]; color:[[ColorPalette::Background]];}
a img {border:0;}

h1,h2,h3,h4,h5,h6 {color:[[ColorPalette::SecondaryDark]]; background:transparent;}
h1 {border-bottom:2px solid [[ColorPalette::TertiaryLight]];}
h2,h3 {border-bottom:1px solid [[ColorPalette::TertiaryLight]];}

.button {color:[[ColorPalette::PrimaryDark]]; border:1px solid [[ColorPalette::Background]];}
.button:hover {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::SecondaryLight]]; border-color:[[ColorPalette::SecondaryMid]];}
.button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::SecondaryDark]];}

.header {background:[[ColorPalette::PrimaryMid]];}
.headerShadow {color:[[ColorPalette::Foreground]];}
.headerShadow a {font-weight:normal; color:[[ColorPalette::Foreground]];}
.headerForeground {color:[[ColorPalette::Background]];}
.headerForeground a {font-weight:normal; color:[[ColorPalette::PrimaryPale]];}

.tabSelected{color:[[ColorPalette::PrimaryDark]];
	background:[[ColorPalette::TertiaryPale]];
	border-left:1px solid [[ColorPalette::TertiaryLight]];
	border-top:1px solid [[ColorPalette::TertiaryLight]];
	border-right:1px solid [[ColorPalette::TertiaryLight]];
}
.tabUnselected {color:[[ColorPalette::Background]]; background:[[ColorPalette::TertiaryMid]];}
.tabContents {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::TertiaryPale]]; border:1px solid [[ColorPalette::TertiaryLight]];}
.tabContents .button {border:0;}

#sidebar {}
#sidebarOptions input {border:1px solid [[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel {background:[[ColorPalette::PrimaryPale]];}
#sidebarOptions .sliderPanel a {border:none;color:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:hover {color:[[ColorPalette::Background]]; background:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:active {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::Background]];}

.wizard {background:[[ColorPalette::PrimaryPale]]; border:1px solid [[ColorPalette::PrimaryMid]];}
.wizard h1 {color:[[ColorPalette::PrimaryDark]]; border:none;}
.wizard h2 {color:[[ColorPalette::Foreground]]; border:none;}
.wizardStep {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];
	border:1px solid [[ColorPalette::PrimaryMid]];}
.wizardStep.wizardStepDone {background:[[ColorPalette::TertiaryLight]];}
.wizardFooter {background:[[ColorPalette::PrimaryPale]];}
.wizardFooter .status {background:[[ColorPalette::PrimaryDark]]; color:[[ColorPalette::Background]];}
.wizard .button {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryLight]]; border: 1px solid;
	border-color:[[ColorPalette::SecondaryPale]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryPale]];}
.wizard .button:hover {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Background]];}
.wizard .button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::Foreground]]; border: 1px solid;
	border-color:[[ColorPalette::PrimaryDark]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryDark]];}
	
.wizard .notChanged {background:transparent;}
.wizard .changedLocally {background:#80ff80;}
.wizard .changedServer {background:#8080ff;}
.wizard .changedBoth {background:#ff8080;}
.wizard .notFound {background:#ffff80;}
.wizard .putToServer {background:#ff80ff;}
.wizard .gotFromServer {background:#80ffff;}

#messageArea {border:1px solid [[ColorPalette::SecondaryMid]]; background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]];}
#messageArea .button {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::SecondaryPale]]; border:none;}

.popupTiddler {background:[[ColorPalette::TertiaryPale]]; border:2px solid [[ColorPalette::TertiaryMid]];}

.popup {background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]]; border-left:1px solid [[ColorPalette::TertiaryMid]]; border-top:1px solid [[ColorPalette::TertiaryMid]]; border-right:2px solid [[ColorPalette::TertiaryDark]]; border-bottom:2px solid [[ColorPalette::TertiaryDark]];}
.popup hr {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::PrimaryDark]]; border-bottom:1px;}
.popup li.disabled {color:[[ColorPalette::TertiaryMid]];}
.popup li a, .popup li a:visited {color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:active {background:[[ColorPalette::SecondaryPale]]; color:[[ColorPalette::Foreground]]; border: none;}
.popupHighlight {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
.listBreak div {border-bottom:1px solid [[ColorPalette::TertiaryDark]];}

.tiddler .defaultCommand {font-weight:bold;}

.shadow .title {color:[[ColorPalette::TertiaryDark]];}

.title {color:[[ColorPalette::SecondaryDark]];}
.subtitle {color:[[ColorPalette::TertiaryDark]];}

.toolbar {color:[[ColorPalette::PrimaryMid]];}
.toolbar a {color:[[ColorPalette::TertiaryLight]];}
.selected .toolbar a {color:[[ColorPalette::TertiaryMid]];}
.selected .toolbar a:hover {color:[[ColorPalette::Foreground]];}

.tagging, .tagged {border:1px solid [[ColorPalette::TertiaryPale]]; background-color:[[ColorPalette::TertiaryPale]];}
.selected .tagging, .selected .tagged {background-color:[[ColorPalette::TertiaryLight]]; border:1px solid [[ColorPalette::TertiaryMid]];}
.tagging .listTitle, .tagged .listTitle {color:[[ColorPalette::PrimaryDark]];}
.tagging .button, .tagged .button {border:none;}

.footer {color:[[ColorPalette::TertiaryLight]];}
.selected .footer {color:[[ColorPalette::TertiaryMid]];}

.sparkline {background:[[ColorPalette::PrimaryPale]]; border:0;}
.sparktick {background:[[ColorPalette::PrimaryDark]];}

.error, .errorButton {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Error]];}
.warning {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryPale]];}
.lowlight {background:[[ColorPalette::TertiaryLight]];}

.zoomer {background:none; color:[[ColorPalette::TertiaryMid]]; border:3px solid [[ColorPalette::TertiaryMid]];}

.imageLink, #displayArea .imageLink {background:transparent;}

.annotation {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border:2px solid [[ColorPalette::SecondaryMid]];}

.viewer .listTitle {list-style-type:none; margin-left:-2em;}
.viewer .button {border:1px solid [[ColorPalette::SecondaryMid]];}
.viewer blockquote {border-left:3px solid [[ColorPalette::TertiaryDark]];}

.viewer table, table.twtable {border:2px solid [[ColorPalette::TertiaryDark]];}
.viewer th, .viewer thead td, .twtable th, .twtable thead td {background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::Background]];}
.viewer td, .viewer tr, .twtable td, .twtable tr {border:1px solid [[ColorPalette::TertiaryDark]];}

.viewer pre {border:1px solid [[ColorPalette::SecondaryLight]]; background:[[ColorPalette::SecondaryPale]];}
.viewer code {color:[[ColorPalette::SecondaryDark]];}
.viewer hr {border:0; border-top:dashed 1px [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::TertiaryDark]];}

.highlight, .marked {background:[[ColorPalette::SecondaryLight]];}

.editor input {border:1px solid [[ColorPalette::PrimaryMid]];}
.editor textarea {border:1px solid [[ColorPalette::PrimaryMid]]; width:100%;}
.editorFooter {color:[[ColorPalette::TertiaryMid]];}

#backstageArea {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::TertiaryMid]];}
#backstageArea a {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstageArea a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; }
#backstageArea a.backstageSelTab {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
#backstageButton a {background:none; color:[[ColorPalette::Background]]; border:none;}
#backstageButton a:hover {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstagePanel {background:[[ColorPalette::Background]]; border-color: [[ColorPalette::Background]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]];}
.backstagePanelFooter .button {border:none; color:[[ColorPalette::Background]];}
.backstagePanelFooter .button:hover {color:[[ColorPalette::Foreground]];}
#backstageCloak {background:[[ColorPalette::Foreground]]; opacity:0.6; filter:'alpha(opacity:60)';}
/*}}}*/
/*{{{*/
* html .tiddler {height:1%;}

body {font-size:.75em; font-family:arial,helvetica; margin:0; padding:0;}

h1,h2,h3,h4,h5,h6 {font-weight:bold; text-decoration:none;}
h1,h2,h3 {padding-bottom:1px; margin-top:1.2em;margin-bottom:0.3em;}
h4,h5,h6 {margin-top:1em;}
h1 {font-size:1.35em;}
h2 {font-size:1.25em;}
h3 {font-size:1.1em;}
h4 {font-size:1em;}
h5 {font-size:.9em;}

hr {height:1px;}

a {text-decoration:none;}

dt {font-weight:bold;}

ol {list-style-type:decimal;}
ol ol {list-style-type:lower-alpha;}
ol ol ol {list-style-type:lower-roman;}
ol ol ol ol {list-style-type:decimal;}
ol ol ol ol ol {list-style-type:lower-alpha;}
ol ol ol ol ol ol {list-style-type:lower-roman;}
ol ol ol ol ol ol ol {list-style-type:decimal;}

.txtOptionInput {width:11em;}

#contentWrapper .chkOptionInput {border:0;}

.externalLink {text-decoration:underline;}

.indent {margin-left:3em;}
.outdent {margin-left:3em; text-indent:-3em;}
code.escaped {white-space:nowrap;}

.tiddlyLinkExisting {font-weight:bold;}
.tiddlyLinkNonExisting {font-style:italic;}

/* the 'a' is required for IE, otherwise it renders the whole tiddler in bold */
a.tiddlyLinkNonExisting.shadow {font-weight:bold;}

#mainMenu .tiddlyLinkExisting,
	#mainMenu .tiddlyLinkNonExisting,
	#sidebarTabs .tiddlyLinkNonExisting {font-weight:normal; font-style:normal;}
#sidebarTabs .tiddlyLinkExisting {font-weight:bold; font-style:normal;}

.header {position:relative;}
.header a:hover {background:transparent;}
.headerShadow {position:relative; padding:4.5em 0em 1em 1em; left:-1px; top:-1px;}
.headerForeground {position:absolute; padding:4.5em 0em 1em 1em; left:0px; top:0px;}

.siteTitle {font-size:3em;}
.siteSubtitle {font-size:1.2em;}

#mainMenu {position:absolute; left:0; width:10em; text-align:right; line-height:1.6em; padding:1.5em 0.5em 0.5em 0.5em; font-size:1.1em;}

#sidebar {position:absolute; right:3px; width:16em; font-size:.9em;}
#sidebarOptions {padding-top:0.3em;}
#sidebarOptions a {margin:0em 0.2em; padding:0.2em 0.3em; display:block;}
#sidebarOptions input {margin:0.4em 0.5em;}
#sidebarOptions .sliderPanel {margin-left:1em; padding:0.5em; font-size:.85em;}
#sidebarOptions .sliderPanel a {font-weight:bold; display:inline; padding:0;}
#sidebarOptions .sliderPanel input {margin:0 0 .3em 0;}
#sidebarTabs .tabContents {width:15em; overflow:hidden;}

.wizard {padding:0.1em 1em 0em 2em;}
.wizard h1 {font-size:2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizard h2 {font-size:1.2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizardStep {padding:1em 1em 1em 1em;}
.wizard .button {margin:0.5em 0em 0em 0em; font-size:1.2em;}
.wizardFooter {padding:0.8em 0.4em 0.8em 0em;}
.wizardFooter .status {padding:0em 0.4em 0em 0.4em; margin-left:1em;}
.wizard .button {padding:0.1em 0.2em 0.1em 0.2em;}

#messageArea {position:fixed; top:2em; right:0em; margin:0.5em; padding:0.5em; z-index:2000; _position:absolute;}
.messageToolbar {display:block; text-align:right; padding:0.2em 0.2em 0.2em 0.2em;}
#messageArea a {text-decoration:underline;}

.tiddlerPopupButton {padding:0.2em 0.2em 0.2em 0.2em;}
.popupTiddler {position: absolute; z-index:300; padding:1em 1em 1em 1em; margin:0;}

.popup {position:absolute; z-index:300; font-size:.9em; padding:0; list-style:none; margin:0;}
.popup .popupMessage {padding:0.4em;}
.popup hr {display:block; height:1px; width:auto; padding:0; margin:0.2em 0em;}
.popup li.disabled {padding:0.4em;}
.popup li a {display:block; padding:0.4em; font-weight:normal; cursor:pointer;}
.listBreak {font-size:1px; line-height:1px;}
.listBreak div {margin:2px 0;}

.tabset {padding:1em 0em 0em 0.5em;}
.tab {margin:0em 0em 0em 0.25em; padding:2px;}
.tabContents {padding:0.5em;}
.tabContents ul, .tabContents ol {margin:0; padding:0;}
.txtMainTab .tabContents li {list-style:none;}
.tabContents li.listLink { margin-left:.75em;}

#contentWrapper {display:block;}
#splashScreen {display:none;}

#displayArea {margin:1em 17em 0em 14em;}

.toolbar {text-align:right; font-size:.9em;}

.tiddler {padding:1em 1em 0em 1em;}

.missing .viewer,.missing .title {font-style:italic;}

.title {font-size:1.6em; font-weight:bold;}

.missing .subtitle {display:none;}
.subtitle {font-size:1.1em;}

.tiddler .button {padding:0.2em 0.4em;}

.tagging {margin:0.5em 0.5em 0.5em 0; float:left; display:none;}
.isTag .tagging {display:block;}
.tagged {margin:0.5em; float:right;}
.tagging, .tagged {font-size:0.9em; padding:0.25em;}
.tagging ul, .tagged ul {list-style:none; margin:0.25em; padding:0;}
.tagClear {clear:both;}

.footer {font-size:.9em;}
.footer li {display:inline;}

.annotation {padding:0.5em; margin:0.5em;}

* html .viewer pre {width:99%; padding:0 0 1em 0;}
.viewer {line-height:1.4em; padding-top:0.5em;}
.viewer .button {margin:0em 0.25em; padding:0em 0.25em;}
.viewer blockquote {line-height:1.5em; padding-left:0.8em;margin-left:2.5em;}
.viewer ul, .viewer ol {margin-left:0.5em; padding-left:1.5em;}

.viewer table, table.twtable {border-collapse:collapse; margin:0.8em 1.0em;}
.viewer th, .viewer td, .viewer tr,.viewer caption,.twtable th, .twtable td, .twtable tr,.twtable caption {padding:3px;}
table.listView {font-size:0.85em; margin:0.8em 1.0em;}
table.listView th, table.listView td, table.listView tr {padding:0px 3px 0px 3px;}

.viewer pre {padding:0.5em; margin-left:0.5em; font-size:1.2em; line-height:1.4em; overflow:auto;}
.viewer code {font-size:1.2em; line-height:1.4em;}

.editor {font-size:1.1em;}
.editor input, .editor textarea {display:block; width:100%; font:inherit;}
.editorFooter {padding:0.25em 0em; font-size:.9em;}
.editorFooter .button {padding-top:0px; padding-bottom:0px;}

.fieldsetFix {border:0; padding:0; margin:1px 0px 1px 0px;}

.sparkline {line-height:1em;}
.sparktick {outline:0;}

.zoomer {font-size:1.1em; position:absolute; overflow:hidden;}
.zoomer div {padding:1em;}

* html #backstage {width:99%;}
* html #backstageArea {width:99%;}
#backstageArea {display:none; position:relative; overflow: hidden; z-index:150; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageToolbar {position:relative;}
#backstageArea a {font-weight:bold; margin-left:0.5em; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageButton {display:none; position:absolute; z-index:175; top:0em; right:0em;}
#backstageButton a {padding:0.1em 0.4em 0.1em 0.4em; margin:0.1em 0.1em 0.1em 0.1em;}
#backstage {position:relative; width:100%; z-index:50;}
#backstagePanel {display:none; z-index:100; position:absolute; width:90%; margin:0em 3em 0em 3em; padding:1em 1em 1em 1em;}
.backstagePanelFooter {padding-top:0.2em; float:right;}
.backstagePanelFooter a {padding:0.2em 0.4em 0.2em 0.4em;}
#backstageCloak {display:none; z-index:20; position:absolute; width:100%; height:100px;}

.whenBackstage {display:none;}
.backstageVisible .whenBackstage {display:block;}
/*}}}*/
/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which need larger font sizes.
***/
/*{{{*/
body {font-size:0.8em;}
#sidebarOptions {font-size:1.05em;}
#sidebarOptions a {font-style:normal;}
#sidebarOptions .sliderPanel {font-size:0.95em;}
.subtitle {font-size:0.8em;}
.viewer table.listView {font-size:0.95em;}
/*}}}*/
/*{{{*/
@media print {
#mainMenu, #sidebar, #messageArea, .toolbar, #backstageButton, #backstageArea {display: none ! important;}
#displayArea {margin: 1em 1em 0em 1em;}
/* Fixes a feature in Firefox 1.5.0.2 where print preview displays the noscript content */
noscript {display:none;}
}
/*}}}*/
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
</div>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::ViewToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
<div class='viewer' macro='view text wikified'></div>
<div class='tagClear'></div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::EditToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='editor' macro='edit title'></div>
<div macro='annotations'></div>
<div class='editor' macro='edit text'></div>
<div class='editor' macro='edit tags'></div><div class='editorFooter'><span macro='message views.editor.tagPrompt'></span><span macro='tagChooser'></span></div>
<!--}}}-->
To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

----
Also see AdvancedOptions
<<importTiddlers>>
Originally a high-up criminal in Devereau's syndicate in Bit-Adini and eventually killed by his wife, he is now a powerful revenant brought to life by the supernatural energy carried by Ganner and Korvir upon their arrival in the southern desert of Norlea. Created a vast horde of undead that completely destroyed Port Edascus and spread as far as Bit-Adini. Joined the group of heroes as they searched for the Staff of Ages, which was meant to lead them directly to the heart stones. When the intentions of the rest of the group were to go elsewhere than the nearest stone, he stole the Staff of Ages and escaped to find the stones himself, believing that was his main purpose in this new un-life. He seems to share a strange otherworldly connection with Ganner, often communicating through dreams.
Leader of the survivor group in Port Edascus. Had past dealings with Thalion by sending him on a quest to seek out help in Bit-Adini during the zombie scourge caused by Merrick. She has since been indispensable in the rebuilding of Port Edascus and has managed to right much of the wrong comitted there. Appointed Chair of the Council of Elders.
A country across the Western Ocean where Kallista is was born. Also the setting of many terrible battles from the recent war.
Dwarf guard: "We have been sent here from Shiprock to investigate the a growing population of strangely deformed animals in the mountains. They all seem to be originating from around this peak and we seem to have this area under control for the moment."
Korvir has the power to accept the hammer of Moradin and take on the power of the god himself. Once per play session, Korvir may take +5 to all defenses and all rolls for 1d4 rounds. 
These are attacks that come about when a certain number is rolled on the attack die during combat or skill checks. The players may choose two of their own fate numbers and they gain one additional fate number at Paragon and Epic tiers.

In combat: When this number is rolled in combat, the player is able to make a free fateful attack after resolving the main attack. However, the fateful attack cannot involve your own weapon, but rather something in the surrounding environment. When rolling for fateful attack, it is possible to chain together a string of fateful attacks, however they must build off one another. Examples: Punching someone with a free hand, tripping someone, kicking a chair between their legs, tackling them into a grapple, throwing a mug of ale from the nearby table, or having the arrow you fired miss, but hit a pipe full of steam and scald them instead.

In Skill Checks: This works much the way combat works but instead will allow you to possibly ignore a failed role, gain a bonus to either your next roll or an ally's roll, or open up a separate skill that might help you accomplish your goal. This is very much up for interpretation and discussion.

The city of the Elves located in the central forests of Norlea.

A boon allows a PC to have an automatic re-roll on any dice roll they make. These are one-use rewards obtained through successful encounters, often skill challenges, that represent the way in which the PCs can bend reality to their will. Only three boons can be held at a time.
Devoted follower of [[Moradin]] and leader of the Temple in [[Shiprock]]. Appointed Archbishop of Norlea and Intelligence Officer.




/***
|Name:|CloseOnCancelPlugin|
|Description:|Closes the tiddler if you click new tiddler then cancel. Default behaviour is to leave it open|
|Version:|3.0.1 ($Rev: 3861 $)|
|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#CloseOnCancelPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
***/
//{{{
merge(config.commands.cancelTiddler,{

	handler_mptw_orig_closeUnsaved: config.commands.cancelTiddler.handler,

	handler: function(event,src,title) {
		this.handler_mptw_orig_closeUnsaved(event,src,title);
		if (!store.tiddlerExists(title) && !store.isShadowTiddler(title))
			story.closeTiddler(title,true);
	 	return false;
	}

});

//}}}









Once keeper of the western defenses (the big stuff) in [[Shiprock]], he has since been made Captain by [[Lord Asmund]]. Appointed Captain of Norlea.
[[Campaign]]
A small farming village in the Eastlands. Destroyed by a massive burst of unexplained magical energy.

A large library located in Port Edascus. It contains a wide range of different kinds of literature, due to the port city being frequented by a variety of different cultures. Due to a zombie plague, the library and much of the town has been destroyed by fire and looting. The majority of the knowledge contained within the library has been destroyed by fire and only remnants remain.
Though not belonging to the natural world, the Eidolans are a strange, celestial race of beings. They are shrouded in black and have massive wings that can only barely be seen, almost as if they were made of mist. Their forms are beautiful and dangerous to look upon.
Elder leader of the Elven race living amongst his people in the forests of Norlea.

Dwarf guard: "I'm sorry traveler, only Dwarven Defenders are admitted up the mountain path."
Also known as the Northern Wastes. A frigid and cold country to the north of Norlea. Xertanan, a replication of a mythical tower called Moriminas, was established in ages past to control the use of magic in the world.
/***
|Name:|ExtentTagButtonPlugin|
|Description:|Adds a New tiddler button in the tag drop down|
|Version:|3.2 ($Rev: 3861 $)|
|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#ExtendTagButtonPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License|http://mptw.tiddlyspot.com/#TheBSDLicense|
***/
//{{{

window.onClickTag_mptw_orig = window.onClickTag;
window.onClickTag = function(e) {
	window.onClickTag_mptw_orig.apply(this,arguments);
	var tag = this.getAttribute("tag");
	var title = this.getAttribute("tiddler");
	// Thanks Saq, you're a genius :)
	var popup = Popup.stack[Popup.stack.length-1].popup;
	createTiddlyElement(createTiddlyElement(popup,"li",null,"listBreak"),"div");
	wikify("<<newTiddler label:'New tiddler' tag:'"+tag+"'>>",createTiddlyElement(popup,"li"));
	return false;
}

//}}}
A number of some strange significance. The group can use this number once per session in order to decide the outcome of some event. The rules are that the reason for the outcome has to relate to the number fifty-two and also something crazy has to happen.
Extra narration given to their actions by the PCs can gain a +1 or +2 to their roll, depending on how great their narration is. If the description and action are mind-blowing, the player might be rewarded with an extra d6 to their roll.

To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>

See also [[MPTW]].
Bartender in Bit-Adini
/***
|Name:|HideWhenPlugin|
|Description:|Allows conditional inclusion/exclusion in templates|
|Version:|3.1 ($Rev: 3919 $)|
|Date:|$Date: 2008-03-13 02:03:12 +1000 (Thu, 13 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#HideWhenPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
For use in ViewTemplate and EditTemplate. Example usage:
{{{<div macro="showWhenTagged Task">[[TaskToolbar]]</div>}}}
{{{<div macro="showWhen tiddler.modifier == 'BartSimpson'"><img src="bart.gif"/></div>}}}
***/
//{{{

window.hideWhenLastTest = false;

window.removeElementWhen = function(test,place) {
	window.hideWhenLastTest = test;
	if (test) {
		removeChildren(place);
		place.parentNode.removeChild(place);
	}
};


merge(config.macros,{

	hideWhen: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( eval(paramString), place);
	}},

	showWhen: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !eval(paramString), place);
	}},

	hideWhenTagged: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.tags.containsAll(params), place);
	}},

	showWhenTagged: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !tiddler.tags.containsAll(params), place);
	}},

	hideWhenTaggedAny: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.tags.containsAny(params), place);
	}},

	showWhenTaggedAny: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !tiddler.tags.containsAny(params), place);
	}},

	hideWhenTaggedAll: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.tags.containsAll(params), place);
	}},

	showWhenTaggedAll: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !tiddler.tags.containsAll(params), place);
	}},

	hideWhenExists: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( store.tiddlerExists(params[0]) || store.isShadowTiddler(params[0]), place);
	}},

	showWhenExists: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !(store.tiddlerExists(params[0]) || store.isShadowTiddler(params[0])), place);
	}},

	hideWhenTitleIs: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.title == params[0], place);
	}},

	showWhenTitleIs: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.title != params[0], place);
	}},

	'else': { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !window.hideWhenLastTest, place);
	}}

});

//}}}

A sailor you helped escort to the docks in Westview as a giant Kraken-like mutant creature attacked you. He is quite good in trade and commerce and knows how to travel the seas. He's also been hearing some bumps and scratches in the lower decks of his ship from time to time. No idea what that could be though. Appointed Advocate for the Common and Intelligence Officer.

/***
|Name:|InstantTimestampPlugin|
|Description:|A handy way to insert timestamps in your tiddler content|
|Version:|1.0.10 ($Rev: 3646 $)|
|Date:|$Date: 2008-02-27 02:34:38 +1000 (Wed, 27 Feb 2008) $|
|Source:|http://mptw.tiddlyspot.com/#InstantTimestampPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!!Usage
If you enter {ts} in your tiddler content (without the spaces) it will be replaced with a timestamp when you save the tiddler. Full list of formats:
* {ts} or {t} -> timestamp
* {ds} or {d} -> datestamp
* !ts or !t at start of line -> !!timestamp
* !ds or !d at start of line -> !!datestamp
(I added the extra ! since that's how I like it. Remove it from translations below if required)
!!Notes
* Change the timeFormat and dateFormat below to suit your preference.
* See also http://mptw2.tiddlyspot.com/#AutoCorrectPlugin
* You could invent other translations and add them to the translations array below.
***/
//{{{

config.InstantTimestamp = {

	// adjust to suit
	timeFormat: 'DD/0MM/YY 0hh:0mm',
	dateFormat: 'DD/0MM/YY',

	translations: [
		[/^!ts?$/img,  "'!!{{ts{'+now.formatString(config.InstantTimestamp.timeFormat)+'}}}'"],
		[/^!ds?$/img,  "'!!{{ds{'+now.formatString(config.InstantTimestamp.dateFormat)+'}}}'"],

		// thanks Adapted Cat
		[/\{ts?\}(?!\}\})/ig,"'{{ts{'+now.formatString(config.InstantTimestamp.timeFormat)+'}}}'"],
		[/\{ds?\}(?!\}\})/ig,"'{{ds{'+now.formatString(config.InstantTimestamp.dateFormat)+'}}}'"]
		
	],

	excludeTags: [
		"noAutoCorrect",
		"noTimestamp",
		"html",
		"CSS",
		"css",
		"systemConfig",
		"systemConfigDisabled",
		"zsystemConfig",
		"Plugins",
		"Plugin",
		"plugins",
		"plugin",
		"javascript",
		"code",
		"systemTheme",
		"systemPalette"
	],

	excludeTiddlers: [
		"StyleSheet",
		"StyleSheetLayout",
		"StyleSheetColors",
		"StyleSheetPrint"
		// more?
	]

}; 

TiddlyWiki.prototype.saveTiddler_mptw_instanttimestamp = TiddlyWiki.prototype.saveTiddler;
TiddlyWiki.prototype.saveTiddler = function(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created) {

	tags = tags ? tags : []; // just in case tags is null
	tags = (typeof(tags) == "string") ? tags.readBracketedList() : tags;
	var conf = config.InstantTimestamp;

	if ( !tags.containsAny(conf.excludeTags) && !conf.excludeTiddlers.contains(newTitle) ) {

		var now = new Date();
		var trans = conf.translations;
		for (var i=0;i<trans.length;i++) {
			newBody = newBody.replace(trans[i][0], eval(trans[i][1]));
		}
	}

	// TODO: use apply() instead of naming all args?
	return this.saveTiddler_mptw_instanttimestamp(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created);
}

// you can override these in StyleSheet 
setStylesheet(".ts,.ds { font-style:italic; }","instantTimestampStyles");

//}}}

Ruler of the Kingdom of Norlea until handing control to Thalion, he now serves as regent and accepts decisions made by a council appointed by Thalion and the heroes of Norlea.

/***
|Name:|LessBackupsPlugin|
|Description:|Intelligently limit the number of backup files you create|
|Version:|3.0.1 ($Rev: 2320 $)|
|Date:|$Date: 2007-06-18 22:37:46 +1000 (Mon, 18 Jun 2007) $|
|Source:|http://mptw.tiddlyspot.com/#LessBackupsPlugin|
|Author:|Simon Baird|
|Email:|simon.baird@gmail.com|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!!Description
You end up with just backup one per year, per month, per weekday, per hour, minute, and second.  So total number won't exceed about 200 or so. Can be reduced by commenting out the seconds/minutes/hours line from modes array
!!Notes
Works in IE and Firefox only.  Algorithm by Daniel Baird. IE specific code by by Saq Imtiaz.
***/
//{{{

var MINS  = 60 * 1000;
var HOURS = 60 * MINS;
var DAYS  = 24 * HOURS;

if (!config.lessBackups) {
	config.lessBackups = {
		// comment out the ones you don't want or set config.lessBackups.modes in your 'tweaks' plugin
		modes: [
			["YYYY",  365*DAYS], // one per year for ever
			["MMM",   31*DAYS],  // one per month
			["ddd",   7*DAYS],   // one per weekday
			//["d0DD",  1*DAYS],   // one per day of month
			["h0hh",  24*HOURS], // one per hour
			["m0mm",  1*HOURS],  // one per minute
			["s0ss",  1*MINS],   // one per second
			["latest",0]         // always keep last version. (leave this).
		]
	};
}

window.getSpecialBackupPath = function(backupPath) {

	var now = new Date();

	var modes = config.lessBackups.modes;

	for (var i=0;i<modes.length;i++) {

		// the filename we will try
		var specialBackupPath = backupPath.replace(/(\.)([0-9]+\.[0-9]+)(\.html)$/,
				'$1'+now.formatString(modes[i][0]).toLowerCase()+'$3')

		// open the file
		try {
			if (config.browser.isIE) {
				var fsobject = new ActiveXObject("Scripting.FileSystemObject")
				var fileExists  = fsobject.FileExists(specialBackupPath);
				if (fileExists) {
					var fileObject = fsobject.GetFile(specialBackupPath);
					var modDate = new Date(fileObject.DateLastModified).valueOf();
				}
			}
			else {
				netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect");
				var file = Components.classes["@mozilla.org/file/local;1"].createInstance(Components.interfaces.nsILocalFile);
				file.initWithPath(specialBackupPath);
				var fileExists = file.exists();
				if (fileExists) {
					var modDate = file.lastModifiedTime;
				}
			}
		}
		catch(e) {
			// give up
			return backupPath;
		}

		// expiry is used to tell if it's an 'old' one. Eg, if the month is June and there is a
		// June file on disk that's more than an month old then it must be stale so overwrite
		// note that "latest" should be always written because the expiration period is zero (see above)
		var expiry = new Date(modDate + modes[i][1]);
		if (!fileExists || now > expiry)
			return specialBackupPath;
	}
}

// hijack the core function
window.getBackupPath_mptw_orig = window.getBackupPath;
window.getBackupPath = function(localPath) {
	return getSpecialBackupPath(getBackupPath_mptw_orig(localPath));
}

//}}}
/***
|''Name:''|LoadRemoteFileThroughProxy (previous LoadRemoteFileHijack)|
|''Description:''|When the TiddlyWiki file is located on the web (view over http) the content of [[SiteProxy]] tiddler is added in front of the file url. If [[SiteProxy]] does not exist "/proxy/" is added. |
|''Version:''|1.1.0|
|''Date:''|mar 17, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#LoadRemoteFileHijack|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
***/
//{{{
version.extensions.LoadRemoteFileThroughProxy = {
 major: 1, minor: 1, revision: 0, 
 date: new Date("mar 17, 2007"), 
 source: "http://tiddlywiki.bidix.info/#LoadRemoteFileThroughProxy"};

if (!window.bidix) window.bidix = {}; // bidix namespace
if (!bidix.core) bidix.core = {};

bidix.core.loadRemoteFile = loadRemoteFile;
loadRemoteFile = function(url,callback,params)
{
 if ((document.location.toString().substr(0,4) == "http") && (url.substr(0,4) == "http")){ 
 url = store.getTiddlerText("SiteProxy", "/proxy/") + url;
 }
 return bidix.core.loadRemoteFile(url,callback,params);
}
//}}}
Dwarven Lord of Shiprock.
MPTW is a distribution or edition of TiddlyWiki that includes a standard TiddlyWiki core packaged with some plugins designed to improve usability and provide a better way to organise your information. For more information see http://mptw.tiddlyspot.com/.
A witch of the Watchers Order

[[Campaign]]


A halfling merchant that travels the roads of the world to help those in need and sell all that he can with what money they have to spare. Not entirely honorable, but not entirably unhonorable. He travels atop his trusty pack mule and is always accompanied by his mute companion Torg, who is short on conversation but big in muscle and hurting those who mean harm to Merchant Yonti.
|!For Sale|!Price (Diplomacy DC 24)|!Description|
|Scale Armor of Cleansing: Armor Bonus +7, +1 AC Bonus, Speed -1, Property - Add +2 item bonus to your saving throws against ongoing damage.|3500gp(3200gp)|This armor has various runes of healing etched upon its outside. The inside is lined with a very breathable fabric.|
|minor stone x2: +2 enhancement (either AC or Attack/Damage)|3600gp ea.(3300gp)|These stones seem to shift color depending on the angle of the light reflecting off of them.|
|Rune-inscribed Moon Crescent symbol: One-time use of +8 to any role against an unholy creature.|400gp(100gp)|This is a small trinket that can be attached to a necklace and worn to grant courage against evil and the unholy beings of this world.|
|Defensive Battleaxe: Prof. +2, 1d10+1, Versatile, +1 attack bonus, crit +2d6 dmg, Property - When you take the total defense or second wind action, add the enhancement bonus of this weapon as an item bonus to all of your defenses until the start of your next turn.|3700gp(3300gp)|This weapon is seemingly built to increase its defensive capabilities.|
|Desert Map|500gp(300gp)|This is a map depicting the southern desert and a few locations therein. The main feature of interest, however, is a site located in the desert to the west and just south of the mountains. There is nothing that might indicated what this site is, but you have no prior knowledge from any other maps of anything in that location. It may be worth investigating.|
|Veteran's Plate Armor: Armor Bonus +8, +1 AC Bonus, Check -2, Speed -1, Property - When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.|3400gp(3200gp)|This armor was a common piece worn by dwarves in [[Savage War]]. It looks as if this armor has seen great use but seems to be better off for it due to some well-placed enhancements and modifications.|
|Vicious Spear: Prof. +2, 1d8+2, Versatile, +2 attack bonus, Crit +2d12 dmg|3600gp(3300gp)|This spear looks terribly dangerous and could inflict a decent amount of damage in the hands of an experienced hero.|
|Canvas Sheet: Grants a one-time use of +5 to any nature checks related to shelter|400gp(100gp)|This is a large sheet using a mix of animal hair and plant fibers woven together. It could be used well in providing shelter of some sort. It also may be used as a good form of camouflage.|
Novit and 2 exiled villagers

<html>
<ul id="___START_NOVIT_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 7 Elite Artillery</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Novit</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Medium Natural Humanoid</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 800</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +8</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +12</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 160; <strong>Bloodied </strong> 80</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 22; <strong>Fortitude </strong> 21, <strong>Reflex </strong> 22, <strong>Will </strong> 19</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Saving throws</strong>+2</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 6</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Action points</strong>1</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Spear </strong> (standard; at-will)                <strong> •  Weapon</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+12 vs AC; 2d8+4 dmg.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-ranged.png) 10px top no-repeat;"><strong>Poison Crossbow </strong> (standard; at-will)                <strong> •  Poison, Weapon</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Ranged 15/30; +14 vs AC; 2d8+2 dmg, and ongoing 5 poison dmg (save ends).</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-ranged.png) 10px top no-repeat;"><strong>Trapping Net </strong> (standard; encounter (recharges when bloodied))              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Ranged 3; +14 vs Ref; target is restrained (save ends).</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-melee.png) 10px top no-repeat;"><strong>Savage Rebuke </strong> (immediate reaction; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">When Novit is hit by a melee atk, can make a basic melee atk.</li>
    </ul>
        
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> Common</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> Acrobatics +13, Athletics +11, Endurance +12</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 14 (+5)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 19 (+7)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 17 (+6)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 16 (+6)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 16 (+6)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 11 (+3)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>crossbow with 40 poison bolts, spear, net</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>

<html>
<ul id="___START_EXILED_VILLAGER_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 7 Skirmisher</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Exiled Villager</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Medium Natural Humanoid</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 400</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +7</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +5</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 79; <strong>Bloodied </strong> 38</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 21; <strong>Fortitude </strong> 19, <strong>Reflex </strong> 19, <strong>Will </strong> 18</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 7</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Sword slash </strong> (standard; at-will)                <strong> •  weapon</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+12 vs AC; 2d6+1 dmg</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;"><strong>Desert Dweller Flank </strong>               </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">An exiled villager gains +1 to atk rolls vs an enemy it is flanking, and its atks deal 2d6 extra dmg to that creature.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;"><strong>Furious Assault </strong> (free; encounter)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">When the exiled villager dmgs an enemy, the atk deals 1d10 extra dmg.</li>
    </ul>
            
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> Common</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> Acrobatics +11, Athletics +11</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 14 (+5)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 15 (+5)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 12 (+4)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 15 (+5)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 9 (+2)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 11 (+3)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>short sword</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>
1 protective animal

<html>
<ul id="___START_PROTECTIVE_ANIMAL_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 9 Brute</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Protective Animal</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">large natural magical beast</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 400</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +7</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +9; darkvision</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Frightful Growl (fear) </strong> aura 3; enemies in the aura take -1 penalty to atk rolls, and allies in the aura gain a +1 bonus to atk rolls.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 120; <strong>Bloodied </strong> 60</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 20; <strong>Fortitude </strong> 20, <strong>Reflex </strong> 18, <strong>Will </strong> 18</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 8</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Bite </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+12 vs AC; 2d6+5 dmg, and ongoing 5 dmg (save ends).</li>
    </ul>
                
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> Stealth +12</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 21 (+9)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 17 (+7)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 10 (+4)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 20 (+9)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 7 (+2)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 16 (+7)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>---</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>
2 Bandit Brawlers and 2 Bandit Archers

<html>
<ul id="___START_BANDIT_BRAWLER_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 7 Brute</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Bandit Brawler</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Medium Natural humanoid</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 400</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +4</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +9</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 96; <strong>Bloodied </strong> 48</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 19; <strong>Fortitude </strong> 20, <strong>Reflex </strong> 15, <strong>Will </strong> 16</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 7, climb 4</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Short Sword Attack </strong> (standard; at-will)                <strong> •  Weapon</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+12 vs AC; 2d6+4 dmg.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Lasso Pull </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Reach 2; +11 vs AC; 2d8+4 dmg, and the target is grabbed (until escape) and takes ongoing 5 damage (save ends).</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-melee.png) 10px top no-repeat;"><strong>Sucker Gut Punch </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Grabbed target only; automatic hit; 1d8+4 dmg.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;"><strong>Expert Flanker </strong>               </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">The Bandit gains a +2 to atk rolls vs an enemy it is flanking.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;"><strong>Pinning Grip </strong>               </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">The Bandit's allies gain +2 to atk rolls vs enemy grabbed by this creature.</li>
    </ul>
    
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> Common</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> Acrobatics +9, Athletics +13, Endurance +11, Stealth +9</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 19 (+7)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 14 (+5)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 16 (+6)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 15 (+5)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 10 (+3)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 10 (+3)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>short sword, rope</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>

<html>
<ul id="___START_BANDIT_ARCHER_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 7 Artillery</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Bandit Archer</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Medium natural humanoid</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 300</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +5</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +9</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 69; <strong>Bloodied </strong> 34</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 22; <strong>Fortitude </strong> 22, <strong>Reflex </strong> 19, <strong>Will </strong> 18</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 5</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-ranged.png) 10px top no-repeat;"><strong>Crossbow </strong> (standard; at-will)                <strong> •  Weapon</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Ranged 10/20; +12 vs AC; 1d6+4 dmg.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Dagger </strong> (standard; at-will)                <strong> •  Weapon</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+10 vs AC; 1d4+4 dmg.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-ranged.png) 10px top no-repeat;"><strong>Impaling Shot </strong> (standard; recharge 3-6)                <strong> •  Weapon</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Requires crossbow; ranged 10; +12 vs AC; 2d6+4 dmg, and the bandit archer makes a 2nd atk vs the same target. Secondary atk: +10 vs Fort; the target is restrained (save ends).</li>
    </ul>
            
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> Common</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> Athletics +12, Endurance +13</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 19 (+7)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 14 (+5)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 13 (+4)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 21 (+8)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 10 (+3)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 10 (+3)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>crossbow, dagger</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>
<html>
<ul id="___START_REALM-RIFT_DEMON_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 7 Elite Skirmisher</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Realm-rift Demon</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">small  demon</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 600</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +9</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +9, low-light vision</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 188; <strong>Bloodied </strong> 94</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 23; <strong>Fortitude </strong> 21, <strong>Reflex </strong> 22, <strong>Will </strong> 18</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Saving throws</strong>+2</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 6</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Action points</strong>1</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Black Talon </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+12 vs AC; 1d6+3 dmg, and ongoing 5 dmg (save ends).</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-melee.png) 10px top no-repeat;"><strong>Hamstring </strong> (standard; recharges 4-6)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+12 vs AC; 1d6+3 dmg, and target is knocked prone, slowed until end of demon's next turn, and takes ongoing 5 dmg (save ends).</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-melee.png) 10px top no-repeat;"><strong>Overpowering Whip </strong> (minor 1/round; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Targets a prone creature; +12 vs Fort; 1d6+3 dmg, and the demon pushes the target 3 squares.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;"><strong>Blood Slide </strong>               </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">The demon doesn't provoke opportunity atks for moving out of a space next to a bloodied creature or a creature that is taking ongoing dmg.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;"><strong>Combat Advantage </strong>               </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">When the demon hits a creature that is taking ongoing dmg and is granting combat advantage to the demon, the demon's atk increases the ongoing dmg by 5.</li>
    </ul>
    
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;"><strong>Recap Zeal </strong> (encounter; when the demon bloodies an enemy or reduces an enemy to 0 HP or less.)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Demon gains 1d8+2 temp HP</li>
    </ul>
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Evil</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> -</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> Athletics +11, Stealth +14, Thievery +12</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 16 (+6)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 18 (+7)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 12 (+4)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 15 (+5)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 10 (+3)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 15 (+5)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>---</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>
<html>
<ul id="___START_MUTATED_ANIMAL_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 9 Soldier</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Mutated Animal</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Large natural beast</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 400</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +9</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +12, low-light vision</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 96; <strong>Bloodied </strong> 48</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 25; <strong>Fortitude </strong> 25, <strong>Reflex </strong> 22, <strong>Will </strong> 22</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 6, climb 6, swim 6</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Tentacle </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Reach 2; +13 vs AC; 1d6+4 dmg.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Bite </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+15 vs AC; 1d10+6 dmg, and the target is grabbed (until escape).</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-melee.png) 10px top no-repeat;"><strong>Constrict </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Affects a target the mutated animal has grabbed; +13 vs Fort; 2d6+12 dmg, and the target is dazed until the end of the mutated animal's next turn.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-ranged.png) 10px top no-repeat;"><strong>Rancid Spit </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Ranged 10; 1d8+4 dmg, and target is weakened until the end of its next turn.</li>
    </ul>
        
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> --</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 22 (+10)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 16 (+7)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 17 (+7)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 16 (+7)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 2 (0)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 10 (+4)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>--</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>
<html>
<ul id="___START_THE_OFFALIAN_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 6 Solo Brute</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">The Offalian</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Large Natural Animate (undead)</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 1250</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +8</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +5; darkvision</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>More Actions </strong> Gets 2 standard actions per turn.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 296; <strong>Bloodied </strong> 148</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 20; <strong>Fortitude </strong> 23, <strong>Reflex </strong> 20, <strong>Will </strong> 15</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Immunities </strong>Immune disease, poison; Resist 10 necrotic.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Saving throws</strong>+5</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 7, climb 7</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Action points</strong>2</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Bite </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Reach 2; +9 vs AC; 2d6+7 dmg, target is grabbed; see also Clamp Down. The Offalian can grab only one creature at a time.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-melee.png) 10px top no-repeat;"><strong>Soul Render </strong> (standard; at-will)                <strong> •  Necrotic</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Targets creature grabbed by The Offalian. 1d10+7 necrotic dmg (no atk roll needed).</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-close.png) 10px top no-repeat;"><strong>Effluvia Expulsion </strong> (standard; at-will)                <strong> •  Acid, Necrotic</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Close blast 3; +7 vs Ref; 2d8+11 acid and necrotic dmg, and the target is blinded (save ends).</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-ranged.png) 10px top no-repeat;"><strong>Telekinetic Thrust </strong> (minor; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Ranged 6; +9 vs Fort; the target is pushed 4 squares, and if the target ends the push adjacent to a wall, it is knocked prone.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;"><strong>Rise Again </strong> (Each time The Offalian drops to 0 HP without being killed by The Offalian sword within one round.)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Make a new initiative check for The Offalian. On its next turn, The Offalian rises (as a move action) with 44 HP.</li>
    </ul>
    
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> --</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 22 (+9)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 20 (+8)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 15 (+5)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 18 (+7)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 5 (0)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 11 (+3)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>---</li>
    </ul>
        
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Description </strong>Dungeoneering DC 15: The Offalian is the protector of this Tomb of Ages and is set to guard against those who would attempt to open the central tomb. The Offalian is actually a small, other-worldly creature housed within a collection of human remains and corpses, twisted by time and pulsing with necrotic energies.</li>
    </ul>
        
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Tactics </strong>The Offalian prefers to rush an opponent. The creature bites a foe, grabbing the target and keeping it held while using Clamp Down. If multiple enemies approach The Offalian, it screams in terror and releases a gout of acidic effluvia that burns and blinds would-be attackers.</li>
    </ul>
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>
ZOMBIES!!! Use zombie hordes rule.

or

1 bloodrot and 8 zombie rotters

<html>
<ul id="___START_BLOODROT_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 7 Elite Soldier</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Bloodrot</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Medium natural animate (blind, ooze, undead)</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 600</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +9</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +5, tremorsense 10</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 168; <strong>Bloodied </strong> 84</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 25; <strong>Fortitude </strong> 22, <strong>Reflex </strong> 21, <strong>Will </strong> 20</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Immunities </strong>disease, gaze, poison; Resist 10 acid</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Saving throws</strong>+2</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 5, climb 3</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Action points</strong>1</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Blood Tendril </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+14 vs Ref; 2d6+4 dmg, and the target is grabbed; see also Bloodsqueeze.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Bloodsqueeze </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Targets a creature grabbed by the bloodrot; 2d6+4 dmg (no atk roll required).</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-melee.png) 10px top no-repeat;"><strong>Taint </strong> (minor; recharge 5-6)                <strong> •  Necrotic</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+12 vs Fort; 2d8+6 necrotic dmg, and the target loses a healing surge.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;"><strong>Split </strong> (encounter; when first bloodied)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">The bloodrot splits into 2 Medium individuals, the second one occupying a space adjacent to the original. They each have HP equal to 1/2 the original's current HP. Each act on the original creature's initiative count. Effects on the original go away once the split occurs. If reduced 0 HP by the atk that bloodied it, the Blodrot does not split, he just dies.</li>
    </ul>
        
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> --</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> Stealth +12</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 16 (+6)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 18 (+7)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 14 (+5)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 20 (+8)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 1 (--2)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 1 (--2)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>--</li>
    </ul>
        
        
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Tactics </strong>The Bloodrot lurks in a dark corner, waiting until its prey comes close before striking. The creature then reaches out and attempts to grab a target and drain the blood from it.</li>
    </ul>
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>

<html>
<ul id="___START_ZOMBIE_ROTTER_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 7 Minion</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Zombie Rotter</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Medium natural animate (undead)</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 0</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +5</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception 3, darkvision</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 1; a missed attack never damages a minion.</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 22; <strong>Fortitude </strong> 20, <strong>Reflex </strong> 16, <strong>Will </strong> 16</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Immunities </strong>disease, poison</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 4</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Slam </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+11 vs AC; 2d6+4 dmg</li>
    </ul>
                
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> --</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 19 (+7)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 10 (+3)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 10 (+3)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 15 (+5)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 2 (--1)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 6 (+1)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>---</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>
Mutated Animal has a bulbous growth attached to the side of it. If the Mutated Animal dies, so does the growth, but not the other way around. The growth's turn comes right after the mutated animal.

<html>
<ul id="___START_MUTATED_ANIMAL_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 9 Elite Soldier</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Mutated Animal</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Large natural beast</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 800</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +9</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +12, low-light vision</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 208; <strong>Bloodied </strong> 104</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 27; <strong>Fortitude </strong> 27, <strong>Reflex </strong> 24, <strong>Will </strong> 20</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Saving throws</strong>+2</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 6, climb 6, swim 6</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Action points</strong>1</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Whipping Talon </strong> (minor; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Reach 5; +13 vs AC; 1d6+4 dmg.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Bite </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+15 vs AC; 1d10+6 dmg, and the target is grabbed (until escape).</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-melee.png) 10px top no-repeat;"><strong>Constrict </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Affects a target the mutated animal has grabbed; +13 vs Fort; 2d6+12 dmg, and the target is dazed until the end of the mutated animal's next turn.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-ranged.png) 10px top no-repeat;"><strong>Pulsing Tentacle </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Ranged 10; +13 vs AC; 1d8+4 dmg, and target is weakened until the end of its next turn. If first atk hits, may make a secondary atk. Secondary atk: Ranged 10; +12 vs AC; 1d8+4 dmg.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-area.png) 10px top no-repeat;"><strong>Tentacle Rake </strong> (encounter; recharges when bloodied)                <strong> •  Poison</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Close burst 3; +12 vs AC; 3d10+5 dmg, and the target is slowed and takes a -2 penalty to atk rolls (save ends both).</li>
    </ul>
    
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> --</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 22 (+10)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 16 (+7)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 17 (+7)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 16 (+7)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 2 (0)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 10 (+4)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>--</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>

<html>
<ul id="___START_BULBOUS_GROWTH_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 7 Soldier (L)</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Bulbous Growth</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Small natural beast</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 300</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> after elite mutated animal</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +9</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Weeping Poison (healing, poison) </strong> aura 2; Until becoming bloodied, bulbous growth allows the host to regain 5 HP at the beginning of the host's turn. While the bulbous growth is bloodied, each enemy that starts its turn within the aura takes 5 poison dmg. </li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 78; <strong>Bloodied </strong> 39</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 23; <strong>Fortitude </strong> 20, <strong>Reflex </strong> 18, <strong>Will </strong> 19</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> --</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-ranged.png) 10px top no-repeat;"><strong>Slime burst </strong> (immediate interrupt, when an enemy makes an attack on the host; Recharge 3-6)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Range 5; targets the triggering enemy; +13 vs AC; 1d6+5 dmg.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-ranged.png) 10px top no-repeat;"><strong>Projectile Ooze </strong> (standard; at-will)                <strong> •  Poison</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Ranged 3; +11 vs AC; 1d4+4 dmg, and 5 ongoing poison dmg.</li>
    </ul>
                
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> --</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 19 (+7)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 13 (+4)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 12 (+4)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 14 (+5)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 10 (+3)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 16 (+6)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>--</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>
The priest keeps behind his barricades. It takes Athletics DC 16 to climb the barricades. The entire floor is difficult terrain.

<html>
<ul id="___START_CRAZED_PRIEST_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 7 Artillery</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Crazed Priest</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Medium natural humanoid</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 300</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +5</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +9</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 64; <strong>Bloodied </strong> 32</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 19; <strong>Fortitude </strong> 19, <strong>Reflex </strong> 18, <strong>Will </strong> 20</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 6</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Priest's Hand </strong> (standard; at-will)                <strong> •  Radiant</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+12 vs Ref; 1d8+3 radiant dmg.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-ranged.png) 10px top no-repeat;"><strong>Solar Shot </strong> (standard; at-will)                <strong> •  Radiant, Weapon</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Ranged 20; +12 vs Ref; 2d8+3 radiant dmg.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-ranged.png) 10px top no-repeat;"><strong>Sun Rays </strong> (standard; recharge 4-6)                <strong> •  Radiant</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Ranged 10; targets one or two creatures; +12 vs Ref; 1d8+3 radiant dmg, and ongoing 5 radiant dmg (save ends).</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-area.png) 10px top no-repeat;"><strong>Call Down the Sun </strong> (standard; encounter)                <strong> •  Radiant</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Area burst 3 within 20; +11 vs Ref; 2d6+3 radiant dmg. Miss: 1/2 dmg.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;"><strong>Prayer of Protection </strong> (minor; encounter)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">The priest gains resist 5 to all dmg until the end of its next turn.</li>
    </ul>
    
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> Common</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> Arcana +8, Athletics +10, Insight +9, Nature +9</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 14 (+5)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 15 (+5)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 12 (+4)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 16 (+6)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 10 (+3)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 17 (+6)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>winged staff piece</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>
Starts with 12 minions, one minion enters at the beginning of each round. On the second round, the elite mutated animal enters.

<html>
<ul id="___START_MUTATED_ANIMAL_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 7 Elite Soldier</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Mutated Animal</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Large natural beast</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 800</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +9</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +12, low-light vision</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 176; <strong>Bloodied </strong> 88</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 25; <strong>Fortitude </strong> 25, <strong>Reflex </strong> 22, <strong>Will </strong> 18</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Saving throws</strong>+2</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 6, climb 6, swim 6</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Action points</strong>1</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Whipping Talon </strong> (minor; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Reach 5; +13 vs AC; 1d6+3 dmg.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Bite </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+15 vs AC; 1d10+5 dmg, and the target is grabbed (until escape).</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-melee.png) 10px top no-repeat;"><strong>Constrict </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Affects a target the mutated animal has grabbed; +13 vs Fort; 2d6+11 dmg, and the target is dazed until the end of the mutated animal's next turn.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-ranged.png) 10px top no-repeat;"><strong>Pulsing Tentacle </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Ranged 10; +13 vs AC; 1d8+3 dmg, and target is weakened until the end of its next turn. If first atk hits, may make a secondary atk. Secondary atk: Ranged 10; +12 vs AC; 1d8+4 dmg.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-area.png) 10px top no-repeat;"><strong>Tentacle Rake </strong> (encounter; recharges when bloodied)                <strong> •  Poison</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Close burst 3; +12 vs AC; 3d10+4 dmg, and the target is slowed and takes a -2 penalty to atk rolls (save ends both).</li>
    </ul>
    
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> --</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 22 (+9)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 16 (+6)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 17 (+6)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 16 (+6)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 2 (--1)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 10 (+3)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>--</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>

<html>
<ul id="___START_MUTATED_CREATURE_CODE___" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 6 minion</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Mutated Creature</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">medium natural beast</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 63</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +4</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +3, darkvision</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Missed Attacks </strong> do no damage to minion.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 1; a missed attack never damages a minion.</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 20; <strong>Fortitude </strong> 18, <strong>Reflex </strong> 20, <strong>Will </strong> 21</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Immunities </strong>disease, poison; Resist 10 Necrotic</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> 6</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Deadly Mane </strong> (standard; at-will)                <strong> •  Necrotic</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Reach 2; +11 vs AC; 5 necrotic dmg, and if another deadly mane atk has hit the target since the end of the target's last turn, the creature is immobilized until the end of its next turn.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-melee.png) 10px top no-repeat;"><strong>Blood Drain </strong> (standard; recharges when an adjacent creature becomes bloodied.)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Reach 2; targets an immobilized creature; +9 vs Fort; the target loses a healing surge.</li>
    </ul>
                
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> Unaligned</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> --</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> Stealth +9</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 7 (+1)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 13 (+4)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 10 (+3)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 14 (+5)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 10 (+3)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 16 (+6)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>---</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>
Use Merrick in this fight with 4 additional characters.

<html>
<ul id="___START_SYTROC_ABOMINATION_CODE___" class="monstercard" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 7 Solo Brute</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Sytroc Abomination</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">Medium natural humanoid</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 600</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +5</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +6, darkvision</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>flailing tentacles </strong> aura 3; each living creature within the aura takes a -2 penalty to atk rolls.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 336; <strong>Bloodied </strong> 168</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 21; <strong>Fortitude </strong> 21, <strong>Reflex </strong> 15, <strong>Will </strong> 19</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Saving throws</strong>+5</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> Shift 2; may move one space in any direction beyond his starting position</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Action points</strong>2 (gain one more when bloodied)</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Talon </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">+10 vs AC; 3d6+4 dmg.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-melee.png) 10px top no-repeat;"><strong>Axe and Talon </strong> (standard; at-will)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">reach 2; +10 vs AC; 1d6+4. If this atk bloodies the target, Sytroc makes a claw atk vs the target as a free action. Effect: Make one more atk vs the same target or a different one.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-ranged.png) 10px top no-repeat;"><strong>Axe of the Fallen Defender </strong> (standard; at-will (when bloodied))              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Range 12 and everything in the path; +10 vs Fort (melee); 1d12+6 dmg (crit 1d12+18 dmg). Also, +10 vs Fort; 2d6+5 dmg. Effect: boulders fall along the path every 3 spaces (acrobatics DC 16 to dodge; 1d8+5 dmg, prone next to boulder). Boulders block LOS for PCs, but give partial cover if stood next to. Boulders bust apart with Sytrok or tentacle atks.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-area.png) 10px top no-repeat;"><strong>Dream Staff </strong> (standard; at-will (recharge 6 for dominated))                <strong> •  Psychic (when 1/4 health)</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Close blast 10; +8 vs Will; 1d8+4 dmg, and target is dominated (recharge 6) (save ends). Each other time, the target is dazed (save ends). Sytroc gains 10 temp HP each time someone is dominated.</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;"><strong>Summon Cave Tentacles </strong> (minor; recharge 5-6)              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Summon tentacle minions and place one next to each hero. Tentacles are stationary and attack after Sytroc's turn.</li>
    </ul>
    
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> chaotic evil</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> common, dwarven, abyssal</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 18 (+7)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 15 (+5)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 16 (+6)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 20 (+8)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 4 (0)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 11 (+3)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>---</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>

<html>
<ul id="___START_CAVE_TENTACLE_CODE___" class="monstercard" style="list-style:none; padding:0; margin:0; border:1px solid black; width:400px; font-family:Arial, Helvetica, sans-serif; line-height:normal;">
  <li>
    <ul style="width:400px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:right;width:180px;font-size:14px;line-height:20px;padding:0 10px;text-align:right;">Level 7 Minion</li>
      <li style="width:180px;font-weight:bold;font-size:14px;line-height:20px;padding:0 10px;">Cave Tentacle</li>
    </ul>
    <ul style="width:400px; height:18px; list-style:none; margin:0; padding:0;background:#003300;color:#fff;">
      <li style="float:left;width:260px;font-size:12px;line-height:18px;padding:0 10px;">medium natural abyssal</li>
      <li style="float:left;width:100px;font-size:12px;line-height:18px;padding:0 10px;text-align:right;">XP 75</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:100px;display:inline;padding:0 10px;"><strong>Initiative</strong> +5</li>
      <li style="width:260px;display:inline;padding:0 10px;text-align:right;"><strong>Senses</strong> Perception +4</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Missed attack </strong> never damages a minion.</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>HP </strong> 1; a missed attack never damages a minion.</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>AC </strong> 20; <strong>Fortitude </strong> 18, <strong>Reflex </strong> 17, <strong>Will </strong> 17</li>
    </ul>
            <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Speed </strong> stationary</li>
    </ul>
        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;background:url(http://tools.dungeonmastering.com/img/attack-basic-melee.png) 10px top no-repeat;"><strong>Oozing tentacle </strong> (standard; at-will)                <strong> •  Poison</strong>
              </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="width:360px;padding:0 20px 0 35px;">Reach 2; +11 vs AC; 5 dmg, and tentacle makes a 2nd atk vs same target. 2nd atk: +9 vs Fort; ongoing 2 poison dmg (save ends).</li>
    </ul>
                
    
    

    

        

        

    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:130px;display:inline;padding:0 10px;"><strong>Align.</strong> chaotic evil</li>
      <li style="width:230px;display:inline;padding:0 10px;text-align:right;"><strong>Lang.</strong> --</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Skills</strong> </li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Str</strong> 16 (+6)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Dex</strong> 14 (+5)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Wis</strong> 12 (+4)</li>
    </ul>
    <ul style="width:400px;list-style:none;margin:0;padding:0;background:#b9c39c;font-size:12px;line-height:20px;">
      <li style="float:left;width:110px;padding:0 10px;"><strong>Con</strong> 13 (+4)</li>
      <li style="width:110px;float:left;padding:0 10px;"><strong>Int</strong> 12 (+4)</li>
      <li style="width:110px;display:inline;padding:0 10px;"><strong>Cha</strong> 14 (+5)</li>
    </ul>

        <ul style="width:400px;list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:12px;line-height:20px;">
      <li style="padding:0 10px;"><strong>Equipment </strong>--</li>
    </ul>
        
        
        
    <ul style="width:400px; color:#666; text-align:right; list-style:none;margin:0;padding:0;background:#d7e1ba;font-size:8px;line-height:12px;">
      <li style="padding:3px 2px 2px 0;">Created with DungeonMastering.com's <a style="color:#666;text-decoration:underline;" href="http://tools.dungeonmastering.com" title="Dungeons and Dragons DM Tools">DM Tools</a></li>
    </ul>    
    
  </li>
</ul>
</html>
Name: MptwBlack
Background: #000
Foreground: #fff
PrimaryPale: #333
PrimaryLight: #555
PrimaryMid: #888
PrimaryDark: #aaa
SecondaryPale: #111
SecondaryLight: #222
SecondaryMid: #555
SecondaryDark: #888
TertiaryPale: #222
TertiaryLight: #666
TertiaryMid: #888
TertiaryDark: #aaa
Error: #300

This is in progress. Help appreciated.
Name: MptwBlue
Background: #fff
Foreground: #000
PrimaryPale: #cdf
PrimaryLight: #57c
PrimaryMid: #114
PrimaryDark: #012
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
/***
|Name:|MptwConfigPlugin|
|Description:|Miscellaneous tweaks used by MPTW|
|Version:|1.0 ($Rev: 3646 $)|
|Date:|$Date: 2008-02-27 02:34:38 +1000 (Wed, 27 Feb 2008) $|
|Source:|http://mptw.tiddlyspot.com/#MptwConfigPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#MptwConfigPlugin|
!!Note: instead of editing this you should put overrides in MptwUserConfigPlugin
***/
//{{{
var originalReadOnly = readOnly;
var originalShowBackstage = showBackstage;

config.options.chkHttpReadOnly = false; 		// means web visitors can experiment with your site by clicking edit
readOnly = false;								// needed because the above doesn't work any more post 2.1 (??)
showBackstage = true;							// show backstage for same reason

config.options.chkInsertTabs = true;    		// tab inserts a tab when editing a tiddler
config.views.wikified.defaultText = "";			// don't need message when a tiddler doesn't exist
config.views.editor.defaultText = "";			// don't need message when creating a new tiddler 

config.options.chkSaveBackups = true;			// do save backups
config.options.txtBackupFolder = 'twbackup';	// put backups in a backups folder

config.options.chkAutoSave = (window.location.protocol == "file:"); // do autosave if we're in local file

config.mptwVersion = "2.5.2";

config.macros.mptwVersion={handler:function(place){wikify(config.mptwVersion,place);}};

if (config.options.txtTheme == '')
	config.options.txtTheme = 'MptwTheme';

// add to default GettingStarted
config.shadowTiddlers.GettingStarted += "\n\nSee also [[MPTW]].";

// add select theme and palette controls in default OptionsPanel
config.shadowTiddlers.OptionsPanel = config.shadowTiddlers.OptionsPanel.replace(/(\n\-\-\-\-\nAlso see AdvancedOptions)/, "{{select{<<selectTheme>>\n<<selectPalette>>}}}$1");

// these are used by ViewTemplate
config.mptwDateFormat = 'DD/MM/YY';
config.mptwJournalFormat = 'Journal DD/MM/YY';

//}}}
Name: MptwGreen
Background: #fff
Foreground: #000
PrimaryPale: #9b9
PrimaryLight: #385
PrimaryMid: #031
PrimaryDark: #020
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
Name: MptwRed
Background: #fff
Foreground: #000
PrimaryPale: #eaa
PrimaryLight: #c55
PrimaryMid: #711
PrimaryDark: #500
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
|Name|MptwRounded|
|Description|Mptw Theme with some rounded corners (Firefox only)|
|ViewTemplate|MptwTheme##ViewTemplate|
|EditTemplate|MptwTheme##EditTemplate|
|PageTemplate|MptwTheme##PageTemplate|
|StyleSheet|##StyleSheet|

!StyleSheet
/*{{{*/

[[MptwTheme##StyleSheet]]

.tiddler,
.sliderPanel,
.button,
.tiddlyLink,
.tabContents
{ -moz-border-radius: 1em; }

.tab {
	-moz-border-radius-topleft: 0.5em;
	-moz-border-radius-topright: 0.5em;
}
#topMenu {
	-moz-border-radius-bottomleft: 2em;
	-moz-border-radius-bottomright: 2em;
}

/*}}}*/

Name: MptwSmoke
Background: #fff
Foreground: #000
PrimaryPale: #aaa
PrimaryLight: #777
PrimaryMid: #111
PrimaryDark: #000
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88

|Name|MptwStandard|
|Description|Mptw Theme with the default TiddlyWiki PageLayout and Styles|
|ViewTemplate|MptwTheme##ViewTemplate|
|EditTemplate|MptwTheme##EditTemplate|
Name: MptwTeal
Background: #fff
Foreground: #000
PrimaryPale: #B5D1DF
PrimaryLight: #618FA9
PrimaryMid: #1a3844
PrimaryDark: #000
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #f8f8f8
TertiaryLight: #bbb
TertiaryMid: #999
TertiaryDark: #888
Error: #f88
|Name|MptwTheme|
|Description|Mptw Theme including custom PageLayout|
|PageTemplate|##PageTemplate|
|ViewTemplate|##ViewTemplate|
|EditTemplate|##EditTemplate|
|StyleSheet|##StyleSheet|

http://mptw.tiddlyspot.com/#MptwTheme ($Rev: 1829 $)

!PageTemplate
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
	<div class='headerShadow'>
		<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
		<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
	</div>
	<div class='headerForeground'>
		<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
		<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
	</div>
</div>
<!-- horizontal MainMenu -->
<div id='topMenu' refresh='content' tiddler='MainMenu'></div>
<!-- original MainMenu menu -->
<!-- <div id='mainMenu' refresh='content' tiddler='MainMenu'></div> -->
<div id='sidebar'>
	<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
	<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
	<div id='messageArea'></div>
	<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->

!ViewTemplate
<!--{{{-->
[[MptwTheme##ViewTemplateToolbar]]

<div class="tagglyTagged" macro="tags"></div>

<div class='titleContainer'>
	<span class='title' macro='view title'></span>
	<span macro="miniTag"></span>
</div>

<div class='subtitle'>
	(updated <span macro='view modified date {{config.mptwDateFormat?config.mptwDateFormat:"MM/0DD/YY"}}'></span>
	by <span macro='view modifier link'></span>)
	<!--
	(<span macro='message views.wikified.createdPrompt'></span>
	<span macro='view created date {{config.mptwDateFormat?config.mptwDateFormat:"MM/0DD/YY"}}'></span>)
	-->
</div>

<div macro="showWhen tiddler.tags.containsAny(['css','html','pre','systemConfig']) && !tiddler.text.match('{{'+'{')">
	<div class='viewer'><pre macro='view text'></pre></div>
</div>
<div macro="else">
	<div class='viewer' macro='view text wikified'></div>
</div>

<div class="tagglyTagging" macro="tagglyTagging"></div>

<!--}}}-->

!ViewTemplateToolbar
<!--{{{-->
<div class='toolbar'>
	<span macro="showWhenTagged systemConfig">
		<span macro="toggleTag systemConfigDisable . '[[disable|systemConfigDisable]]'"></span>
	</span>
	<span macro="showWhenTagged systemTheme"><span macro="applyTheme"></span></span>
	<span macro="showWhenTagged systemPalette"><span macro="applyPalette"></span></span>
	<span macro="showWhen tiddler.tags.contains('css') || tiddler.title == 'StyleSheet'"><span macro="refreshAll"></span></span>
	<span style="padding:1em;"></span>
	<span macro='toolbar closeTiddler closeOthers +editTiddler deleteTiddler > fields syncing permalink references jump'></span> <span macro='newHere label:"new here"'></span>
	<span macro='newJournalHere {{config.mptwJournalFormat?config.mptwJournalFormat:"MM/0DD/YY"}}'></span>
</div>
<!--}}}-->

!EditTemplate
<!--{{{-->
<div class="toolbar" macro="toolbar +saveTiddler saveCloseTiddler closeOthers -cancelTiddler cancelCloseTiddler deleteTiddler"></div>
<div class="title" macro="view title"></div>
<div class="editLabel">Title</div><div class="editor" macro="edit title"></div>
<div macro='annotations'></div>
<div class="editLabel">Content</div><div class="editor" macro="edit text"></div>
<div class="editLabel">Tags</div><div class="editor" macro="edit tags"></div>
<div class="editorFooter"><span macro="message views.editor.tagPrompt"></span><span macro="tagChooser"></span></div>
<!--}}}-->

!StyleSheet
/*{{{*/

/* a contrasting background so I can see where one tiddler ends and the other begins */
body {
	background: [[ColorPalette::TertiaryLight]];
}

/* sexy colours and font for the header */
.headerForeground {
	color: [[ColorPalette::PrimaryPale]];
}
.headerShadow, .headerShadow a {
	color: [[ColorPalette::PrimaryMid]];
}

/* separate the top menu parts */
.headerForeground, .headerShadow {
	padding: 1em 1em 0;
}

.headerForeground, .headerShadow {
	font-family: 'Trebuchet MS' sans-serif;
	font-weight:bold;
}
.headerForeground .siteSubtitle {
	color: [[ColorPalette::PrimaryLight]];
}
.headerShadow .siteSubtitle {
	color: [[ColorPalette::PrimaryMid]];
}

/* make shadow go and down right instead of up and left */
.headerShadow {
	left: 1px;
	top: 1px;
}

/* prefer monospace for editing */
.editor textarea, .editor input {
	font-family: 'Consolas' monospace;
	background-color:[[ColorPalette::TertiaryPale]];
}


/* sexy tiddler titles */
.title {
	font-size: 250%;
	color: [[ColorPalette::PrimaryLight]];
	font-family: 'Trebuchet MS' sans-serif;
}

/* more subtle tiddler subtitle */
.subtitle {
	padding:0px;
	margin:0px;
	padding-left:1em;
	font-size: 90%;
	color: [[ColorPalette::TertiaryMid]];
}
.subtitle .tiddlyLink {
	color: [[ColorPalette::TertiaryMid]];
}

/* a little bit of extra whitespace */
.viewer {
	padding-bottom:3px;
}

/* don't want any background color for headings */
h1,h2,h3,h4,h5,h6 {
	background-color: transparent;
	color: [[ColorPalette::Foreground]];
}

/* give tiddlers 3d style border and explicit background */
.tiddler {
	background: [[ColorPalette::Background]];
	border-right: 2px [[ColorPalette::TertiaryMid]] solid;
	border-bottom: 2px [[ColorPalette::TertiaryMid]] solid;
	margin-bottom: 1em;
	padding:1em 2em 2em 1.5em;
}

/* make options slider look nicer */
#sidebarOptions .sliderPanel {
	border:solid 1px [[ColorPalette::PrimaryLight]];
}

/* the borders look wrong with the body background */
#sidebar .button {
	border-style: none;
}

/* this means you can put line breaks in SidebarOptions for readability */
#sidebarOptions br {
	display:none;
}
/* undo the above in OptionsPanel */
#sidebarOptions .sliderPanel br {
	display:inline;
}

/* horizontal main menu stuff */
#displayArea {
	margin: 1em 15.7em 0em 1em; /* use the freed up space */
}
#topMenu br {
	display: none;
}
#topMenu {
	background: [[ColorPalette::PrimaryMid]];
	color:[[ColorPalette::PrimaryPale]];
}
#topMenu {
	padding:2px;
}
#topMenu .button, #topMenu .tiddlyLink, #topMenu a {
	margin-left: 0.5em;
	margin-right: 0.5em;
	padding-left: 3px;
	padding-right: 3px;
	color: [[ColorPalette::PrimaryPale]];
	font-size: 115%;
}
#topMenu .button:hover, #topMenu .tiddlyLink:hover {
	background: [[ColorPalette::PrimaryDark]];
}

/* make 2.2 act like 2.1 with the invisible buttons */
.toolbar {
	visibility:hidden;
}
.selected .toolbar {
	visibility:visible;
}

/* experimental. this is a little borked in IE7 with the button 
 * borders but worth it I think for the extra screen realestate */
.toolbar { float:right; }

/* fix for TaggerPlugin. from sb56637. improved by FND */
.popup li .tagger a {
   display:inline;
}

/* makes theme selector look a little better */
#sidebarOptions .sliderPanel .select .button {
  padding:0.5em;
  display:block;
}
#sidebarOptions .sliderPanel .select br {
	display:none;
}

/* make it print a little cleaner */
@media print {
	#topMenu {
		display: none ! important;
	}
	/* not sure if we need all the importants */
	.tiddler {
		border-style: none ! important;
		margin:0px ! important;
		padding:0px ! important;
		padding-bottom:2em ! important;
	}
	.tagglyTagging .button, .tagglyTagging .hidebutton {
		display: none ! important;
	}
	.headerShadow {
		visibility: hidden ! important;
	}
	.tagglyTagged .quickopentag, .tagged .quickopentag {
		border-style: none ! important;
	}
	.quickopentag a.button, .miniTag {
		display: none ! important;
	}
}

/* get user styles specified in StyleSheet */
[[StyleSheet]]

/*}}}*/



|Name|MptwTrim|
|Description|Mptw Theme with a reduced header to increase useful space|
|ViewTemplate|MptwTheme##ViewTemplate|
|EditTemplate|MptwTheme##EditTemplate|
|StyleSheet|MptwTheme##StyleSheet|
|PageTemplate|##PageTemplate|

!PageTemplate
<!--{{{-->

<!-- horizontal MainMenu -->
<div id='topMenu' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<span refresh='content' tiddler='SiteTitle' style="padding-left:1em;font-weight:bold;"></span>:
<span refresh='content' tiddler='MainMenu'></span>
</div>
<div id='sidebar'>
	<div id='sidebarOptions'>
		<div refresh='content' tiddler='SideBarOptions'></div>
		<div style="margin-left:0.1em;"
			macro='slider chkTabSliderPanel SideBarTabs {{"tabs \u00bb"}} "Show Timeline, All, Tags, etc"'></div>
	</div>
</div>
<div id='displayArea'>
	<div id='messageArea'></div>
	<div id='tiddlerDisplay'></div>
</div>
For upgrading. See [[ImportTiddlers]].
URL: http://mptw.tiddlyspot.com/upgrade.html
/***
|Description:|A place to put your config tweaks so they aren't overwritten when you upgrade MPTW|
See http://www.tiddlywiki.org/wiki/Configuration_Options for other options you can set. In some cases where there are clashes with other plugins it might help to rename this to zzMptwUserConfigPlugin so it gets executed last.
***/
//{{{

// example: set your preferred date format
//config.mptwDateFormat = 'MM/0DD/YY';
//config.mptwJournalFormat = 'Journal MM/0DD/YY';

// example: set the theme you want to start with
//config.options.txtTheme = 'MptwRoundTheme';

// example: switch off autosave, switch on backups and set a backup folder
//config.options.chkSaveBackups = true;
//config.options.chkAutoSave = false;
//config.options.txtBackupFolder = 'backups';

// uncomment to disable 'new means new' functionality for the new journal macro
//config.newMeansNewForJournalsToo = false;

//}}}

/***
|Name:|NewHerePlugin|
|Description:|Creates the new here and new journal macros|
|Version:|3.0 ($Rev: 3861 $)|
|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#NewHerePlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License|http://mptw.tiddlyspot.com/#TheBSDLicense|
***/
//{{{
merge(config.macros, {
	newHere: {
		handler: function(place,macroName,params,wikifier,paramString,tiddler) {
			wikify("<<newTiddler "+paramString+" tag:[["+tiddler.title+"]]>>",place,null,tiddler);
		}
	},
	newJournalHere: {
		handler: function(place,macroName,params,wikifier,paramString,tiddler) {
			wikify("<<newJournal "+paramString+" tag:[["+tiddler.title+"]]>>",place,null,tiddler);
		}
	}
});

//}}}
/***
|Name:|NewMeansNewPlugin|
|Description:|If 'New Tiddler' already exists then create 'New Tiddler (1)' and so on|
|Version:|1.1.1 ($Rev: 2263 $)|
|Date:|$Date: 2007-06-13 04:22:32 +1000 (Wed, 13 Jun 2007) $|
|Source:|http://mptw.tiddlyspot.com/empty.html#NewMeansNewPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License|http://mptw.tiddlyspot.com/#TheBSDLicense|
!!Note: I think this should be in the core
***/
//{{{

// change this or set config.newMeansNewForJournalsToo it in MptwUuserConfigPlugin
if (config.newMeansNewForJournalsToo == undefined) config.newMeansNewForJournalsToo = true;

String.prototype.getNextFreeName = function() {
       var numberRegExp = / \(([0-9]+)\)$/;
       var match = numberRegExp.exec(this);
       if (match) {
               var num = parseInt(match[1]) + 1;
               return this.replace(numberRegExp," ("+num+")");
       }
       else {
               return this + " (1)";
       }
}

config.macros.newTiddler.checkForUnsaved = function(newName) {
	var r = false;
	story.forEachTiddler(function(title,element) {
		if (title == newName)
			r = true;
	});
	return r;
}

config.macros.newTiddler.getName = function(newName) {
       while (store.getTiddler(newName) || config.macros.newTiddler.checkForUnsaved(newName))
               newName = newName.getNextFreeName();
       return newName;
}


config.macros.newTiddler.onClickNewTiddler = function()
{
	var title = this.getAttribute("newTitle");
	if(this.getAttribute("isJournal") == "true") {
		title = new Date().formatString(title.trim());
	}

	// ---- these three lines should be the only difference between this and the core onClickNewTiddler
	if (config.newMeansNewForJournalsToo || this.getAttribute("isJournal") != "true")
		title = config.macros.newTiddler.getName(title);

	var params = this.getAttribute("params");
	var tags = params ? params.split("|") : [];
	var focus = this.getAttribute("newFocus");
	var template = this.getAttribute("newTemplate");
	var customFields = this.getAttribute("customFields");
	if(!customFields && !store.isShadowTiddler(title))
		customFields = String.encodeHashMap(config.defaultCustomFields);
	story.displayTiddler(null,title,template,false,null,null);
	var tiddlerElem = story.getTiddler(title);
	if(customFields)
		story.addCustomFields(tiddlerElem,customFields);
	var text = this.getAttribute("newText");
	if(typeof text == "string")
		story.getTiddlerField(title,"text").value = text.format([title]);
	for(var t=0;t<tags.length;t++)
		story.setTiddlerTag(title,tags[t],+1);
	story.focusTiddler(title,focus);
	return false;
};

//}}}
A powerful central continent of the world. Many texts point to Norlea as being the continent around which the gods created the rest of the world. Norlea is well known for its variety of climate zones.
The seat of the Kingdom of Norlea, which rules over the entire island of Norlea.
Elf and old friend of Thalion. Minister of Information and King's Advisor to the Kingdom of Norlea.
Leader of the Westview military who you saved from some crazy guys in the barracks during the monster plague. Appointed Captain of Norlea.

His family killed along Merrick's path of destruction, Ozu has sworn vengeance on the demon, pledging his life to Thalion and his cause.



!Arrival in [[Bit-Adini]]
After a long day of travel, you finally arrive to the dusty old mining town of Bit-Adini. Above the entrance to the town is a large wooden sign with the city’s name and the symbol of a snake crossed with a sword. The dirt road leading up through the town is flanked on both sides by buildings both large and small. Buildings and houses seem to encircle the entire town, some going as far as the foot of the mountains to the north. As you walk down the road, you see small instances of villagers keeping themselves busy: farmers working at their crops or managing a group of animals, some commoners going about their business up ahead, crossing the road, going to and from different buildings. But the town seems to be generally quiet, with the sound of the wind in the background.

The first building you encounter is that of an inn on the left side of the road. A cracked wooden sign swings above the entrance of the building and reads “[[The Good Goat’s Inn]].”

As you walk past the inn, you come to a sign. The road continues to the north as well as breaking off to the east. An arrow on the sign points east and beneath it reads “Town Hall” and “Sheriff’s Office” beneath that. The sign board with an arrow pointing north has a much longer list and reads: [[Vic and Orm’s Goods]], [[Forgedawn]], [[Shepherd’s Iron]], [[Rich Queen Saloon]], [[House of the One True God]], Cemetery, Miner’s Union.

You’ve come to a crossroad with the Rich Queen Saloon towering over the road in front of you on the NW corner. The signpost next to you has boards with painted arrows pointing north, east, south, and west. To the west is “[[The Battlefield]]” and “[[Glass’ Cures]].” To the east is “[[Vitral’s]].”

As you head north, you can see a small cathedral with stained glass windows flanking either side of the massive wooden door and a glittering dome with a sun cross symbol at the top. Ganner looks in awe at the magnificent building and it seems as bright as the sun, the light is almost enough to cause him to go blind. But Ganner is unable to look away and he sees a man in the middle of the light, his head down, wearing a long dark robe holding his arms above his head, a book of prayers in his hand, and below the priest is a large following of worshippers, holding their hands up in praise to their god. At last, the priest raises his face and Ganner recognizes himself. At this realization, dozens of black crows fly out from the priest’s robes and threaten to blot out the light until there is nothing but black. Ganner brings himself back into the present and once again sees the small cathedral ahead of him.

!The Good Goat’s Inn
As you enter the inn, you see a large man sitting in front of a painting, illuminated by light coming through an open window behind him. The paintbrush looks the size of a small twig in comparison to the man’s immense hands. He soon takes notice and walks up to greet you, “Ah, new faces, welcome to [[The Good Goat’s Inn]].” His eyes flash to the young boy at your side. “Will it be a room for the night then?”

When asked about –

The town: “Oh, it’s a fine enough town. I try to keep my head level though, try not to let anything that goes on affect me too much. The people seem happy enough, we got everything a normal town might have, such as a good’s store and market, some smithies, some places for eating, some places for entertainment, there’s the church, the jail, and so on. Don’t know a whole lot about any one of em though.

Himself: “Not much to tell, really. Me name’s [[Alden Buckley]], I run this here inn by m’self. We get folks passin through here from time to time. Folks on their way to the mountains or [[Port Edascus]]. I try to busy m’self with me art when business is slow.” You look around the entrance area and the dining room and notice colorful pottery and majestic painting decorating most every wall and table. “Try and sell it sometimes to make some extra scratch. The Saloon up the street a ways has a few of my paintings, couple other places in town as well. But it’s not for the money that I do it. No, I do it for m’self, mainly. It keeps me busy and it makes this barren desert something a bit more pretty to look at.”

Devereau: “Eh? Devereau? No, don’t know nobody by that name. But, you know, there’re lots a people I don’t know.”

Crime: “Aye, what town this size don’t have a little crime? Sure, there maybe a bit more here. But it’s not like they run the place. We got a mayor, we got a sheriff. They’re the ones in charge.”

The boy: “You know, he looks a bit familiar. Not quite sure where I know him from though. I hope there isn’t anything unsavory about him bein with the two of yeh. But that’s none of my business. So long as the boy’s bein taken care of, says I.”

[Later realization]: “Ah! You know, I believe I’ve remembered where I’ve seen that boy before. He’s the boy of this fellah that used to frequent this town, a fellah by the name of Merrick, I believe. Has a wife named Thalia. They run an inn together south of the town. I’ve met them at least once before, can’t say much about them. You might want to ask around town. I believe the Merrick fellah would often frequent the saloon up the road.”

Work: “Hah, well, I’m sure you could find some work somewhere in town. There’s always someone looking for a hand. Hell, I’ve got a bit of a rat problem in me cellar that could use some takin care of before they get to all me paintings and the like. I’d say I could pay you a bit of scratch if yeh have the time to take care of it.”

Once the adventurers agree: “Ah, you’re good gentleman, indeed. Well, go right on down the stairs over there and try and get rid of them nasty little animals. If you could, bring the ones you get up here once you’ve killed em. It’s not that I don’t trust you, I would just prefer you don’t leave the dirty little things down there once you finish.”

Upon completion: “Well, you boys are quite the help. Please accept this gold as payment.” Alden holds out his hand and offers you both 20 gp each. “And if yeh need a room here at the inn, consider it paid for a week.” He gives you a wink and goes back to painting.

!The Rich Queen Saloon
A large sign above the main entrance reads “[[The Rich Queen Saloon]],” with a painting of several playing cards beneath the name. Inside, you hear the sounds of laughter, glasses clanking, and plenty of talk.

Inside you find plenty of activity. Various tables are set about the establishment with people sitting playing card games and dice games, betting money and so on. To the right you see a bar with a man behind it cleaning mugs, and a couple others sitting at the bar. In the middle of all the activity is a wooden stage, presumably for entertainment of one sort or another. Along the left wall is a flight of stairs leading up to several rooms on a second floor. All about the saloon, you see scantily clad women going from table to table, sometimes taking a man’s arm and leading them up the flight of stairs to one of the rooms.

You take a seat at the bar and you see a burly lookin fellar with tattoos on his sleeveless arms and curly black hair come up to you. “Oi, You can’t be bringing kids around in here.”

When they don’t have the kid: “Oi, what can I get fer you fellas? How about a pint, eh?”

Ask about:

The boy: “The kid looks a bit familiar I suppose. But, like I says, kids aren’t allowed in the saloon. Not really a place to have the youngins runnin around, wouldn’t you agree?”

Merrick: “Ah, yeah, that’s where I seen the boy before. With ol Merrick. Nasty sonuvabitch.”

Further inquiry: “You know, Merrick used to always go with this one girl. Her name’s Maura something. She used to whore herself about this place, but don’t work here no more. Drake gave her a place across from Forgedawn’s shop. You might want to talk to her about the boy.”

The Saloon: “The Queen’s just a place to blow off some steam, play some games, win some money, get some girly action, or have a pint.”

Upon further inquiry: “Place is run by Ken Drake. He sets up some of the matches down at the Battlefield as well. He’s a good businessman. He comes in and out of here. Stay here long enough, he’s bound to show up. Spends plenty of time with some of the girls up stairs, I would say.”

Himself: “Name’s [[Herb Wells]], I man the bar here at the Queen. Don’t pay a whole lot, but I get by all right with what they give me. Plus I get all the girls I want. And that’ll certainly keep a man goin, wouldn’t you say?”

Devereau: “Devereau. Hm, the name does seem a bit familiar, but I can’t say I know it. Lots of people in this town. Can’t remember everyone.”

Crime: “Yeah, sure, I hear of crime here and there. Doesn’t much affect this place though. I don’t know if you’ve met ol [[Vic Milner]] yet, but he runs a goods shop back down the street a bit. [[Vic and Orm’s Goods]]. Anyways, he stops in here sometimes, complaining about how he’s always bein robbed and the like. About a week ago, his business partner by the name of Orm skipped town cause of all the robbin, he says. It’s all because of that [[Byron Black]], he says. But I seen Black come in here sometimes, and he’s a good enough sort. He’s a business man, he is. I know Drake a friend of his. They’ll go off into the lounge in the back with some other fellahs from time to time.”

After they have a drink and finished talking: All of a sudden, you hear everyone cheering and whistling. Someone starts playing the piano and you turn around to see a girl getting on the center wooden stage escorted by a large man. “Ah, you boys are in for a real treat. That there’s the gem of The Queen. May I present [[Kallista]].” The girl begins dancing seductively around the stage, throwing smiles and blowing kisses to panting men all around. It’s almost as if the girl is moving in slow motion her hands on her knees, slightly bent over, teasing the men in front. Her head turns slightly in your direction and Korvir catches her looking straight at him. She gives a smile and a wink and flames shoot up all around. Korvir is engulfed by sweat and burning ash. A crying young girl looks deep into Korvir’s battle weary face, her older brother holding her to his side, trying to protect her. Dwarves and men in shining metal armor bring down their swords and axes all around. The boy lies dead on the ground, his body split in two. A man yells orders, pointing at the little girl, his eyes filled with fire. Soldiers begin to approach the girl and suddenly the sky opens up and a massive hammer jets down from the heavens, shooting straight into Korvir’s body.

Korvir is brought back into the saloon and the girl is now dancing across the stage with her chemise rolled down to her waist, men cheering her on.

Ask about:

Kallista: “She’s mainly the dancer here. She doesn’t do much whorin, but when she does, she’s pretty expensive. You know, she’s probably the only girl in the whole place I haven’t gotten a piece of.”

Furthery inquiry: “Don’t rightly know where she’s from. Not around here. She’s too much of an exotic beauty to be form around here. If I had my guess, I’d say she was from across the Savage, possibly Albatican.”

Albatica: “The realm to the west across the Savage. Don’t know much about it or the war. Mainly dwarves and barbarians over there. The war’s supposedly over. I suspect Kallista’s a refugee from over there, somehow ended up here.

The man next to her: “The bearded, soldierly-lookin fella next to the stage? That there’s [[Burl Powers]]. Runs [[The Battlefield]]. He’s a dirty bastard, he is. I hear he’s had plenty of Kallista to himself. Damned bastard. Sometimes fights in The Stadium, near invincible when you watch him.”

The Battlefield: “It’s the large coliseum down the road a bit west, you can see it from here if you go outside. They hold battles and such there. It’s run by Burl Powers, that dirty sonuvabitch. He sometimes fights in there too. They put thieves in there as a punishment. Make em fight animals or other fighters. It’s good entertainment.”

Games: “There’s all sorts of games, have a walk around and bet some money. Have a good time, says I.”

![[Maura]]’s House
You come up to a small house with a few steps leading up to the wooden door. A busty, middle-aged woman with dark red hair comes to the door wearing a skirt. “May I help you?” But before you can answer, her eyes dart to the boy at your side. “Are you a friend of Abel’s?”

Yes: “And what news of Abel? Why do you have his son?”

No: “Then why do you have his son?”

Ask about-

The boy: “That is [[Abel Merrick]]’s boy. Lives with his mother at Abel’s Inn south along the road out of town.”

Merrick: “Abel Merrick was my lover. He wasn’t always a very good person to people. But, most the time, he treated me very well. He bought me this house and gave me enough money so that I could stay out of whoring at [[The Rich Queen Saloon]]. He used to do business with Ivan Sykes. He used to tell me that once he got enough money, he’d leave his cheating wife and come to live with me with his son and we’d be a family together and live out our days.”

Once they finish: “Please, leave the boy with me. He knows me and now that his father’s gone, he’s all there is left of him. Let me take care of him and raise him. If it’s true what you say, then I’m probably the closest thing he has to family.”

![[Vic and Orm’s Goods]]
You find a chubby, stout man with curly blonde hair sleeping at the counter, his arm propped up against the countertop and his head in his hand. He becomes startled when he hears you and awakes, licking his lips and fidgeting with his hands. “Might I help you gentlemen?”

Ask about-

Himself: “Name’s [[Vic Milner]], I own and run this shop. Or at least I run it.”

further inquiry: “Well, lately, I’ve been having to give much of the money that this shop takes in to [[Byron Black]]. Damned crime lord, is what he is. Been draining me dry.” He suddenly looks startled and starts fidgeting with his shirt. “You’re not Black’s men, are you? Cause I already paid him for this week yesterday.”

Orm: “He was my business partner. Helped me run this place. Then he got himself involved with Byron Black and ended up taking out a loan without asking me. Spent the entire loan gambling and went into debt. Well, he couldn’t pay off the debt and after seeing what Black does to people who can’t pay their debts, he left town. Headed straight out south along the road a few nights ago. Haven’t heard from him since. Damned fool left me to clean up the mess. I barely convinced Black that I had nothing to do with it. That doesn’t stop him from taking every penny I make with this shop though. Even had to raise the prices on everything I sell. I’m loosing customers every day. Sure, he gives me just enough to continue running this place and live to see the next day. But what kind of life is that?”

The debt: “Well, I believe Orm owed Black at least 1000gp. Don’t ask me how he got away with it. He’s a damn fool, that one.”

![[Forgedawn]]
The old building in front of you looks weathered by the desert sands. A chimney on the side of the building billows out dark smoke. A sign above the door reads [[Forgedawn]], with the picture of a flail next to it.

Inside, you see a large man, covered in dirt and grease with large black gloves over his hands. He sets down some tools he was using to work on the hilt of a longsword. “Can I help you?”

ask about –

Himself: “Name’s Forgedawn. This is my place. If it’s weapons or armor you need, look no further. I make and sell em all right here.”

Crime: “Damned crime everywhere. It’s that [[Byron Black]] and his goons. They have their hands in everything that goes on in this town. Ran Orm right out of this town, I suspect. Take everything I got and expect me to keep on giving.”

further inquiry: “Was havin some trouble not so long ago with a bunch of thieves that would try and break into this place every night. After the Sheriff didn’t do anything about it, I made the mistake of asking for Byron Black’s help. Well, it seems that I’m still paying him for his kindness. Turns out that the boys that he’s protecting me against are part of his own crew. Now he’s got me working for [[Burl Powers]], making weapons for his fighting matches and there’s no way I can possibly make all the weapons myself. Sometimes I get help from young [[Blaine Shepherd]] next door, but he’s got his own shop to run.”

Work: “Well, hell, You wanna help me make some weapons for Burl Powers’ fighting matches, I could certainly use all the help I can get. There’s not a whole lot I can pay yeh, but I’m sure we can work out something fair.”
NOTE: The characters will gain one level after completing the weapon-maker quest or any other quest. Once that happens, Maura will seek them out. They will gain one more level at the end of the chapter.

!Ganner's Dream
Ganner finds himself surrounded by a throng of followers, their hands all reaching out to touch your robes, fingers only inches away. A ball of light forms and a beautiful woman with dark eyes approaches you. Your heart feels as if it will pound from your chest. The woman pulls a knife from under her dress and proceeds to cut open her throat, a fountain of blood issues forth. You look into the sky and find several black crows flittering about. You look down and find yourself atop an immense cathedral, looking down into a lake of fire. You throw a tome of scripture over the edge to be consumed by the flames and let yourself fall forward after it. 

You’re awakened by the sounds of trumpets and men marching up the main road into town. Through your window, you see two lines of heavily armored soldiers and men on horses advancing towards the middle of the town. As they pass by, you hear a trumpeter shouting through the town:

“By order of the King! The criminal township of Bit-Adini is now under military command. Any and all illegal activities shall cease and individuals participating in such dealings are subject to the strictest of penalties under our Majesty’s law…”

As they go further down the road, you can no longer make out what’s being said. From downstairs, you hear the noise and clatter of dishes and the gruff voices of many men.

![[Rich Queen Saloon]]
The Saloon is now filled to the brim with soldiers looking for a show. Topless women snake through the crowd of men, all willing to pay good money for a woman’s touch. Some heads of soldiers turn to look at Korvir with disfavor. You search the crowd for a recognizable face, and notice that [[Kallista]], the dancer from the other night, is curiously absent. [[Herb Wells]], however, continues to pass out drinks at the bar. Gambling games continue, if not in greater numbers than before. The Rich Queen seems to be one of the only establishments that have actually benefited from the sudden take over of the town by the king’s soldiers. 

[Herb Wells] Ask about –

Kallista: “She’s not here anymore.” He seems worried about the soldiers overhearing. He leans in closer to you and says, “They arrested [[Burl Powers]], for one crime or another, they don’t seem to need much reason, but I didn’t much care about that. But then, Kallista says she’s gonna go off to get Powers back. And then she never returns. What I’m thinking is that [[Captain Argon]], once getting a good look at the girl, went and took her for himself. If I was a bettin man, I’d say he’s got her locked up in some room, his own personal slave. God knows what he’s doin with her. Beyond that, I don’t know nothing else.”

Captain Argon: “Only thing I know about the man is that he’s a right bastard he is.” Herb looks around, thinking someone might’ve overheard him, then lowers his voice. “No idea where he’s staying. I know just about every house in the entire town’s been taken over by the soldiers and they’re stayin wherever they please, free of charge.”

Other people: “Hasn’t shown up here, that’s for certain. Lord knows what’s happened to everyone.” 

![[House of the One True God]]
Two soldiers lean against the church walls near the entrance. When you go inside, you watch as [[Father McKay]] blesses a line of soldiers before they disperse from the church. The priest kneels down near a symbol of the sun cross and begins to pray.

[Try to bother Father McKay]: The priest seems to be deep in prayer.

[Continue to bother him]: From the entrance to the church, two soldiers walk in. “Oi, what you doin there to the priest. Get on outta here.” The two soldiers force you out of the church.

!Forgedawn
You enter the shop and see [[Forgedawn]] hard at work putting together weapons. He sees you immediately and says, “Nice of yeh t’ finally show. We’ve got lots of work that needs doin. The old bastard Captain’s got us workin on weapons for his soldiers now, forget Burl Powers and his little fightin ring. Now, stop gawkin and standin around, get to work, the day is young.”

Asked about –

The King’s Army: “It was bound to happen sometime, the crime as it was. Can’t say it’s a better situation. Bout the same as before if you ask me. [[Captain Argon]]’s the leader of the soldiers. His officer, [[Lieutenant Brie]], asked that I make them weapons. So here I am, making the weapons for the new law.”

Who warned the king: “I’m sure [[Deputy Goodman]] had something to do with it. Always had a problem with how the town was being run and the way the Sheriff handled all of it.”

[[Burl Powers]] and [[The Battlefield]]: “Well, it looks like Burl Powers has been put out of business. I believe the battlefield is now just a place to execute criminals that break the new order that’s come to this town. 

Crime or any of the Crime heads: “I don’t know anything about all that. You’d probably need to ask Deputy Goodman – sorry, that should be Sheriff Goodman, now, after Captain Argon walked into town and found [[Sheriff Chandler]] in a drunken, pukey mess on the side of the road outside The Queen.”

Anything else: “Hell, how should I know? I’m stuck here working all day every day.”

Once they finish their weapons: “Well, you boys’ve done a hell of a job. Here’s your pay for all your work. If you ever need to use any of me tools, you’re welcome here anytime.” (they receive a new level, the money for the weapons, and a +4 bonus to any smithing whenever they use Forgedawn). 

!The Good Goat’s Inn
You find [[Alden Buckley]] in the dining room of his small inn with all the tables filled with soldiers. Alden goes from one table to the next taking orders and serving food. Alden takes little notice of you, as he seems quite occupied.

Speak to Alden&shy;: “I’m pretty tied up at the moment, gentleman. What do you need?”

When finished: “Hold on one moment, fellas. I’ve been forced to give up all the room’s to the Captain’s soldiers. I’m afraid you’ll need to find different lodgings for the night. You’ll have to forgive, it is not my doing.”

Ask about –

The King’s Army: “Well, as you can see, they really like to eat.”

The Captain: “He’s an unreasonable man, to say the least.”

Anything else: A yell comes from across the room and a dish crashes to the floor. “Gentleman, as you can see, I haven’t the time. Now, if you’ll excuse me, I bid you good day.”

!Vitral
The look of [[Vitral]] is much like the look of [[The Good Goat’s Inn]]; soldiers crowd in at tables, waiting to be served.

!Vic and Orm’s Goods
You enter the shop and find the chubby face of the storekeeper, [[Vic Milner]], smiling back. “Hah, well, looks like I won’t be requiring your help after all. My debt no longer matters. It seems that [[Byron Black]] has been arrested, the dirty criminal that he is, and I am once again free of any monetary burden. I daresay, it is quite fortunate for me. I suppose I can thank Sheriff Goodman for all of this. At least there’s one good man left in this town. I suppose I can’t blame you for not helping, Black was a powerful man, but now we can all look forward to his execution in [[The Battlefield]].”

[Questions other than buying anything]: “Look, I’m a well respected businessman now. I haven’t the time to chat with you. Either buy something or leave.”

!Sheriff’s Department
You walk into the Sheriff’s department and find a man sharpening his longsword next to a table stacked with books on law. The man has an athletic build and short hair kept close to the scalp with long sideburns and dark eyes. He turns to you as you enter. “Can I help you gentleman?”

Ask about –

Himself: “I’m [[Phil Goodman]], the new Sheriff of [[Bit-Adini]]. I’m incredibly busy right now. The prison is packed wall to wall with criminals that still need to be apprehended.”

[[Sheriff Chandler]]: “He’s been arrested for conspiring against the town with [[Kenneth Drake]], who I’m afraid has gone into hiding. 

Warning the King: “Due to the incredible amount of treachery and evil in this town, I sent a rider to [[Norlea City]] to warn the king some time ago. At last, the king has responded with his full might.”

The Soldiers: “[[Captain Argon]] and his Lieutenant have brought order back to the streets of Bit-Adini. And I am fully behind any of their actions, for they have been sent by the king himself.”

Burl Powers: “I’m not at liberty to say, but he’s been arrested and sentenced to death.”

Byron Black: “I’m not at liberty to say, but he’s been arrested and sentenced to death.”

Anything else: “Gentlemen, I’m very busy, so if you’ll excuse me, I must get back to work.” He turns around and goes back to sharpening his sword.

!Miner’s Union
Miners seem to be hard at work. In the distance, you can see several filing in and out of the mine.

[Inquire]: “Get out of the way, yeh bastard, can’t yeh see men are working round here?”

!Maura’s House
Several soldiers sit about the small house. Young [[Jude]] plays with a toy horse in the corner near the fireplace. You see [[Maura]] busy herself with cooking food over a stove fire. A couple of the soldiers turn to stare at Korvir. “Allo, dwarf, ‘ow about some tricks then, eh?” The other soldiers laugh and Maura comes over to meet you at the door, pushing you back outside and closing the door behind her. “Don’t mind them, Korvir. I’m sorry for the state of things, but I can’t really talk at the moment. I’m expected to keep the soldiers happy while they bring order to the town. Please, come back later on when they’ve all gone off to the Saloon.” Before you can say anything, she bids you farewell and goes back into the house, closing the door behind her.

![[Duncan’s Drink]]
You walk into the dark wooden building and see an old, dust covered man behind the bar and several patrons scattered about the tavern, consisting of miners and peasants. 

[Go up to the bar]: “What’ll it be then?”

Ask about –

[himself] – “You’ll forgive me, but I’m not much in the talkin’ mood at the moment. So if yeh want a drink, say so. If not, I’ve got some standin an lookin to do.”

[News] – “The mayor’s a cold-hearted murderer, that’s what news. And if I ever find him, I’ll tear him limb from limb, only slowly, so he feels it like. 

!The Battlefield
Several soldiers have been posted around various entrances to the stadium. Through one of the doorways, you can just barely see onto the center of the fighting ring. There are several men going about cleaning up what looks like severed limbs and entrails strewn about the dirt.

[Inquire about what’s happening to a guard]: “The coliseum is strictly off limits per orders of [[Captain Argon]].”

Further inquiry: “[[The Battlefield]] has been converted into grounds in which prisoners found guilty of serious crimes are put to death. Now, citizen, if you please, move along.”

![[Shepherd’s Iron]]
[[Blaine Shepherd]] looks to be hard at work, smashing a slab of metal into shape over an anvil with his hammer.

[bother Shepherd]: “I’m sorry, gentlemen, but times are hard and I must continue to work, lest I squander my father’s legacy.” You look up and see the painting of Shepherd’s father.

!Maura's Plea
You are met in the street by Maura. Her clothes are torn and her face is badly bruised. She throws her arms around Ganner and begins to cry. “Thank God I’ve found you two. I refused sexual advances by one of the soldiers and they beat me for it. Poor little Jude tried to stop them, but the man just hit him across the room. I took the boy to [[Doctor Glass]], who has gone to work to heal the boy and that I should be all right. Please, you must find [[Captain Argon]] and tell him what’s going on, it’s the only way. I’m sure Deputy Goodman will know where you can find him.”

[If they suggest killing the soldiers]: “No, you can’t. You’ll be killed for sure. The king’s entire army is here. You must be diplomatic about it.”

!Sheriff's Department
At the Sheriff’s department –

You enter the small building with several soldiers stationed at the entrance and find a seemingly high ranking soldier conversing with Sheriff Goodman. The soldier turns his attention to Korvir. “Yes, may we help you?”

[After their talking]: “I am lieutenant Brie, second in command of his majesty’s [[4th legion]]. All matters of concern can be directed at me.” 

[After telling the story]: That is a serious matter indeed. Dwarf, tell me, where is your [[dwarven identification]]?”

[Then]: “You do realize that, as a dwarf, it is illegal to be in the country without your dwarven ID?” He gestures to the guards at the door. “I’m afraid I am going to have to place you under arrest.” He looks at Ganner. “You as well, for accompanying an undocumented dwarven outsider.” The guards draw their swords and bind your hands. “We shall decide what is to be done tomorrow. But until then, I’m afraid you’ll be spending the night in prison. The matter that you have brought up will be investigated and dealt with.” He turns from you and exits the building. The guards lead you to the prison and you are locked up in separate rooms, stripped of your weapons and armor, with nothing but a small bowl of water and a few crumbs of bread.

!Korvir's Dream and The Battlefield
Korvir finds himself once again pitted in the middle of a large battle. He strikes down numerous foes with a mighty axe. A village is attacked. Buildings are set aflame. Peasants fight to save their families. A house is broken into. An important looking man, perhaps an official of some sort, begs for his life and the lives of his family. A wife, a son, and a daughter stand behind him crying. The man is cut in two. The wife lunges forward and is knocked down dead after a hammer blow to the head. The son attacks to defend his young sister, he is cut down, much like his father. The girl cries and a soldier walks forward to grab her. The roof of the house is sucked high into the air, wind and fire blow down the walls of the house, and a mighty hammer is sent from the sky penetrating Korvir’s body. You pick up your axe and blow after blow, kill the other soldiers in the house. Your body pulses with energy as other soldiers enter the home and realize what you’ve done. Their bodies fall just as easily and you take the small girl into your arms and fight your way through your men. You hide the girl’s face so that she does not witness the horrors you have created. You find your way atop your horse just before you are pierced with an arrow. You fall to the ground and the girl slips from your arms. You bring yourself to your feet and turn to look for the girl, but standing in front of you is Ganner. His eyes white and a grin on his face. His features become distorted and he plunges a sword deep into your body.

You’re awoken by the sound of the prison door being opened and feet marching into the room. The man in front of your cell is heavily armored, clean and shining, like royalty himself. You take him to be [[Captain Argon]] and next to him is [[Lieutenant Brie]]. Brie rolls open a scroll and addresses both of your cells. “Under the authority of the [[King of Norlea]], you are both sentenced to death by execution in the coliseum for the murders of [[Thalia Merrick]], [[Abel Merrick]], and various as yet unidentified patrons of their inn. Your sentence is to be carried out immediately. May God have mercy on your eternal souls.”

You are taken from the prison and led through the streets of [[Bit-Adini]] to [[The Battlefield]] near [[The Rich Queen Saloon]]. You are taken by soldiers and put into cages in holding cells inside the stadium.

You are kept for most the day, without food or drink. At last, several guards approach Korvir’s cage and lead you into the fighting ring. The sun nearly blinds you as you step into the light. They push you out into the ring and the gate is closed behind you as they retreat back into the holding area. You find your armor and weapon in the dirt by your feet. You see a small crowd of people sitting around the stadium observing the executions, none of them seeming terribly amused. There’s a small viewer’s box where you can see several people of authority standing, including Captain Argon, Lieutenant Brie, a fancily dressed man with a young lady at his side, you assume this to be [[Mayor Kevvry]] and his new wife, a few others, and an announcer who prepares to speak.

“For murder and conspiring against the crown, you are sentenced to death dwarf. Open the cage!”

[Korvir then fights a string of enemies (a few animals followed by some people. The second person he has to fight will be Burl Powers who doesn’t hesitate to attack.]

Once Korvir is brought to half health: You notice soldiers entering the viewer’s box where Captain Argon stands. They whisper something into his ear and he promptly stands and makes a slashing movement with his hand across his neck to the announcer. He then rushes from the stadium with his soldiers, followed by Lieutenant Brie, Mayor Kevvry, and [[Alyssa Kevvry]]. The announcer motions to a guard behind the far gate of the stadium who then opens the cages of numerous other fighters and releases them all at once. The stadium becomes filled with enemies. The guards watching Ganner’s cage are pressed up against the gate watching the action outside.

Once Korvir is about to die: Blood drenches your face and Ganner is unable to do anything. As you come incredibly close to what you believe death must be, an enormous surge of energy pulses through your body. Korvir sees an apparition of mighty [[Moradin]], his dwarven god. Ganner sees a flash of fire engulf his vision and suddenly the world becomes dark and translucent. Ganner suddenly gets the feeling that he could walk straight out of his cage if he wanted to.

Korvir is offered [[Moradin’s hammer]].

[Will Korvir accept the hammer?]

He does –

Korvir experiences a physical transformation, his muscles pounding and and explosive energy surging through his body.

!Fade out
As you continue to fight, you notice fighting over by the entrance to The Battlefield. The gates are broken down and you see a group of people, led by [[Searry Forgedawn]] and several other towns people, as well as several men who seem to be of high importance that you’ve never seen before.

You suddenly feel your power fading. Ganner sees the world return to its original state and you both feel the final pulse of energy leave your bodies, replaced by a feeling of overwhelming weakness that instantly engulfs you just before you fall to the ground, swallowed up by darkness and then nothing.
!Devereau’s Home
The darkness engulfs you completely. Your dreams remain the same as before. Korvir fights until he’s had enough and the hammer of Moradin is granted to him. With it, he decimates all resistance to save the little girl. Ganner’s visions are terribly cryptic, often involving preaching his faith to nonbelievers and ending with his death, often by his own hand. Fire is the only connecting thread between both dreams; darkness and lakes of fire. You find it increasingly difficult to remember life before waking up in that crater two moons ago. What was your life before that crater? Besides small details only known to Korvir, he knows he was a soldier, and perhaps a high ranking soldier. In fact, the blood on his hands is probably greater than anyone he has yet encountered. Ganner, similarly, has scattered thoughts regarding his past, though he cannot put a finger on the details. He knows that he was meant to do great things, and he knows he has the power to heal, and other powers that grant him the ability to manipulate the life force around him. He knows that he once preached the word of [[Corellon]], but lost his faith. But the memories seem so far off in time, perhaps from another life or another world. 

In the far off distance, you hear the sounds of voices in conversation. As your eyes slowly open, vision blurred, you see two figures standing in the corner of the room, deep in discussion. In your current state, you are unable to fully comprehend what is being said, but you manage to pick out something about the sheriff and also two names that you’ve heard before, those of “[[Kenneth Drake]]” and “[[Alyssa Kevvry]].” The room around you is decorated very elegantly, with rich colors adorning the drapes over the large windows and bed coverings in which you lie and lit by numerous candles and lamps. Majestic artifacts sit upon dressers and shelves along the length of the walls. As your eyesight focuses and you slowly regain consciousness, the two men, one of which you recognize as [[Doctor Glass]], notice your movement and cease their talk. The well-dressed man next to Glass puts his arm around the doctor and shows him to the door across the room. He shuts the door and the man approaches your bed. He is slightly heavyset with a short, well-groomed beard and shoulder length hair kept in a ponytail. On his hand, he wears a ring with the symbol of a snake and sword. He smiles and begins to speak:

“Awake at last. You should know that you are safe here in my house. It has been three nights now since you survived the sure death of the Coliseum. Tonight will be the beginning of the next moon cycle. And before you say anything, allow me to explain who I am and the events that have transpired in the three days past. My name is [[Traven Devereau]]. I am a businessman. I own the [[Rich Queen Saloon]] and the mining operation in the city. I was the most powerful man in the city, that is, until the military arrived and shut down all of my operations. However, the sudden withdrawal of [[Captain Argon]] and his soldiers from the city has upset the balance of order and chaos. I have now witnessed the consequences of giving my syndicate too much power. It was of course only a matter of time before the military became involved. But now that they’re gone, I would very much like not to give them any reason to return.

“You arrived in this city at a very interesting time. I can’t help but think your appearance is more than mere coincidence, just at the eve of this change. At any rate, I think I would be wise to have you on my side, particularly following your masterful and frightening performance in the Coliseum.

“I hope to return balance and proper law to the city. But I cannot do that without help. So, what do you say, will you join me?” Devereau finishes speaking and awaits your response.

[why them] – “I’ve heard that you’re generous and you follow orders. I’ve witnessed what you can do with my own eyes. You’re just the sort I could use. Especially since I’m sorely lacking in men at the moment, no thanks to [[Kenneth Drake]].”

[objection] – “You’re either with me or against me. I can’t afford the likes of you two on the loose if you’re not on my side.”

[his past] – “For the past 30 years, since my father’s death, I’ve been known, to all but a few, by the name of [[Traven Hawk]]. I have been the power behind the throne, so to speak, making most the decisions for everyone, in regards to business, politics, and religion. I could not openly be the ruler of this city, lest I get the king’s soldiers involved. We’re so far away from the royal lands that we’ve been able to operate in relative peace. However, since I cannot have the military on my side, I had to hire help. So I created the syndicate, which was more or less in place when my father first discovered the mine and began operations, I was just the one to organize everything.”

[what can they do] – “I need you to find out why [[Captain Argon]] and his men left the city so suddenly and without explanation.”

[where to start] – “I think the mine would be a good place to start. I’ve been told that there was a lot of activity by the soldiers up my the mine during their stay. There’s a small tavern for the miner’s near to it, you may be able to find some information there.”

[Kenneth Drake] – “Since I have had to run the syndicate mostly in secret, [[Kenneth Drake]] has been the man most people see and fear. I believe many of my men now see me as weak, and it is my suspicion that they are planning to remove me from the picture altogether. There’s nothing I can do at the moment, as any attack on Drake would be seen as too aggressive. I would need proof that he is planning on attacking me before I make any sort of move myself.”

[Alyssa Kevvry] – “It’s a sad bit of news. I only know what I’ve heard. It seems that [[Alyssa Kevvry]] was recently murdered. And the mayor, her husband, has disappeared, same as the soldiers. It seems that the mayor killed his wife and fled, though for what reason, I do not know. Alyssa’s father, however, is beyond furious and has offered a bounty of 1000 gold pieces for anyone who delivers Kevvry to him alive. Beyond that, I don’t know much.”

[what does he believe] – “I don’t believe the mayor had any reason to kill the girl. But then why would he flee? Unfortunately, that’s low on the scale of items that concern me at the moment, we must think about bringing this city back to order before anything else.”

[the Sheriff] – “As I said, I would like to establish proper law in the city. That means, of course, we’re going to need a sheriff. There’re only two men really fit for the job at the moment: [[Phil Goodman]] and [[Walben Chandler]], though I don’t believe either to be the best of choices. But we’ll take what we can get at the moment. Let me know if you have any questions about either man. I would of course offer the job to either of you, but I don’t believe that would be the best use of your skills at the moment.”

[Walben Chandler] – Chandler is the man I previously had appointed to the position of Sheriff. He became corrupted and bent to the will of my syndicate, asked to turn a blind eye once bribed properly. No doubt wrecked by guilt, he became a drunkard to drown away his cares, and would pay nightly for women at the Rich Queen Saloon. Once released from that position by the arrival of the soldiers, Chandler disappeared from the Rich Queen and was not heard from again. However, I have received word that he has been working the mines in the northeast of the city.

[Phil Goodman] – He started as Sheriff Chandler’s deputy, but once the military arrived, he was given the position of Sheriff by [[Captain Argon]]. I later found out that he was the one responsible for initially alerting the king to the syndicate’s doings in the city. Therefore, he is in part to blame for your near death in the Battlefield. However, I have not made a move against him as of yet and he is still acting Sheriff, though he does not seem to be leaving the sheriff’s department since the disappearance of the soldiers. This could certainly be due to his fear of death by those he crossed. I am personally astounded he did not flee the city with the soldiers. Though not my first choice for Sheriff, I will leave it to you to decide.

[Doctor Glass] – “A small group of people seems to have entered town late just last night. Several of them are sick and he’s trying to figure out what illness they have, as none of his remedies seem to be helping them. He was here to let me know of their worsening state. You see, [[Doctor Glass]] was a friend of my father and knows me by my real name. He took care of my father before his death, and so I am forever in his debt for his kindness.”

[his father] – “My father was a great man. He fought in the wars across the Savage for many years, but grew weary of the blood. He came here to start a business to travelers going between [[Port Edascus]] and [[the Eastlands]]. Then he discovered the mine and was able to create a very substantial city. For many years, he worked with the king in operating the mine but was able to make a deal with him that allowed more control to my father, so long as the kind appointed the local law and politicians. It didn’t take long for my father to win over both parties with sizeable bribes, and the king was none the wiser. It had gone on like that for some time, and my father was able to support a small circle of businessmen and fighters that would later become the syndicate. They would control much of the intelligence and business that came in or went out of the city. The politicians and the law did not mind, so long as they got their cut and were kept happy. My father was a good man. He taught me everything I know and when he died, everything was passed on to me. After the war was over, the city saw a great boom in population, but with more population, came more business, and it became more difficult to keep secrets. The syndicate became more violent and harder to control.”

[in conclusion] – “Well, if you’ll excuse me, I must be going, I have to keep appearances, so as to hold on to the few men I can. Take your time and you may leave whenever you are ready. My servants will fetch your equipment and show you off. For now, I bid you farewell.”


The Streets of [[Bit-Adini]]

[Outside Devereau’s home] – You find yourself on the road in the western district of [[Bit-Adini]]. The road will eventually lead you to the center of town, passing the Rich Queen Saloon and Dr. Glass’ infirmary, as well as the Battle Coliseum.

[Getting to the center street of town] – As you approach the middle of the town, you notice several worn and dirty travelers coming up the main street from the entrance to the city.

[ask one of the people who they are] – You approach a woman and a sickly man using her as support when walking. As you near them, they seem frightened and hurry along further up the road. You get a similar reaction from many of the others, some of them take a wider path around you, so as not to be bothered. Most of them seem to be heading north up the road, perhaps towards the church.

![[Dr. Glass’ Infirmary]]
You enter the small medical building and see that half the available beds are filled with sickly people. [[Dr. Glass]] moves from one bed to another checking the patients and taking notes in a small book he carries with him. In one of the beds, you recognize Blaine Shepherd, the blacksmith next door to Forgedawn.

[What Glass knows]:
*refugees are trickling in from [[Port Edascus]]. The sick keep goin on about demons or monsters taking over the entire city. Most of them just stare at you blankly when you ask them anything.
*Shepherd has a mortal wound that he received during the fight to get into [[the Battlefield]] to rescue the heroes. He’s not going to make it.
*He’s very busy

[if Ganner attempts to magically heal the sick] – they become wide-eyed and start convulsing violently, blood pouring from their mouth and nostrils. After a moment, their movements cease and the light fades from their eyes. Dr. Glass appears at your side. “Well, that’s just perfect. Thought this one was gonna make it too. At least you boys were here to make em feel not so alone. Terrible way to go. Very messy.” Glass motions for one of his assistants to come over and clean up the mess.

[Any natural healing or medicine won’t have any effect]

[Approach Shepherd] – “Ah, it is good to see that our fight was not in vain, for you are safe and now I may pass into the sweet beyond, where the Lord has set aside iron to be hammered and my father awaits.” The young blacksmith dies graciously and you watch as his hand drops to the side of the bed and releases a small metal object. Through [[Blaine Shepherd]]’s sacrifice, you receive +1 to your next two rolls.

[pick up the object] – You examine the piece of metal but are unsure of it’s use, though it may be used in some way for blacksmithing.

![[The Rich Queen Saloon]]
You enter the saloon and see the usual atmosphere. [[Herb Wells]], as always, stands behind the bar.

[Approach Herb] – “Ah, I see you gents are good and healthy again. Course, if you’re hurtin for something to do, the Rich Queen’s always here for yeh. Mayhap I can serve you two up a little something on the house?”

[news] – “Course, [[Byron Black]] and [[Burl Powers]] were both sentenced to death and killed in [[the Battlefield]]. So it’s me been asked to take charge of this here saloon, but I tells me man that I’d rather just keep me position here for now, if that’s all right, and I goes and suggests another to be in charge.” He gestures towards the back room of the saloon. “She’s in the back right now, mournin the death o’ [[Burl Powers]] I suspect.” Herb makes a disagreeable face. “Don’t know what she saw in that man, anyhow. Treated her like dirt, is what he did. Allowed her to dance naked in front of all the men every night. That’s not something you allow a goddess like her to do. So yeah, I took her off the stage and put her in charge of the entire saloon. Why not, right? She knows how to run everything. If there’s anything I can credit Powers fer doin, I s’pose it’s that he showed that girl the ropes. But that’s how it is. Other than that, not much else new around here; drinks’re served, girls’re fer sale, an you can play the cards till the end of the world, which may not be too far off.”

[inquire about end of world] – “Ah, you know, just rumors, I s’pose. Had some mental case come in here late last night an mention something bout the world endin and to make way fer the dead. Crazy bastard. Then o’ course, there’s the whole business with the soldiers leavin all a sudden. And I s’pose you heard ‘bout the mayor killin his wife and then making for the forest. Not to say it was perfectly peaceful before. Anyhow, not much you can do about it, eh? Might as well drink and ride it out.”

[Kevvry murder] – 
*doesn’t know anything special
*can suggest talking to her father ([[Jess Duncan]] who owns [[Duncan’s Drink]]), maybe check out the places she frequents, he knows the mayor and his wife would often dine at [[Vitral’s]]

[Go to back room] -

You make your way through the moderately crowded saloon, bustling with laugher, music, and wonderful games of chance. You begin to hear raised voices in the corner of the saloon behind the piano, followed by shouting and a table being knocked over. A man has drawn his sword on the dealer of the table, a spilled mug of ale at his feet, and gets ready to commit violence.

[kill the man] – (use townsfolk Com3 for drunkard).

At the sight of the man’s corpse hitting the wooden floor, blood spewing from his wounds, the dealer turns to you, “Thank you, sirs, surely the man would have killed me had not you stopped him. I can’t begin to thank you. Please accept this gift of money.” [receive 50gp each]. 

Kallista has emerged from the back room and witnessed the entire display, she motions over Herb Wells and some of the girls to clean up the bloody mess at your feet. “I’m not entirely sure killing the man was necessary, but what’s done is done. We can’t have folk killing off our dealers, now can we?” She invites you to speak with her in the back room, as Herb Wells, takes the man by the legs and proceeds to drag him to the back door exit of the saloon, followed by several prostitutes with rags and sponges, soaking up the man’s blood on hands and knees.

[talk the man down]-

“I tell you, this dealer been cheatin me to no ends. I’s gone an lost nearly a hundred gold pieces to this dirty swindler.” The man holds the dealer by the kneck and is poised to impale him with his sword. (doesn’t care about the money)

[continue to talk him down] – I s’pose I’ve had a bit to drink. May not be entirely in my right mind. Prove to me that this man’s no cheat by playin him three dragon ante, and I’ll walk outta here, never to return, no problems caused.”

[accept] – The man uprights the playing table and stands ready behind the dealer in case you move to kill him. You notice Kallista has emerged from the back room and has joined the rest of the saloon patrons and most the whores in watching you play. [play three flights of 3-dragon ante at a 30 gp buy-in]

[if both lose] – “You see now? I told you the man’s a cheat! I TOLD you! Gimme my bloody filthy money, you dirty son of a whore!” He drives his sword through the back of the dealer’s body and you watch as it emerges through the man’s chest, blood soaking the card table. The man draws his sword back and makes ready to flee the saloon. [kill man]. Kallista motions for Herb Wells to clean up the bloody mess at your feet. “This is what it’s come to,” Kallista says as Herb drags the body out the back door by the legs, followed by several whores on hands and knees wiping up the blood with rags and sponges. “We are sorely lacking in hired muscle to watch over this place. I thank you for doing your best in trying to avoid what just happened, but what’s done is done.” Kallista invites you to speak in the back room.

[if either win] – The drunken man looks, furious. “Ah, you just gone and cheated me again is all. Don’t plan on seein me here anymore. This place is a filthy dump anyway, if you ask me.” He spits on the floor and exits the building. Cheering and applause erupts from the other patrons, followed by laughing and business going back to usual. The dealer thanks you kindly for saving his life [for the next three games of chance you play in the Rich Queen Saloon, receive an additional 100gp upon winning for your good luck and playing skill]. Kallista walks up to you impressed. “Well done, both of you. I couldn’t have asked for a better outcome.” Kallista invites you both to the back room in order to speak with her.

[in the back room] –

“As you can see, we are lacking in help around here, particularly in the area of security. Because of the soldiers leaving suddenly like they did, and the deaths of [[Byron Black]] and [[Burl Powers]], [[Kenneth Drake]] has split himself off from the rest of the syndicate, hoping to take power himself. [[Traven Devereau]] has emerged from the shadows in order to more directly control what little of the syndicate that still follows his leadership. So with Drake defecting, I have been put in charge of the saloon, though I am afraid it is more than I can handle. I am incredibly heart-sick, due to the loss of Burl in the Coliseum, who I grew to love. On top of that, I am now fearful of this building being a possible target for Drake’s crew, as it is Devereau’s main establishment. You see, I want to leave here. I don’t want this job. I’m no longer treated as a slave, as you can see. And I wish to return to my lands and my people in the country from which I came. There’s nothing left for me here. The only reason I stay, and I redden when saying this, is because of [[Herb Wells]]. I believe he secretly loves me and it would break his heart to see me go. At any rate, I plan on seeing this town go back to order before I do anything.

“But here I am, going on and on. I’m sure you’re quite tired of my speaking, is there anything you wish to ask me?”

[[Albatica]] – I was so young when I was taken from there, it’s hard for me to remember anything. I remember that my brother would always tease me, but, at night, when I would have bad dreams, he’d let me sleep next to him, and I always felt so safe. Then the war began and nothing was ever the same.

[somewhere in the middle of questions if the card dealer is still alive (Herb Wells if he’s dead)] – There’s a knock at the door and [[Kallista]] pardons herself to answer it. She pears through a small slit behind a wooded board and opens the door. You recognize the card dealer from the table whose life you just saved. There are hushed whispers and he passes Kallista a small bit of parchment, which she quickly reads and thanks the man, closing the door, and returning to her seat across the table in front of you.

“According to our friend, the man who assaulted him was carrying this in his hand while playing cards all night. It must have dropped to the ground when he started causing trouble and knocked over the table. Tell me if it means anything to you. [Kallista passes you a note that seems to have been written in haste].

[if they can’t figure it out] - “Perhaps Devereau will know what it means. It may be nothing, but if that note is something important, I would just as soon like to know what it means.”

[upon figuring it out] – “Yes, that must be what it means. Please, I ask this one favor. Will you stay with us tonight and help to defend against any attacks from Drake’s men? Perhaps it’s a false alarm, but I would feel much safer if you were here to help me and Herb.”

[upon accepting] – “Thank you. For now, I think it best that you leave and I go about my business. We do not want Drake to think that we’ve gotten wind of his plans. I will send one of our girls to find you once it is time. When you return, make sure to enter through the back door, to avoid drawing any attention.”

[leave the saloon] – Level up.

!Sheriff’s Department
You enter the building and you are immediately flanked on both sides by city guards, what you take to be extra security measures by a man fearing for his life. Sheriff Goodman sees you and stands up from behind his desk. “If it isn’t the champions of the coliseum. I have many enemies ever since the king’s soldiers have left the city, but I doubt my extra guards will do anything to stop either of you from doing whatever it is you want. Now what do you want, and be quick about it.”

[replacing him as sheriff] – “You think Chandler can handle sheriff? Do you not remember how this city was before I intervened? Cutthroats paraded through the streets doing whatever they wish, while Chandler sat drunk in the Rich Queen. I did only what I believed to be right, someone had to stand tall. How was I to know the soldiers would suppress the rights of everyone in town and then leave without a word, allowing the syndicate to cut itself in half? We’re on the brink of war out there in the streets and now we have folks comin in from [[Port Edascus]], saying their city’s been takin over by ghosts and what have you. More people means more crime and [[Dr. Glass]] says his infirmary is filled to the brim, mostly with sick refugees. So go ahead, replace me with Chandler, see if I give a damn. Watch how quickly this city goes to hell. Bring him right in here and I’ll leave without another word.”

[how will he handle things as the sheriff] – “First thing I’ll do is kick all the refugees out and close the gates to the city, won’t allow any more travelers in.”

[Kevvry murder] – “I’ve dispatched two small units of guards to search for [[Mayor Kevvry]]. He’ll show up eventually, and when he does, the bastard’ll be put to death for sure for what he’s done. Killing an innocent girl like that. It’s just wrong. These nobles with all their money think they can get away with anything. Not this time. Not on my watch.”

[details of the murder] – “It seems that the girl was bludgeoned over the back of the head before her throat was cut open. The spot where she was found dead has been marked by white stones in the bedroom of their house. No weapons were found anywhere, leading me to believe that Kevvry brought them with to wherever he fled.”

[meetings with Alyssa] – “We sat and had food together every so often, so what? We’re old friends. There’s nothing wrong with that.”

[press him further] – “All right, I can’t fool you. We were lovers. Alyssa and I both knew she couldn’t leave the mayor. He offered the financial support she needed, and with it, she was able to help her father, [[Jess Duncan]], by sending him money from time to time. She always felt like she owed him so much. I loved that girl so much, and to see something like this happen just breaks my heart. But I won’t rest until the mayor’s caught and hung, I promise you that.”

[did he kill her] – “How could you even ask that? I don’t even understand how anyone could possibly kill that girl. I loved her too much and I would never have allowed something like this to happen, but there was just so much confusion in the aftermath of Argon and his soldiers leaving.”

[did the mayor suspect the affair] – “I don’t believe so. Or at least Alyssa never mentioned him bringing any such thing up. I mean, I suppose it’s possible. We tried to be careful. Only meeting at night or in closed rooms. Those were the greatest times of my life, those times when I was with her, and I’ll never forget them.”

![[Duncan’s Drink]]
You walk into the dark wooden building and see an old, dust covered man behind the bar and several patrons scattered about the tavern, consisting of miners and peasants. One of the patrons, however, is unlike the others. He wears a large, flowing overcoat, with flaps hanging over the sides of his chair, and atop his head sits a long-brimmed hat, covering his black hair. He sits alone at his table, without having touched the flagon of brew in front of him, and it seems as if he’s waiting for someone.

[go to man at table] – Without looking up, the man asks you to in the chairs to his left and right, his face remaining hidden under the shadow of his hat. “I thought our paths would cross eventually,” he says, and you find his voice oddly familiar. “It sounds as if you lot have been through quite the ordeal, since we last spoke.” The man removes his hat and you recognize the face of [[Caranthir Helevorn]], the man you first met after waking up in that crater covered in ash. His blue eyes shine intensely in the faint light of the pub. “I should have known that our meeting was more than mere coincidence. I daresay that these past months have been rather trying for me as well, and I am certain that it is linked to you. Allow me to show you something.” He quickly waves a hand over the top of his cup and the liquid begins to boil, bubbling over the edge and onto the table. He waves his hand over the cup again, and it returns to its original state. “That was nothing. Once I arrived in [[Port Edascus]] following our meeting, I began to feel this surge of energy in my body, particularly in my hands. In addition, my hands were covered in residue from when I helped to wipe the dust from your clothes when I found you. This residue would not be removed after even very thorough washing, though over time it began to fade on its own. Through no action of my own, strange things would happen about me. Lights would flicker, water would freeze solid, doors would open, and so on. At first, I believed myself to be mad, but after seeing a doctor, I was told there was nothing wrong with me. I was given some herbs and told to get more sleep. The herbs did nothing and sleep became increasingly rare. I became aware that I was the one making the strange things happen. I would go to light a fire, and at the mere thought, the fire would ignite. I’ve since learned to control these occurrences and have found that I am able to manipulate matter.” Caranthir picks up his flagon and drinks it down. When he sets it back on the table, it is completely full. “I wanted to know more about what was happening to me, so I went to the great libraries of Port Edascus, which carries literature from all over the world, from many different cultures. I found it very easy to understand languages that before I had never even heard of, and tore through nearly half the library before the scourge. You see, I saw it happen before the actual events. What little sleep I was able to get, was in the form of dreams. I saw a hideously deformed man enter the city. People who were once dead and buried, returned to life, but not as themselves. They only knew killing and hunger. They hungered for the flesh of man. Every person they killed would be raised and be like them. These were my dreams, and it took me some time to understand them, but they were as real and you or I sit here. I attempted to warn the city watch and when they would not listen, I would tell the people themselves. But they were all deaf to my words. I left town before it began. I arrived shortly before the first of the wayfarers from Port Edascus entered the city.” He pauses to collect himself. “There is some yet unknown purpose for these powers that I have and believe that you also share. I would like to accompany you on your travels, if it pleases you, so that we may together discover our purpose. What say you?”

[why can’t anyone see him] – “They quite simply are unable. These men are all rather weak minded. They cannot see what they do not understand. They can see you, only because you’ve allowed them.”

[Go up to the bar]: “What’ll it be then?”

Ask about –

[himself] – “You’ll forgive me, but I’m not much in the talkin’ mood at the moment. So if yeh want a drink, say so. If not, I’ve got some standin an lookin to do.”

[man at table] – “These are all just men that work the mines here, which table are you speaking of?” [point to table] – “I’m in no mood for jokes and riddles, at the moment. There is no one at that table. If you intend to make a fool of me, I would think twice of that right now. Now, please, is there something you’ll be drinkin, or no?”

[News] – “The mayor’s a cold-hearted murderer, that’s what news. And if I ever find him, I’ll tear him limb from limb, only slowly, so he feels it like. Say, you’re the two that survived all that killin in the coliseum, aren’t yeh? Tell yeh what, you bring me the mayor’s head, and I’ll reward you in gold, what say you to that?

[inquire] – “You must’ve heard by now. He’s gone an killed me little girl. Alyssa Kevvry was my daughter, and the only reason I let her go and marry that sniveling arse is because I knew she’d be well off and have a better life than with the sort of money I make or if she’d’ve gone and married some farmer’s boy. But no, soon as the mayor gets bored of my girl, he kills her and flees the city, right on the heels of those bastard soldiers. Those soldiers are no better than the mayor, if you ask me. They come to the town, take want they want, then leave and let it all go to hell. I’d just as soon have their heads, but that wouldn’t quite work, now would it. So, what’ll it be then, yes or no?”

[soldiers] – “To hell with the soldiers, you’ll do what I ask before I answer any of your questions,” you notice a couple of the patrons getting up and leaving, perhaps in response to Jess Duncan’s raising voice and anger. “I want the mayor’s head on a plate! Now will yeh do it for me or not?”

[accept QUEST] – “Fine then, not that I have any idea where the dirty bastard’s hidin or if you’ll be able to find him at all. Best luck to yeh. Jess Duncan may yet see justice done for the murder of his little girl.”

[upon completion] – “Thank you very much for setting the record straight. I’m afraid I was not myself during our initial encounter. The mayor, it seems, was a good man after all, set up for murder by Kenneth Drake and his men, and I fell right into their plans. I hope that Kevvry will forgive me, wherever his soul now rests. As for the reward I promised, please take this, it’s all I have, but I am a man of my word and you have shown me the truth behind these terrible events of the past days.” The broken man offers you a sack of coin containing 600 gold pieces.

[refuse money or take half] – You truly are heroes. Thank you for your kindness. Before you leave, I believe you asked me about the soldiers unexpected departure when we last spoke. I’m afraid I don’t know much, but I believe it has something to do with the mine, and perhaps something they took from it. I suggest you speak with Old [[Dusty Battle]] in the Miner’s Hall. He and I are old friends from the war. Tell him that I sent you. He will answer any of your questions regarding the soldiers.” Receive +1 to your next three rolls of any kind.

[accept the money] – “Now, if you’ll excuse me, I must take time to mourn.”

[inquiry of soldiers] – “Oh, yes, forgive me. I don’t know whether or not it’s true, but I believe the soldiers left the city after the discovery of a very valuable stone that is rumored to be housed within the mines. Beyond that, you’ll have to speak with Old Dusty Battle in the Miner’s Hall. 

!Miner’s Hall
Dirt-covered miner’s file and out of the building. You can see some of them in the distance to the north working at the entrance of the mine. Inside the Miner’s Hall, a couple miner’s sit at a table playing a card game you recognize from the Rich Queen Saloon, [[Devil’s Backbone]] or some such name is what you believe it’s called.

[inquire as to Dusty Battle’s whereabouts] – “Old Dusty’s out workin the mines. He won’t be back till nightfall, I suggest you return then if’n yeh need to speak with ‘im.”

Near a small bowl of water, washing off dirt from his hands and face, you recognize [[Walben Chandler]], who used to be Sheriff of the city. 

[what he’s doin] – 
*became miner due to regrets from time as sheriff
*no longer drinks
*believes we should allow any refugees a place to stay, at least temporarily until whatever’s happened at Port Edascus is dealt with
*would accept the chance to redeem his name as sheriff
*otherwise, does not mind the honest work of a miner

[ask him to be sheriff] – “I believe the lord has given me the chance to redeem myself. I shall become sheriff as you ask, and this city will see peace as it once did long ago. I ask that you go to [[Phil Goodman]] and make sure that my way is not hindered. If he would like, I would of course graciously accept him as my deputy once again. I feel that he is a good man still, despite his misstep in bringing the military into this city.”

[upon completion] – “Thank you, friends. I will not fail your expectations. Please, accept this gift as a token of our friendship.” Walben Chandler undoes the sheath at his belt and hands you his sword. “It’s the least I can offer you for giving me a second chance on life.” Chandler warmly embraces you both and sets off out the door and down the road.

!Miner's Hall - Night
The Mining Hall seems to be deserted, save for a few men still in their mining gear, one or two having fallen asleep on benches and another handful playing cards games, laughing and speaking jovially with raised voices from time to time. After several minutes of waiting, the door to the hall opens, revealing an old man, with a long dirt-covered white beard, lines digging deep trenches into his face. You assume this to be Old Dusty Battle. The old man approaches you, dirt seems to shake off of him with each step taken, “You lot don’t look like you belong in here. May I ask your business?”

[soldiers] – “[[Captain Argon]] seemed to spend a good amount of time here up by the mines. It’s my belief that they were here in this city for something more than restoring the so called peace. I heard various reports and complaints from some of the miners bout the soldiers goin in an outta the mine, and asking questions too. And then they suddenly leave outta the blue. In fact, I couldn’t even get into the mine just before they left the city. It seems pretty obvious that they found something in there. Somethin important. Whether or not it’s what they were searchin for, I don’t know.

[what questions] – “Oh, you know, just questions askin if there’ve been any rare gems dug up recently or if they ever heard anything about any legends.

[what was it they found] – “Are you familiar with the legend of the True Heart Stones?” The old man asks. [response is no] – “Then perhaps we should have a seat, what say you?” Old Dusty takes a seat in on a bench, out of ear shot from the other miners. “You see, there’re heart stones and there’re True heart stones. Scriptures from various religions all around the world, or at least the parts I’ve been to, and I assure you, I’ve been to one or two places; bunch of these writings, they talk about powerful stones. These are stones that tyrannical rulers would use to bend men to their will. There’re stories of mighty heroes possessing these stones and defeating entire armies. The scriptures speak of a time of magic, where sorcerers would use the stones to do the devil’s work. And then there’re the True Heart Stones that are set apart from all the others. These were the stones used by the One True God himself in defeating The Angel of Darkness, what some will call the devil. After sending the devil into the abyss, the Lord buried the true heart stones deep in the ground, out of which grew our world. Course, different scriptures have it goin different ways, I think a good number of the dwarves believe Moradin’s hammer is imbued with these True Heart Stones. But with all legends, it’s best not to take them literally. Go to any country and someone will claim that someone else possesses this or that heart stone, but I’ll tell yeh now, it’s a sham. It’s just folk tryin to use myths from this or that religious text and tryin to control people, that’s it. Who knows if the things ever existed, I’ve never seen any proof of it.” The old man looks tired. “Anyways, I don’t even know if any of that has anything to do with why the soldiers left or not. Maybe they think they found something that they didn’t. Or, hell, maybe they found a rock that’ll crush armies and send the world into a new golden age, what do I know anyhow. Other than that, I don’t know what else to tell yeh. This world seems to be passing into a new age, perhaps its final age. The air doesn’t seem as sweet as it once did, I believe this is a dying planet. Death and darkness seem to stand waiting at the threshold and there are no heroes to be found. But I apologize, I am tired and I must not make much sense. If that is all, I believe I will take my leave.” [wait a moment] “Well, then, a pleasant evening to you, perhaps we’ll talk again.” Old Dusty rises from the bench and shuffles his way through the door and down the streets into the night.

!Kevvry Residence
[have them find numerous items that the mayor would have taken with him had he planned on fleeing] Outside the house, two guards stand watch. “You must be the ones the sheriff said might be coming to investigate the murder. We will be accompanying you into the home.”

The guards lead you up the stairs and to the master bedroom of the house where the murder took place. They open the door and inside you see a rather extravagant bed and many fanciful decorations all about. In the middle of the room on the floor, white stones mark the spot where [[Alyssa Kevvry]]’s body was found, blood has soaked into the floor boards and has dried over the spot where her head would have been. The guards wait for you at the door and before you do anything else they say, “You may look around and search the room, but you’re not to remove anything from the premises. Let us know when you are ready.”
*You open the small cupboard and find long coats and heavy clothing hanging up, as well as a small piece of leather armor and a sword attached to the back of the cupboard.
*This seems to be a desk with open books and small sculptures to either side. The books seem to contain laws of the country and other such politics. You open one of the drawers attached to the desk and find several money pouches stuffed with gold pieces. You open another drawer and find perfectly folded clothing, such as tunics, pants, and other such items.
*An ornate fireplace. Nothing special. Some fire pokers to the right.
*A small hand mirror and jewelry box sit upon this dresser. The jewelry box is unlocked and filled with priceless gems. You open a couple of the drawers and find them all undisturbed, containing various undergarments and women’s clothing.
*You open the door to the washroom and don’t find anything of particular interest.
*You examine the nightstand next to the bed and find on top of it a lamp and a book by a popular author of poetry. You open a drawer inside the nightstand and find a small dagger with an ornate hilt. It is clean and doesn’t seem to have been used in some time, if ever. Other items in the drawer include pieces of parchment, pens and a bottle of ink, as well another book of poetry and other such items.
*The bed is untidy and the covers hang over the sides. A lamp has fallen on the floor as well.
*You open the door to a closet where you see several boxes collecting dust and various items of clothing. On the side of the closet sits a large traveling bag, also collecting dust.
*In the middle of the rug, there is a dried puddle of blood
*Sitting next to a large, locked chest are a pair of men’s traveling boots.

![[House of the One True God]]
You enter the church and see small groups of refugees huddled into groups all around the church, with priests weaving through the patches of people, giving out bowls of food and offering water to those in need. You realize that some of the people are bundled up in blankets and coughing, seemingly sick. You notice [[Father McKay]] comforting a somewhat larger group to the side of the main aisle. 

!Vitral’s
You enter the diner and see a few patrons sitting at tables, [[Octavia Vitral]], the hostess, serves them bread and wine. You notice one man sitting at a table alone. He’s middle-aged and muscular with a shaved head and a short, cropped beard. He never looks up at you and never seems to remove his eyes from what he is eating. Behind a large bar, you see [[Maynard Vitral]], the owner of the diner and the cook, he moves between a series of pots over fires, small pans, and two large ovens built into the walls. Octavia Vitral catches sight of you and approaches. “Is there something we can do for you, gentlemen?”

[food] – “Very good,” she says, her eyes fall to the dwarf for a second. “Just so you are aware, meals are 100 gp per party.”

[accept] – Octavia leads you to a table on the opposite side of the diner from most the other patrons. She puts down bread and oil and pours wine into cups. “The lamb and pork are particularly good tonight. They are served with roasted potatoes, green salad, and pasta with cheese and garlic sauce. For dessert, we have fruits and cheeses as well as numerous pies; I recommend the butter bean custard pie. So, what will it be then?” [upon finishing the meal, everyone receives +1 to their next roll].
*Octavia will also tell them anything they would like to know about the man on the other side of the diner

[Kevvry murder] – “We only know as much as anyone else. Now, if you please, unless you plan on eating, I must ask you to leave.”

[insist] – You see Maynard Vitral approaching from the kitchen. Octavia says, “[[Mayor Kevvry]] and his wife ate here often, but we can’t tell you anything about the murder because we didn’t really know the two all that well, beyond being their servers. The mayor never seemed like the killing type, and they both appeared to be perfectly content.” Maynard speaks up here, “Look, friends, this is a business. We ask that you leave unless you’re here to eat. If you really want to find out something about the murder, I suggest you go talk to Phil Goodman, I’m sure he’ll have something to say on the manner.”

[inquire] – “Look, I told you all I’m gonna tell you. Now please leave before we all have a problem.” At this, you notice the bald man set down his silverware and stare in your direction.

[intimidate or threaten violence] – The man at the table shoots to his feet and begins marching in your direction until halted by Maynard, arms out, “Hold there, Ivan, there won’t be any need for that.” You see that most the patrons are frightened and watching. “These men were just leaving.” He turns back to you. “Phil Goodman and Alyssa Kevvry would often meet here in one of the private dining rooms. We don’t know what went on inside or anything beyond them coming in, eating together, and then leaving. Now, I suggest you talk to [[Phil Goodman]] and leave. And please do not return.” [receive +1 infamous point].

[bald man] – “He is a paying customer, now, if you please, you must go if you don’t plan on eating.”

![[Drake’s Hideout]]
[Enter [[Ivan Sykes]] room] - You see the back of a man kneeling at an altar deep in prayer, his hands covering the back of his head. Around his hands, he wears white hand cloths wrapped around several times. He takes notice of your presence and turns his head slightly. You recognize him as the bald man from Vitral’s. He sniffs the air. “Your stench fouls this holy sanctum. Prepare to be made a sacrifice.” He stands up and turns to face you, tearing his tunic away and revealing a heavily tattooed upper body, a massive sun cross stretches across his chest and various other holy symbols covering his arms and shoulders.

[Enter [[Kenneth Drake]]’s room] – You open the door and enter a massive room, with the looks of a personal study of some sort. You find yourself surrounded by armed men. In the center of the room is a fancily-dressed man with a long, well-groomed goatee sitting in a large chair, some would perhaps confuse it for a throne, a small dragon symbol engraved on its back. You recognize the man as [[Kenneth Drake]], the previous owner of the Rich Queen Saloon. To Drake’s side you see a small table with a severed head on top of it, blood pouring out from the neck and trickling down the side of the table. A newly headless body lies in a cage next to it, naked with hands and legs bound together. Drake slowly begins to clap his blood-soaked hands and stands to his feet. “I applaud you in finding your way here on your own accord. I see you’ve taken notice of our friend, [[Mayor Kevvry]].” He motions to the head. “I’m afraid that once you entered the altar room, I couldn’t allow the chance of him living to see another day. I wanted to have the pleasure of removing his head without interruption. I didn’t want him to die in an unsatisfying way in the middle of our fighting. And I’m quite aware that you lot can hold your own in a fight. I’m quite prepared for that as you see. But I’m sorry you chose to side with Devereau in this conflict. He is obviously the weaker man, how else do you explain the soldiers being allowed to enter this city and tear apart all of our hard work? You could have benefited greatly from joining me in ruling this city and beyond. 

“You see, Devereau never saw past this small desert city and its walls. My plans are much greater, and we will spread into the forest and mountains, and we will have our own army to rival that of the king’s. However, my takeover would not have been possible without the support of the people. That’s where the mayor came in. He was to give his support of my cause, but he refused, so I had [[Ivan Sykes]] kill little [[Alyssa Kevvry]] and everyone assumed it was the mayor who did it, so now I don’t need the mayor’s support. I was only keeping him alive to present to the people later, I as the hero who captured the murderer, and they’d all attend his execution with glee, for they love violence just as much as myself and just as much as it seems you also.

“But here we are. Sadists against sadists. It will be a happy day, regardless of the outcome.”

!Good Goat’s Inn
You see [[Alden Buckley]], looking rather tired, as he attempts to serve a few of his guests, folk from out of town, you figure more of the Edascus travelers. He catches sight of you and sets items aside to welcome you. “Ah, good to see you’re alive and healthy, my friends. I was quite worried for you once I heard that you had been sentenced to fight to the death in the Coliseum by the soldiers, but what was there for me to do? I am glad, however that you’ve returned, however I must apologize for the state of things, I’ve been quite busy and low on funds for I have been doing my best to offer reasonably priced accommodations for some of the wayfarers from the port city. For them, I’ve had to reduce the prices on my rooms and services by more than half, for I could not live with myself if I simply turned them away. So you see, I am not myself of late.”

[help/work] – “Well, you see, I’ve been meaning take some of my paintings over to Vic Milner, Vic and Orm’s Goods shop, but I haven’t had the time to do so, as I’ve been rather busy here. Perhaps you could do it for me. In return, I’d be glad to give you any one of my paintings to keep for yourselves.”

[agree] – “Oh, wonderful. Just go on down into the basement and pick out six paintings, five for Vic, one for yourself. Take them over to Vic and get what you can for them. Return to me once you’ve finished.”

[upon completion] – “Thank you very much. This is rather more than I could have expected. Thanks to you, I should be well able to continue to serve these people in need until whatever corruption that has passed in Port Edascus is dealt with.” [receive +1 to your next roll].

[go down to the basement] – “It’s rather dark in the basement of the inn and the only light comes from a small slit in the side of the building, perhaps meant to air out the room. You see crates and random pieces of art scattered all about. However, your eye catches a small glint from somewhere to the side of the room. [make a spot check at DC 13]

[success] – You investigate the area in which you thought the glint of light originated from and find a small dagger with streaks of blood across the blade, thrown on top of the dagger are a set of long white cloths, something perhaps used as handwraps, as you’ve seen some of the farmers wear when they’re plowing their fields. [make another spot check].

[success] – At closer inspection, you notice a small metal pin on top of one of the cloths with the same dragon-like symbol from the bottom of the note the drunken gambler dropped in the Saloon.

[show to Buckley] – “My Lord! I haven’t the slightest idea how those ended up in the basement, nor do I know of their origin.”

!Forgedawn
You enter Forgedawn’s shop and see the old man slumbering noisily on his large wooden chair in front of his work bench, several pieces of weapons unfinished and scattered about him.

[wake him up] – “Ah, who’s there?! Oh, it’s only you gentlemen. I apologize, but I seem to have drifted off for a moment. It’s good to see you are both all right, but I am quite busy at the moment, with Blaine Shepherd in the infirmary, I haven’t received the extra help he usually offers, and sadly, he doesn’t look to be getting better.”

[he’s dead] – “That is sad news indeed. I wish I could have been with him at his death, but it’s a hard sort of thing to predict. I would have stayed with him at all hours if there wasn’t work that needed doing, lest I go without eating. But he is at peace now, no doubt with his father.

[metal object] – “Ah, let me see that there.” The old man inspects the piece of iron closely. “Yes, of course, this tool is used in smithing. Blaine Shepherd’s father passed it to him at his death and Blaine used it quite often when he would help me. This is perhaps the secret behind his efficiency and skill. I think you might want to hang on to that, as I believe you’re shaping up to be quite the craftsmen yourselves.” Forgedawn teaches you how to use Shepherd’s Iron effectively. [grants +1 to all crafting rolls involving metals].

[work] – “I could certainly use your help. With a bunch of folk comin in from [[Port Edascus]], I’ve been getting more commissions than usual. More people means more business I suppose. But with all the work pilin up and no help, I seem to have fallen behind. I can offer you gentlemen compensation for your time and work if you would like to make some weapons for me.”

[accept] – “All right then. What I need are three longswords, five sickles, two scythes, three heavy flails, and one two-bladed sword.” 

[upon completion] – “Fine work indeed. These weapons nearly rival some of my own. You are certainly learning your craft. Here is what I owe you for your work.” Forgedawn hands you a bag of coin containing 300 gold pieces.

!Once the Kevvry murder is investigated and Sheriff chosen
You are met in the street by a girl wrapped in a dark cloak, she lowers her hood revealing a young and pretty face. “Pardon me, sirs, but I have been sent by Kallista to request your presence in the Rich Queen Saloon at this hour, as the sun draws near the horizon. Be sure to enter through the back door, lest you be seen and our plan blown asunder.” She bows deeply and returns in the direction from which she came.

!Rich Queen
You enter the building and are met quickly by Kallista. “Keep your heads down and follow me,” she tells you as she makes her way to the back room.

[follow her] – You pass the usual gambling tables filled with men playing games and drinking. You follow Kallista into the back room and close the door behind you. “I’m glad you could make it. With your help, victory is assured. Now, we expect Drake’s men to attack very soon. In order to maintain the element of surprise, I’ve disguised several of my men around the saloon at tables, they will attack once I give the signal. I would like you to position yourselves at this table [indicate on map], that way, you should be able to come up behind them once they enter the building. Once they expose themselves, we will have them from both sides.”

[once taking position] – It isn’t long before a large group of men enters the saloon. They are all wearing cloaks or other similarly concealing items of clothing and you catch a glimpse of steel poking out from under their clothing. You assume Kallista also notices them as she works her way seductively through the saloon patrons and approaches the group of men. She starts speaking words you can not hear as she caresses the man’s chest and face. He turns his head to the rest of his men who laugh, enjoying the sight of the girl. In a sudden motion, Kallista opens up the man’s neck with a dagger from inside her blouse. The man is taken by surprise and blood spills out from his neck as he falls backward into his men who attempt to catch him before he hits the ground. Kallista whirls about and picks up a sword she had hidden beneath one of the tables. The men stationed around the tables reveal themselves and also draw weapons as Drake’s men scramble to make themselves ready for the fight.

[Upon completion] – Kallista approaches you, soaked in blood, Herb Wells joins you as well. “We must tell Devereau at once of the events that have passed. If we are going to attack Drake, it should be now. I will be going with you while Herb stays here and takes care of the wounded and watches over the Queen. Let us make haste.”

!Devereau
You are ushered into Devereau’s home by his servants and they bring you to his large meeting room that remember passing through when you were first here. Like many of the rooms in his house, it is filled with rich colors and ornate looking decorations and artifacts. You approach Devereau. “By the Hells! You’re all covered in blood! What has passed?” [Queen attacked] “Then Drake has begun the war. However, it is a war that will not continue for long. I must ask you now to go to Drake’s hideout and kill him. He will be caught off guard as he is probably awaiting word from the group that attacked the Rich Queen Saloon. In addition, his forces will be heavily reduced, since he is not expecting an attack and many of his men were already sent to the saloon. Once Drake is dead, this city will finally see peace. You will be well compensated for your work, I assure you. But you must go now.”

[accept] “Return to me when you are finished. And bring me Drake’s head, so that the people of the city can clearly see the end of violence.”

[complete quest] – “At last, it is over. You have done this city a great service. Now a new era will reign for Bit-Adini, one of peace, prosperity, and justice.”

At that moment, Dr. Glass rushes into the room, accompanied by Devereau’s servants. He is out of breath and sweat runs down his face. “The dead have risen!” he says. [go to end depending on sheriff]

!End with Sheriff Chandler
Dr. Glass catches his breath and continues. “Many of my patients began dying from their sickness and wounds early this evening. None of my treatments did anything for them, it didn’t even slow the progression of whatever sickness they had. But something terribly evil has begun happening. They are all returning to life!”

At this, Caranthir interrupts, “This is what happened in Port Edascus. We must destroy these monsters before Bit-Adini shares the same fate!”

Dr. Glass goes on, “As I fled from my infirmary, I could see citizens fleeing from the north. I believe perhaps the same thing has happened in the church, where many of the travelers from Port Edascus have taken refuge.”

Devereau speaks now, “There is no time to waste. I will not let this city be overtaken by evil just after it is washed clean and made pure again. Quickly, make haste to the church. I will go with some men to clean up the infirmary. Meet me there once you are finished, and may the Lord’s light protect you.”

[go to church] You make your way up the road to the church, peasants run by you screaming as you go. As you approach the church, you see Father McKay locking the heavy wooden church doors with a steel key. He turns around and moves towards you, his arms out wide. “You mustn’t go any further. This is a place of evil. The church has been forsaken by the Lord and the dead have been twisted by the Dark One and return to life. None survive!” From inside the church, you hear cries for help from women and children. Father McKay turns towards the voices then turns back to you, throwing his arms out again. “I implore you to turn back! Those innocents are in God’s hands now, there is no hope for them here!” From behind foliage to the side, a zombie emerges and latches on to [[Father McKay]]’s hand, the one carrying the key to the church. It seems almost as if the zombie unhinges its jaw to fit the entire hand into its mouth, key and all, before clamping down and tearing the hand off at the wrist. The preacher pulls his hand back in pain and is completely awestruck, “Lord save me!” he says as a second zombie lurches towards him and pulls him to the ground. Several other zombies have emerged from the sides of the church and shamble in your direction.

!End with Sheriff Goodman
Dr. Glass catches his breath and continues, “I’ve been in the camps outside the city, tending to those in need, but since early this afternoon there have been many deaths, my remedies doing nothing to help. But now they have begun to return to life and they attack others without word or notice and they cannibalize them!”

Caranthir interrupts, “This is what has passed in Port Edascus, the evil has followed those who have fled their homes and come to the very door of this city.”

Dr. Glass goes on, “The gates of the city have been shut behind me and the guards are not allowing anyone passage in or out of the city. Sheriff Goodman is at the lead of the guards protecting the door. There are still many innocents alive out there, helpless against the scourge. Something must be done. But the citizens of this city are on the side of the sheriff and do not want the gates opened for any reason.”

Devereau speaks, “This choice I will leave to you. We are all ill equipped to battle anything of this sort. At the present, the rest of the town is safe, but if you decide to go beyond the gate and find what survivors you can, than I will go to talk down the crowds and insure your way is not blocked. But you must decide quickly.”

Caranthir turns to you, “By keeping the doors of the city closed for now, we are sure to keep the rest of the city safe, before a proper defense has been mounted. Once enough men are gathered, archers can be set upon the walls to finish off the remaining scourge. There will be deaths, but there will be many more if those zombies get back into the city.”

Kallista speaks, “I believe that we must save whoever we can. There are defenseless women and children out there. We have power and numbers to defend the city. We must do whatever it takes to help those in need.”

[let’s stay] – Devereau looks relieved, “Very well, you may rest here until day break if you wish, at which point I ask you to continue your search for the answers to why Captain Argon and his legion left the city without a word.”

[let’s go] – Devereau says, “Very well, make for the gate, I will go ahead of you and make certain your way is clear. When this is all finished with we will meet back here.”

[approach gate] – You come up to Sheriff Goodman as you approach the gate. “I’ve spoken with Devereau, I have been made to grant you passage through the gates if you wish it. However, once beyond the gates, they will be immediately shut behind you and there will be no returning to the city until we are absolutely sure that all threat has been dealt with. If you still wish to continue, say so and I will instruct the guards to let you through.” [continue] – “Very well, then. Let us hope that luck is on your side.”

The sheriff orders the guards to open the gate. You pass through the gates as many zombies become aware of your presence and shamble in your general direction. The gates are quickly closed and barred behind you.

[upon completion] – A scout is sent through the gates to make certain all scourge have been dealt with. Once satisfied, he returns through the gates to report. Some time later, the gates are reopened and you are allowed back in to the cheers of the guards and citizens.

!Return to Devereau
[if at infirmary] - “It is good to find that you have survived to see another day. But the sun has almost come to meet the night, so I think we should take rest. Please, I invite you to rest in my home, if it pleases you. Tomorrow, we shall discuss how we will proceed.

[if at home] - “It is good to find you have survived the night. I am sure that you are quite weary and invite you to stay and rest in my home, if it pleases you. Tomorrow, we shall discuss how we will proceed.”

[after resting] – One of Devereau’s servants escort you to Devereau’s dining room, where he sits at a large table, eating various olives and nuts, drinking a brew of some sort. “Ah, you’ve awaken at last. Please, sit and eat.” The servants bring out various meats, cheeses, and breads, which they set down in front of you, along with cups filled with wine. “Now then, I believe we have some business to discuss.” One of Devereau’s servants sets down a bag filled with coin in front of you. “That there is 1000 gold pieces. That is for helping me take care of Kenneth Drake. I will double that once you find out the reason behind Argon’s legion vacating the city. For now, though, let us enjoy our meal.”

[finish quest]

“So, have you any news for me in regards to Captain Argon?” [heart stone] “Then it is as I feared. Their only reason to be anywhere near the mine is to pursue the legend of the heart stone that rests in the sands of this desert. The only explanation for such a hurried departure would be the finding of such a stone. Whether or not the legends are true, the stone is worth a great deal of money. I’m afraid to say that I must again ask for your service. You must track down Argon’s men and retrieve the heart stone in any way you can. They are headed for [[Norlea City]] and most likely took the path north through the [[Languid Sands Desert]] to the east. That stone must not reach [[King Victor]], for there is no getting it back once it is in his hands. Please, leave as soon as you can, I can gather together food and drink for your journey, let me know when you are ready to go.”

[ready] – “Wonderful. Here’s everything you should need for the expedition. It is at least a full moon’s journey to Norlea City from here, you must intercept [[Captain Argon]] before they reach the city. Take the road east and then north through the Languid Sands, with luck, I expect you should catch up to them before it is too late. Farewell. [no reward yet] Oh, and one more thing, before I forget… [go to reward]”

[reward for the information] – “As I promised, here is an additional 1000 gp for finding out the truth behind Argon’s disappearance. I suggest you make a visit to the stables before leaving on your journey. Also, in case you were wondering, I have several houses for sale in the city. There are two small homes for 1000 gp each. If ever you’re interested, please come let me know. It would be nice for you to have a permanent place to stay and store your belongings whenever you come to the city. Perhaps one day, when this is all over, you can even run for the office of mayor or sheriff of the city.” [level up, receive +1 fame]

!Stables
You are greeted by a dirty middle aged man with long sideburns and a mustache. “Hail, friends. Name’s [[Booker]]. Come to look at the horses have yeh? Well, I heard what you’ve done fer the town. Was witness to some of your heroics just the other night, in fact. Tell yeh what, I’ll give yeh a bit of a discount on the horses, if’n you decide to buy any.”

[how much] – 500 gp a horse, that includes sadles, harness, food, and all. It’s a hell of a deal, trust me on that. If you prefer, I also have a two horse wagon here I’ve been lookin to sell for 1000gp. It’s a sturdy bastard, new wheels on it, and it’ll carry all your stuff, as well as any passengers you might have, though if you have more than four passengers in the back, you might be wantin to think of a larger wagon of some sort, which I don’t sell here, but perhaps ol [[Vic Milner]] might know of a place t’ get one.”

!End of chapter
As you make your way through the streets, Caranthir begins to speak. “I do not think we should make for [[Norlea City]] right now. The more pressing matter at the moment is [[Port Edascus]]. Just because we’ve stopped the scourge in this city, doesn’t mean they won’t return, they might even grow stronger and branch out further. Who’s to say they haven’t already spread out into the mountains to the west? We must go to Port Edascus and destroy whatever threat lies in wait. We must do so before it gathers more strength. Devereau doesn’t need to know of our decision. The libraries in Port Edascus will tell us more in regards to this stone that we would blindly go after and there are still so many secrets that may help in the knowledge of where my powers originate and perhaps who you are and from where you come.”

Kallista chimes in, “The heart stone is too important. If it truly holds the power that legend speaks then that power in the wrong hands could be truly frightening. What if Captain Argon learns how to wield this power and uses it against the king himself? We must get to that stone before it’s too late.” 

Caranthir interrupts, “Who’s to say that the stone has power at all? We haven’t any proof and we know nothing of the stone itself beyond what some dirty miner in the desert says.”

[choose which way to go]

END of Part 1

!Ganner’s Dream
[[Ganner]] finds himself walking across the oceans, golden staff in hand with the symbol of a crescent moon on the top; this staff seems forever connected to him. He comes to a small settlement on the water’s edge and he’s greeted by a beautiful woman. He feels a deep connection to this girl and offers to her his staff. Without hesitation, she takes the staff and plunges it deep into the ground. From the base of the staff spreads great deposits of gold ore accompanied by fertile ground, trees and grass. Ganner watches as it spreads far into the distance and into the sea and feels his own power fading from his body. He has just enough time to look back at the girl as she sweeps a knife across his throat. Ganner awakes as a small campfire dies down. Caranthir, sits nearby on a rock, keeping watch, and smoking from his pipe. He whispers, “Many answers lie in your dreams. You’d do well to think on them often.” Ganner then drifts back into his slumber.

!Meeting up with [Thalion] 
[Thalion receives 5000gp total.]
The sun rides high a day into your journey across the sun scorched desert on your way to [[Port Edascus]]. At length, you come upon a fellow traveler headed in the opposite direction, on his way to [[Bit-Adini]], in fact. This fellow was, coincidentally, searching for a group to lead back to the survivors of Port Edascus to deal with the scourge of [[undead]] that have plagued the city and left it in near ruins. It was tasked to him to go for help, even though he was only a mere stranger to the city at the moment the plague hit. And, now, though he was hoping for a larger group, he has offered his skills in aiding your party in dealing with the threat across the desert. At first unsure of the traveler, you decided that there would be strength in numbers, and a skilled bowman certainly couldn’t hurt. However, there is still an uneasiness that lingers. The traveler wears a dark flowing cloak, which he never removes, and keeps most his face in shadow. He’s a mysterious character with an almost otherworldly quality to him.

!Arrival in Port Edascus
After many days of travel through the sands and rock, you arrive at last to the southern wall of [[Port Edascus]], only to find the city barren and in disrepair. It also seems as if a great fire has swept through the city, blackening the streets and charring all buildings in sight. A smell of death lingers in the air as you enter through the fallen city gate. 

Caranthir quickly addresses everyone, “I believe we should firstly seek out the great library of the city. There is where we’ll find the answers we’re looking for.”

Kallista says, “I think perhaps it may be a better idea to make contact with the survivors before we do anything. We should lend our aid as swiftly as possible.”

Caranthir responds, “Gah! You fool girl! That’s not our main goal here, and for all we know, they could be dead, or worse, turned to those walking corpses. Answers are what we seek! We’ll get to the survivors in due course. And, anyway, the library is nearer to where we are now.”

!The Library
You find the door to the library shattered across the stairs and street. Black soot darkens the floor inside and books lay scattered about, charred and pages torn.

Caranthir cries out in dismay, “Blasted to hells! The damned fire has swept straight through this place. Our misfortune knows no bounds.”

Kallista says, “This is what your search for knowledge has led us to, Caranthir. It may be as the gods have always intended.”

Caranthir in anger replies, “Yes, just as the gods intended for you to keep your mouth shut, girl. I see no proof of gods here or anywhere. Perhaps if we search thoroughly we may still find something to our benefit.”

Search DC 16 for each character:

#Scroll: (inside a locked chest DC 16) Among some other writings, you find a relatively untouched scroll of certain note. This scroll seems to go through various legends relating to the heart stone that [[Traven Devereau]] seemed to believe was stolen from the mine in [[Bit-Adini]] by the king’s officers. However, very little is said that wasn’t already explained by the old miner [[Dusty Battle]] when you spoke to him. It’s believed that there exist more than one heart stone and they play parts in many creation myths and various other world changing events. They always seemed to be in the possession of great heroes or evil tyrants. Some myths go as far as to say they were used by the gods themselves in their ongoing battle with their opposing forces. One legend in particular tells of a king from when the world was young who had to battle a terrible demon who had begun to bring about an early Armageddon. The gods helped him to attain several heart stones and he was eventually able to imprison the demon in the fires of hell and brought the king godhood. [[Kallista]], fascinated by these legends, remarks, “Imagine what the King might do if what they found in that mine really was one of these heart stones. The result could be terrible if these stories hold any merit.”
#Scroll: This torn scroll seems to be a fragment of another myth that describes the creation of the planet by five different [[Great Giants]] employed by the gods to shape the five separate continents of the world. Caranthir reads, “’It says that only once the giants had finished creating the continents, did the gods allow them to rest, and so the giants lay to sleep and turned into stone mountains on their respective continents. Inside these mountains lay the crystallized hearts of the giants.’ So it seems to me that this story is telling us that there are five different [[heart stones]], one on each continent.” Kallista cuts in, “They may have moved since the creation of the world though, just like in all the stories from the other scroll.” Caranthir replies, “Well, obviously, but it will at least point us in the general direction.”
#Blackened book with several surviving pages: (A high up shelf requires Climb DC 15) You hand this book to Caranthir who attempts to decipher something of use out of the text. “Ah, here’s something. It seems that there are multiple other types of stones that give powers, however to a much lesser extent. (if they bought the stone from the merchant) The stone that you purchased from that man in the desert is perhaps one of these stones (end). It says that many leaders and heroes would use these lesser stones to imbue their weapons and armors with holy powers or they would surround themselves with these stones in order to increase the acuteness of their natural senses.”
#Pages: You find some loose sheets out of a large volume work, of which nothing remains but dust, but these few pages remain, though they are severely damaged by fire and they’re also torn, seemingly deliberately so. Caranthir has trouble translating the ancient language. “It seems that this was written well before Port Edascus came into being. – (if they saw the ruins) These runes, in fact, match those we found on those fragments in the desert. – (end) This writing is very old indeed. This looks to be part of a much longer story about a mythological figure who was believed to be some sort of deity walking the earth. He carried a great staff with him wherever he went. This part is missing. He traveled to a small fishing village. That could be Port Edascus at the time, I suppose. He had some sort of romance there with the daughter of the village chieftain. And so on, another piece is missing. Ah, here, it appears he promised the chieftain great prosperity for his village for his daughter’s hand in marriage. The chieftain agreed and the man set his staff into the ground. From then on, the village had unbelievable luck and attracted travelers from all over the world. The rest is either missing or too burnt to read.”
#A hard to decipher scroll, burnt and torn, looks to be a map, indicating a large tower on the south eastern tip of the desert. A few scattered notes mark it as an ancient tower of some religious significance. On the side of the scroll seems to be a phrase written vertically along the edge: ‘Through thunderous roar calls god’s own voice…’ the rest of the phrase has been torn off with the rest of the map.

Caranthir, looking exhausted from searching the library, says, “I believe that to be the extent of the information we’re going to be able to take from these charred scrolls, but I think that’s enough to go off of for now. I think perhaps our next move should be to head off the king’s soldiers before they make it to [[Norlea City]]. Given they decided on the eastern route, we should be able to follow the [[Edasca River]] north and meet them at the crossroads south of the city walls. At any rate, we should continue on with our current task.”

!Survivor Camp
You come upon a small fortification on the docks, lumber and scrap pieces of metal have been built-up to create a makeshift wall surrounding a group of survivors and their tents. One of the survivors, a woman, approaches your group. “[[Thalion]], you return with help, praise be for what you have done. We were beginning to worry that you would not make it back. And thank you to the rest; we are indebted to you already. My name is [[Aglaia Chambers]] and I have taken it upon myself to help these people, as they have no where to go. Unfortunately, we are running desperately low on food and the threat of the walking death is ever nearer. What’s worse is that there is a small group of bandits that also seem to be held up somewhere in the city, as they’ve made several attacks on our fortifications. As if the undead weren’t enough. Some of us are badly wounded from these attacks, if you have any skill in healing, you might be able to help them.”

Survivor quests:
*find trinkets from woman’s home (bandits inside and heroes keep on of the trinkets)
*heal 3 people
*collect grain and rice from the food storage facility OR give animal meats to survivors (bandit leader + 3 others)
*kill bandit leader
If 3 of these are complete give +1 fame, if all are complete they will also receive the other half of the map that they found in the library:
Rebecca says, “For all that you’ve done, I’d like you to have this. It’s a map I found off of one of the bandits that tried to kill me as I was doing some independent scouting to look for survivors. It’s something he may have stolen from the library, seemingly before the fire.”
The map indicates a tower in the south east portion of the desert. A phrase written vertically along the edge of the torn scroll reads: ‘…its death and our ascent we may rejoice” it seems that the first part of the phrase has been torn off.”

[Undead] – “We do not know where the undead come from or why they are here. However, when this all began, the first reports of violence, to where the guards were called, were to the north. Our scouts have also reported a greater concentration of the undead to the north. That might be where the answer lies, but no one has yet had the courage to venture so deeply into the scourge.”

!Abel Merrick
You come to area filled with statues and monuments of Port Edascus history as well as several public buildings, including one of five religious temples in the city, the town hall, and the headquarters of the city watch. Several of the statues have been knocked down, but one remains: A bronze sculpture of a robed figure carrying a staff with a moon crescent mounted on top. Kallista comments, “The face of that man looks very much like your own, Ganner!”

Caranthir says, “You speak madness, girl! You could say that of almost anyone. Besides, it seems we have more walking dead to kill before we find any real answers! Raise your blades, heroes!”

(After fighting a group of 100 undead and several normal undead villains, additional undead crowd nearer until a large number of them simply cease attacking and continue standing as lifeless corpses, cold and unbreathing.)

The doors of the temple suddenly explode outward, revealing a familiar figure set before a candlelit interior. The undead corpses between you and the figure part as he approaches. Kallista says in awe, “By the gods! [[Abel Merrick]], Devereau’s most trusted. Can it be that you still live?”

“More so than before even,” he replies. “I believe we have your friends to thank for that!” He shifts his gaze to look at Ganner and Korvir. You find a subtle likeness to the monster you fought at the inn not so long ago, though this man standing before you seems nearly human though pale and only somewhat decayed. He wears the long cloak of a priest and seems to have created makeshift armor for himself, made of smaller bits of armor, covering an unnaturally large torso of bone and muscle that seems to have come back together through some sort of twisted regenerative process. “You see, I am only here because of you, [Fallen Ones]. You brought me back and through my meditations and my dreams I have discovered my purpose, and that is by your side. I am to show you the way to the heart stones.” He studies you for a moment. “I see that you wish me dead. How could I spread such a disease as this undeath and not be punished for it? I haven’t an answer to that, but I will say that it was a means to an end. In the beginning, my control over these creatures was rather limited, but through my practice, I have grown stronger, and, as you can see, they will not attack you, so long as I am near. And, after all, you are partly to blame for their creation, as they would not have been here had I not been brought back. But that’s all beside the point.” He turns to Ganner. “It was you who spoke to me beyond death. You commanded me, through my dreams, to seek that which I alone knew the location of: A golden staff of legend that will lead the way to the mythical [[heart stones]]. Through my dealings in my previous life, I came in contact with the staff and have hidden it, only recently have I recalled those memories. What wonderful fate that you have come to me, and for that, I believe we can thank Caranthir.”

Caranthir says, “This, as you all know, was not only my idea, we all agreed to come here. But now I feel it necessary to explain what happened to me during my stay in Port Edascus before this happened:

“As I told you previously, I went to Port Edascus to spread my wife’s ashes in the sea, since she was born in the city and her earliest memories were of the ocean looking out from the docks. After doing so, I fell into sadness and depression and began having visions of my wife. This is also the time that my powers started becoming apparent. All this mixed with dreams of death and decay drove me to near madness. But some of those dreams were quite lucid, and through them I learned of Abel Merrick and his search for some sort of divining rod that was supposed to help the men that saved me from death in the desert. Knowing my debt to you, I accepted the task of finding you in Bit-Adini and aiding you in your journey.”

Merrick says, “So you see, we are bound, my lords. This is all part of a greater plan. Shall I join you?”

Kallista says, “I do not believe we can trust such a monster. Especially with so many he has killed.”

Caranthir says, “We would be fools not to accept his offer. Even now, the heart stone moves closer to [[King Victor]]’s throne. If we are to confront him, we will need strength. From what knowledge we have, just one of those stones in the hands of a king could spell doom, especially with the Victor’s thirst for spreading his kingdom across the seas.”

[yes] Merrick says, “You have made a wise decision and may the rest of our journey continue as you originally intended, Ganner. I suggest you make your way back to the survivor’s camp by the docks, there, you may tell them that you have dealt with the undead plague by killing its source. I will remain here and attempt to destroy what is left in the city. By morning, I ask that you meet me by the northern gates.” Receive +2 Infamy.
*they can now go back to the survivor camp where they will receive +1 fame and a level. 
*Thalion decides to part with the adventurers and plans to try to head off the soldiers if he can, perhaps he can make it to them sooner. 
*Kallista decides to join him as she believes his heart to be pure and good and wishes to leave this desert of decay.

[no] Merrick says, “Then you will require the help of the gods to save you. I bid you farewell until the day comes when we meet again, in this life or the next.” With that, the corpses surrounding you suddenly become reanimated as Merrick drops behind his minions until he comes to the peak of the stairs in front of the temple. He finally reveals a pair of black leathery wings and, with an evil smirk upon his face, he propels himself into the night sky drifting far off into the distance.
*they now have to kill another 50 undead plus 2 bosses
*they can return to the survivor camp where they will explain what happened and receive no fame or infamy but will gain a level and Aglaia will offer them food and drink for their journey (unless they decide to stay to help rebuild) for their assistance in destroying what undead they did. If they refuse the money and offer additional money to help rebuild the city, they will receive +2 fame.
*Thalion separates from the group
!Previously
As [[Ganner]] and [[Korvir]] led their party through the desert, they met up with [[Thalion]], a skilled and mysterious bowman, who was sent to find help for the [[Port Edascus]] survivors. Upon arrival, it was found that the city had been overrun with the [[undead]]. Assistance was given to the survivors of the port city, during which time the heroes came across the legendary [[Edascan library]]. Here, some small bits of information were gathered regarding the so-called [[heart stones]] of Norlea. They are believed to be artifacts from the beginning of life on the planet and grant amazing powers to their keepers. It was also discovered that there are many [[minor stones]], possibly fragments of the larger heart stones, which are believed to imbue their owners with a variety of lesser powers. The heroes successfully hunted down the cause of the undead infestation, revealing [[Abel Merrick]], a vengeful demon and past associate of [[Traven Devereau]], who was awakened from death and brought back to this world by the [[mysterious event]] that caused Korvir and Ganner’s sudden appearance in this world. Merrick claims that he was summoned back to this world by Ganner, and since then, through dreams and meditation, Merrick believes to have discovered his purpose here – that is, to help Ganner obtain the all-powerful heart stones. It was also discovered that Caranthir was made aware of Merrick’s purpose during his time in Port Edascus, after the initial meeting at the crater. To bring the party of heroes back to the port city in order to encounter Merrick was his main reason for meeting Korvir and Ganner in [[Bit-Adini]]. Further, through dreams and meditation, Merrick believes there to be a fabled golden staff, similar to the one mentioned in a mythical tale about a man who lived once long ago and shared physical features similar to Ganner. This staff he believes is located somewhere in the mountain passes in western Norlea.

!Korvir's Dream
As the horses pull the wagon through the bleak desert sands, with the dark mountains looming in the north, Korvir glances to the side and finds Ganner to be missing. Caranthir is too busy examining a large piece of stone with archaic runes etched on its surface. A strange man sits by Caranthir. His hair is long and dark, large goggles sit upon his face, which is seemingly scorched and blistered from the desert sun. You recognize this man to be [[Abel Merrick]], though you have no memory of ever encountering him before his transformation. "Ganner is dead," he says. "I've disposed of him as you bid." Caranthir does not seem to be listening and remains fixed on his small stone that has begun to take on a subtle phosphorescence. Merrick continues, saying, "But I'm afraid that is where our goals cease to agree, for your death is tantamount to my ascension." His body then hastens to deteriorate and pulse outwards, tearing in places to allow heavy, leathery wings to emerge from within, and a face that peels away to something born of hell. Large metal spires launch out through the desert sand and obliterate the landscape. With claws of fire, Merrick heaves himself forward with the intention of ending your life. 
*Attack: +8 vs. Will; causes Weak Will; if it misses, Korvir can make a Perception check DC 21 to realize it's just a dream and receive a boon. 
You wake up in a sweat to find yourself in the middle of the survivor camp in [[Port Edascus]], the sun just below the horizon to the east. You sit up on your blanket to gather yourself and, as you do, a hand comes down upon your shoulder. Caranthir’s wild eyes seem to glow in the darkness as he crouches down by your side. “We should consider setting out now, our guide awaits.” 

!Setting out from Port Edascus 
Moving through the city, you notice that no [[undead]] corpses remain, the only thing left upon the streets is a fine dust that the wind picks up and whirls around through the air. Many of the buildings are in disrepair and it seems like it will be some time, if ever, that this city will once again prosper. You arrive at the northern entrance to the city and find Merrick standing at the large, busted gates between two great marble columns, once representing a city of wealth and scholars. Looking outwards, the wind blows through Merrick's white robes. Any inch of skin there may be is covered by bandages while several pieces of heavy armor are attached strategically around the outside of his robes. Lastly, upon his back rests a massive sword of black metal, bound with bone, sinew and flesh, it looks to have been forged in the darkest pits of the Underworld. "We journey to the [[Western Mountains]] where I believe the staff beckons me," he tells you in his raspy and demonic voice. "Whenever I am able, I shall meditate, so to better locate that which we seek. Your sleep I hope was restful, for we venture into darkness, if my senses are to be trusted. Onward then."
 
You set off into the dusty unknown upon your creaky wagon, the horses whinnying, anxious to leave this blighted city. The light from the sun has barely peered over the edge of the horizon, but the cloudless sky warns of terrible heat and a long trek through the [[Southern Desert]] wasteland.

!!!Random Encounters
[Roll D10]

1. The (wheel, axel, back gate, siding, undercarriage) of your wagon breaks down and is in need of repairs.
|!Busted Wagon Challenge: 6 successes needed|
|Main Skills/attributes: Intelligence, Athletics, Perception, Dexterity, Endurance|
|//Endurance DC 16:// [check must be made by at least 1 characters per round to fight the desert heat. Does not count as success but grants +2 or -2 to the next character's skill check.|
|//Intelligence DC 16:// You understand the proper way of fixing a wagon and most of its components.|
|//Athletics DC 16:// You contribute by doing some much needed lifting and holding other wagon components together that may otherwise come apart due to the current problem.|
|//Perception DC 12:// You discover a previously unknown fault in the wagon, making it easier to fix the current problem. Does not count as a success but rather grants +1 or -1 to the next skill check.|
|//Dexterity DC 16:// Using the tools readily available, you're able to make some fine repairs to the specific component you've chosen to work on.|
|''Success:'' The wagon is successfully fixed and the party avoids heat exhaustion.|
|''Failure:'' The wagon repairs take too long and the party is struck with heat exhaustion. Everyone's will is weakened and add one more day of travel.|

2. You pass through the featureless desert sands. The sun seems to beat upon your back and nearby you hear the rustling of a desert creature of some sort.
*Merrick comes out from his meditation for a moment. "This desert travel is akin to walking the fiery crags of hell. And I would know!" He says, laughing.
*You notice that Caranthir has stripped down to his undergarments, which is drenched in sweat. "Damn this sun!" he says as he attempts to drape his clothing over various posts in the wagon to block out the sun.
*The wagon jolts as it hits a bump in the road. From in front of you, Caranthir yells out, "Damn you, watch the road!" before realizing that he was the one steering the wagon and must have fallen asleep. You hear him grumble under his breath.
*Merrick and Caranthir sit in the back of the wagon arguing over a play neither of them are remembering correctly.
*Merrick comes out of his meditation in a state of anxiety and impatience. "Make those blasted horses go faster! I've had enough of this blighted desert!"

3. In the distance you can see a wall of dust looming high in the air, blotting out the sun. "By the Hells!" Caranthir yells out. "We must make ready for the storm."
|!Sandstorm Challenge: 10 successes needed|
|Main Skills/attributes: Nature, Athletics, Perception, Acrobatics, Endurance|
|//Nature DC 16:// Attempt to build a shelter to hold out until the storm passes.|
|//Athletics DC 16:// You quickly attempt to shield the wagon and horses from the oncoming storm.|
|//Perception DC 21:// You notice a good position behind a small wall of rock that could help to shield from the sands. Grants +5 or -2 to the next skill check. Only counts once.|
|//Acrobatics DC 16:// You attempt to dodge a flying piece of debris. If the check is failed, you are hit by the debris and fall into your comrade (-2 to next check).|
|//Endurance DC 16:// You attempt to stave off the sand from getting into your eyes and beating against your body.|
|''Success:'' You put up decent shelter and manage to protect yourself and your belongings from the storm. By chance, you notice a journal buried in the sand nearby your shelter. Inside, you find a map that marks a location of note to the west and just south of the mountains. [Alternate reward] Buried in the dirt behind the rock wall that padded your shelter against the storm, you find a small stone that seems to change color as the light bounces off of it. This is perhaps a trinket of some value left behind by a people native to these sands. Caranthir examines the object. "This is a very strange stone indeed. It could very well be one of the minor stones mentioned in the books from the Edascan Library." The stone gives +2 to nature when fused with a piece of armor or made into a piece of jewelry.|
|''Failure:'' The sandstorm devastates your wagon and kills one of your horses. An extra day of travel is added. Until you get a new horse, movement is treated as if you are walking.|

4. You come accross a small settlement of huts surrounding a water well. You see a stable of two horses in a pen behind one of the huts. A mother sits, weaving under a shaded awning with her child. One man is just now arriving to town carrying several dead snakes slung over his back. He introduces himself and Kiov if prompted.
*The settlement is having trouble with exiled villagers-turned bandits coming from the nearby cliffs. They come under the darkness of night to steal the water of the well when there's hardly enough to go around as it is.
*If attempting to reason with the bandits and their leader Novit, they discover that the bandits were not the ones stealing the water but, rather, the daughter of Kiov, who is in love with Novit, who was originally exiled due to an illicit affair with Kiov's daughter. They do not ask her to bring the water, but she will not listen. 
*If the party has found the new well site, they can tell the bandits of this site and the bandits will leave.
*If they intimidate the bandits, the bandits will run off, leaving their weapons and anything else they might need to survive. They will surely succumb to the desert sands.
*If they fail either of those, they can just fight them. The leader drops a crude drawing that could be of the woman they saw in the village. [[Mob001]]
*If the problem is solved, Kiov is willing to part with one of his horses, the legend of a temple lost to the sands of the desert, or offers a small, shifting color stone, which gives +2 Nature if fused with armor or made into jewelry.

5a. As you travel through the barren wasteland, you catch a sparkling glint reflected from the ground near a bit of shrubbery. A Nature check DC 17, followed by an Athletics DC 16, makes a small well out of it from which they can retrieve water or make a deeper well out of. Extracting this fresh water from the ground gives you just the boon you needed. Whoever made the checks gets one boon.

5b. Terrible Desert Sun
*[If the party did not make the well] The desert sun is near overpowering on this day, the heat drowns you in sweat. Everyone makes an endurance check DC 21. Any failures gain Weak Will.
*[If the party made the well]: The desert sun is near overpowering on this day, the heat drowns you in sweat. Luckily, you have plenty of fresh water from the well you made a ways back. It's enough to keep you hydrated and moving along.

6. You come upon a stalwart-looking man walking beside a pack mule heading south along the road. "Greetings, fellow travellers," you hear, but it doesn't seem to be coming from the man doing the walking. You look up and notice a smaller gentleman, just over 3 feet high, sitting atop the pack mule. "My name be [[Merchant Yonti]], and this here be my comrade [[Torg]]. He is not one for conversation, but that is just as well since he is a mute. What news, may I ask, of Port Edascus do you bring?" - "Ah, well, then I do believe the services of a well-traveled merchant are much needed in the lands to the south. Sirs, if you travel to the north, you should be warned: A plague of some sort seems to have broken out in the area, causing chaos throughout the region. I took my leave before things got any worse, and, so, I thought it wise that you should know." - "Of course, venturing into such dangerous areas, you would do well to be properly stocked and ready. Perhaps I can interest you in the many wares I have to offer?" - "Thank you, fellow travellers of Norlea. Perhaps we will meet again." [[Merchant001]]

7. You are suddenly awoken from your dreams under the overbearing sun by Merrick, who has let out a cry and suddenly stopped the wagon, fleeing into a nearby cave below the face of a wall of rock. Upon entering the dank cave, your senses are bombarded by the smell of rot, but not quite the same sensation that you experienced in Port Edascus. Merrick is crouched down in a ready position in front of a small pride of lions. A male lion stands protecting what seems to be a nearly dead female lion who has just given birth to a litter. However, the unnatural sounds coming from one of the cubs is your first clue that something is wrong. As you move closer, the male lion lets out a roar in warning, and the litter of cubs comes into better view. [Attack: +10 vs Will, causes Weak Will] To your extreme horror, one of the cubs seems to have undergone some terrible mutation. Although the back end of the cub is that of a normal lion of its size, the head and front end have contorted into forms you have only imagined in your darkest of nightmares. It's almost as if the cub has been turned inside out with fleshy tentacles surrounding a tooth-jammed maw having replaced the usual head and legs of an animal of the natural world. Near the monster lies several mutilated cubs within its reach. You also notice large patches of fur missing from the mother's hide, replaced by numerous open sores, a sign of some sickness. Merrick speaks in a low voice, "I sensed this animal through my meditation. It is somehow connected to that which we seek, but I know not how." [[Mob002]]

[Upon killing the threat and if they haven't yet found the desert map.] In a corner of the cave, you notice the curled up skeletal remains of a human on a cot that's been worn by time. Strips of clothing and a torn pack still adorn the figure. [Search] Inside the pack, you find a map of the desert with a curious marking leading to the west end of the desert, just south of the mountains. This location is not marked on any other map you've seen and may be worth investigating. 

8. As the sun dips below the horizon, you make ready to setup camp for the evening. However, a strangely crisp breeze brings with it an equally strange traveller, following no set path that you can see. The tiny bit of remaining light seems to glint and shimmer in exotic colors as it reflects off of the traveller's finely crafted mail armor. Among his noticeable possessions, the man carries a lute slung over his shoulder and a scimitar at his waist. "Good evening, friends! What good luck it is to find friends all the way out here in the wilderness. I call you friends, for I am Willack Hather, friend to all who are, were, and ever will be. And as we are such good friends, surely you would invite your friend to sup with you at your fire this evening. Knowing you as well as I do, I know it will not be any burden and our sharing of stories of our travels will surely serve as entertainment for the lot of us."

[Accept] "Of course you'll have me as your dinner guest, we are, after all, such good friends! And good friends share only the best of food, I expect that you've planned quite the feast for us all this evening, and for that I am thankful. I think it safe to say that my thanks are not warranted, for thanks among friends is always implied, is it not? But I offer them to you all the same. Now, I shall make available space to prepare the meal of meals, during which time, I shall play upon my lute tunes of great beasts that are hunted and cooked so as to fill the bellies of grand heroes such as you, my dear friends." Willack Hather spreads a soft mat over the ground and rests upon a cushion leaning against a rock. He pulls out his lute and begins strumming tunes and singing short comical verses regarding deer shanks and cow utters. (Proceed to skill challenge]

[Decline] "Well, it seems that I have been entirely mistaken in thinking you my good friends, for my friends are generous folk with hearts much larger than the likes of yours. The songs of great halls and kings' courts will not include names such as yours. I take my leave but offer my advice: friends are difficult to come by in these dark days - you would do well to keep those who are kind enough to call you such." Willack Hather continues on his way unhindered and playing his lute, singing songs of cruel folk who do not offer their food to good friends such as Willack Hather.

|!Fireside Dining Challenge: 10 successes needed|
|Main Skills/attributes: Acrobatics, Heal, Insight, Nature, Perception, Intelligence|
|//Acrobatics DC 16:// To carry food and ingredients from one place to another without dropping anything in the dirt and to cut and dice food with expert flare.|
|//Heal DC 16:// To heal burns or cuts. No success but gives +2/-2 to the next check.|
|//Insight DC 18:// To intuit what kind of food Willack likes best.|
|//Nature DC 16:// To understand what is in the area and work best for the meal. This does not count as a success or failure but rather makes the next Perception check DC 14.|
|//Perception DC 17:// To go out and find the right ingredients and animals for cooking.|
|//Intelligence DC 14:// To know how to properly cook. This skill must be performed at least once per round, otherwise it counts as a failure.|
|''Success:'' Willack Hather raves on and on about how wonderful all the food is, telling you how you didn't have to go through the trouble of cooking such a large meal, but appreciates it all the same. "What a lucky fellow I am to have such good friends willing to put together such a fine meal. I think perhaps I shall play you a story upon my lute, for the dinner hath inspired me." He sings a song of a great hero of Norlea from wars past. He goes by the name of [[Valadar]] and seems to have fought throughout the [[Savage War]], seemingly for both sides, having no allegiance and being near unstoppable in battle, particularly one-on-one battle. Willack goes into a verse that suggests Valadar as having a divine origin, perhaps the son of a god, perhaps a warrior angel for the True God, it isn't made clear. The final verse of the song tells of Valadar returning from the Savage War completely changed in all but looks and disappearing soon after, though some claim to have sighted him in the central forests of Norlea, taking refuge among the trees or with the race of elves that live there. Willack allows the song to end and flow right into another, completely unrelated song about good friends and jubilant meals and festivals that last for days. The songs are so well crafted that you are put completely at peace and are set into a somber rest. Upon waking, the next morning, Willack Hather is no longer with you and in his place is a letter that reads: "Farewell, my good friends. Thank you for the splendid meal and I look forward to our next meeting. With warm regards, your greatest friend of all, Willack Hather." Receive a boon for being amazing cooks and really good friends.|
|''Failure:'' Willack Hather tucks a cloth under his chin, picks up utensils in either hand, and takes a small taste of the food you've set before him, immediately spitting it out into the dirt with a distasteful look upon his face. "Well, my friends, you've certainly created some sort of culinary blasphemy with this dreck. I think I shall take my leave, for there are places I must be, as many events are happening everywhere all of the time. Perhaps we will meet on the road again one day. Until then, my good friends, I think perhaps you should work on your cooking, for food is universal." Willack packs his things and sets off in the direction he came from, off into the featureless blck of the night. Receive Weak Will for being terrible cooks.|

9. Bandits!! [[Mob003]]
*You come to a bridge that crosses over a dried river bed. In front of the bridge stand four armed, poorly dressed men, with a few pieces of makeshift armor strapped to their bodies. "Welcome to the Old Creek Bridge, travellers. That'll be 500gp to cross into the the northern desert lands." You glance to the side of the bridge and notice that there's hardly even a dip in the land where a creek had once been. The horses would surely have no problem pulling the cart across it.
*Traveling along at a steady pace, your cart suddenly slams forward and you find that the front wheels have become caught in a hole that spans the length of the road, which must have been hidden moments before. Before you have time to investigate two arrows slam into the side of your wagon and you are waylaid by bandits emerging from the brush.
*Up ahead on the road, you see a small child wearing rags flailing upon the ground crying out for help. As you near the child, you are shocked to discover it hop to its feet and give a whistle. It turns out it is not a child at all, but rather a halfling rogue signaling his friends to attack from the brush.
*You come to some large boulders that climb high on the sides of the road and all of a sudden there is shouting and whistling as arrows fly towards you from the tops of the boulders.
*You come to gnarled desert tree, barren of but a few leaves, and sitting atop a low branch overhanging the road, a shabby looking halfling holds a net ready to drop it upon the next travellers blind enough to miss him. Several other lumps of bandits hide in very obvious places nearby.
*The road seems to descend slightly in this area as you wheel your way through some rocky terrain. You are suddenly taken by surprise as a mass of rock and stones crashes down in front of your wagon, making a wall 5 feet high, bringing your horses to a halt. On your flanks appear men with bows and blocking you from behind is a soldierly looking fellow and a halfling, eyeing you with a look to kill.

10. The waves of heat coming off of the desert landscape puts you into a near unconscious, yet thoughtful, state of staring off into the distance, pondering the vastness of the heavens. You seem to notice streaks of lightning running across the sky, but you're unsure of what you see due to the daylight. All of a sudden, a sliver of black darkness begins to form off to the side of your wagon. For a moment, you wonder if this is your imagination; perhaps your mind playing tricks on account of the heat. But Merrick stands upright and declares, "Hold still the wagon! A bridge from another realm threatens our space." Like a separation in an invisible curtain, a portal opens, swirling clouds of blackness and starlight contrast with the bright surroundings of the desert sands, and a being not of this world emerges from the nothingness. It's shape and look is that of only the most frightening of stories told to children of demons and devils from the hells below. A burst of flame erupts forward from the creature and when it opens its mouth to speak, only a piercing, otherworldly tone is heard, indistinguishable from the loudest screaching of a dying animal. [[Mob004]]

!!!Desert Ruins

''The Thieving Party''
Caranthir holds the map to his face. "This is where the map leads. Whatever it is we are looking for should be nearby." You hear shouts along with a low rumble emerging from the base of a rock wall across a field of thorn bushes. Four thieves eventually come into view, running straight through the field, thorns tearing up their clothing. They catch sight of you and they suddenly forget why they are running as they spot your group and come to a stop. "Merrick! It can't be! We were all told you were dead! What in the hells have you done with the staff? You better not have given it back to Devereau! We'll bury you if that's what you did." Caranthir interupts the vagabond. "Shut up, fools, and tell us from where you came and why you flee so!" But before the man can answer, Merrick has charged straight at the man who spoke, taking everyone by surprise and setting his sword for the man's head. [[Mob003]]

[Entering a space with thorn bushes causes your moment to be halved or take 5 damage]

''The Approach''
You make your way through the field of thorns, in the direction from which the you saw the men run, and come to the face of the rock wall. Upon the face of the rock you find faint and almost hidden ruins carved in, denoting a temple or crypt of some ancient origin, concealed by dirt and time. Heavy stone doors have been propped open. Low, lifeless moans issue forth from the darkness. Clues as to the reason why the men fled from this place soon become apparent.

''Area 1''
Ancient sarcoghagi line the walls of this room, standing like stone guards doomed to forever keep watch over this long-forgotten place. The stone lids have been broken, revealing rotten corpses, mummified and kept in surprisingly good condition. However, a few of the sarcophagi are empty. Sprawled out across the floor are fresh bodies, recently killed. Nearby, against the wall, stands a large well, with darkened ruins carved into statues by its sides. However, the ruins are faded and indecipherable. In the distance, across a chasm plunging into darkness, is the sound of water lapping against rock. [[Mob007]]

[When entering the room with the cursed sword] As you enter the room, the runes around the well suddenly come alight and you feel the heaviness and despair that you first felt when you picked up the sword ease from you as you near closer to the well.

[Throw the sword into the well] You gain the will to release the sword from your possession and plunge it into the darkness of the well. As it falls into the darkness, the echo of hundreds of voices screaming in terror on the outsides of your mind rise to a crescendo until a thunder silences the voices and silence once again permeates the room. [Everyone his healed to full health and the carrier of the sword gains a boon.

''Area 2''
As you step into the room, indecipherable runes throw blots of light up on the walls. "This is a strange magic indeed," Caranthir says aloud, talking to himself. You see hundreds of books piled in the corners and rotting on the floor. Scraps of wood suggest there used to be sheves in this ancient library, but no longer. Caranthir picks up a book and opens it. "Blast! These damned tomes crawl with worms. I cannot read a thing." At the outburst, sudden moans are heard from the unlighted areas of the chamber and to your extreme horror, a creature, closely resembling that which was carved into the door, emerges from the shadows. It shares the look of the many zombies you have fought, but it towers nearly to the ceiling of the room and it seems as if a small fetus glows and squirms as it rests in a cavity in the torso of the monster. However, the most peculiar thing you notice about its look is its skin. It seems to share the same look as the matter that envelops the cursed sword you found in the throne room. [[Mob006]]
 
[After the monster is defeated] You examine the corpse and watch the small fetus wriggle about within its dead host, but it is held in tight by a string of tendons wrapped around it's tiny little body. It manages to pull out from within the insides of the monster half a broken runestone, presenting it to you, clasped in it's little fetus hands. As you accept the object, a string of unknown words escapes as a whisper from the creature with its last dying breath. Merrick seems to have understood what the creature said. "The demon parasite has thanked his master for his freedom. The tongue is that with which you whispered to me in my dreams beyond death, my Master Ganner."

''Area 3''
This room is filled to the brim with the undead. A maniacal laugh escapes Abel Merrick's mouth. "Do you not know your masters when you see them?!" He charges headlong into the swarm. "Bow to your masters!" he yells out as he cuts one in half. [[Mob007]]

[Once through the dart field] At the end of the hall sits a mighty throne. It may have been covered in gold and jewels at one time, but now it is nothing more than a large iron chair with clawed feet and dull spikes across its back. The throne is occupied by an ancient skeleton draped in rotting robes. It sits slumped in its chair, its unseeing eyes staring into the darkness. Beside the throne, set into a base, is a massive sword, its hilt and much of its blade is gripped in a strange material, almost like skin, but rotted and blackened. It even seems to throb with some ungodly power. Upon the base, you read the phrase "The flesh that unmakes the flesh." [Once the sword is picked up] You feel a massive drain on your health almost immediately. [The sword acts as a normal long sword but gives one extra dice to roll and drains 10 health from the user everytime it is swung. This sword is the only thing that can kill the parasite monster, by dealing the final blow, and must be destroyed in the well.]

''Area 4''
You notice a number of recently killed men lying about the floor, victims of the undead hordes that seem to guard this place. To the south side of the room is an alcove, separated from the rest of the room by a fine curtain, ruined by age. The curtain has been pulled back, revealing an area that was once luxuriously furnished. Beautifully carved chairs, tables, and even an over-stuffed divan have rotted here into uselessness. Above the divan is a large empty holder with an outline of what once stood in the spot. The outline is in the shape of a long rod or staff with a top in the shape of a set of wings. Set under the outline is half a runestone that the thieves apparently missed or decided was of little value. [[Mob007]]

''Area 5''
When you enter the room, a massive sarcophagus rests upon an altar in the center of the room. A glowing light surrounds the tomb, though no light source is to be found. Two large stone columns flank the tomb, with strange and ancient hieroglyphs adorn the stone. [Closer inspection shows that it could be telling the story of a god. Many of the scenes, however, resemble those read from the tomes in the Edascan Library.]

North door: A carving is depicted on the face of this door showing a frightening humanoid figure with a large empty cavity in its torso. It seems as if something is supposed to fit into the cavity.

South door: This door is missing a lever with which to open it.

[Once the halves of the broken stone are joined] The light that once surrounded the tomb in the center of the room has vanished and all that remains is the tomb itself. However, a thick layer of ice inexplicably surrounds the tomb. As you open the lid, cold air, yet not unpleasant to your senses, escapes from within. Inside lies the corpse of a long dead man, though he has been well-mummified, and shows very few signs of rot or decay. [Upon viewing, everyone is individually attacked +10 vs Will (+12 for Ganner), a hit gives weak will]. Caranthir gasps in horror at the realization. "I dare not say what my eyes tell me is true and yet my mind cannot accept! Ganner! If you were not standing here at my side, I might mourn your loss, for this man is your exact double!" Around the corpse's neck rests a sublty glowing stone and lining the inside of the tomb many golden coins and various treasures are scattered about.


!Approaching the Mountains
The mountains come into full view and the heat of the desert has subsided considerably. The path begins to weave upwards in elevation and snow-peaked mountains loom northward. "These mountain paths are treacherous," says Merrick with a devilish grin. "Mind the horses lest we tumble to a rocky grave!"

!!!Random Encounters
[Roll D10] Do Encounter 6 first...

1. You sense that tonight is going to be a particularly cold night. Your usual camp may not be enough to survive through until morning.
|!Surviving the Cold Night Challenge: 10 successes needed|
|Primary skills/attributes: Nature, Perception, Athletics|
|Additional notes: Everything you do will contribute towards the well-being of the group for night, adding bonuses to the final roll (each success gives +2 to the final roll). Every round that passes with a player doing nothing receives 1/2 failure.|
|//Nature DC 16:// Understanding the proper course of action in weather such as this. The first success allows a quick use of //Arcana DC 10// to perform a ritual that may help with the current situation.|
|//Perception DC 16:// Find something that can be used as a blanket. The first success of this skill reduces the DC of Athletics to 10 until the end of the round. A failure, however, increases the DC of the other skills by +1 until th end of the round (this effect happens whenever this skill is failed. Only 5 successes can be obtained using this skill.|
|//Athletics DC 14:// Moving objects into key positions to reduce wind, cold, building shelter, etc. Each success using this skill increases the next check of this skill by +2.|
|//Heal DC 10:// You use your expert knowledge to keep everyone comfortable as they work. The next skill check receives a +2/-2.|
|//Acrobatics DC 33:// You slip on ice while trying to perform some ridiculous maneuver. This just makes things worse. (If success) Against all odds, you remain on your feet while attempting to perform a ridiculous maneuver. You think you're lucky to be alive and that you probably shouldn't try anything like that again.|
|//Endurance DC 30:// Brave the cold night and try not to die. Everyone makes this final check, regardless of number of successes during the challenge. Each success, however, gives +2 bonus to this check.|
|''Success:'' You beat the terrible cold of the night and even manage to gain a couple hours of sleep. You are a master of the mountain climate. Gain a Boon.|
|''Failure:'' The cold proves to be too much for you to handle. You come very close to death during the night and find that you have frostbite in various areas on your body. You become very ill, but you will live. Gain Weak Will.|

2. The (wheel, axel, back gate, siding, undercarriage) of your wagon breaks down and is in need of repairs.
|!Busted Wagon Challenge: 6 successes needed|
|Main Skills/attributes: Intelligence, Athletics, Perception, Dexterity, Endurance|
|//Endurance DC 16:// [check must be made by at least 1 characters per round to fight the mountain chill. Does not count as success but grants +2 or -2 to the next character's skill check.|
|//Intelligence DC 16:// You understand the proper way of fixing a wagon and most of its components.|
|//Athletics DC 16:// You contribute by doing some much needed lifting and holding other wagon components together that may otherwise come apart due to the current problem.|
|//Perception DC 12:// You discover a previously unknown fault in the wagon, making it easier to fix the current problem. Does not count as a success but rather grants +1 or -1 to the next skill check.|
|//Dexterity DC 16:// Using the tools readily available, you're able to make some fine repairs to the specific component you've chosen to work on.|
|''Success:'' The wagon is successfully fixed and the party avoids the mountain chill.|
|''Failure:'' The wagon repairs take too long and the party is struck with mountain chill. Everyone's will is weakened and add one more day of travel.|

3. You come upon a great chasm in the mountain terrain with nothing more than an aged old bridge sprawling across it, the river torrent rushing far below. Caranthir points out how risky the crossing looks, but believes that finding another way around could add several days of travel in this harsh terrain.
|!Crossing the Bridge Challenge: 10 successes needed|
|Main Skills/attributes: Acrobatics, Perception|
|//Acrobatics DC 16:// Keeping balance on the bridge. Repeatable. When a player fails this check, another player may make the same check and the failure is discarded in favor of the new result. This check increases by +1 each time used.|
|//Perception DC 16:// You notice a potential hazard in the bridge. Gain +2 or -2 to the next check.|
|//Nature DC 14:// You're able to sense when the winds are about to pick up by listening closely to the echoes of the winds in the mountain crevasses. Gain +2/-2 to the next Acrobatics check. Does not count as a success or failure.|
|//History DC 14:// You know a little something about how a bridge like this is made. Single use.|
|Group Check after 2 rounds - //Acrobatics DC 16:// A strong wind rocks the bridge, leaving your party swinging high above the depths below.|
|''Success:'' You make it successfully to the other side of the bridge, feeling like you probably saved quite a bit of travel time. Estimate best bridge crossing location or move ahead two days travel. Gain two boons and split who gets them.|
|''Failure:'' The ropes of the bridge on the side you started suddenly snap apart and the bridge begins to fall. Everyone makes an Acrobatics check DC 16 which gives a +2/0 bonus to an Athletics check DC 18 to get to the end of the bridge. If this is failed by anyone, the other side of the bridge also snaps, bringing everyone down and causing them to fall into the rocky waters far below. Everyone washes up along the side of the river bloodied and make an Endurance check DC 18 or receive weak will. The party loses two days travel.|

4. Bandits!! [[Mob003]]
*You come to a narrow trail that traces itself around the edge of a rather steep slope, bits of snow making it even more difficult to keep one's ground. This is, of course, one of the least ideal places to have to deal with a group of dirty bandits, but here they are, four of them, camping straight in the middle of the narrow path waiting for a group such as yours to come along. They stand up, drawing their weapons, shouting out taunts and curses about your mothers.
*A tree seems to have fallen across the road, but it looks like it's not too big to push out of the way with a little help so you can continue on through the mountain pass. [If no one does a Perception check DC 16] As you attempt to move the tree out of the road, you are waylaid by a band of thieves. You are caught by surprise and arrows come sailing through the air. [If they pass the perception check] You hear the rustling of leaves and the breaking of twigs as several men come out from behind trees and rocks. The leader speaks, "Good travelers, we did not mean to frighten you so. We espied your wagon from afar and we have noticed that you have quite the pile of gold and treasures collected in your wagon, perhaps we could help to relieve you of its burden. For, surely there are those more in need and it must be such a weight on your souls and your minds. Please, let us have at it and we will be on our way." They say this with their hands on their weapons.
*As you traverse the mountain path around the edge of a cliff, you hear a great thundering and look up the mountainside and catch sight of a rolling boulder just before it slams into the side of your wagon, causing part of it to veer off the cliff edge. Two bandits start rushing down the mountain to meet you, their weapons drawn, as the horses struggle to keep the wagon from slipping over the ledge completely. [Use two melee bandits]
|!Cliffside Bandit Challenge: 6 successes needed, 1 failure added at the end of each round.|
|Main Skills/attributes: Athletics, Perception, Nature|
|//Athletics DC 16:// To heave the wagon back up onto the road.|
|//Perception DC 16:// To notice a rock in the way or a tool that could help get the wagon up.|
|//Nature DC 16:// To calm the horses and encourage them to pull the wagon back onto the road.|
|''Success:'' You finally manage to pull the wagon up from falling over the side of the cliff and the horses are once again calm. That could have been much worse. Whoever got the most successes gains a boon.|
|''Failure:'' Your wagon tips over the side of the cliff, though they manage to cut the horses loose before they go over with the wagon. They lose three days travel as they have to hike down the cliffside and retrieve their goods, and repair the wagon (repair wagon challenge), and they end up losing 1000gp worth of treasure and equipment.|
*From up the moutainside, a small halfling wearing leather armor and wielding a dagger, rushes down at the wagon, yelling out with some sort of battlecry that you can't quite make out, as the the halfling suddenly trips over a rock or exposed tree root, and begins to topple over, down the mountain, finally landing directly in front of the horses, thereby getting trampled, and coming out the back side completely bloodied and contorted. "Perhaps that fellow was lost." Caranthir offers. Merrick, however, looks disappointed. At that moment, shouts are heard from ahead and a group of bandits emerge from their cover. Oddly enough, they don't seem to be associated with that first halfling. Merrick perks up. "My sword will taste blood yet today!"

5. Epic Challenge time! Get ready to get your mind blasted.
|!A Terrible Day Epic Challenge: 20 successes needed before 6 failures.|
|Note: Thalion's Nature skill and mental stability will weaken as the day progresses, he receives -1 penalty to each sucsessive Nature check he performs.|
|You are woken by the rising of the morning sun. The night was cool, but not cold, and you are well rested and ready for the day, able to take on anything that the day's travels might have in store. It's a good thing too, because an ill omen seems to whisper to you as a black crow lands upon a nearby dead tree. The list of problems begin to mount at that very moment: Caranthir can't seem to find his hat [Perception DC 16 to find the hat in a bird nest, Athletics DC 16 to climb the tree, Thievery DC 16 to snatch the hat without alerting the birds, otherwise normal fall dmg]; Ganner puts together a terrible breakfast and everyone must endure it [Everyone Endurance DC 16 to swallow Ganner's swill]; Korvir has a terrible crick in his neck from stretching the wrong way upon rising from his bedroll and it lasts the entire day [Endurance DC 16 for Korvir to bear the initial pain, Heal DC 21 to fix his neck]; Merrick has become impatient with the slow journey and insists on throwing unneeded gear from the wagon (including everyone other than Korvir and Ganner, but particularly Thalion) in order to lighten the load for the horses so that they'll move faster [Diplomacy DC 16 to convince him otherwise]; you take the wrong fork in the road leading to a pond that the horses won't leave [Nature DC 16 to convince them otherwise, Nature DC 16 to find your way back to the original route and take the correct turn at the fork, everyone Endurance DC 16 to deal with the tedium of the trip and Caranthir's numerous complaints, Nature 16 to make up for lost time]; at one point, the grade of ascent is too great for the horse, so someone has to push, Merrick explains that this is exactly what he was talking about earlier, the horses are pulling too much weight [Athletics DC 16 to help the horses along, Diplomacy DC 16 to calm down Merrick again]; as the evening closes in, you have trouble finding a decent place to camp and you're incredibly hungry after not having anything to eat all day except Ganner poor excuse for a breakfast [Perception DC 16 to find a good place to camp, everyone Endurance DC 16 to bear the hunger, Arcana DC 16 to put together an actual meal]; and everyone's in very poor spirits after the horrible day, you could all do with a littler entertainment [Everyone chooses a skill and a method of entertainment when their turn comes up (except Merrick who is busy meditating in the darkness and faintly glowing, strangely enough)].|
|''Success:'' At long last, the day is done. And you managed to finish it up in fairly good spirits, making ready for bed and a good night's sleep. Certainly, after today's events, tomorrow go much more easily by comparison. Everyone gets a boon! The next day, you wake up to find that one of the horses was not properly tied down during the night. Nature DC 16 to track it down and find that the horse is eating a small bag of wheat next to a frozen corpse about a mile from your camp. Perception DC 16 to find a letter among the corpse's belongings addressed to Korvir. The note reads, "Master Dwarf Korvir, I have followed Captain Argon's army to Norlea City, being unable to catch up to them before they reached the city gates. I am still unsure as to whether or not they actually carry the heart stone that Devereau claims they have stolen, but Devereau is not one to have faulty information. I am afraid that I have been found spying upon Captain Argon and his men in my quest for information reguarding whatever treasure they found in those mines of Bit-Adini. I managed to escape and I am currently in hiding with hope that I might avoid the authorities stationed throughout the city. I did not gather any definitive proof as to what they possess. I will remain here and uncover the truth. But come soon, because tensions are mounting and there seems to be some disagreements between the king and the heads of his army. Please see that this messenger is well paid, for he travels far to reach you in the mountain passes. Yours, truly, Kallista." You also notice that the messenger carries with him a pouch of gold and some fine travelling gear.|
|''Failure:'' The day has proven too much for you to handle. You are overwhelmed and literally collapse to the ground from exhaustion. You feel your body and mind completely give out as you cry yourself to sleep. Everyone receives Weak Will and lose gold (use the method of giving gold). At any rate, there's no way tomorrow could possibly be as bad as today was. The next day, you wake up to find that one of the horses was not properly tied down during the night. Nature DC 16 to track it down and find that the horse is eating a small bag of wheat next to a frozen corpse about a mile from your camp. Perception DC 16 to find a letter among the corpse's belongings addressed to Korvir. The note reads, "Master Dwarf Korvir, I have followed Captain Argon's army to Norlea City, being unable to catch up to them before they reached the city gates. I am still unsure as to whether or not they actually carry the heart stone that Devereau claims they have stolen, but Devereau is not one to have faulty information. I am afraid that I have been found spying upon Captain Argon and his men in my quest for information reguarding whatever treasure they found in those mines of Bit-Adini. I managed to escape and I am currently in hiding with hope that I might avoid the authorities stationed throughout the city. I did not gather any definitive proof as to what they possess. I will remain here and uncover the truth. But come soon, because tensions are mounting and there seems to be some disagreements between the king and the heads of his army. Please see that this messenger is well paid, for he travels far to reach you in the mountain passes. Yours, truly, Kallista."|

6. You are suddenly awoken from your dreams under the clouded mountain sky by Merrick, who has let out a shout and suddenly stopped the wagon, fleeing into a nearby cave below the face of a wall of rock. Upon entering the dank cave, your senses are bombarded by the smell of rot, but not quite the same sensation that you experienced in Port Edascus. Merrick is crouched down in a ready position in front of a small pack of wolves. The male stands protecting what seems to be a nearly dead female wolf who has just given birth to a litter. However, the unnatural sounds coming from one of the cubs is your first clue that something is wrong. As you move closer, the male wolf lets out a roar in warning, and the litter of cubs comes into better view. [Attack: +10 vs Will, causes Weak Will] To your extreme horror, one of the cubs seems to have undergone some terrible mutation. Although the back end of the cub is that of a normal wolf of its size, the head and front end have contorted into forms you have only imagined in your darkest of nightmares. It's almost as if the cub has been turned inside out with fleshy tentacles surrounding a tooth-jammed maw having replaced the usual head and legs of an animal of the natural world. Near the monster lies several mutilated cubs within its reach. You also notice large patches of fur missing from the mother's hide, replaced by numerous open sores, a sign of some sickness. Merrick speaks in a low voice, "I sensed this animal through my meditation. It is somehow connected to that which we seek, but I know not how. It shares similarities with the creature we encountered that night we had the fortune of reuniting with our dear friend Thalion. This leads me to believe that a plague has begun to spread in these parts. We shall see, but now you understand why we must make haste through these mountain passes." [[Mob002]] 

7. In the distance you can see a wall of cloud looming low to the ground, blotting out the sun, with intermitent flurries of snow swirling all about your heads. "Damn these mountains!" Caranthir yells out. "We must raise a shelter without delay."
|!Snowstorm Challenge: 10 successes needed|
|Main Skills/attributes: Nature, Athletics, Perception, Acrobatics, Endurance|
|Note: Must make at least two Endurance checks per round.|
|//Nature DC 16:// Attempt to build a shelter to hold out until the storm passes.|
|//Athletics DC 16:// You quickly attempt to shield the wagon and horses from the oncoming storm.|
|//Perception DC 21:// You notice a good position behind a small wall of rock that could help to shield from the snow flurries. Grants +5 or -2 to the next skill check. Only counts once.|
|//Acrobatics DC 16:// You attempt to dodge a flying piece of rock or debris. If the check is failed, you are hit by the debris and fall into your comrade (-2 to next check).|
|//Endurance DC 16:// You attempt to stave off the chill of the storm as well as the snow and wind beating against your body. +2/-2, no success or failure.|
|''Success:'' You put up decent shelter and manage to protect yourself and your belongings from the storm. By chance, you notice a journal buried in the sand nearby your shelter. Inside, you find a map that marks a location of note to the west and just south of the mountains. [Alternate reward] Buried in the snow behind the rock wall that padded your shelter against the storm, you find a small stone that seems to change color as the light bounces off of it. This is perhaps a trinket of some value left behind by a people native to these sands. Caranthir examines the object. "This is a very strange stone indeed. It could very well be one of the minor stones mentioned in the books from the Edascan Library." The stone gives +2 to nature when fused with a piece of armor or made into a piece of jewelry.|
|''Failure:'' The snowstorm devastates your wagon and kills one of your horses. An extra day of travel is added. Until you get a new horse, movement is treated as if you are walking.|

8. While hunting for the night's dinner, the (bear, wolf, deer) tracks you follow lead to a disfigured shadow of the animal it once resembled. The terrible shriek issues from its throat as it charges you mercilessly. [[Mob005]]

9. You pass through the mountain terrain uneventfully, though there are signs that a mountain dwelling animal may be somewhere nearby.
*"Would it have killed the people in Port Edascus to offer us some warmer blankets?" Caranthir complains, as he shifts his coat to keep in the warmth being stolen by the mountain winds.
*Merrick comes out of his meditation for a moment. "I tell you, these constant rests weary me! Our journey is made longer by your need to sleep. I can feel the power emanating from the staff, it calls me and with it, we cannot be stopped!" He goes back to his meditating after calming down a bit.
*You hear rumbling coming from Caranthir's stomach. "By the hells! This place to which we travel better well have some decent food, for I tire of these rations and berries. A good roast duck with peach and honey sauce is what I crave. Perhaps with a side of custard." He turns his attention to a small necklace from his pocket and becomes lost in thought, his stomach no longer growling.
*

10. Use 9.

!Base of Mountain
You come to the base of a very tall mountain, clouds obscuring just how high it goes. There's a small group of armored dwarves stationed at the base, blocking the only path leading up where several more dwarves are patrolling. Just past the entry, you see a smoldering pile of burnt animal flesh, though you catch glimpses of deformed limbs and overgrown muscle. They are the same as the mutated animals you've encountered since journeying from Port Edascus. "Ah, my meditations have led us to here. There is a large concentration of energy coming from that mountaintop. We must gain entry at all cost."

[Entry]
Dwarf guard: "I'm sorry traveler, only Dwarven Defenders are admitted up the mountain path."

[Animal Carcass]
Dwarf guard: "We have been sent here from Shiprock to investigate the growing population of strangely deformed animals in the mountains. They all seem to be originating from around this peak and we seem to have this area under control for the moment." 

!Crossroads
You come to a wooden sign post with an arrow pointing west reading "[[Westview]]" and an arrow pointing north reading "[[Shiprock]]." The path north to Shiprock, however, seems less well-kept and much rockier than that heading into Westview. In the distance, you hear the rumble of something that could pass for an earthquake.

[Perception roll]
Fail: You are unable to pinpoint the origin of the sound.
DC 14: The sound seems to originate from the West.
DC 16: The sound is that of an explosive blast, most likely coming from the direction of Westview.

Merrick tells you, "Strangely, I feel a wave of increased energy approaching from the west. The same as I felt when we were near the tall peak. We should go into Westview and investigate this oddity."

!Company of Dwarves
You encounter a company of armoured dwarves. They all seem rather battle-worn and covered in dirt, some are bandaged and bloodied, and they approach you along the road out of [[Westview]]. 

Dwarven Captain: "Hail, travelers. This way is closed, there is no entry into Westview. We have only just finished blocking the road with rock and dynamite. I'm afraid Westview has been overrun with deformed beasts and unnatural animals of the wild. We have evacuated the city and sent residents to the Dwarven mining colony of [[Shiprock]]. If you seek someone in particular, that is perhaps where they will be found. Head back to the signpost and head north, but be careful, for there are still many of these monsters about."

!Company of Dwarves 2
Up the path, you hear shouts and the ringing of steel. Battle looms ahead. You go to investigate and see a terrible monstrosity that stands at least 15 feet above the ground. There's no telling whether or not this abomination was once an animal. Jaws and talons jolt out from every direction. The creature almost resembles a tree, if trees were made of pulsing muscle and flesh. [Perception DC 18: You notice a bulbous growth coming out of the side of the creature, repulsive yellow fluid issuing from seams running across and spreading over the rest of the monster's mass.] The dwarves from the company heading out of Westview are in the midst of battle with the monster, several of them sprawled on the ground either dead or dying. The dwarf captain catches sight of you and yells out, "If you are willing, rally to me!" [[Mob008]]

[After battle]
[[Dwarf Captain Gunnar]] (Adressing Korvir): "Your fighting skills are unmatched, brother dwarf. You certainly have the look of one from the west who has been through many a battle. I am called Gunnar, Guard Captain of Shiprock. I beg of you, help me gather the dead and wounded and bring them to our home and I shall pay you what I can for your assistance."

!Arrival in Shiprock
You pass through a corridor in the mountain with walls of rock flanking you on either side and dwarven fortifications fixed into the rock. Eventually, the corridor opens up into a small settlement bustling with [[dwarves]] and [[humans]]. The stark cold of the mountains is matched by the many chimney and forge fires burning throughout the town. You also notice a great many tents and bonfires set around the center of town, collected in small groups. Many of the humans seem clustered close by to the campsites, where as, for the most part, it is only dwarves that seem to pass in and out of the various buildings about town as well as a number of dirt and grime-covered dwarves filing through a large cave entrance that you realize must be a mine. A group of dwarves meet you at the entrance to collect the injured and dying, carting them away, presumably to the infirmirmary. You are greeted by a regal-looking dwarf, wearing warm animal furs, an elaborately braided white beard, and carrying a finely-crafted ivory staff with intricate designs and a curious-looking emblem carved into its head.
 
"Hail, [[Lord Asmund]]," says [[Captain Gunnar]]. "We return from our task, which, though successful, was cause of a number of casualties, for we were waylaid by a terrible creature of flailing death, horrible to look upon, enough to drive any dwarf to madness. I would not have survived to tell you this, lest this company of travelers had not happened upon us at that fateful moment."
 
Lord Asmund faces you, "It seems that I owe you and your party great thanks and am in your debt." He makes a small wave of his hand and one of his servants comes to his side with a small sack of coin. "Please, accept this as payment for your bravery and heroism. It is not much, I am sorry, but we are beset on both sides by a terrible plague that has affected all the animals in the area, causing them to lose their minds and mutate into terrible forms, as you no doubt have had witness. I also offer you stay in this town as long as you require, for the [[Blessed Pass]] north through the [[Holy Bluffs]] spells death to any who attempt to travel it. We have sent several parties to request help from [[King Victor]] in [[Norlea City]], but none have returned. We fear they are all dead, and, for all we know, all of [[Norlea]] has been ravaged by this plague."

"If you require anything at all, please speak with Captain Gunnar. As for me, I must get back to taking care of the many details that go into managing our current population." Lord Asmund turns and heads back towards a large stonework building followed by his advisors.
 
Captain Gunnar turns to you once again. "If you need me, I can be found near the main outpost heading into [[Westview]] or in the military barracks." He makes a small bow and leaves you, the other soldiers disperse as well, thanking you once again as they go.

!!!Shiprock Hooks and Subquests
Locations: Mine - Brecc the Speckled, Bael's Hog (Tavern) - Bael, Guard House - Guard Cael the Slender, Western Defenses - Crosach the Scarred, Southern Defenses - Dall the Blind, Westview resident camp - Andro, Lord Asmund's home - Lord Asmund, Temple of Moradin - Brathair the Friar, Infirmary - Omish
Note: For every completed hook, give a fitting reward (money or magic item or boon). For every 3, award an action point. For every 5, reward a boon.
*Infirmary: Help with healing those attacked by the creatures DC 16 (one boon for healing 4 of 6 patients to whoever participated, weak will for failure)
*Infirmary: A Westview patient refuses to have a dwarf heal him (boon to the best fix, weak will otherwise)
*Infirmary: Doctor is low on medical supplies, could use more (supplies in guard house, barracks, westview resident camp, etc., boon to best participants)
*Mine: Help injured miner, stuck under small rock fall
*Mine: Breck needs help transporting mine cart to entrance to deliver ore
*Bael's Hog: Lonely drunkard that wants someone to play games with him
*Bael's Hog: Break up a barfight between Westviewer and Dwarf
*Bael's Hog: Payment for Entertainment (Gain 200gp to each participant)
*Bael's Hog: Group of gamblers
*Bael's Hog: Interest some of the Westviewers to forget their worries
*Guard House: Join the city guard (allows you to do other guard duties)
*Guard House: Group of Westviewers have been reported as causing trouble for the locals (stealing, fighting)
*Guard House: Handle drunken Bradach behind Bael's Hog
*Guard House: Reports of a rock fall in the mine, try to lend a hand
*Guard House: Reports of vandalism to the temple of moradin by Westviewers
*Guard House: Reports of monster climbing the rock walls to enter the city - find and kill it
*Guard House: Report to the Western Defenses
*Guard House: Report to the Southern Defenses
*Western Defenses: Venture into Westview and make contact with lost group of soldiers
*Western Defenses: Guards working overtime, would like some food and water brought
*Southern Defenses: Find a gift for a guard's spouse, Morta, and deliver to her in house next to infirmary
*Southern Defenses: Help repair a mountain wall watchtower in the pass.
*Westview Resident Camp: Gather extra food to feed the survivors
*Westview Resident Camp: Gather additional bedding and blankets, also some clothing
*Westview Resident Camp: Told of Bartell, son of a survivor, who is stranded in Westview
*Temple of Moradin: Help to deliver food and water to the Westview survivor camp
*Temple of Moradin: Each may donate to the church to receive a blessing (+1 to next roll, or boon for 100gp)
*Infirmary: Help to heal the hurt Westview survivors
*Infirmary: Deliver medical supplies to Survivor House in Westview


![[Westview]]
You pass through the fortified guard post and take the path through the mountain that heads down into Westview, a mountain settlement that is known for its port and lighthouse. As the town comes into view, you see the impact of the animal plague, you even catch sight of some of the mutated things as they pass through the streets. Black smoke raises into the air above the buildings and homes, smoke from fires surely meant to destroy the monsters, but now out of control.

!!!Creatures and Hooks
Locations: Westview Chapel, The Docks - Humphry, Survivor House - Bartell, Red Galleon Inn - Petrum, Barracks - Osric, Westview Council - Gilean, Marketplace - Sitha
*[[Mob010]]
*[[Mob005]]
*Westview Chapel: Go to main encounter
*The Docks: Help Humphry fight through the mutants to get to his boat and then clear out the boat so he can leave Westview
*The Docks: Help make some makeshift repairs to the dock to stop the tentacled mutants from pulling it into the water
*Survivor House: Gather extra supplies for the survivors
*Survivor House: Find survivors in the city
*Survivor House: Escort some survivors back to Shiprock
*Survivor House: Bartell tells of a group of bandits that have taken over the Red Galleon Inn
*Red Galleon Inn: Rescue Petrum the innkeeper from the group of bandits
*Red Galleon Inn: Hunt down the rest of the bandits and find Petrum's daughter Sofie
*Barracks: Remaining Westview soldiers have taken control hold remaining lost Shiprock soldier group hostage, believing the dwarves responsible for unleashing the plague on westview
*Barracks: Free Osric, leader of Westview military. The soldiers in command are feeding pieces of the dwarves to a massive horror in basement of barracks, and Osric is next.
*Westview Council: A man named Gilean tells a story of their mayor, Keltog, being killed by a horde of monsters and of his attempt to save Keltog, but being unable as the hordes overwhelmed him. He is now set to be the new mayor and has wide support by the rest of the nobles
*Westview Council: 
*Marketplace: A group of men are found dying from a horde of monsters as a little girl flees down the road, the girl is Sofie if she survives, the men are bandits. The bandits yell out for help, the girl does not, only attempts to run away. Whichever is not helped will die.
*Marketplace: Find a moaning, dying man (Keltog), who asks revenge on the man who left him to die, man named Gilean

!!![[Westview Chapel of the Great God]]
A figure dressed in black, presumably a priest of some sort, stands behind a set of barricades leading up to the Chapel altar. The barricades are lined with crossbows and various other weapons of defense. "The demons of Hell rise up to take that which our Lord God has set me to defend at all costs." Behind the priest, the familiar [[four-point cross]] stands in great majesty, amplified infinitely by a small sculpture of golden wings and crescent moon set at the top of the cross. "If you oppose the will of God, prepare yourselves for eternal damnation, for I am His holy servant." The corpses of numerous mutated animals and even a number of normal-looking humans, some of them women and children, are piled across the floor. Caranthir says, "This man has lost his mind. This is the most damning proof of all toward the absence of any sort of God!" "My mind has not been lost," the priest replies. "For it is one with my creator. His thoughts and mine are the same." You find Merrick in trance, his eyes literally alight, as he stares at the winged sculpture upon the cross. "O Priest of Madness! You hold a piece of the golden staff! It must be surrendered to us immediately or the consequences will be the utter destruction of this chapel. I shall bury you, preacher-of-a-false-god, and I will bring these walls to the ground." The priest's breathing calms and fury rises in his eyes, his focus directed to Merrick. "Your words are nothing to me, demon, for I am shielded by light and the strength of my Lord. Come at me, and I shall cast you into the fiery depths!" [[Mob009]]
 
[If the party refuses] As you attempt to leave, wind summoned from an unknown source begins to stir the hangings in the room, as well as the robes of [[Abel Merrick]]. Flame erupts from his eyes and bursts from his mouth. The very foundation of the chapel quakes and tremors roll up through the walls, creating large cracks with debris coming down from the ceiling. [Roll Acrobatics DC 16 or get hit by falling debris and suffer 5 dmg.] Merrick begins to drift forwards, moving without walking, and the priest is quickly sobered, witnessing a true supernatural act, one that even his dreams were incapable of presenting. The barricades become wreathed in flame that spreads to the walls. "[[The Great Destroyer]] has arrived!" the priest yells in fear. "The prophecy comes to pass! I am witness to the [[beginning of the Apocalypse]]!" With these last words, his black robes catch fire and seem to ignite the man instantly, as if his entire body was covered in oil. His screams reach a peak as the ceiling finally comes down on his head, crushing him flat to the altar. 
 
[If party accepts] Anticipating your attack, the priest pulls a makeshift lever connected to the numerous crossbows, they fire bolts at the party that trail a sickly orange liquid. [+12 vs Ref; 4d8+5 dmg; regardless, everyone is now stunned and ongoing 5 poison dmg (save ends).] The priest approaches, as your vision is blurred and you find it hard to even keep your head raised. "It is only fitting that the followers of dead gods are covered in that which their demon-kind hath wrought. The bile now injected into your bodies is secreted by the mutated organs of these creatures from the abyss. From those that have come before you to deter my destiny, it has promised a true death. Within moments, you will find yourselves slipping from this realm into the pits of damnation." You feel yourselves regain your vision and strength returns to your bodies. The priest stumbles in awe as you make your way back to your feet. He scrambles back behind his battlements and arms himself with his bow.
 
[half health] The priest is thrown across the altar with the blow, crashing into the four point cross and causing the base to crumble. The golden wings that sat atop the cross rests by the priest's side. He stands up, bruised and bleeding from head to foot. "You fight the body of a man, but the spirit of God, as I am merely a part of him. Your attacks show influence from evil forces beyond this realm. But the true Lord will not allow weaker spirits and demons to undermine his greatness. I will put the fear of God in your hearts!" He raises the golden-winged trinket and a blinding light emerges from it, the light fills the entire chapel and you begin to feel a strain upon your mind. [At the end of the priest's turn, the light attacks everyone in the room +10 vs Will; 2d6+5 dmg, and become blinded.]
 
(no hitpoints left) The priest drops to the ground behind his barricade, body broken and near death. Blood dripping from his mouth, he says, "The Lord gives me strength. In death, you will find only darkness and despair, but through God, death has no meaning. My life is everlasting!" He begins to bring himself back to his feet. However, as you make ready to continue to battle the madman, wind summoned from an unknown source begins to stir the hangings in the room, as well as the robes of Abel Merrick. Flame erupts from his eyes and bursts from his mouth. The very foundation of the chapel quakes and tremors roll up through the walls, creating large cracks with debris coming down from the ceiling. [Roll Acrobatics DC 16 or get hit by falling debris and suffer 5 dmg.] Merrick begins to drift forwards, moving without walking, and the priest is quickly sobered, witnessing a true supernatural act, one that even his dreams were incapable of presenting. The barricades become wreathed in flame that spreads to the walls. "The Great Destroyer has arrived!" the priest yells in fear. "The prophecy comes to pass! I am witness to the beginning of the Apocalypse!" With these last words, his black robes catch fire and seem to ignite the man instantly, as if his entire body was covered in oil. His screams reach a peak as the ceiling finally comes down on his head, crushing him flat to the altar.
 
(End of priest) In the remains of the chapel, now exposed to the sky, Merrick kicks away some of the rubble. You catch a glimpse of black robe under fragments of the fallen roof. Merrick lifts the piece off of the priest, revealing a terribly mangled body, his insides having burst through and lay grotesquely across the floor. You see the glint of the fire reflected from the golden surface of the winged sculpture. Merrick picks it off the corpse. "This is the artifact which we seek - the head to the divine staff. But where the staff lay, I know not, for I do not sense it in this place." Caranthir thinks for a moment. "Think, monster! or does your bloodlust so easily cloud your mind? Mayhap the remaining piece lay near that mountain where first you sensed some great power?" Merrick's eyes flash for a short moment. "Hold your tongue, sorceror, or I will have it upon my dining platter!" Caranthir's eyes narrow to slits, but he seems to relax. "At any rate, I think it wise to inquire about town as to its whereabouts."
 
!Returning to Shiprock
You suddenly notice a number of dwarves and humans rushing towards the East entrance of the town. A dwarf in leather armor, presumably one of the town entrance guards, helps a limping and completely bloodied dwarf into the town. You recognize this dwarf as one of the soldiers patrolling the mountain on your way to Westview. A path is cleared for Captain Gunnar as he approaches. "Otir, by the hammer of Moradin! What has passed?" The dwarf's beard is stained with blood and his face beaten to pulp. A large, unnatural gash is apparent upon his body, as if by an animal, but cutting right through the heavy plated armor upon his chest. Finally, he manages to speak. "The Defenders... torn to shreds... the monsters... they poured down the mountain... They come to Shiprock... They come now... You must prepare... Death comes." And with that last breath, Otir, Dwarven Defender, dies. Otir's body is removed from the scene and Captain Gunnar immediately begins shouting orders. "To the Eastern battlements! Set defenses! Prepare for a fight!" Lord Asmund appears in the crowd, fitted with magnificent armor and a mighty hammer, elaborately decorated with dwarven runes and gems. He is followed by a small squad of heavily armored dwarves. "To arms! We will fight off these abominations with every bit of strength we can manage! Captain, ready the soldiers. Today we conquer this evil once and for all!" Dwarves hurry across the streets and prepare for battle. The citizens of Westview seem to be in a panic, running around yelling, some taking up arms to help with the defenses. All about you, there seems to be the anxiety and terror that might accompany the invasion of a country in a war. Caranthir leans upon a tree. "Perhaps we should inquire with the good Captain as to any assistance we could offer." Merrick slips a knife into his belt.

!!!Helping with Defenses Hooks
*Building an abatis out of trees and rope
*digging hole traps along the mountain pass
*setting up a medical station and team to assist the wounded
*gathering weapons and armor
*recruiting Westview fighters
*assigning guard battalion to defend survivor camp
*escorting women and children to temple or barracks and assigning guards to each
*setting up and crafting war machines

!Mutant Swarm
For a moment, everything becomes very quiet, and in the distance you can hear a great thundering. The ground seems to tremble as the voices of dwarves falling back from the mountain pass come into earshot. They rush in droves, warning of the terrible hoardes that follow only seconds behind. And then it appears. A great mass of bulging animal carcases animated by some unknown means and melded together as if by some morbid sculptor who has glimpsed the most grotesque that Hell has to offer, for this must be it. Screams rise into the air from dwarves and humans alike, chaos pulses through the minds of nearly all in witness to the horror. But steadfast as always, the great Lord Asmund leads his forces into the great maw of the attacking hoard, willing forward all who witness his heroism. [[Mob010]]
 
(death of hoard) As the great beast is torn assunder by your mighty blow, you witness Lord Asmund finishing off the very last of the creatures, accompanied by a small fraction of his elite dwarven troops. Blood covers the ground and stains the rocks as death is heaped around your feet and all about you. You notice Captain Gunnar's body, lifeless and defiled, among the dead, though his face seems frozen in a look of honor for having died defending his people. Families and doctors begin to check amongst the bodies for a hint of life, but the mourning of the deceased soon begins and you hear the wails of women and children. Lord Asmund, bloody and sore, approaches you. "This is surely the most terrible attack upon Shiprock since I first layed foot upon these untouched rocks. I am witness to your amazing fighting ability and the great power displayed throughout the battle. Surely, I would not be standing before you had it not been for your heroics. I am forever in your debt but have nothing with which to reward you. And I am afraid that the threat is not yet over. According to my Defenders, many of whom are no longer amongst the living due to this scourge, these creatures originate from a source high up in Hammer Peak, south of here. Hammer Peak is a sacred mountain amongst dwarven followers of Moradin and thus only Dwarven Defenders are granted access to the mountain. Korvir, as you are the only dwarf amongst your party, you must take responsibility for their presence if you accept this responsibility. If you succeed in this task, you will have become a true Dwarven Defender, while the others will have the unheard of and truly unique honor of being honorary Defenders of Dwarf-kind. It is in you I will put my faith, for I must remain here to keep those on the brink from losing all morale. I will give you a moment to decide amongst yourselves." Lord Asmund walks off to discuss matters with his remaining Defenders. 
 
Merrick is the first to speak, "It is to the mountain that we must go regardless of our motive, for the remaining piece to the staff is surely to be found there. Let this fool dwarf believe we go for some noble and foolish purpose. I care not for the meaningless lives of these peasants. Our destiny is that of gods!" 
 
(accept) "I knew you'd accept, Korvir. There is something about you. As if I've known you before. It could be your great resemblance to a dwarven soldier that was once under my command in the lands to the west across the sea. But I'm afraid that soldier died long ago. As for your task, you should be made aware - there was a dwarven engineer by the name of Sytrok who lived here in Shiprock. Several moons ago, he claims to have witnessed a star falling from the sky during a expedition further south. At first, I believed this to be pure madness, but I have since heard strange news from the south of just such an event that passed in the middle of the blighted desert. This was accompanied with many stories of the dead returning to life. I am told that Sytroc then spent many sleepless nights in the Shiprock tavern speaking of terrible dreams he would have whenever he shut his eyes. However, everyone claims to have never seen him consume ale or any other spirits. He spoke of a golden rod that would bring all of Norlea into a new age of darkness and terror. One night, Sytroc didn't show up to the tavern to speak of his latest dreams. Everyone felt relief until he was no where to be found. He had disappeared without trace and none of my guards reported seeing him depart from the town. Shortly thereafter, these creatures began appearing, attacking Westview and killing many. It is my belief that Sytroc is somewhere on that mountain and, through some dark power, controls his very nightmares. Take no chances if you meet him there. You will know him by the streak of white that runs through his beard as well as the double-bladed axe he carries. May the fires of the Great Furnace aide you and light your path."

!Base of Hammer Peak
You arrive to the base of the mountain and find the remains of the guards strewn about the path and rocks. Similar claw markings to those you saw on Otir are visible on what's left of their bodies.

!!!Climbing the peak
*The way up is rather daunting and dangerous.
*Athletics checks for climbing, may use rope and offer assistance to leader. Three levels, DC 11, 18, 23. Nature and Perception checks DC 16 offer +2 as well.
*Encounter an event after reaching lvl 1 and 2. Once they get to level 3, they're at the top of the peak (next section).
*Level 1 has difficult terrain and falling rock traps once per round (d4 to decide who's attacked, go by initiative) Atk: +10 vs Ref. Hit: 2d6+5, knocked prone.
*Level 2 has difficult terrain, and a very small area for fighting, if stepping on the very edge, there's a chance of slipping. Make Acrobatics check DC 16 to keep balance, or fall off the edge. Can try to catch themselves with Acrobatics DC 18, otherwise fall to lower level and suffer 3d10+5 falling dmg and knocked prone. Must climb back up themselves or the entire party needs to go get them. [[Mob005]]
 
!Top of Hammer Peak
You finally arrive near the very top of Hammer Peak. The view from this highest of points reveals a dark and sprawling vista. To the East, a dense forest lay beneath a mass of rain clouds, lightening shattering down like the fury of the Ancients. Southward lies the great desert from which you came, and even from here you feel that dark secrets still remain in those long-forgotten sands. The ocean lies to the west - dark and unforgiving. For all the horror you've seen in this land, surely the horror hidden beneath that darkness is beyond what your senses can comprehend. You bring yourself back to the path and find that it leads into a small cave. The rest of the peak seems featureless, so, despite your sense of foreboding, you approach the cave entrance.

!Sytroc Abomination
The light inside the cave is sparse and originates solely from the cave entrance. Without warning, however, a putrid smell of spoiled meat overwhelms you and the entrance to the cave is sealed by a strange filament-like substance that blocks most of the light from the outside, it resembles a sort of spiderweb, but made of a fleshy material covered in dripping slime. For a short moment, the cave is pitch black and you sense a strained breathing, possibly that of a large animal. But a moment later, the room becomes aglow in a silvery-green phosphorenscence, revealing the fleshy substance covering the entirety of the cave inside with the unnatural sources of light coming from within these filaments. The putrid slime drops down from the walls and ceiling in great globs, seeping into the floor, which is also covered in the same substance. It feels almost as if you've landed in the middle of the stomach of some creature. In front of you a lumpy mass expands and contracts, as if breathing. At closer inspection, you realize that it's the body of a humanoid creature, wrapped in the muscley flesh of the cave. You find it hard to decipher exactly where the body of this creature ends and that of the cave begins. They seem to have become one. A burst of unnatural light flashes as the tentacles of the creature extend and unravel to lift the humanoid form above the cave ground. In the strange light, the blades of a dwarven waraxe ignite in one hand of the creature and the glow of a golden staff is revealed in the other. 
 
Abel Merrick readies his sword. "That staff piece is ours, fiend! Release it or feel the edge of my blade!"
 
There is no doubt in your mind that this creature was once the Dwarf Sytroc, of which Lord Asmund warned, this fact is further revealed by the streak of white hair apparent in what may have once been a beard but now covers the entire body of this once-dwarven monstrosity. From deep within the pulsing, dripping mass, golden eyes, alight with fire, pierce through the semi-darkness and a great maw opens impossibly positioned just below the eyes. The voice is beyond recognition and seems to be not of this world, but you find yourself able to understand the words spoken. "Fiend, you say? Fiends are we all. Through dreams have I come to this place, for I was guided by the fiends that now stand before me. The Holy Destroyer, The Demon Lackey, and The Fire Sorceror. What the Defender of Moradin does here, I know not. In ages past, tis the Defender that comes on steeds of fury to stop the inevitable destruction with which our Destroyer wills to being. This weak dwarf body I now posess acts as the vehicle to the Apocalypse. I no longer wish to participate in this unending cycle of madness. The ultimate destruction of all is now my goal and your bodies shall be my vehicle." [[Mob012]]
 
(bloodied) "Thy powers seem to have matured far more rapidly than aeons passed. But I have imbued this axe with powers from our realm. Tis now a weapon that can break through to destroy thy very soul. The madness that thou everlasting crusade causes through time hath become taxing on the universe. I shall lay this world to rest."
 
(one fourth HP): "This staff hath been fused with my mind. I invoke powers that come from the realm of dreams. The minds of all who recollect not their origins shall fail and whither to nothing when faced with the infinite nothingness that exists outside of knowable space."
 
(death blow) The tendrils of the abomination Sytroc whip through the air and quiver with a last unnatural life before falling to the cave floor. After a moment, the fleshy substance that made up the creature begins to blacken and rapidly transform into a hardened crust, like that of coal. The web once covering the cave entrance now breaks apart and light filters into the darkness.

!!!Adjoining the pieces of the staff
You snap the pieces together and a subtle radiance emanates from the staff, an energy flows over you and a portion of your will or your instinct pulls you to face the west. "You feel it, can you not?" Merrick says. "It is truly the [[Staff of Ages]]. It tells you where you shall find the nearest heart stone. It whispers to you. Towards the setting sun is where the next stone slumbers. That is very strange indeed. I have heard tell in my previous life of a small set of islands off the Western Coast that were used by pirates and slave traders during the Savage Wars. That is where we must go next!" "Nonsense," Caranthir interjects. "How do we know the staff directs us to where we want to go? We know there is a stone in Norlea already, and we know that it goes to King Victor as we speak, if it has not already reached him. We must go there now before we are too late. This supposed stone off the coast is going nowhere, we shall return once we've dealt with the King in the north." "Your words are those of the ignorant! Our quest is to the nearest stone. Nothing else matters! There has never been made proof of what heads north to the weak King of Norlea, it may be nothing more than one of these minor stones we've since discovered for ourselves." Merrick turns to Ganner. "Master, your directions to me beyond the grave were to direct you always towards the nearest heart stone. You were very clear. You asked that I never abandon that simple quest, no matter the circumstances. The choice has been made, we go to the West. Lead me, my master."

[If they choose to go West] "Blast you, fools. It is complete folly to allow a king to posess a stone of such power! There will be terrible consequences to this decision. But I shall follow you further, as I am in debted to you both for saving my life before. Only time will tell whether or not it would have been better for me to have died then."

[If they go north] A fire begins to burn deep within the eyes of Abel Merrick. A growing energy begins to flow in the space around you. The clouds in the sky directly above you begin to gather and turn, swirling into a great blackned funnel that threatens to pierce the ground on which you stand. A great force rejects the hand that holds the Staff of Ages and it sails high into clouds above you. "Do you see what you have done?! You cannot go against that which has been written. Your very souls are in danger of complete destruction." A terrible crunching and tearing is heard coming from Merrick's body. Finally, bursting through his armor, a great set of black wings emerge from behind him, filling your field of vision and showing their massive span. "But I shall not fail your quest, my master. I shall take it upon myself to guarentee your ascension to the heavens once more. Fare you well until we meet again." Merrick launches himself into the sky, his black wings lift him straight into the clouds above until you can no longer see him. Not long after, the sky clears once more with no sign of Merrick or the Staff of Ages.

!Return to Shiprock
Humans and dwarves alike sing your praises upon your return to Shiprock. Your are met by Lord Asmund, once again followed by his contingent of Dwarven Defenders. "The heroes of Shiprock have returned. We have been made awares of your success on Hammer Peak, as my scouts have reported the change in the creatures outside of town. Many have already returned to Westview, and, despite the casualties and loss that our neighboring towns have suffered, all are rejoicing and the prejudice that once pervaded our cultures, seems to have subsided and given way to a shared understanding. I can only hope it is a way of thinking that will continue and maybe even spread throughout this land and beyond."

"Korvir, I present you with the shield of our mighty Defender Otir who has fallen to the scourge. You are now a Dwarven Defender, a sacred and ancient title bestowed upon only the greatest of our kind. May your presence bring fear to those who witness your fury and may your influence be felt by the mightiest of kings. You are now defender of our race and culture. Protector of the people. And may you bring to justice those who would challenge you."
 
"The Defenders of Shiprock, as your party will henceforth be known, are welcome to this town and to Westview whenever you please. And, although I do not believe we can ever properly repay your greatness, I have seen to the restocking of your goods and upgrading of your wagon to one more suited to your needs. I also offer you a modest reward in gold pieces that I pray will help you along the way. Many praises to you Defenders of Shiprock and Dwarven Defender Korvir."
!Previously
You set out from Port Edascus partnered with Abel Merrick, an undead revenant seeking the Staff of Ages, the staff said to lead to the great heart stones. During your travels north through the desert, a dimensional rift in the landscape opened up during a strange electrical storm. A demonic tiefling named Morthos stepped out and explained that he came from a world where the fabric of their reality was weakening and causing destruction. His dreams led him to Ganner and he believes their quest for the stones will somehow help his world. However, his odd behaviour around others, particularly those in a small village in the desert being attacked by bandits and wanting of water, caused him to be shunned by the group. He has since spent much time in the background, helping to fight when he can, but otherwise not participating in any meaningful way. Several days later, you encountered a curious skald who more or less invited himself to dinner, during which he sang a number of songs, one group was of particular interest in which he sang of a great warrior by the name of Valadar who fought on both sides of the Savage War, though has not been seen since. He left the party during the night as all slept soundly, leaving a note of thanks for the meal. Continuing on, you discovered an ancient temple towards the end of the desert that housed the undead and a frightening truth - it was the crypt of Ganner's doppleganger and once the home to the staff of ages, which Merrick once removed during his life. It was just prior to your arrival in the mountains that signs of a demonic plague had somehow taken hold of the wildlife in the area, turning them into pulsing, tentacled beasts. Fighting your way through to the dwarven town of Shiprock, you encounter a frozen messenger from Norlea City bearing a letter from Kallista (read note). Soon after, you encounter a squad of dwarves and assist them in battling a massive monster. Several dwarves died. You make it at last to Shiprock and discover that the monsters have destroyed the human port town of Westview. The group dealt with a number of problems in their special way and managed to eliminate the majority of the threat from the town of Westview, improving relations between the towns, and even gaining a piece of the Staff of Ages from a crazy preacher in the process. You were then tasked with hunting down the source of the plague and destroying it. So happened that a dwarf took control of a piece of the staff and wielded its magic atop a holy mountain. He revealed some potential information regarding your past or past lives and then died. Not agreeing with your decision to travel north to save a former dancer/prostitute, Merrick sprouted wings and bailed with the staff, heading to a set of islands off the coast of Westview the last you saw. You were declared heroes and made Defenders of Shiprock. You now head north through the mountains towards Norlea City to discover the truth as to what was found in the mines of Bit-Adini and the fate of Kallista.

!The Skald
*Morthos can try to kill the party because they let Merrick go and he believes Merrick is the only one who knows the way to the stones now, without the stones, his world will die. However, he is stopped by Willack - Ganner, Thalion, and Korvir have weak will from eating the food prepared by Morthos (they should be dead from eating it!), who senses Caranthir checking his food. Once Morthos is killed, the ground will open and fires will brim from deep within, and his body will fall through the crack. Willack will surround the crack with white stones from a bag. And call on Ganner and Caranthir to assist him in closing it. When asked, Willack will respond, "He is not from this world and his realm is breaking apart, it is taking him back so that none of his kind remain here." Deep down, they watch as strange demonic creatures scatter up the sides of the crack. Korvir and Thalion will have to fight them off as the tear is repaired. Skill challenge!
|!Closing the Rift: 6 successes needed |
|Main Skills/attributes: Arcana, Heal, Religion, Nature, Perception - 2 Minions explode out of the ground on a 4-6 on a d6 every round. If they attempt to close while demons are still out, it will not close.|
|//Arcana DC 18:// Counts as a success and must be used as the final check to close the rift|
|//Heal DC 18:// Check must be made by at least 1 character per round to prevent decay and unnatural destruction of the earth from the rift. Does not count as success but grants +2 or -2 to the next character's skill check.|
|//Religion DC 18:// Counts as a success and grants +2 to the next skill roll of Arcana, Heal, or Nature. Can only be used once.|
|//Perception DC 12:// You discover an item of interest as it relates to closing the rift and doing away with the demons. Does not count as a success but rather grants +1 or -1 to the next skill check, as well as a +1 or -1 to the next attack roll.|
|//Nature DC 19:// Counts as a success. A failure causes the earth around the rift to decay further and the user gets -1 to all checks the rest of the encounter.|
|''Success:'' The rift is successfully closed and all receive a boon.|
|''Failure:'' The rift is improperly closed. Willack Hather has a look of worry regarding the scar in the earth as the decay nearby could cause trouble in the future and will certainly prevent the growth of life in the immediate area. Animals will shun this place. All roll a d6, 1-3 receive weak will.|

*Willack has them make a plan for the castle, ask them what they are setting out to do and to be prepared for the worst
*Heroes headed to Norlea city to claim the rumored heart stone and rescue Kallista
*Hather begins to set out stones in the dirt and tell them of great powers that have long since been lost to the races of this world. In the days of Ages past, those with these great powers would travel from one place to another not in weeks, nor days, but in the mere flicker of a flame on a candlestick. With that, Willack finishes placing the stones, creating a shape with five points. He says, This will take us to the great Norlea City and, gods willing, we won't already be too late.

!Norlea City
Obstacles for saving Kallista:
1. There will be tons of guards everywhere - the city is under military rule and Captain Argon is in charge, some say he returned from the deserts to the south with a great boon and has gained many followers - Willack will tell them that is the power of the stones

2. The main dungeon rests under the palace. Too many guards are stationed in front of the main entrance, but Willack knows of a secret entrance through the palace itself. He will suggest sneaking in that way.

3. They find out that an execution is going to be held the next day for the king and various traitors of the "new Crown," of which Kallista is one, which they can discover through Thalion's elf friend who was called to the city by Willack. Willack will suggest they disguise themselves for the ball as noblemen and Korvir as a servant, since there is no dwarven nobility in the city

4. They will meet a noblewoman by the name of Madame (Irene) Blavatskaya who is very charming and interested in seeing a dwarf - a familiar looking dwarf, though she can't say why. She will comment on the song played by Willack and the effect it has on the people, she will say that if she didn't believe in such things, she'd almost say he was casting a spell of some sort, but she laughs it off and excuses herself.

5. Lieutenant Brie realizes what some of the verses in the song are suggesting and attempts to stop the music. But the damage has already been done and people at the party start shouting and pushing towards Brie in anger. Brie then orders in a number of guards who have no problem killing the noblefolk. Those at the party can attempt to stay and fight or join with the others in the dungeon while the guards are distracted. Either way, during the confusion, Korvir spies Madame Blavatskaya sneaking casually sneaking off and avoiding the fight, she catches Korvir's eye and with a sly smile and a wink, traces a circle with her finger in the empty space directly in front of her and seems to step through an invisible door, and vanishing in plain sight. Hather will yell to Korvir that they must stay and kill Brie.
*If the others stay and fight, the sneaking crew will become overwhelmed at some point and lose the king. Later, the king and Thalion's friend are bother captured and Thalion has to attempt to save one
*If they leave the fight, the king will live but Brie will kill Thalion's friend and escape the city

6. In the dungeon, upon finding Kallista and the (sickly) king, the alarm has gone up and they have to escape the dungeon and flee the guards. 
*(If Korvir did not come to help) At some point, the king falls behind and a gate comes crashing down, separating them from the king and some other prisoners. Guards start flowing in and the king is taken away during the fight. They can't follow because of the strength of the ancient gate. Kallista suggests meeting up with the others and then heading to the throne room, where they are sure to meet Argon. 
*(if Korvir came) the party handily fights through the guards and Kallista and Hather suggest heading to the Throne room, where they're most likely to find Argon. Along the way, they find a bloodied and dying Orodben Forod who was attempting to help in the fight but recognized as a traitor to the "new crown," and killed by Lieutenant Brie, who has since fled the city.

7. Argon, accompanied by a number of soldiers, is indeed in the Throne room and in possession of the heart stone. He's sad he was unable to stick around during Korvir's battle in the arena so long ago. He would have made sure Korvir died then, but he thanks them for giving him another chance and this time, Korvir will certainly meet his end, thanks to his newfound powers granted to him by the stone of the one true god.
*If they did not get the king out of the dungeon, they will find King Victor and Orodben Forod bound and kneeling in front of two high ranking guards ready to put their swords through their necks on Argon's word. Argon offers them a deal. To surrender their weapons and depart the city or to cause the deaths of the two and meet their own fate at the hands of Argon who wields the power of the stone. Hather speaks, Thalion, before you do anything, there's something you should know - King Victor is your father. The eyes of the pale and haggard man suddenly go wide in realization and then his lids close tightly, tears squeezing through as he turns his head in sadness. Argon's expression changes to true delight, he says, So the old rumors are true! The great King Victor layed with another and spawned a bastard child. He turns again to Thalion, and speaks, And I wonder if the truth to those rumors runs deeper still. Is it possible that our almighty king victor, who once fought a war against the elfkind layed with a female whore of that very scum? He lets out a great laugh and wipes away a tear of pleasure. That is rich indeed. King Victor interrupts, saying, My son, do not risk your life for me, for I am old and weak, unable to rule this country. Argon continues, laughing a little, Quiet, you old fool. Methinks I've had a change of heart. Why would I allow your surrender when I could so easily dispose of the king and his prodigal son, the prince, all at once. Yes, indeed, I much like that idea. And I think it will be the first step in my dominance of the entire country followed by the lands across the seas and beyond. What true power I've gained with this stone. Please allow me to demonstrate the destructive powers I wreak. Soldiers! kill them. Time stops, and at that word Thalion has the chance to do one thing:
*attempt to rescue his newfound father King Victor
*attempt to rescue his old friend Orodben Forod
*attempt to knock the heart stone from the posession of Argon as his attention is diverted away from the heroes
*or attempt to make a hole through the soldiers blocking the way out so as to escape the throne room and live to fight another day

!!!King Argon
Level 8 Solo Skirmisher
Medium natural humanoid	XP 1,750
Initiative +11		Senses Perception +7; low-light vision
Soul-Chilling Power aura 2 (5 while bloodied); an enemy that starts its turn in the aura shakes with fear until the end of its next turn. The creature takes a -2 penalty to attack rolls and skill checks, and falls prone if it moves more than half its speed in a single action.
HP 356; Bloodied 178
AC 24; Fortitude 24; Reflex 26; Will 20
Immune fear
Saving Throws +5 
Speed 6 
Action Points 2
''m Long Sword Swipe (standard; at-will)''
+13 vs AC; 3d4 + 5 damage, plus 2d6 damage against a prone target
''M Gauntlet Crush (free, when Argon makes a successful Long Sword Swipe; at-will)'' 
King Argon makes a Gauntlet Crush against the same target; +11 vs Fortitude; 2d6 + 5 damage, and the target takes ongoing 10 necrotic damage
''M Taking on Two (standard; at-will)''
Argon makes a Long Sword Swipe against two targets, and can shift 2 squares after each attack
''M Masterful Fighter (standard; recharge 5 6)''
Argon shifts up to its speed and makes one Long Sword Swipe against each creature adjacent to it at any time during the shift
''C Frightening Burst (minor; encounter) • Fear''
Close burst 2 (5 while bloodied); +11 vs Will; the target is pushed a number of squares equal to its speed and knocked prone
''Bloodied Fury (free, when first bloodied; encounter)''
King Argon takes any action it can perform as a standard action.
Alignment Chaotic Evil	Languages Abyssal
Skills Endurance +12
Str 13 (+5)	Dex 20 (+9)	Wis 16 (+7)
Con 17 (+7)	Int 9 (+3)	Cha 11 (+4)

!Onward
At the end, they will need to choose where to go. Caranthir will suggest going after Merrick, since they know where he was headed. Willack will disagree, believing Merrick will have found the stone by now and moved on to the next, in which case it would become a chasing game and they would end up the losers. He suggests instead relying on a different source to find the next stone - the Elves (he will say this looking at Thalion). Kallista will agree, but holds to whatever Korvir decides. Caranthir believes Merrick is the more urgent matter - they did what they needed to do here and now they must return to what they originally planned - use the staff to find the stones, in which case they will need to convince Merrick to return it to them. They must also decide what to do with the kingdom - they can return the king to his throne, though he is old and sickly; they can stay to rule the city themselves; or they can appoint a new ruler (Willack will not, he will say that he is forbidden to do so, but why he cannot say).

!Previously
We left off with the defeat of King Argon and you finally got hold of one of the heart stones. You decided that your next step would be to visit the elves, as Will Hather believes there is secret lore or knowledge kept by the woodfolk of a hidden stone, possibly in their possession and kept secret from most of their own, even Thalion. However, Thalion has also inherited the kingdom of Norlea, so there're some items that need dealing with immediately before you go off. First, there are some appointments that need to be made, and let's pretend that we haven't quite decided on what Orodben Forod, Thalion's trusted friend, will be doing in your absence quite yet. You guys are going to need to decide on a regent to sort of handle things while you're gone. They won't be making all of your decisions, just minor ones that don't really concern you as you quest to save the world.

!The Kingdom
You're going to need to appoint a new general to head the military and also to rebuild it since much of it was loyal to Argon and Brie and has since formed a rebellion that is operating both inside and outside the walls of Norlea City. You're also going to need to appoint a "Minister of Information" whose job it is to send messengers on horseback or message birds or whatever to you with decisions that need to be made or information they've uncovered. This is someone you should trust over everyone else and Will Hather suggests Orodben for that part, and he is very willing. Now, you're welcome to bring in other characters that you've met along the way or to make up your own. You can even make up additional positions if you so choose. But here's a list of some of the bigger characters that you've met thus far:

*Traven Devereau - Governor of Bit-Adini and past crime boss. He has shown a love for the kingdom of Norlea but not so much love for its past leadership. He can handily run a decent sized city, but procedure and red tape isn't really his style.
*Aglaia Chambers - Leader of the survivor group in Port Edascus. Had past dealings with Thalion by sending him on a quest to seek out help in Bit-Adini during the zombie scourge caused by Merrick. She has since been indispensable in the rebuilding of Port Edascus and has managed to right much of the wrong comitted there.
*Searry Forgedawn - A blacksmith and weapon/armor dealer in Bit-Adini. He led the rescue group into the "Battlefield" colliseum when Korvir passed out after wielding the power of Moradin and nearly died. He has past military experience and knows how to handle a blade and manage a shop.
*Crosach the Scarred - Once keeper of the western defenses (the big stuff) in Shiprock, he has since been made Captain by Lord Asmund. 
*Brathair the Friar - Devoted follower of Moradin and leader of the Temple in Shiprock.
*Osric of Westview - Leader of the Westview military who you saved from some crazy guys in the barracks during the monster plague
*Humphry - A sailor you helped escort to the docks in Westview as a giant Kraken-like mutant creature attacked you. He is quite good in trade and commerce and knows how to travel the seas. He's also been hearing some bumps and scratches in the lower decks of his ship from time to time. No idea what that could be though.

Those have been some of the big ones that are still alive (RIP Captain Gunnar). Others like Lord Asmund or the like are kinda busy with their own stuff but are huge supporters of your group. Also keep in mind that the legend and stories of the heroes that fell from the sky have travelled far and wide at this point, so, although it's ultimately the king's decision, the heroes have a great sway with the people, so it's best to come to an agreement.

!Response
Russell Dickerson
I think the best course of action, time permitting, would be to invite them all to Norlea City for a conference of sorts. I'd disguise myself as a servant and ask Will Hather to welcome everyone and encourage them to make themselves comfortable and get to know each other. That way, I could get a feel for who might work well together, as well as figure out if any of them might lack compassion for or interest in the common people. Korvir? Ganner? Will? Orodben? Thoughts?

Trevor Abdin
No time for any of that. Some of these guys are pretty far off. We have a mission to attend to. Very urgent INDEED. I don't think we can send out invites in the mail and wait for them to come around. Also I wouldn't suggest disguising yourself. They might not appreciate the deception. Lets just deal with who we have at our disposal. Decide who'd be best for what position and assign it as thus. I think Humphry should lead the people. He's a good people person.

Mike
I agree that there isn't time to hold that kind of conference.

I would recommend someone with large scale administrative experience as regent. Devereau seemed like a good guy from what I could tell, maybe Kallista has more input on him. Chambers would probably also work out all right if Thalion is more comfortable with someone he knows.

For military leadership, Crosach and Osric would both be capable. I would lean towards Crosach but I don't know how comfortable people would be having a dwarf hold that kind of power. Forgedawn is also pretty awesome (and so is his mustache) but I don't know if he has any actual leadership experience. Considering his background in smithing, it could be a good idea to have him oversee equipping our soldiers.

As for Humphry, getting him to advise on and oversee economic and trade growth could be useful if you think it's worth specifically delegating and not just leaving to the regent.

Jason Abdin
As both Will Hather and the DM, I would agree with too little time to hold any sort of conference. Keep in mind that time is short and you're appointing these people because you have so little of it. I think you should be able to make good enough decisions based on your past relationships with these guys. But, the most important thing right now is your quest - Merrick is at this moment going from one heart stone to the next, there's a rebellion against the kingdom of Norlea currently active and led by Brie, and there are rifts tearing open in the fabric of space time all over the country (you actually start getting reports of crazy electrical storms and whathaveyou all over the kingdom). The dreams of Korvir and Ganner push them forward to want to leave, a sense of impending doom creeps up on all of you. Caranthir is anxious to head south, however he doesn't have much interest in who is appointed to run the kingdom.

Kallista perks up at the mention of Devereau and Searry Forgedawn, as she knows them well and is very fond of both in different ways. She even mentions some of the stories Forgedawn used to tell her about his days in the war and how he was given command of an entire legion near his end of the time with the military. Devereau, of course, allowed her to work in his saloon rather than be sold off into slavery after the end of the war, and she will always be thankful for that. She also is quite in awe of his ability to govern a large group of people.

Orodben would normally prefer some sort of conference and for things to be chosen by the people, but understands the lack of time. He vows to make sure that, ultimately, the people of the kingdom will make the final decision by way of their reaction to how the appointees rule. In which case, you can dump them and appoint someone else.

So - Humphry has popped up a couple times - potentially for some sort of economic position and he's certainly a man of the common folk. Not having much experience with the rich and powerful. Crosach and Osric are both mentioned by Mike for military leadership, also potentially Searry Forgedawn who Kallista is fond of, though he might also work for a chief of weapons and armor. And, finally, there is Aglaia Chambers and Devereau for regent or perhaps chief counselors to the regent if you wanted to keep King Victor as the "face" or Norlea for a while longer, despite his age and readiness to depart the throne. And, of course, like I said, feel free to come up with your own guys and positions if you're not crazy about the ones I came up with - there's probably a drunk guy in a tavern somewhere not doin anything.

So, what're the final decisions on this matter?

Russell Dickerson
Okay. I'm going to suggest that Aglaia Chambers serve as Chair of the Council of Elders (hereafter referred to as the Council). She'll have the power to moderate discussion on the Council, to table decisions unless overturned by two votes. In addition, she'll be chiefly in charge of social, civil, and organizational decisions. She'll have the power to appoint additional advisors, subject to board approval. In addition to her, the Council of Elders would include Traven Devereau as Economic Minister and Searry Foregdawn as General of Norlea. Orodben Forod will serve as the King's Advisor, and a member ex-officio of the Council of Elders. When the Council votes to approve a measure or a personnel matter, Chambers, as Chair, has two votes. Devereau and Forgedawn each have one; in the event of a tie, Forod may cast a vote to break the tie. The Council may be dissolved by the King at any time; however, this seems unlikely. Furthermore, members of the Council serve at the pleasure of the King and the Company (or the Heroes, or whatever name suits Ganner and Korvir -- Thalion certainly doesn't presume to command either of them).

As Economic Minister, Deverau will manage commerce within Norlea. I think he is a sound choice, since he may be able to bring traders that previously worked underground into the fold, and since he seems a shrewd and fair businessmen. The endorsement of Korvir and Kallista also speaks highly of him.

Wars, as we all know, are won by clerks and quartermasters -- while the troops and field commanders win battles, drawn-out, multi-front wars are won by whoever keeps logistics straight and supplies coming. Forgedawn's experience as a shop manage, blacksmith, and legion commander, he seems ideally suited to the role of General. I will recommend the war-hardened and cunning Crosach and Osrich as his Captains, since their credibility with the soldiers will be unparalleled and because they are proven warriors and survivors.

As for Humphry and Brathair, I would like to see them serve, largely unknown to Norlea, as extra eyes for Orodben. Brathair, as a religious leader, can campaign for justice and voice on behalf of Norlea's disenfranchised. Humphry, as an approachable blue collar man with no squeamishness about Norlea's seedier elements, can keep an ear to the ground. His observations will help Orodben and the Council ferret out corruption. Either of them may report to Orodben, the King, or the Company. They'll be a good safety net in case the Council or Orodben are besieged or overthrown.

Sound good?

In summary:

Aglaia Chambers: Chair of the Council of Elders
Traven Devereau: Economic Minister, Council of Elders
Searry Forgedawn: General of Norlea, Council of Elders

Orodben Forod: King's Advisor

Crosach the Scarred: Captain of Norlea
Osrich of Westview: Captain of Norlea

Brathair the Friar: Archbishop of Norlea and Intelligence Officer Humphry the Sailor: Advocate for the Common and Intelligence Officer

Trevor Abdin
Do it.

Mike
Sounds good to me

!To the Elves
With everything in order with the castle, the city, and the kingdom, Will Hather urges everyone on to the Elven forests in the heart of the Norlean kingdom. He tells you that it is not wise to stay in one place for too long when it comes to something as world changing as the heart stones. You get the distinct feeling that Hather knows more about the stones than he's letting on, but before you can press him further, he announces that he has business elsewhere for a short time and that he will meet you in the great Elven city of Belegannon in the heart of the Norlean forest once he is through. He tells you to meet his contact in the city, a human by the name of Valadar and a mighty warrior of the Savage War who once fought for both sides. He is beyond trustworthy in the matter and he says you'll know him when you see him. Hather notices your questioning expressions and asks you to not worry and that everything will be explained when he sees you in Belegannon. With that, Will Hather takes his leave. 

Kallista expects some snarky remark from Caranthir, but it doesn't come and you notice that he has been keeping quite to himself lately, sometimes catching him fiddling with a small necklace he keeps stashed away in his coat pockets. Whenever he catches someone spying, he quickly returns the necklace to his coat and proceeds to engage one in a number of trivial dialogues unrelated to the quest, the kingdom, and certainly not the necklace or himself, unless it has to do with his dislike of the food in the city or the like.

The next evening, camped out a day's journey from the castle, Caranthir approaches everyone around the fire, holding the necklace in his hand at his side. "I have a favor to ask of you. I have need to return to the Eastlands, to my home in Drev." You can see firelight sparkling off his eyes, wet from faint tears. "It concerns events that occurred prior to our meeting in the desert. More than that, I cannot yet say." He crouches down in front of the fire, slightly manipulating the colors of the flame with his gloved hand, his head turned away, though you can hear a slight crack in his voice and he clears his throat. "I ask that you accompany me east before we continue on to elfland. It is not something that can wait and I will be going on my own if I must. I believe my powers have developed enough now for what I must do, but I would have my companions at my side if given the chance." He finally brings his head up and turns to face the group, his eyes filled with fire. "What say you?"

So - do you accompany Caranthir to the Eastlands or continue on to Belegannon in the forests to the south?

Russell Dickerson
I'm up for helping Caranthir. As always, I'd like a little more information, but I'm inclined to help out a friend. I have him to thank, along with Korvir, Ganner, and Will, for saving my friend Orodben, my father, and my Kingdom.

It seems to me that, even with a heart stone, Merrick doesn't yet have the power to directly assault the Elves, and if he could cause some mischief in the mean time, Will's confidence in Valadar seems to indicate that he could handle it. 

I'd like to help put Caranthir's mind and heart at peace, and be able to count on him in the future.

Trevor Abdin
I don't think Merrick intends any ill will towards the elves. He's like Germany. Ambitious and misunderstood. We shouldn't worry about him. I suppose we should help Caranthir out, he has been a good companion so far. Well, for the most part. I just hope this isn't hat related.

Mike
I agree with helping Caranthir out. He's been a steadfast ally to us and we should stand by him in his time of need. Besides, we'll need his help when the time comes to remove Merrick's aberrant presence from the world.

!Together, One
Caranthir is thankful for your friendship and takes the reins and directs the party south to the Eastlands. You travel through rolling hills and farmlands with patches of thin forest dotting your way. To the west, the borders of the thick central forests of Norlea begin to fade from sight as you move closer to the eastern sea.

You have very few days of bad weather. One day in particular, however, sees clouds swarm through the sky above you. Lightning and strange winds force you to make camp for an extended period, which ends up lasting for a total of three days.

Caranthir remains silent for the time being on exactly the situation that needs such attention in his past home of Drev, a small farming village from his descriptions. His mood is more pleasant than usual, though a fire burns in his eyes, and an anticipation is evident when he speaks of your progress. He grows gradually more impatient as the days are stolen by the storm.

Often the cheery one of the group, Kallista is seemingly taken by an illness as the storms continue. She is afflicted at times with sudden shivers that will go on for minutes and a fever that is kept in check by healing energies produced by Ganner, though ancient magic doesn't seem to help it much. This prevents Kallista from helping much with day-to-day chores and the group must endure Ganner's cooking one of these nights.

As the storm rages on, voices seem to call out on the winds. Kallista claims to hear her mother's voice warbling along the clouds as lightning seems to streak horizontally across the sky. She claims her mother calls to her from beyond this life. She feels as if the boundary between this world and that is becoming thinner. When questioned further, she is unable to properly describe what she means, but instead recalls something of her life before coming to Norlea. "My grandmama lived with my family when I was very young. She's the one who would stay with me and my brother during days when mam and dad would be out for days at a time to work the village harvests. She would make beautiful dresses for me and tell me stories of other lands and magical creatures long lost to the world. She died sometime around my fifth year. When I would ask my mam where grandmama went to, she would tell me 'No one knows where we go when we're dead or when we're dreaming.' She would then kiss my head and put me to sleep for the night." And with that, Kallista grows quiet and falls to sleep. "The girl is delirious from the fever," Caranthir says. But during one of the longer howls of wind one night, he is found to be shivering as well, clapping his hands over his ears, his eyes shut.

It is to these howls and electrical anomalies that you find yourself falling to sleep each night.

!Ganner's Dream
The sky is set ablaze and can be seen for miles around. The sight is enough to make followers of th True Creator fall to their knees and pray for safe passage into the next life. For this is the sky of the apocalypse as is was when you arrived to this world and as you see it now a full year later. This blaze is quickly followed by the sky tearing wide open, accompanied by lightning streaks travelling horizontally across your field of vision. The sky spews out a blackness so dark, it cannot even be considered black, but rather the complete absence of light. It almost seems to absorb any color around it as it spreads over the land, lead by flame and electric streaks. From out of the darkness, tentacles larger than rivers who through the sky. It is enough to send those who witness it fleeing in terror. The power released by the sky bursts their eyes open and melts their very flesh. On the land, a decrepit church to the One True God stands atop a knoll of dead grass. The door has been splashed in black and the windows boarded up. At the base of the hill, a crooked and gnarled oak stands as a warning and reminder to those who would see it. For there are five heads pierced and stuck into the twisting trunk by large wooden spears. Though rotted and discolored, and now unrecognizable to new eyes, the heads speak their names into your very mind. They say, "Ganner, Korvir, Thalion, Caranthir, Kallista."

!Caranthir's Story
Upon waking, Caranthir has built a morning fire and prepared breakfast. He then tells his story:
*He believes they are meant to find all the heart stones and use them to prevent a disastrous future
*Tells of his home in the Eastlands, his farmer parents, his early talent for painting
*He had vivid dreams as a child of a star falling from the heavens and striking the earth in a great fiery  blaze, a picture he would then paint
*His brothers died in the Savage War and his father took ill and died, his mother soon after, forcing him to work on his own and cease painting
*Took on slaves in order to give them work and free them, one remained by the name of Lidiya, who shared his dream of the fallingstar, and who he later married
*After many failed attempts to produce a child, they sought a wizard outside town who helped them without want for compensation or giftst*At first, it seemed to help, Lidiya became pregnant and he belly swelled, but she also became very sickly
*Caranthir, thinking back to the wizard, by the name of Maerlyn, realized he showed signs of potential vampirism
*Returning home one day, he found the horrendous site of a monster child screaming on the floor covered in blood and Lidiya's gaunt body being sucked of its last bit of essence in the arms of the wizard, showing his true form, throwing Lidiya against the wall, and eating the baby
*Caranthir was knocked out and left for dead in a burning home, and with no one having knowledge of the wizard's existence, Caranthir was being set up for the murder, then forced to flee, collecting his love's ashes in a box, and travelling from town to town working as he might until word of his whereabouts reached his ears
*One day he heard rumors of a fireball streaking across the sky and knew his dreams from his youth were true and searched the desert to find the heroes Korvir and Ganner to aid them in any way he could
*He now plans to return to his village with their help and kill the wizard Maerlyn

!The Wings of the Eidolans
Time rifts release the eidolans. They have been sent by the high gods to stop the heroes from continuing their quest for the stones and return Ganner to his proper seat.

!Return Home
The party makes their way to Caranthir's old village but no one claims to remember Caranthir, his old neighbors, or the man he names

!Truth
They eventually find the man that Caranthir claims destroyed his family, but he appears to be a kind and giving man of significantly younger age than Caranthir describes. He's currently in charge of the town. He was fairly elected to Baron many years ago according to he and the rest of the village.

!Uncertainty
The party decides to sneak into the man's home at night to find evidence of the truth, perhaps evidence of wrongdoing or magical artifacts. Kallista suggests that Caranthir's powers have sent his mind into madness and suggests they return to their main quest as the town seems to be operating perfectly well and happily without them being there. Caranthir, angered, speaks on the sanity of his mind and the destruction this man has wrought and he will not join them if they decide to leave.

!The End
The party decides to continue with Caranthir's plan and fall into a trap in the wizard's mansion where they find Brie, the rebellion army, and the entire village against them. They find Maerlyn to be in possession of a heart stone which has been with its master longer than their stone. The overwhelming flood of enemies overcomes the heroes, but they manage to kill Brie and mortally wound Maerlyn who decides to unleash the destructive power of the stone upon his death, completely destorying the village in a massive release of energy. Korvir uses what powers he has with the stone to shield Kallista from the destruction.

Upon their deaths, they hear the music of Will Hather who tells them that their quest is not over and this all happened very long ago and they will meet yet again. They have a chance to return to the living, but they must be quick. The power of the heart stone follows them wherever they go and it is intimately connected to its partners. Caught by surprise, the power of the enemies may be weak and, if your intentions be good, you may be able to command the power of their stone to you, into death, and thus use it to return to finish your business and to stop Merrick. 
So, I'm finally getting started on writing the next chapter in the most epic dnd campaign you guys will ever play in your lives! I was considering actually doing the whole chapter on here, but I think I'm just gonna keep it structured for when we can get together next since that's always more fun. However, there're a couple things that I want to do on here as a prelude to that and should help me with the writing of what's to come.

!Previously
First off - a quick refresher:

The last time we played, the party went off to Drev, a small farming village in The Eastlands where Caranthir is from originally. It was his intention to take revenge on a powerful wizard there who was responsible for the death of his wife and child. Unfortunately, for all of you, that powerful wizard was Maerlyn, also known as Merlin in Arthurian legend, and he was in possession of a heart stone. He made everyone see a fictional version of the village and controlled all of its inhabitants, making you think Caranthir was a bit on the crazy side and leading you eventually into an unavoidable trap. He attacked, assisted by former lieutenant Brie, the rebel army, and the villagers. You managed to kill your old nemesis Brie (hail the war apes!) but Maerlyn proved to be your most difficult opponent yet. In your battered and weakened state, you miraculously managed to mortally wound him, but his power over the heart stone was so great that he was able to release its energy in a fiery blast that engulfed the building in which you fought, the entirety of the village, and probably spread as far as a number of the surrounding farmlands. You were indeed killed by the explosion. 

Now, time is of no concern, and your last few moments of consciousness have been stretched out quite far. In the void, you hear the music of Will Hather and he manages to guide you beyond death. He shows you a way to call to your side the power of your defeated enemy's heart stone into death and, without further instruction, tells you that, with it, there may be a way to find your way back home so that you might finish your quest.


That's more or less where we're going to start when we play again and I have some pretty awesome ideas for the future of the game, which probably won't go on too much longer because I'd like to put it to bed and give it an ending so that we can talk about it fondly thinking back.

But first, going back to the instant of the explosion, Korvir managed to use the power from the first heart stone to protect Kallista from the blast, transporting her god knows where, but saving her from death nonetheless. So, I want to allow Thalion and Ganner a chance to also use the power of the first heart stone in a self-sacrificial manner to affect something in Norlea, perhaps a single life or the like, something unfinished and something very important to the character.

So, Russ and Trevor, what do Thalion and Ganner do and why?

Ganner
Very well. I will use the power of the heart stones to link my mind with Able Merrick’s. I’ll use my power to help him look into himself and battle whatever evil that might possess him. Give him a chance to redeem himself and continue to pursue the heart stones in the name of righteousness and for the good of the multi-verse. With the knowledge of all that has happened and what he has done and with my strength, he will see the light. With that, hopefully he’ll then know that punching small children through rooftops isn’t a very nice thing to do.

Thalion
Thalion would like to confer some of the heart stone's power unto his people, the elves. He's hoping it'll grant them deeper wisdom, further clarity about the evils stirring in Norlea, and the courage to act in cautious but significant ways to give hope and resolve to its people.

!Into Death
You strain your eyes to find some source of light, but it's utterly dark and if it weren't for your sense of touch, you wouldn't believe your material body to even be present. As time passes, you seem to catch wisps of smoke or perhaps a fluid of some sort, reflecting an unknown light or even producing it's own. At one point, you see the substance far down below you, as if you're situated miles and miles up above the world, but no stars shine for you here and you are completely alone, your companions nowhere in sight - what little sight you have.

Without warning, thick batches of this material begin to coalesce into a center, swirling and spreading out in front of you. It suddenly collects into a tight ball of light, pulsing and growing brighter, until it suddenly explodes into a great fire of light, blinding you momentarily and engulfing your very being. You watch without your eyes as the matter overtakes the emptiness of this void. You feel the energy permeate through your body. You recognize the energy as the same as that given off by the heart stones. It is a destructive energy, but it is also life-giving. As the energy spreads over you, you feel as if you can finally breathe, and you take in a deep breath, allowing your eyes to see the majesty that surrounds you: stars have burst into being, rainbow colored clouds of gas swirl about your head, and large electricity seems to dance across the sea of life, connecting everything.

Where the glowing ball of fluid once stood, there is a swirling mass of light, forming what seems to be a tunnel that stretches to infinity. A human-like figure seems to form in the the tunnel and rapidly approach you. As the creature comes into view, the features of a woman are made out, her eyes closed tightly, and Korvir remembers where he saw this woman - in the ballroom in Norlea City, her name Madama Blavatskaya. This same event happens simultaneously for Thalion and Ganner. You feel each other's presence, though you are no where in site of each other and because Korvir recognizes this woman, you do as well. She then opens her eyes and they are completely white with fire, tendrils of flame drifting away from her face. She is dressed much the same as she was when you last saw her, in a beautiful ball gown with shining jewels glittering over her neck and encrusted in her dress. In addition, however, strange light glows along her wrists and seem to form the shapes of slick, translucent machines with hidden gears. Once she steps through the tunnel, it collapses behind her and she seems to float in front of you, lit only by the light of her eyes and that emanating from the machines on her wrists. She then begins to converse you, but each conversation is slightly different from the others.

"Will Hather was again right," she tells you. "He guided me here directly from the ball at the castle where I last saw you. You know me as Madame Blavatskaya, but you may call me Irene, Witch of the Watchers Order." She gives the same sly smile that she gave Korvir at the ball and Will Hather's music once again fills your mind, the same music that calmed and controlled the guests at the ball, starting into motion the events that helped you free Kallista and the king, Thalion's father, from the dungeon. She explains that it has been mere seconds since that moment for her, though she suspects that quite a long time has passed since then for you lot. When you ask her what this place is, she is either unable or unwilling to say. "I am blind to what you see around you. If I were to look upon the void with mortal eyes, I would be undone and your position would not be helped." The fire continues to burn in her eyes. "Where you are, I know not, but I have been sent to help you return to the world from which you have departed, though it will not be easy." Lights seem to flash brighter on the glowing machines on her arms. She raises her left arm to her face and presses her fingers into the source, as if tapping her fingers to a tune. "I am needed elsewhere and must hurry, so listen closely. There are three keys that you each must seek out in this place. They are the same three keys, but you must each find the set that resides in your place. These keys will unlock a door, so to speak, that will, hopefully, lead you back to our world. Where these keys are and how to find them, I know not, but I believe the path will be made clear if you are looking." The lights on her wrist flash wildly and she begins speaking more hurriedly. "Do not fear that which you encounter, but respect it also, for your powers are great and things that you do here, may echo in the Infinity. Also, you are bound by the power of the True Heart, and so the stones allow you to help one another though you are separated by time and space." Energy once again begins to swirl and coalesce around you, gathering into a pulsing ball. All the lights on Irene's wrist devices flash incoherently. "My time is up, something is wrong!" She traces the nail of her forefinger in a large circle in the void. A portal appears with runes etched in light. As it opens, it seems to stretch out into space forever and Madame Blavatskaya, the witch Irene, gets ready to step through in a hurry but turns quickly before going and tells you, "There's one more thing. The number fifty-two is important, but I know not how. I'm sorry to leave you so soon, but you will find your way. You must. The very universe depends on it!" 

With that, she is swept through her portal and it closes, just as the ball of pulsating energy comes once again to an unstable state and explodes outwards, this time spewing forth darkness and blood, destroying stars and tearing apart the galaxies. You are knocked away in the blast, flung far across the void, into blackness and timelessness.

!Through Death
(Roll these events at random. Roll 2d6 of different colors. First color: 1-2 Korvir, 3-4 Ganner, 5-6 Thalion. Second color: 1-2 Past, 3-4 Present, 5-6 Future. If one has already been taken, go to next person or time to the right in order above.)

''Korvir's Present''
Soft curtains flutter in the breeze and you walk into a dark room with sun filtering through the window. Outside the window, you recognize the still-glimmering Norlea City, though the light shines fainter than you remember, but where the temple to Moradin once stood, there is now a large empty hole, black and desolate. You are in a bedroom in the castle and lying upon the bed you recognize Kallista, though older than when you last saw her on that fateful day in Drev. On the bedside table, you notice a ring that once belonged to you. She has kept it to remember you by. She is alive, though sickly-looking and seems to have trouble breathing. A faint light shimmers at the edge of her body. The light seems as if it should be brighter than it is. She suddenly begins coughing and must sit up to do so. She coughs into a cloth, leaving blood behind and her hands go to her stomach as a great pain overtakes her. You are helpless to do anything and she finally lies back down as the pain subsides. But as she removes her hands, there is a large empty hole left in her stomach, black and desolate. At the same moment, you discover a light emanating from your torso. It can be removed. What do you do?
*If the light is given to the temple, Moradin will continue to protect Korvir, but Kallista will suffer and will not bear a child, though she will always continue to love Korvir 
*If the light is given to Kallista, she will bear a child who becomes part of Korvir and will be part dwarf and a great protector, however dwarven populations will decline and Moradin's power will subside

''Korvir's Future''
Blood washes across your face as you drop through the sky into the center of a massacre. The dead carry weapons and tear through the flesh of the living. Your battle-trained eyes sweep across the battlefield, taking everything in. You catch glimpses of pointed ears as hoods are thrown from the heads of elves. They fight alongside humans to combat the undead plague. Through the bodies and the flashing weapons and the flying blood, you spot a Norlean caravan, and crawling atop is a young girl of maybe ten with familiar features. They are the features of every child you have ever protected. But this one is different. Though unnoticeable to human eyes, she has vaguely dwarven features and a strength and will to match the bravest of the race. Through the bodies and flailing limbs, you see the girl as she watches an elf being struck down and then devoured, his sword flung away to land near her. An unseen barrier holds you in a relatively small area, this force either created by your mind or the afterlife through which you crawl. However, you are given a choice - you have the chance to turn the tide of this battle or to save the girl.  You must concentrate your powers towards the fallen elf's sword or to your present state in this place, allowing you to fight alongside the elves and men.
*If the girl is chosen, the sword will blaze with unadulterated fury and the girl will pick it up to deftly destroy the undead horrors surrounding her. Despite this, the forces of death are too strong and overtake the men and elves. Many are slaughtered and killed and a horn is blown followed by a call for retreat. An elf swiftly makes his way to the girl's side and grabs at her through the retreat, even as she continues to fight the enemy. As she is pulled away, however, the girl seems to make eye contact with you, an expression of complete awe and thanks upon her face. You then watch as the undead horde follow in pursuit and witness as fallen elves and men are disgustingly brought back from death. You feel an old presence then, and you turn around to see great black wings riding above the forces of the undead and glowing eyes shining through the ranks. You are pulled away then and thrown back into the abyss, but you have saved the child, as you always have, as you always will.
*If the forces are chosen, you concentrate your powers to shift your body into this unknown place. Faces suddenly turn to you, as if you were not here a moment ago. A great light shines out from your very body and elves and men are taken aback by the wonder of your presence. You are fully armored and your body seems to shift between moments of being and the void. You are unsure how long you will be able to lend your might to the mortals. (Once the battle is through...) The last of your power seems to fade and you are too weak to maintain your presence. However, you've managed to turn the tide of battle and the elves and men manage to overtake the undead. A great boom is overheard and black shimmering wings lift a creature of death into the air to retreat deeper into the forest. The forces of the undead retreat but there are many falled heroes, the girl among them, her small body twisted and dead. You are pulled and rocketed back into the abyss.

''Korvir's Past''
You drift slowly through the clouds and you are given a hammer and a chisel. You come upon a golden path that leads you to three great slabs of stone. You must now create something out of nothing. You approach the first stone. Do you hammer with your heart, your mind, or your soul? (Choose.) Your approach the second stone. (Leaving out the one already chosen...) Do you hammer with your heart, your mind, or your soul? (Choose.) A great quake tears the golden path asunder and the third stone with it. It is lost forever, as is that part of your (soul/heart/mind).
*Choose soul - As you step away, you look upon your creation, for it is you. But in your eyes, you also see the faces of every dwarf that will come after. You have created the dwarven race. And the pieces of stone drop to the world below, raining upon the mountaintops and the icy tundra of the wastes.
*Choose heart - You gaze upon your creation with tears in your eyes, for you have created a child, a girl, a connection forever to this world. This is your daughter, and she will always be in your heart.
*Choose mind - As you look upon your creation, you are filled with pride, for you have fashioned a great weapon of destruction and creation. A glimmering and indestructible maul, on one side an ornately curved blade with ancient runes etched along its side, and a massive sledgehammer on the opposite. It falls where you command it and this knowledge is then lost.

''Thalion's Future''
A great cloud of destruction is visible above the tree line. This is your home, and soon it will fall to the lightning and destruction being spewed forth from the storm in the distance. Around you is a magical glade, alight in shades of green and burning blue. Elves of the forest, bloodied and frightened, perform a last-minute ritual. Your old friend Orodben stands amongst the onlookers, mothers with children in their arms and tears in their eyes, others with weapons at the ready. In the center, a circle of Elders speak words of an ancient tongue, and light blasts out from each, creating a ball of glowing light in the middle. The head elder, the great elf Volectanhir, dressed in old and glimmering ceremonial robes, holds a familiar stone, a heart stone, and red glowing light shoots out towards the center. They are opening a portal to another plane to where they hope to escape. The disc of light slowly grows, but the storm cloud approaches more quickly. Some children are heard crying out for their parents. You are able to hear the thoughts of Orodben. "There is not time enough," he is thinking. And he is preparing himself for death and the death of the elves. You know that this ritual must be finished in order to ensure the safety of the elven civilians and the protection of the heart stone, however, not all elves plan to leave their home, many have decided to remain and fight the coming storm, including Orodben. You must choose to use your powers either to speed up the ritual or to help fight off the coming storm alongside Orodben.
*Choose the ritual - You focus your powers over nature to make yourself physically present in this place. You are seen to appear in the very center of the portal and with your strength you pull the opening wide to its very limits, great streaks of electricity of all colors surround you and shoot in all directions, lighting up the glade. Eyes stare at you in complete wonder before you are engulfed once again by the darkness. But as the world is pulled away, you watch as the elders usher the elves into the portal just as a great horde of death sweeps over the fighters that have chosen to remain. You attempt once again to access the mind of Orodben Forod, but you find only blackness.
*Choose to remain and fight - You make yourself physically present among those in the glade, a wave of light shoots out from you as those outside the ritual take notice and look on in awe. You are granted your armory and prepare to protect the place you once grew up in. As the cloud of death reaches you, the ritual is still unfinished, but Volectanhir sacrifices himself to enter the portal and hold it steady so the elves can flee in time, protecting the children from the battle. As you fight, you catch glimpses of Volectanhir becoming weaker and more gaunt. Orodben rushes to the side of the Elder and attempts to help him and just as the last of those who absolutely needed to retreat through the portal disappear, there's just enough time to pass the heart stone to Orodben and grant passage through as Volectanhir collapses and the portal crushes his body, leaving him crumpled and broken in death on the ground. However, you have managed to keep many other fighters alive with time enough to disappear into the woods as the main forces of the undead tear their way through the trees to where you stand. And just as a great creature of death appears carrying the majestic Staff of Ages appears before you, dark wings spread in terror, you are gripped and torn away by the abyss.

''Thalion's Past''
You are a child. The trees stretch high into the sky beyond the clouds, lush flora and wild animals swim about you. You find comfort in the arms of your mother and she smiles at you and tells you that you are the first of your kind. "It is your responsibility," she says, "to look over all creatures. To care for and nurture them. This is what I shall teach you." She holds you close and kisses your head. She is your mother, and she is the trees, and she is the forest. She lifts you up to sky to take in the sun and the moon and the stars, this is your father. Through him, you receive life eternal and you are taught the scale of things, you see that all is interconnected and even the smallest choices can have monumental impact. You are let loose and travel the world, gaining all the knowledge that becomes the basis of your race and your philosophy. When you return to your home, you are still a child, and you are met by your mother. She has taken a form that matches your own, long, slender ears and features. She has taken a new husband - a human. A newly created race in this world. They have had a child of their own and you know this being well. You know him as Ganner, the first half-human, half-elf. But he is your brother. There is a constant glow around his infant body. There is a powerful magic inside the child, perhaps too much power. You have the ability to take some of that power and give it to yourself, whether to keep or to spread to the rest of your race and the world, or you can leave the child be, embracing the union between the races and offering your unconditional love to your half-brother.
*Choose the power - The child begins to cry as the light becomes dimmer. Your mother and your stepfather are unaware of what has happened and so coddle the child, singing lullabies to calm him and kissing him. You realize that this child is loved more than you and that will always be so. But the power you've gained more than makes up for it.
*Choose love - Your love creates a power of its own and a light begins to shine around you just as bright as that around the child. You are forever connected, your destinies entwined for all of time.

''Thalion's Present''
You are in the frigid upper reaches of the Arctic Wastes. In a country unknown to most but the oldest dwarves, or those steeped in their history, for not many dwarves remain with such knowledge. It has been common knowledge for some time that this place is no longer inhabited by any race, as survival is near impossible with such a climate. However, you find yourself looking upon a great tower. This tower is ancient in design and familiar to your eyes, perhaps you visited one like it in another lifetime. This one is not the same though. It is newer somehow, not as ancient, only a replication of a tower more sacred. You are not in any physical form, so you are able to shift yourself to the inner chamber of this tower, swiftly scanning the many floors and rooms within minutes. The decorations are ornate and you are able to sense a heat in this place that combats the cold without. There are robed men, old as time, walking the halls. They read massive tomes and move about silently, able to affect materials around them without touch, as if only with their minds. You make your way to a dungeon deep down below the ice, the cells individually numbered, and a glimmering path of music guides you to a man you know well, to cell number 52. Will Hather hangs from a concrete wall, bound with chains on every limb. His face haggard and his hair long, for many years have passed. But the music grows greater and he senses you there with him. He looks up and you can see the music in his eyes, those shining orbs still healthy and full of magic. He smiles to know you are there and awaits your action. You can summon what energy you have to release Will Hather from this prison and send him to another part of the world, or you may release him and use the rest of your energy to release the other prisoners in this place, though you know not their crimes.
*Choose teleport - You summon a great deal of power to transform Will Hather's body into a shifting state of energy, allowing you to bend the very fabric of space around you and summon the surroundings of (place they chose). You have only enough time to see as Hather brings himself to his feet and look over his shoulder as you are torn from his time and back into darkness.
*Choose saving everyone - The hallway lined with cells, and even the entirety of the dungeon, seems to bend around you and there is a collective crash as the shackles of all the prisoners come undone. Guards dressed in heavily decorated armor rush to the cells, slaughtering the unarmed prisoners without even giving them a chance to surrender. (Allow a DC to shift into physical form to fight some off.) (After some time...) Will Hather suddenly whistles and directs your attention to the stairway, and you watch as robed figures alight with fiery magic descend and prepare to unleash their fury. By the time you look back to Will Hather, he has already formed a circle of magic, through which he ushers the prisoners. You find yourself fading from this place, unable to gain more time, blocked by the rules of the universe that you have seen fit to break in death. You watch helplessly as many men are burned to ash by these terrible sorcerers of fire. Hather throws up a weak screen of magic to block the men closest to him from the flame and allows them time enough to empty into the portal. With a final look over his shoulder and a fading song of victory, he throws himself into the magical gate as you are whisked away through the shadows of time and space.

''Ganner's Past''
You are one of the Chosen, an arch-angel and first of the being of creation in the universe. You are second to no one and your might surpasses that of all other beings that scurry about the cosmos. As of late, however, you have been relegated to mundane tasks. You have been sent to the furthest reaches of space to collect rock and resources and to bring it back to a centralized location where Fate as decreed a new world be made. Every rock you add creates another mountain onto this already lush new world. The love and warmth you once felt seems directed no longer in your direction. The undying energy of the universe has focused itself on this new place where strange, ugly creatures walk about. You find yourself watching as a group of them overwhelm and tear at a smaller defenseless one, its family already killed. To show that they have no true power, you blink the bullying group out of existence - mere dust particles amongst the stars are they to you. This strange creature you have kept alive seems thankful and in adoration towards you. Do you allow him go about the rest of his short life, take the creature with you for study and to find out why the universe seems to care about its kind, or crush it like the others?
*Choose crush - Like a rock slide from the moon, you squash that monkey-man into oblivion. Another spies you from afar, however, and learns of the uncaring nature of the universe, revering you at the same time. You know that this creature will later teach himself of the magic hidden in everything and will find a way to one day aid your will. This creature you will know as Merrick.
*Choose life - You grant the simple creature the great reward of continuing to live. He has come to understand both the fury and might of the universe and those who control it. He will go about the rest of his life, steeped in nature and magic, teaching himself secrets that were not to be revealed to the simple minds of Men. One day, this creature will find a way to aid your will and you will know him as Merrick.
*Choose pet - You take the simple creature as a pet and name him Abel Merrick. You find that he seems to have a very basic form of intelligence, but unadulterated and easily molded. In secret, you keep this creature in a pocket dimension you have created filled with animals and other creatures from the new world, and teach it what it is able to comprehend in its simple mind. You discipline the creature when it does things you think foolish, such as letting out a series of aural tones and squeaks he believes to be music, and you reward it when it does things you think commendable and even creative, such as sneaking up on an animal as it sleeps to cut its throat with a tool it fashioned all by itself, then using the hide of the animal to not only use as clothing, but to disguise itself and blend in with its surroundings, thereby making such efforts easier in the future. You become quite pleased with your new pet and unknowingly bind yourself to each other, the fate of one dependent on the fate of the other.

''Ganner's Present''
You have been found out. The creature you kept in secret has been destroyed in punishment causing you to speak out against the will of the universe for loving such pathetic creatures and lesser worlds beyond that which you are familiar. You are no longer one of the Chosen, your wings stripped from you, your glory withheld, and the easily attainable, though easily forgotten, love of the universal energies is blocked from you forever. You are cast out of their ranks and are ordered to the edges of the blackest of space for eternity. Do you fight back to reclaim your title and perhaps even establish yourself as the true ruler of the cosmos or do you flee and hide in order to scheme and plan your return and your revenge?
*Choose fight - The legions of the Chosen are innumerable and you are met on a battlefield surrounded by majestic buildings among the clouds. The road is paved in crystal and war machines of great power are carried through the air to destroy you. (May try to call other Chosen to your side, hard DC.) Powerful crashes tear through the sky as the war machines are let loose and the throng of Chosen hurry to bring your doom. (After some fighting...) The battle is interrupted by the blue light of a super massive star that closes in to the city in the clouds, tendrils of flame from the gases licking at the buildings. You are instantly blinded and blocked by forces beyond your control. Fate does not allow you to win on this day and you are flung into oblivion. You begin to slowly drown in the void of nothingness into which you've been cast but manage to summon the energy needed to open a small entrance into your pocket dimension. You are distraught over your banishment and sad that you are unable to experience the new world that you had a hand in helping to create, rock by rock. However, you have learned much about creation and the fashioning of rock. Is this pocket dimension not a world in its own? In secret, you put Merrick to work to help you gather the most precious of rocks in the universe to form powerful stones. You allow time to pass more swiftly in your hidden realm than outside and spend uncounted centuries forming the rocks. You compact them so densely that they seem to beat with the very energy of the universe. There are five in all and you devise a devious plan that will allow you to use these stones to take back that which is yours, for you feel a power surrounding them that you have only ever felt in the complete presence of the very heart of the universal energies which created you. You name them the five Heart Stones. There is a problem, however - the Chosen, fallen or otherwise, are unable to ever be as powerful or moreso than the universe itself. But you have learned craftiness and creativity from Merrick and the creatures on the new world and find a loophole. You will orchestrate the union of two favored races on the new world. You will become reborn as a mortal child by these creatures. You will then seek out the stones and use their power to bring about the destruction of the new world and place yourself highest among the Chosen, taking back that which is rightfully yours and claiming the universe for your own. And as you hurl the stones through space to land on the surface of that hated planet, it never crosses your mind that this could possibly ever be the will of the universe, the secret plan of Destiny.
*Choose flee - You escape the immediate wrath of the Chosen ranks and hide in your pocket dimension, distraught over the loss of your creature and suddenly sad that you are unable to experience the new world that you had a hand in helping to create, rock by rock. However, you have learned much about creation and the fashioning of rock. Is this pocket dimension not a world in its own? In secret, you gather the most precious of rocks in the universe to form powerful stones. You allow time to pass more swiftly in your hidden realm than outside and spend uncounted centuries forming the rocks. You compact them so densely that they seem to beat with the very energy of the universe. There are five in all and you devise a devious plan that will allow you to use these stones to take back that which is yours, for you feel a power surrounding them that you have only ever felt in the complete presence of the very heart of the universal energies which created you. You name them the five Heart Stones. There is a problem, however - the Chosen, fallen or otherwise, are unable to ever be as powerful or moreso than the universe itself. But you have learned craftiness and creativity from the creatures on the new world and find a loophole. You will orchestrate the union of two favored races on the new world. You will become reborn as a mortal child by these creatures. You will then seek out the stones and use their power to bring about the destruction of the new world and place yourself highest among the Chosen, taking back that which is rightfully yours and claiming the universe for your own. And as you hurl the stones through space to land on the surface of that hated planet, it never crosses your mind that this could possibly ever be the will of the universe, the secret plan of Destiny.

''Ganner's Future''
You are the ruler of Xertanan, an imposing and ostentatious tower amongst frozen hills and glaciers in a country far to the north of Norlea and across the sea. The tower is a replication of the great Moriminas, an ancient tower of myth in what was once the original Elven city of Belegannon. Merrick, now part-demon to prevent his mortality from interfering with being your servant, stands by your side. Xertanan was established to control the use of magic in the world. In the early days, anyone could access the energies of the universe and wield them without limit. That is no longer the case. The Halters are the group of sorcerers established to control magic across the globe. You have enlisted the fire sorcerers to craft you a powerful staff that will enable you to seek out the heart stones that you so greatly require. Through becoming mortal and your various rebirths, you have forgotten where you've hidden the stones of creation. But your magic has not forgotten and you shall channel the energy of the universe through the staff. You have worked closely with the most promising of the sorcerers, you know him as Caranthir. He has bent heat and flame to meld your magic precisely as needed into the ornate staff and he looks on it as his greatest work. Merrick seems displeased with Caranthir's pride and flaunting of power. Do you reward Caranthir by placing him in charge of Xertanan or do you destroy the sorcerer, preventing he and those in the tower from becoming too powerful?
*Choose life - You sense Merrick's displeasure with your decision though says nothing to contradict your words. Caranthir bows and thanks you. A piece of your power has been passed to him and his fate is forever entwined with yours. He will now rule in your stead as you prepare to set out for your journey for the stones and the universe.
*Choose death - You command Merrick to destroy Caranthir. His massive falchion unsheathed from its scabbard glows with an iridescent light, Caranthir stands calmly, perhaps understanding and accepting of what is about to happen. With the quickness of a demon of the underworld, Merrick brings the sword around to cleave Caranthir in two, but the sword lands harshly on an invisible barrier of fire, sparks and tendrils of flame bursting from the impact. Caranthir, without hesitation, tears a hole through the walls with an explosive burst, and launches himself through the various rooms and into the stinging blizzards of the waste. Snow and freezing air penetrates the breach in the tower. Only the most powerful of magics could do such damage to the walls of Xertanan. However, despite the burning aura that surrounded Caranthir, he has been lost to sight in the distance through the freezing storms. No matter. You have what you needed to begin your journey for the stones and the universe. Caranthir's time will come. You know the name of a powerful wizard from the early days of the cosmos. You will grant him a spot by your side for destroying the prideful fire sorcerer.

!Out of Death
The darkness begins to come alive around you. Electrifying energies and colors swirl through the emptiness and give shape to the space surrounding. Light comes to you like a stream, finally jumping up into the space directly before you and outlining a perfect cirlce in the blackness. A gate appears and through it steps the witch Irene. Her eyes glow with excitement. You are so very close now, though your companions are still separated from you. You have the keys and she instructs you in combining them to form the Universal Key. "That key will open a door. But there is only one door that will grant you passage to the place you seek, and you must all choose the same door if you wish to end up in the same place, so choose wisely." She beckons you through the gate as the final step and you are helpless to refuse her. When you step through, you are disoriented and alone. You've come to a great mansion made of light, the architecture is that of early Men. The mansion if filled with doors, every room and every hallway, another door. There could be over a hundred doors in this place, each one locked. But they are numbered and so now the choice is yours. (Choose.)

The Universal Key fits into the lock smoothly and clicks as you turn it, unlocking the cosmic lock. The door flies open uncontrollably with your key still in the hole and you are torn through the opening as if caught in a tidal wave. Thoughts and images of your most recent life pass before you. You find it strange that your previous lives all throughout time seem so less significant than that which you currently live, though you've gone through death to continue it. The faces of those you've met along your way pass by. The downtrodden folk of Bit-Adini, the refugees of Port Edascus, the honor-bound dwarves of Shiprock, the humbled Men of Westview. The glorious, cheering crowds and newly mixed races of Norlea City. The lives you have affected, the evil you have both wrought and destroyed. It is this life that seems most significant as if all lives and times led to this. The tidal wave throws you side to side, as if breaking through dimensions and time. You open your eyes and see the world below you. Details minute and distances vast. You drop through clouds and look into the sky, find the sun sinking onto the horizon. Into the northwest, far far away, you think you see the towers of Norlea City and the road leading down to the place below you. The clouds gather above the central forests, striking lightning into its center. You are approaching the place that destroyed you. The obliterated village of Drev. You leave a streak of fire across the sky as you descend. Time seems to come to a near stop as the ground approaches and you wonder at the future of all things, of your own life. What more is to come? is your last thought before the impact of the solid earth. A painless force as your mind goes black.

!A New Life
Your eyes open slowly, your body weak. Dust and colorful electrical energies float and swirl through the air around you as you lie at the bottom of a deep crater covered in ash. You turn your head slowly to the sides and find who accompanies you - Korvir, Thalion, and Ganner have returned to life, all weak and slow to move. What has come of Caranthir and Kallista, you know not. But a scuffling and the pound of dirt above you draws your attention to the edge of the crater. A girl comes into view, sending dirt and ash flying to come to a stop. Kallista is the first thought that comes to your mind, but this is not her. This girl, this woman, is much older and has different features than Kallista had. She breaks the silence and calls out in a relieved and proud voice, "The prophecy has proven true, fifty-two years since their disappearance, the Three have returned to this world again!"

!Previously
You paid a terrible price for your second heart stone when Death met you in Drev. The wizard Maerlyn was defeated in this world, but sent your party to the afterlife with the last of his power, decimating the village and its inhabitants in the process. However, this was only the beginning of your return to Norlea, learning many things along the way. In a place where past, present, and future were one, you were transported to different places throughout Norlea and the cosmos. Korvir took part in creating the very first of the race of dwarves and discovered the spiritual bond forever linking he and Kallista, saving her from a sickness and imbuing the aging woman with his power, which developed into the birth of the child Kira. Thalion discovered that he was the first of the Elven race and that Ganner was spiritually bound to him as a half brother. He also managed to assist Will Hather in escaping from Xertanan, along with a small handful of other prisoners. 

!Outline
*The heroes are brought up to speed - Fifty-two years have passed; a temple has been built on the site of Drev, now a holy site; Merrick, with two heart stones, guarding the home of the elves who are quickly running out of resources in their pocket dimension, awaiting the return of the heroes; demon dimension rapidly destroying Norlea and the rest of the planet; Kira is the daughter of Kallista, believed to be a prophet; a pilgrimage finds the heroes on the day of their return.
*A dimensional rift has opened up over Norlea City. Will Hather and the witch Irene of the Watchers Order have created an electrical barrier over the city to block against the rift, but the barrier weakens and Hather has asked the heroes to meet with him in Norlea City, believing they might be able to enlist the help of the Fire Sorcerers. 
*When the heroes arrive, they may chose to quickly give a moral-boosting speech before they depart to the frozen wastes of the northern continent, Erum.
*After the speech, they are quickly led to the teleport in a hidden place in the city. Along the way, Will Hather fills them in on what has happened to him since they last spoke. He had sent them south to the elven city and intended to meet them there. However, he was summoned to Xertanan to help set up extra defenses to guard the heart stone in their possession. Turns out, Merrick had already arrived to the tower at that point, having taken control of the Halters and took the opportunity to separate Hather from the rest of the party and imprisoned the bard. It was many years later that Thalion appeared and released him from the tower.
*The party is hurriedly given winter coats as they are unknowingly led to the teleporter. Once there, they are met by a man who introduces himself as Ozu, who was one of the men Thalion helped to escape from the dungeons of Xertanan, he carries a katana and swears his life to Thalion. Hather and Ozu accompany them through the portal.
*They are met on the other side by freezing winds and a party of dwarves wearing heavy winter outfits. The frigid tundra stretches in front of them and in the distance they can see the tower Xertanan like a jagged stone jutting up from Hell.
*They are met by the witch Irene who waits for them within a rocky outcropping not far outside the tower, but still out of sight. She is able to create a short-distance portal that allows them to enter the dungeons of Xertanan.
*The plan is to get to level of the tower where the Fire Sorcerers are housed, called the Fire Circle. They must either destroy or sneak past the Halters who have joined with Merrick and use control magic on the Fire Sorcerers. It is the assistance of the fire sorcerers that is needed to slow the dimensional deterioration around the world and particularly over Norlea city.
*When they arrive to the Fire circle, a fiery pit in the center of the room, they will find all the sorcerers encased in magical prisons that have left them weak and dying. An alarm will be tripped that sends a shrill howl through the tower, alarming all Halters to their presence. As the sound of boots echo through the hallways and stairwells, the party prepares for battle, and just as the Halters rush into the room wielding their magic, the two heart stones are torn from their satchel and soar into the fiery pit in the middle of the room. Fires burst forth and the pit becomes an twisting inferno, stretching up to the ceiling and sending ash, flame, and sparks across the room. Through the fires, a man appears and takes shape. Before you Caranthir Helevorn stands, birthed of fire, and sends a burst of flame outwards, freeing the sorcerers from their magical prisons and converting every Halter in sight to ash. The inferno dies down and Caranthir collapses to the ground unconscious. 
*The party along with the sorcerers must now perform a ritual to slow the dimensional deterioration.
!Previously
Slung through death and fifty-two years into the future, the heroes found a Norlea in devastation - Merrick plagues the forests and lands with his undead minions, patiently waiting for the reemergence of the elves from their protective pocket reality; dimensional rifts terrorize the skies, pouring out blood-thirsty demons and other terrible creatures; and, because of the chaos, bandits and thieves are in abundance across the country. Fear and violence are now the norm.

Kira, daughter of Kallista, led the party to Norlea City, where a great dimensional rift threatened to destroy the city and its inhabitants. There, you found Will Hather and a man named Ozu who swears his life to Thalion for freeing the prisoners of the Halters, the wizards put in charge of controlling magic in the world. You are led to the teleporter beneath Norlea City and transported to Erum, a cold and unforgiving country to the north of Norlea. You are met there by the Witch Irene and a band of dwarves, who accompany you to the tower Xertanan, where Hather hopes for you to convince the fire sorcerers' aid in performing a ritual that will slow the growth of the dimensional rifts. Upon reaching the fire circle, you discovered all the fire sorcerers to be magically imprisoned and you were attacked by the Halters. An energy from the room's central fire pit interacted with the energy of your heart stones, birthing Caranthir from the flames. With Caranthir's aid, you were able to perform a ritual that saved the Norlean Kingdom for the time being.

!Outline
*The Heroes must journey through a rift into the demon realm where Hather and the Witch Irene believe it will be possible to port into the pocket dimension.
*In the demon realm, they will find that their powers are useless and only their skills helpful
*They will encounter a mounted Morthos, his friend, and a fallen angel, one who followed Ganner in the rebellion in the heavens, but no longer has a name and wants sweet revenge. Morthos is more about destroying the only ones who can stop the two realms from merging. He has since discovered that the will of his realm is greater than their's and hell will burst forth into Norlea and he will rule it all, allowing for all the rape and pillaging he can handle. However, he cannot immediately kill them because it is the power of the heart stones that help to continue the merging of the realms and they are bound to your lives at the moment. He instead throws them into a dungeon to keep them alive but out of the way. Once the realms have merged, then he will destroy them and rule the multi-verse! They will also notice that there is no sign of the Witch Irene.
*They will be taken to cells in a dungeon where they find an old man who reveals himself to be Jude Merrick, son of Abel Merrick. He remembers Ganner and Korvir from so long ago. After their disappearance, he started noticing that strange things would happen around him, things he couldn't explain. He was able to manipulate things with his mind. He believes this is due to encountering them so soon after they'd appeared in Norlea. With his new powers, he swore vengeance on his father. He tells them that he's found a very powerful minor stone that can block the powers of the Heart stones temporarily. It's called the Sun Stone and he was on his way to confront his father when he was attacked by demons that poured forth from a rift. He attempted to use his telekinetic powers to close the rift, but it ricochet and consumed him. The stone flew from his possession and he was unable to find it before being captured by Morthos and his demons. Here, he found his powers were mostly useless, magic seems to operate differently, and has rotted in this cell forgotten for nearly 20 years now, but there's been just enough of his power to help him continue to condition his body and mind and if they are able to help him escape, he will take them to the stone which will help them greatly in reaching and defeating his father.
*The Witch Irene returns, unaffected by magical laws, and uses her technologies to free them.
*They must stealth out of the dungeon and follow Jude to where the stone can be found.
*However, just before they find it, they are met by Morthos and his gang, who proceed to attack. The party must simultaneously fight while searching for the stone.
*Once defeated, they must perform the portal ritual as they are being swarmed by demons.
*They portal into the pocket dimension of the elves, finding all of them basically dead except for Orodben Forod, lips cracked and malnourished, still holding onto the heart stone. His breathing is labored, and with his last breath of life, he hands the stone to Thalion, telling him that he is the last of the elves and to save Norlea. He finally dies with a hopeful smile and a tear in his eye as the pocket dimension falls into emptiness and they are torn back through to the forests of Norlea, to Belegannon, once the home of the Elves, but no longer.
*The power of the four stones pulse in your possession. 
/***
|''Name:''|PasswordOptionPlugin|
|''Description:''|Extends TiddlyWiki options with non encrypted password option.|
|''Version:''|1.0.2|
|''Date:''|Apr 19, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#PasswordOptionPlugin|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0 (Beta 5)|
***/
//{{{
version.extensions.PasswordOptionPlugin = {
	major: 1, minor: 0, revision: 2, 
	date: new Date("Apr 19, 2007"),
	source: 'http://tiddlywiki.bidix.info/#PasswordOptionPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	license: '[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D]]',
	coreVersion: '2.2.0 (Beta 5)'
};

config.macros.option.passwordCheckboxLabel = "Save this password on this computer";
config.macros.option.passwordInputType = "password"; // password | text
setStylesheet(".pasOptionInput {width: 11em;}\n","passwordInputTypeStyle");

merge(config.macros.option.types, {
	'pas': {
		elementType: "input",
		valueField: "value",
		eventName: "onkeyup",
		className: "pasOptionInput",
		typeValue: config.macros.option.passwordInputType,
		create: function(place,type,opt,className,desc) {
			// password field
			config.macros.option.genericCreate(place,'pas',opt,className,desc);
			// checkbox linked with this password "save this password on this computer"
			config.macros.option.genericCreate(place,'chk','chk'+opt,className,desc);			
			// text savePasswordCheckboxLabel
			place.appendChild(document.createTextNode(config.macros.option.passwordCheckboxLabel));
		},
		onChange: config.macros.option.genericOnChange
	}
});

merge(config.optionHandlers['chk'], {
	get: function(name) {
		// is there an option linked with this chk ?
		var opt = name.substr(3);
		if (config.options[opt]) 
			saveOptionCookie(opt);
		return config.options[name] ? "true" : "false";
	}
});

merge(config.optionHandlers, {
	'pas': {
 		get: function(name) {
			if (config.options["chk"+name]) {
				return encodeCookie(config.options[name].toString());
			} else {
				return "";
			}
		},
		set: function(name,value) {config.options[name] = decodeCookie(value);}
	}
});

// need to reload options to load passwordOptions
loadOptionsCookie();

/*
if (!config.options['pasPassword'])
	config.options['pasPassword'] = '';

merge(config.optionsDesc,{
		pasPassword: "Test password"
	});
*/
//}}}
Home to [[Traven Devereau]] and his syndicate of thieves
/***
|Name:|PrettyDatesPlugin|
|Description:|Provides a new date format ('pppp') that displays times such as '2 days ago'|
|Version:|1.0 ($Rev: 3646 $)|
|Date:|$Date: 2008-02-27 02:34:38 +1000 (Wed, 27 Feb 2008) $|
|Source:|http://mptw.tiddlyspot.com/#PrettyDatesPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!!Notes
* If you want to you can rename this plugin. :) Some suggestions: LastUpdatedPlugin, RelativeDatesPlugin, SmartDatesPlugin, SexyDatesPlugin.
* Inspired by http://ejohn.org/files/pretty.js
***/
//{{{
Date.prototype.prettyDate = function() {
	var diff = (((new Date()).getTime() - this.getTime()) / 1000);
	var day_diff = Math.floor(diff / 86400);

	if (isNaN(day_diff))      return "";
	else if (diff < 0)        return "in the future";
	else if (diff < 60)       return "just now";
	else if (diff < 120)      return "1 minute ago";
	else if (diff < 3600)     return Math.floor(diff/60) + " minutes ago";
	else if (diff < 7200)     return "1 hour ago";
	else if (diff < 86400)    return Math.floor(diff/3600) + " hours ago";
	else if (day_diff == 1)   return "Yesterday";
	else if (day_diff < 7)    return day_diff + " days ago";
	else if (day_diff < 14)   return  "a week ago";
	else if (day_diff < 31)   return Math.ceil(day_diff/7) + " weeks ago";
	else if (day_diff < 62)   return "a month ago";
	else if (day_diff < 365)  return "about " + Math.ceil(day_diff/31) + " months ago";
	else if (day_diff < 730)  return "a year ago";
	else                      return Math.ceil(day_diff/365) + " years ago";
}

Date.prototype.formatString_orig_mptw = Date.prototype.formatString;

Date.prototype.formatString = function(template) {
	return this.formatString_orig_mptw(template).replace(/pppp/,this.prettyDate());
}

// for MPTW. otherwise edit your ViewTemplate as required.
// config.mptwDateFormat = 'pppp (DD/MM/YY)'; 
config.mptwDateFormat = 'pppp'; 

//}}}




/***
|Name:|QuickOpenTagPlugin|
|Description:|Changes tag links to make it easier to open tags as tiddlers|
|Version:|3.0.1 ($Rev: 3861 $)|
|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#QuickOpenTagPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
***/
//{{{
config.quickOpenTag = {

	dropdownChar: (document.all ? "\u25bc" : "\u25be"), // the little one doesn't work in IE?

	createTagButton: function(place,tag,excludeTiddler) {
		// little hack so we can do this: <<tag PrettyTagName|RealTagName>>
		var splitTag = tag.split("|");
		var pretty = tag;
		if (splitTag.length == 2) {
			tag = splitTag[1];
			pretty = splitTag[0];
		}
		
		var sp = createTiddlyElement(place,"span",null,"quickopentag");
		createTiddlyText(createTiddlyLink(sp,tag,false),pretty);
		
		var theTag = createTiddlyButton(sp,config.quickOpenTag.dropdownChar,
                        config.views.wikified.tag.tooltip.format([tag]),onClickTag);
		theTag.setAttribute("tag",tag);
		if (excludeTiddler)
			theTag.setAttribute("tiddler",excludeTiddler);
    		return(theTag);
	},

	miniTagHandler: function(place,macroName,params,wikifier,paramString,tiddler) {
		var tagged = store.getTaggedTiddlers(tiddler.title);
		if (tagged.length > 0) {
			var theTag = createTiddlyButton(place,config.quickOpenTag.dropdownChar,
                        	config.views.wikified.tag.tooltip.format([tiddler.title]),onClickTag);
			theTag.setAttribute("tag",tiddler.title);
			theTag.className = "miniTag";
		}
	},

	allTagsHandler: function(place,macroName,params) {
		var tags = store.getTags(params[0]);
		var filter = params[1]; // new feature
		var ul = createTiddlyElement(place,"ul");
		if(tags.length == 0)
			createTiddlyElement(ul,"li",null,"listTitle",this.noTags);
		for(var t=0; t<tags.length; t++) {
			var title = tags[t][0];
			if (!filter || (title.match(new RegExp('^'+filter)))) {
				var info = getTiddlyLinkInfo(title);
				var theListItem =createTiddlyElement(ul,"li");
				var theLink = createTiddlyLink(theListItem,tags[t][0],true);
				var theCount = " (" + tags[t][1] + ")";
				theLink.appendChild(document.createTextNode(theCount));
				var theDropDownBtn = createTiddlyButton(theListItem," " +
					config.quickOpenTag.dropdownChar,this.tooltip.format([tags[t][0]]),onClickTag);
				theDropDownBtn.setAttribute("tag",tags[t][0]);
			}
		}
	},

	// todo fix these up a bit
	styles: [
"/*{{{*/",
"/* created by QuickOpenTagPlugin */",
".tagglyTagged .quickopentag, .tagged .quickopentag ",
"	{ margin-right:1.2em; border:1px solid #eee; padding:2px; padding-right:0px; padding-left:1px; }",
".quickopentag .tiddlyLink { padding:2px; padding-left:3px; }",
".quickopentag a.button { padding:1px; padding-left:2px; padding-right:2px;}",
"/* extra specificity to make it work right */",
"#displayArea .viewer .quickopentag a.button, ",
"#displayArea .viewer .quickopentag a.tiddyLink, ",
"#mainMenu .quickopentag a.tiddyLink, ",
"#mainMenu .quickopentag a.tiddyLink ",
"	{ border:0px solid black; }",
"#displayArea .viewer .quickopentag a.button, ",
"#mainMenu .quickopentag a.button ",
"	{ margin-left:0px; padding-left:2px; }",
"#displayArea .viewer .quickopentag a.tiddlyLink, ",
"#mainMenu .quickopentag a.tiddlyLink ",
"	{ margin-right:0px; padding-right:0px; padding-left:0px; margin-left:0px; }",
"a.miniTag {font-size:150%;} ",
"#mainMenu .quickopentag a.button ",
"	/* looks better in right justified main menus */",
"	{ margin-left:0px; padding-left:2px; margin-right:0px; padding-right:0px; }", 
"#topMenu .quickopentag { padding:0px; margin:0px; border:0px; }",
"#topMenu .quickopentag .tiddlyLink { padding-right:1px; margin-right:0px; }",
"#topMenu .quickopentag .button { padding-left:1px; margin-left:0px; border:0px; }",
"/*}}}*/",
		""].join("\n"),

	init: function() {
		// we fully replace these builtins. can't hijack them easily
		window.createTagButton = this.createTagButton;
		config.macros.allTags.handler = this.allTagsHandler;
		config.macros.miniTag = { handler: this.miniTagHandler };
		config.shadowTiddlers["QuickOpenTagStyles"] = this.styles;
		store.addNotification("QuickOpenTagStyles",refreshStyles);
	}
}

config.quickOpenTag.init();

//}}}


/***
|Name:|RenameTagsPlugin|
|Description:|Allows you to easily rename or delete tags across multiple tiddlers|
|Version:|3.0 ($Rev: 5501 $)|
|Date:|$Date: 2008-06-10 23:11:55 +1000 (Tue, 10 Jun 2008) $|
|Source:|http://mptw.tiddlyspot.com/#RenameTagsPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License|http://mptw.tiddlyspot.com/#TheBSDLicense|
Rename a tag and you will be prompted to rename it in all its tagged tiddlers.
***/
//{{{
config.renameTags = {

	prompts: {
		rename: "Rename the tag '%0' to '%1' in %2 tidder%3?",
		remove: "Remove the tag '%0' from %1 tidder%2?"
	},

	removeTag: function(tag,tiddlers) {
		store.suspendNotifications();
		for (var i=0;i<tiddlers.length;i++) {
			store.setTiddlerTag(tiddlers[i].title,false,tag);
		}
		store.resumeNotifications();
		store.notifyAll();
	},

	renameTag: function(oldTag,newTag,tiddlers) {
		store.suspendNotifications();
		for (var i=0;i<tiddlers.length;i++) {
			store.setTiddlerTag(tiddlers[i].title,false,oldTag); // remove old
			store.setTiddlerTag(tiddlers[i].title,true,newTag);  // add new
		}
		store.resumeNotifications();
		store.notifyAll();
	},

	storeMethods: {

		saveTiddler_orig_renameTags: TiddlyWiki.prototype.saveTiddler,

		saveTiddler: function(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created) {
			if (title != newTitle) {
				var tagged = this.getTaggedTiddlers(title);
				if (tagged.length > 0) {
					// then we are renaming a tag
					if (confirm(config.renameTags.prompts.rename.format([title,newTitle,tagged.length,tagged.length>1?"s":""])))
						config.renameTags.renameTag(title,newTitle,tagged);

					if (!this.tiddlerExists(title) && newBody == "")
						// dont create unwanted tiddler
						return null;
				}
			}
			return this.saveTiddler_orig_renameTags(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created);
		},

		removeTiddler_orig_renameTags: TiddlyWiki.prototype.removeTiddler,

		removeTiddler: function(title) {
			var tagged = this.getTaggedTiddlers(title);
			if (tagged.length > 0)
				if (confirm(config.renameTags.prompts.remove.format([title,tagged.length,tagged.length>1?"s":""])))
					config.renameTags.removeTag(title,tagged);
			return this.removeTiddler_orig_renameTags(title);
		}

	},

	init: function() {
		merge(TiddlyWiki.prototype,this.storeMethods);
	}
}

config.renameTags.init();

//}}}
/***
|Name:|SaveCloseTiddlerPlugin|
|Description:|Provides two extra toolbar commands, saveCloseTiddler and cancelCloseTiddler|
|Version:|3.0 ($Rev: 5502 $)|
|Date:|$Date: 2008-06-10 23:31:39 +1000 (Tue, 10 Jun 2008) $|
|Source:|http://mptw.tiddlyspot.com/#SaveCloseTiddlerPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
To use these you must add them to the tool bar in your EditTemplate
***/
//{{{
merge(config.commands,{

	saveCloseTiddler: {
		text: 'done/close',
		tooltip: 'Save changes to this tiddler and close it',
		handler: function(ev,src,title) {
			var closeTitle = title;
			var newTitle = story.saveTiddler(title,ev.shiftKey);
			if (newTitle)
				closeTitle = newTitle;
			return config.commands.closeTiddler.handler(ev,src,closeTitle);
		}
	},

	cancelCloseTiddler: {
		text: 'cancel/close',
		tooltip: 'Undo changes to this tiddler and close it',
		handler: function(ev,src,title) {
			// the same as closeTiddler now actually
			return config.commands.closeTiddler.handler(ev,src,title);
		}
	}

});

//}}}
A blacksmith and weapon/armor dealer in Bit-Adini. He led the rescue group into the "Battlefield" colliseum when Korvir passed out after wielding the power of Moradin and nearly died. He has past military experience and knows how to handle a blade and manage a shop. Appointed General of Norlea, Council of Elders.




/***
|Name:|SelectThemePlugin|
|Description:|Lets you easily switch theme and palette|
|Version:|1.0.1 ($Rev: 3646 $)|
|Date:|$Date: 2008-02-27 02:34:38 +1000 (Wed, 27 Feb 2008) $|
|Source:|http://mptw.tiddlyspot.com/#SelectThemePlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!Notes
* Borrows largely from ThemeSwitcherPlugin by Martin Budden http://www.martinswiki.com/#ThemeSwitcherPlugin
* Theme is cookie based. But set a default by setting config.options.txtTheme in MptwConfigPlugin (for example)
* Palette is not cookie based. It actually overwrites your ColorPalette tiddler when you select a palette, so beware. 
!Usage
* {{{<<selectTheme>>}}} makes a dropdown selector
* {{{<<selectPalette>>}}} makes a dropdown selector
* {{{<<applyTheme>>}}} applies the current tiddler as a theme
* {{{<<applyPalette>>}}} applies the current tiddler as a palette
* {{{<<applyTheme TiddlerName>>}}} applies TiddlerName as a theme
* {{{<<applyPalette TiddlerName>>}}} applies TiddlerName as a palette
***/
//{{{

config.macros.selectTheme = {
	label: {
      		selectTheme:"select theme",
      		selectPalette:"select palette"
	},
	prompt: {
		selectTheme:"Select the current theme",
		selectPalette:"Select the current palette"
	},
	tags: {
		selectTheme:'systemTheme',
		selectPalette:'systemPalette'
	}
};

config.macros.selectTheme.handler = function(place,macroName)
{
	var btn = createTiddlyButton(place,this.label[macroName],this.prompt[macroName],this.onClick);
	// want to handle palettes and themes with same code. use mode attribute to distinguish
	btn.setAttribute('mode',macroName);
};

config.macros.selectTheme.onClick = function(ev)
{
	var e = ev ? ev : window.event;
	var popup = Popup.create(this);
	var mode = this.getAttribute('mode');
	var tiddlers = store.getTaggedTiddlers(config.macros.selectTheme.tags[mode]);
	// for default
	if (mode == "selectPalette") {
		var btn = createTiddlyButton(createTiddlyElement(popup,'li'),"(default)","default color palette",config.macros.selectTheme.onClickTheme);
		btn.setAttribute('theme',"(default)");
		btn.setAttribute('mode',mode);
	}
	for(var i=0; i<tiddlers.length; i++) {
		var t = tiddlers[i].title;
		var name = store.getTiddlerSlice(t,'Name');
		var desc = store.getTiddlerSlice(t,'Description');
		var btn = createTiddlyButton(createTiddlyElement(popup,'li'), name?name:t, desc?desc:config.macros.selectTheme.label['mode'], config.macros.selectTheme.onClickTheme);
		btn.setAttribute('theme',t);
		btn.setAttribute('mode',mode);
	}
	Popup.show();
	return stopEvent(e);
};

config.macros.selectTheme.onClickTheme = function(ev)
{
	var mode = this.getAttribute('mode');
	var theme = this.getAttribute('theme');
	if (mode == 'selectTheme')
		story.switchTheme(theme);
	else // selectPalette
		config.macros.selectTheme.updatePalette(theme);
	return false;
};

config.macros.selectTheme.updatePalette = function(title)
{
	if (title != "") {
		store.deleteTiddler("ColorPalette");
		if (title != "(default)")
			store.saveTiddler("ColorPalette","ColorPalette",store.getTiddlerText(title),
					config.options.txtUserName,undefined,"");
		refreshAll();
		if(config.options.chkAutoSave)
			saveChanges(true);
	}
};

config.macros.applyTheme = {
	label: "apply",
	prompt: "apply this theme or palette" // i'm lazy
};

config.macros.applyTheme.handler = function(place,macroName,params,wikifier,paramString,tiddler) {
	var useTiddler = params[0] ? params[0] : tiddler.title;
	var btn = createTiddlyButton(place,this.label,this.prompt,config.macros.selectTheme.onClickTheme);
	btn.setAttribute('theme',useTiddler);
	btn.setAttribute('mode',macroName=="applyTheme"?"selectTheme":"selectPalette"); // a bit untidy here
}

config.macros.selectPalette = config.macros.selectTheme;
config.macros.applyPalette = config.macros.applyTheme;

config.macros.refreshAll = { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
	createTiddlyButton(place,"refresh","refresh layout and styles",function() { refreshAll(); });
}};

//}}}
Dwarven mining town. Consists of many freed slaves that originally served in Westview.
A small mining settlement of dwarves located in the Western Mountains, north-east of [[Westview]]. The majority of the dwarves living there were previously slaves in [[Norlea]], some even coming from being slaves in Westview only three or four decades ago.


The Norlean Catalyst
<<allTags excludeLists>>
<<tabs txtMoreTab "Tags" "All Tags" TabAllTags "Miss" "Missing tiddlers" TabMoreMissing "Orph" "Orphaned tiddlers" TabMoreOrphans "Shad" "Shadowed tiddlers" TabMoreShadowed>>
<<allTags excludeLists [a-z]>>

/***
|Name:|TagglyTaggingPlugin|
|Description:|tagglyTagging macro is a replacement for the builtin tagging macro in your ViewTemplate|
|Version:|3.3.1 ($Rev: 6100 $)|
|Date:|$Date: 2008-07-27 01:42:07 +1000 (Sun, 27 Jul 2008) $|
|Source:|http://mptw.tiddlyspot.com/#TagglyTaggingPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!Notes
See http://mptw.tiddlyspot.com/#TagglyTagging
***/
//{{{

merge(String.prototype,{

	parseTagExpr: function(debug) {

		if (this.trim() == "")
			return "(true)";

		var anyLogicOp = /(!|&&|\|\||\(|\))/g;
		var singleLogicOp = /^(!|&&|\|\||\(|\))$/;

		var spaced = this.
			// because square brackets in templates are no good
			// this means you can use [(With Spaces)] instead of [[With Spaces]]
			replace(/\[\(/g," [[").
			replace(/\)\]/g,"]] "). 
			// space things out so we can use readBracketedList. tricky eh?
			replace(anyLogicOp," $1 ");

		var expr = "";

		var tokens = spaced.readBracketedList(false); // false means don't uniq the list. nice one JR!

		for (var i=0;i<tokens.length;i++)
			if (tokens[i].match(singleLogicOp))
				expr += tokens[i];
			else
				expr += "tiddler.tags.contains('%0')".format([tokens[i].replace(/'/,"\\'")]); // fix single quote bug. still have round bracket bug i think

		if (debug)
			alert(expr);

		return '('+expr+')';
	}

});

merge(TiddlyWiki.prototype,{
	getTiddlersByTagExpr: function(tagExpr,sortField) {

		var result = [];

		var expr = tagExpr.parseTagExpr();

		store.forEachTiddler(function(title,tiddler) {
			if (eval(expr))
				result.push(tiddler);
		});

		if(!sortField)
			sortField = "title";

		result.sort(function(a,b) {return a[sortField] < b[sortField] ? -1 : (a[sortField] == b[sortField] ? 0 : +1);});
		
		return result;
	}
});

config.taggly = {

	// for translations
	lingo: {
		labels: {
			asc:        "\u2191", // down arrow
			desc:       "\u2193", // up arrow
			title:      "title",
			modified:   "modified",
			created:    "created",
			show:       "+",
			hide:       "-",
			normal:     "normal",
			group:      "group",
			commas:     "commas",
			sitemap:    "sitemap",
			numCols:    "cols\u00b1", // plus minus sign
			label:      "Tagged as '%0':",
			exprLabel:  "Matching tag expression '%0':",
			excerpts:   "excerpts",
			descr:      "descr",
			slices:     "slices",
			contents:   "contents",
			sliders:    "sliders",
			noexcerpts: "title only",
			noneFound:  "(none)"
		},

		tooltips: {
			title:      "Click to sort by title",
			modified:   "Click to sort by modified date",
			created:    "Click to sort by created date",
			show:       "Click to show tagging list",
			hide:       "Click to hide tagging list",
			normal:     "Click to show a normal ungrouped list",
			group:      "Click to show list grouped by tag",
			sitemap:    "Click to show a sitemap style list",
			commas:     "Click to show a comma separated list",
			numCols:    "Click to change number of columns",
			excerpts:   "Click to show excerpts",
			descr:      "Click to show the description slice",
			slices:     "Click to show all slices",
			contents:   "Click to show entire tiddler contents",
			sliders:    "Click to show tiddler contents in sliders",
			noexcerpts: "Click to show entire title only"
		},

		tooDeepMessage: "* //sitemap too deep...//"
	},

	config: {
		showTaggingCounts: true,
		listOpts: {
			// the first one will be the default
			sortBy:     ["title","modified","created"],
			sortOrder:  ["asc","desc"],
			hideState:  ["show","hide"],
			listMode:   ["normal","group","sitemap","commas"],
			numCols:    ["1","2","3","4","5","6"],
			excerpts:   ["noexcerpts","excerpts","descr","slices","contents","sliders"]
		},
		valuePrefix: "taggly.",
		excludeTags: ["excludeLists","excludeTagging"],
		excerptSize: 50,
		excerptMarker: "/%"+"%/",
		siteMapDepthLimit: 25
	},

	getTagglyOpt: function(title,opt) {
		var val = store.getValue(title,this.config.valuePrefix+opt);
		return val ? val : this.config.listOpts[opt][0];
	},

	setTagglyOpt: function(title,opt,value) {
		if (!store.tiddlerExists(title))
			// create it silently
			store.saveTiddler(title,title,config.views.editor.defaultText.format([title]),config.options.txtUserName,new Date(),"");
		// if value is default then remove it to save space
		return store.setValue(title,
			this.config.valuePrefix+opt,
			value == this.config.listOpts[opt][0] ? null : value);
	},

	getNextValue: function(title,opt) {
		var current = this.getTagglyOpt(title,opt);
		var pos = this.config.listOpts[opt].indexOf(current);
		// a little usability enhancement. actually it doesn't work right for grouped or sitemap
		var limit = (opt == "numCols" ? store.getTiddlersByTagExpr(title).length : this.config.listOpts[opt].length);
		var newPos = (pos + 1) % limit;
		return this.config.listOpts[opt][newPos];
	},

	toggleTagglyOpt: function(title,opt) {
		var newVal = this.getNextValue(title,opt);
		this.setTagglyOpt(title,opt,newVal);
	}, 

	createListControl: function(place,title,type) {
		var lingo = config.taggly.lingo;
		var label;
		var tooltip;
		var onclick;

		if ((type == "title" || type == "modified" || type == "created")) {
			// "special" controls. a little tricky. derived from sortOrder and sortBy
			label = lingo.labels[type];
			tooltip = lingo.tooltips[type];

			if (this.getTagglyOpt(title,"sortBy") == type) {
				label += lingo.labels[this.getTagglyOpt(title,"sortOrder")];
				onclick = function() {
					config.taggly.toggleTagglyOpt(title,"sortOrder");
					return false;
				}
			}
			else {
				onclick = function() {
					config.taggly.setTagglyOpt(title,"sortBy",type);
					config.taggly.setTagglyOpt(title,"sortOrder",config.taggly.config.listOpts.sortOrder[0]);
					return false;
				}
			}
		}
		else {
			// "regular" controls, nice and simple
			label = lingo.labels[type == "numCols" ? type : this.getNextValue(title,type)];
			tooltip = lingo.tooltips[type == "numCols" ? type : this.getNextValue(title,type)];
			onclick = function() {
				config.taggly.toggleTagglyOpt(title,type);
				return false;
			}
		}

		// hide button because commas don't have columns
		if (!(this.getTagglyOpt(title,"listMode") == "commas" && type == "numCols"))
			createTiddlyButton(place,label,tooltip,onclick,type == "hideState" ? "hidebutton" : "button");
	},

	makeColumns: function(orig,numCols) {
		var listSize = orig.length;
		var colSize = listSize/numCols;
		var remainder = listSize % numCols;

		var upperColsize = colSize;
		var lowerColsize = colSize;

		if (colSize != Math.floor(colSize)) {
			// it's not an exact fit so..
			upperColsize = Math.floor(colSize) + 1;
			lowerColsize = Math.floor(colSize);
		}

		var output = [];
		var c = 0;
		for (var j=0;j<numCols;j++) {
			var singleCol = [];
			var thisSize = j < remainder ? upperColsize : lowerColsize;
			for (var i=0;i<thisSize;i++) 
				singleCol.push(orig[c++]);
			output.push(singleCol);
		}

		return output;
	},

	drawTable: function(place,columns,theClass) {
		var newTable = createTiddlyElement(place,"table",null,theClass);
		var newTbody = createTiddlyElement(newTable,"tbody");
		var newTr = createTiddlyElement(newTbody,"tr");
		for (var j=0;j<columns.length;j++) {
			var colOutput = "";
			for (var i=0;i<columns[j].length;i++) 
				colOutput += columns[j][i];
			var newTd = createTiddlyElement(newTr,"td",null,"tagglyTagging"); // todo should not need this class
			wikify(colOutput,newTd);
		}
		return newTable;
	},

	createTagglyList: function(place,title,isTagExpr) {
		switch(this.getTagglyOpt(title,"listMode")) {
			case "group":  return this.createTagglyListGrouped(place,title,isTagExpr); break;
			case "normal": return this.createTagglyListNormal(place,title,false,isTagExpr); break;
			case "commas": return this.createTagglyListNormal(place,title,true,isTagExpr); break;
			case "sitemap":return this.createTagglyListSiteMap(place,title,isTagExpr); break;
		}
	},

	getTaggingCount: function(title,isTagExpr) {
		// thanks to Doug Edmunds
		if (this.config.showTaggingCounts) {
			var tagCount = config.taggly.getTiddlers(title,'title',isTagExpr).length;
			if (tagCount > 0)
				return " ("+tagCount+")";
		}
		return "";
	},

	getTiddlers: function(titleOrExpr,sortBy,isTagExpr) {
		return isTagExpr ? store.getTiddlersByTagExpr(titleOrExpr,sortBy) : store.getTaggedTiddlers(titleOrExpr,sortBy);
	},

	getExcerpt: function(inTiddlerTitle,title,indent) {
		if (!indent)
			indent = 1;

		var displayMode = this.getTagglyOpt(inTiddlerTitle,"excerpts");
		var t = store.getTiddler(title);

		if (t && displayMode == "excerpts") {
			var text = t.text.replace(/\n/," ");
			var marker = text.indexOf(this.config.excerptMarker);
			if (marker != -1) {
				return " {{excerpt{<nowiki>" + text.substr(0,marker) + "</nowiki>}}}";
			}
			else if (text.length < this.config.excerptSize) {
				return " {{excerpt{<nowiki>" + t.text + "</nowiki>}}}";
			}
			else {
				return " {{excerpt{<nowiki>" + t.text.substr(0,this.config.excerptSize) + "..." + "</nowiki>}}}";
			}
		}
		else if (t && displayMode == "contents") {
			return "\n{{contents indent"+indent+"{\n" + t.text + "\n}}}";
		}
		else if (t && displayMode == "sliders") {
			return "<slider slide>\n{{contents{\n" + t.text + "\n}}}\n</slider>";
		}
		else if (t && displayMode == "descr") {
			var descr = store.getTiddlerSlice(title,'Description');
			return descr ? " {{excerpt{" + descr  + "}}}" : "";
		}
		else if (t && displayMode == "slices") {
			var result = "";
			var slices = store.calcAllSlices(title);
			for (var s in slices)
				result += "|%0|<nowiki>%1</nowiki>|\n".format([s,slices[s]]);
			return result ? "\n{{excerpt excerptIndent{\n" + result  + "}}}" : "";
		}
		return "";
	},

	notHidden: function(t,inTiddler) {
		if (typeof t == "string") 
			t = store.getTiddler(t);
		return (!t || !t.tags.containsAny(this.config.excludeTags) ||
				(inTiddler && this.config.excludeTags.contains(inTiddler)));
	},

	// this is for normal and commas mode
	createTagglyListNormal: function(place,title,useCommas,isTagExpr) {

		var list = config.taggly.getTiddlers(title,this.getTagglyOpt(title,"sortBy"),isTagExpr);

		if (this.getTagglyOpt(title,"sortOrder") == "desc")
			list = list.reverse();

		var output = [];
		var first = true;
		for (var i=0;i<list.length;i++) {
			if (this.notHidden(list[i],title)) {
				var countString = this.getTaggingCount(list[i].title);
				var excerpt = this.getExcerpt(title,list[i].title);
				if (useCommas)
					output.push((first ? "" : ", ") + "[[" + list[i].title + "]]" + countString + excerpt);
				else
					output.push("*[[" + list[i].title + "]]" + countString + excerpt + "\n");

				first = false;
			}
		}

		return this.drawTable(place,
			this.makeColumns(output,useCommas ? 1 : parseInt(this.getTagglyOpt(title,"numCols"))),
			useCommas ? "commas" : "normal");
	},

	// this is for the "grouped" mode
	createTagglyListGrouped: function(place,title,isTagExpr) {
		var sortBy = this.getTagglyOpt(title,"sortBy");
		var sortOrder = this.getTagglyOpt(title,"sortOrder");

		var list = config.taggly.getTiddlers(title,sortBy,isTagExpr);

		if (sortOrder == "desc")
			list = list.reverse();

		var leftOvers = []
		for (var i=0;i<list.length;i++)
			leftOvers.push(list[i].title);

		var allTagsHolder = {};
		for (var i=0;i<list.length;i++) {
			for (var j=0;j<list[i].tags.length;j++) {

				if (list[i].tags[j] != title) { // not this tiddler

					if (this.notHidden(list[i].tags[j],title)) {

						if (!allTagsHolder[list[i].tags[j]])
							allTagsHolder[list[i].tags[j]] = "";

						if (this.notHidden(list[i],title)) {
							allTagsHolder[list[i].tags[j]] += "**[["+list[i].title+"]]"
										+ this.getTaggingCount(list[i].title) + this.getExcerpt(title,list[i].title) + "\n";

							leftOvers.setItem(list[i].title,-1); // remove from leftovers. at the end it will contain the leftovers

						}
					}
				}
			}
		}

		var allTags = [];
		for (var t in allTagsHolder)
			allTags.push(t);

		var sortHelper = function(a,b) {
			if (a == b) return 0;
			if (a < b) return -1;
			return 1;
		};

		allTags.sort(function(a,b) {
			var tidA = store.getTiddler(a);
			var tidB = store.getTiddler(b);
			if (sortBy == "title") return sortHelper(a,b);
			else if (!tidA && !tidB) return 0;
			else if (!tidA) return -1;
			else if (!tidB) return +1;
			else return sortHelper(tidA[sortBy],tidB[sortBy]);
		});

		var leftOverOutput = "";
		for (var i=0;i<leftOvers.length;i++)
			if (this.notHidden(leftOvers[i],title))
				leftOverOutput += "*[["+leftOvers[i]+"]]" + this.getTaggingCount(leftOvers[i]) + this.getExcerpt(title,leftOvers[i]) + "\n";

		var output = [];

		if (sortOrder == "desc")
			allTags.reverse();
		else if (leftOverOutput != "")
			// leftovers first...
			output.push(leftOverOutput);

		for (var i=0;i<allTags.length;i++)
			if (allTagsHolder[allTags[i]] != "")
				output.push("*[["+allTags[i]+"]]" + this.getTaggingCount(allTags[i]) + this.getExcerpt(title,allTags[i]) + "\n" + allTagsHolder[allTags[i]]);

		if (sortOrder == "desc" && leftOverOutput != "")
			// leftovers last...
			output.push(leftOverOutput);

		return this.drawTable(place,
				this.makeColumns(output,parseInt(this.getTagglyOpt(title,"numCols"))),
				"grouped");

	},

	// used to build site map
	treeTraverse: function(title,depth,sortBy,sortOrder,isTagExpr) {

		var list = config.taggly.getTiddlers(title,sortBy,isTagExpr);

		if (sortOrder == "desc")
			list.reverse();

		var indent = "";
		for (var j=0;j<depth;j++)
			indent += "*"

		var childOutput = "";

		if (depth > this.config.siteMapDepthLimit)
			childOutput += indent + this.lingo.tooDeepMessage;
		else
			for (var i=0;i<list.length;i++)
				if (list[i].title != title)
					if (this.notHidden(list[i].title,this.config.inTiddler))
						childOutput += this.treeTraverse(list[i].title,depth+1,sortBy,sortOrder,false);

		if (depth == 0)
			return childOutput;
		else
			return indent + "[["+title+"]]" + this.getTaggingCount(title) + this.getExcerpt(this.config.inTiddler,title,depth) + "\n" + childOutput;
	},

	// this if for the site map mode
	createTagglyListSiteMap: function(place,title,isTagExpr) {
		this.config.inTiddler = title; // nasty. should pass it in to traverse probably
		var output = this.treeTraverse(title,0,this.getTagglyOpt(title,"sortBy"),this.getTagglyOpt(title,"sortOrder"),isTagExpr);
		return this.drawTable(place,
				this.makeColumns(output.split(/(?=^\*\[)/m),parseInt(this.getTagglyOpt(title,"numCols"))), // regexp magic
				"sitemap"
				);
	},

	macros: {
		tagglyTagging: {
			handler: function (place,macroName,params,wikifier,paramString,tiddler) {
				var parsedParams = paramString.parseParams("tag",null,true);
				var refreshContainer = createTiddlyElement(place,"div");

				// do some refresh magic to make it keep the list fresh - thanks Saq
				refreshContainer.setAttribute("refresh","macro");
				refreshContainer.setAttribute("macroName",macroName);

				var tag = getParam(parsedParams,"tag");
				var expr = getParam(parsedParams,"expr");

				if (expr) {
					refreshContainer.setAttribute("isTagExpr","true");
					refreshContainer.setAttribute("title",expr);
					refreshContainer.setAttribute("showEmpty","true");
				}
				else {
					refreshContainer.setAttribute("isTagExpr","false");
					if (tag) {
        				refreshContainer.setAttribute("title",tag);
						refreshContainer.setAttribute("showEmpty","true");
					}
					else {
        				refreshContainer.setAttribute("title",tiddler.title);
						refreshContainer.setAttribute("showEmpty","false");
					}
				}
				this.refresh(refreshContainer);
			},

			refresh: function(place) {
				var title = place.getAttribute("title");
				var isTagExpr = place.getAttribute("isTagExpr") == "true";
				var showEmpty = place.getAttribute("showEmpty") == "true";
				removeChildren(place);
				addClass(place,"tagglyTagging");
				var countFound = config.taggly.getTiddlers(title,'title',isTagExpr).length
				if (countFound > 0 || showEmpty) {
					var lingo = config.taggly.lingo;
					config.taggly.createListControl(place,title,"hideState");
					if (config.taggly.getTagglyOpt(title,"hideState") == "show") {
						createTiddlyElement(place,"span",null,"tagglyLabel",
								isTagExpr ? lingo.labels.exprLabel.format([title]) : lingo.labels.label.format([title]));
						config.taggly.createListControl(place,title,"title");
						config.taggly.createListControl(place,title,"modified");
						config.taggly.createListControl(place,title,"created");
						config.taggly.createListControl(place,title,"listMode");
						config.taggly.createListControl(place,title,"excerpts");
						config.taggly.createListControl(place,title,"numCols");
						config.taggly.createTagglyList(place,title,isTagExpr);
						if (countFound == 0 && showEmpty)
							createTiddlyElement(place,"div",null,"tagglyNoneFound",lingo.labels.noneFound);
					}
				}
			}
		}
	},

	// todo fix these up a bit
	styles: [
"/*{{{*/",
"/* created by TagglyTaggingPlugin */",
".tagglyTagging { padding-top:0.5em; }",
".tagglyTagging li.listTitle { display:none; }",
".tagglyTagging ul {",
"	margin-top:0px; padding-top:0.5em; padding-left:2em;",
"	margin-bottom:0px; padding-bottom:0px;",
"}",
".tagglyTagging { vertical-align: top; margin:0px; padding:0px; }",
".tagglyTagging table { margin:0px; padding:0px; }",
".tagglyTagging .button { visibility:hidden; margin-left:3px; margin-right:3px; }",
".tagglyTagging .button, .tagglyTagging .hidebutton {",
"	color:[[ColorPalette::TertiaryLight]]; font-size:90%;",
"	border:0px; padding-left:0.3em;padding-right:0.3em;",
"}",
".tagglyTagging .button:hover, .hidebutton:hover, ",
".tagglyTagging .button:active, .hidebutton:active  {",
"	border:0px; background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]];",
"}",
".selected .tagglyTagging .button { visibility:visible; }",
".tagglyTagging .hidebutton { color:[[ColorPalette::Background]]; }",
".selected .tagglyTagging .hidebutton { color:[[ColorPalette::TertiaryLight]] }",
".tagglyLabel { color:[[ColorPalette::TertiaryMid]]; font-size:90%; }",
".tagglyTagging ul {padding-top:0px; padding-bottom:0.5em; margin-left:1em; }",
".tagglyTagging ul ul {list-style-type:disc; margin-left:-1em;}",
".tagglyTagging ul ul li {margin-left:0.5em; }",
".editLabel { font-size:90%; padding-top:0.5em; }",
".tagglyTagging .commas { padding-left:1.8em; }",
"/* not technically tagglytagging but will put them here anyway */",
".tagglyTagged li.listTitle { display:none; }",
".tagglyTagged li { display: inline; font-size:90%; }",
".tagglyTagged ul { margin:0px; padding:0px; }",
".excerpt { color:[[ColorPalette::TertiaryDark]]; }",
".excerptIndent { margin-left:4em; }",
"div.tagglyTagging table,",
"div.tagglyTagging table tr,",
"td.tagglyTagging",
" {border-style:none!important; }",
".tagglyTagging .contents { border-bottom:2px solid [[ColorPalette::TertiaryPale]]; padding:0 1em 1em 0.5em;",
"  margin-bottom:0.5em; }",
".tagglyTagging .indent1  { margin-left:3em;  }",
".tagglyTagging .indent2  { margin-left:4em;  }",
".tagglyTagging .indent3  { margin-left:5em;  }",
".tagglyTagging .indent4  { margin-left:6em;  }",
".tagglyTagging .indent5  { margin-left:7em;  }",
".tagglyTagging .indent6  { margin-left:8em;  }",
".tagglyTagging .indent7  { margin-left:9em;  }",
".tagglyTagging .indent8  { margin-left:10em; }",
".tagglyTagging .indent9  { margin-left:11em; }",
".tagglyTagging .indent10 { margin-left:12em; }",
".tagglyNoneFound { margin-left:2em; color:[[ColorPalette::TertiaryMid]]; font-size:90%; font-style:italic; }",
"/*}}}*/",
		""].join("\n"),

	init: function() {
		merge(config.macros,this.macros);
		config.shadowTiddlers["TagglyTaggingStyles"] = this.styles;
		store.addNotification("TagglyTaggingStyles",refreshStyles);
	}
};

config.taggly.init();

//}}}

/***
InlineSlidersPlugin
By Saq Imtiaz
http://tw.lewcid.org/sandbox/#InlineSlidersPlugin

// syntax adjusted to not clash with NestedSlidersPlugin
// added + syntax to start open instead of closed

***/
//{{{
config.formatters.unshift( {
	name: "inlinesliders",
	// match: "\\+\\+\\+\\+|\\<slider",
	match: "\\<slider",
	// lookaheadRegExp: /(?:\+\+\+\+|<slider) (.*?)(?:>?)\n((?:.|\n)*?)\n(?:====|<\/slider>)/mg,
	lookaheadRegExp: /(?:<slider)(\+?) (.*?)(?:>)\n((?:.|\n)*?)\n(?:<\/slider>)/mg,
	handler: function(w) {
		this.lookaheadRegExp.lastIndex = w.matchStart;
		var lookaheadMatch = this.lookaheadRegExp.exec(w.source)
		if(lookaheadMatch && lookaheadMatch.index == w.matchStart ) {
			var btn = createTiddlyButton(w.output,lookaheadMatch[2] + " "+"\u00BB",lookaheadMatch[2],this.onClickSlider,"button sliderButton");
			var panel = createTiddlyElement(w.output,"div",null,"sliderPanel");
			panel.style.display = (lookaheadMatch[1] == '+' ? "block" : "none");
			wikify(lookaheadMatch[3],panel);
			w.nextMatch = lookaheadMatch.index + lookaheadMatch[0].length;
		}
   },
   onClickSlider : function(e) {
		if(!e) var e = window.event;
		var n = this.nextSibling;
		n.style.display = (n.style.display=="none") ? "block" : "none";
		return false;
	}
});

//}}}




An Elf of the middle woods. A bit of a loner that does not share the view with most the rest of the Elven population, which is generally more uncaring about the concerns of the world and those of the human majority.

"i'd like to say that a friend from some company i kept long ago tracked me down to say that there's some serious evil afoot in norlea, and once i told him my story about merrick and his inexhaustable hordes of undead, he decided he'd hurry home to confer with the wise and leave me to his errands...he'd been trying to uncover its source, and we decided the best thing for me to do would be to keep a sharp eye on merrick and try to dissuade trevor and mike from allying with him."

Friend: Orodben Forod
1. Changes Daily Powers into Encounter Powers, gain a third lucky number, increase all untrained knowledge skills by 1, and all skill checks are a minor action during combat
2. Changes encounter powers into recharge 6 powers, max boons to four at a time, train a knowledge skill, and gain a bonus to initiative equal to number of boons in possession
3. changes encounter powers into recharge 5-6 powers, gain a fourth lucky number, gain proficiency with a weapon, and enemies take a -1 penalty to saving throws against your powers for every two stones in possession
4. changes encounter powers into recharge 4-6 powers, gain a fifth lucky number, gain a paragon feat, and all weapon damage goes up a die size
5. May now use as many magic item daily powers as desired per encounter, gain the True Portal ritual (using the stones) as well as various other rituals, also allows access to powerful island through desert tower, stones are now bound to the destiny of the party


/***
|Name:|ToggleTagPlugin|
|Description:|Makes a checkbox which toggles a tag in a tiddler|
|Version:|3.1.0 ($Rev: 4907 $)|
|Date:|$Date: 2008-05-13 03:15:46 +1000 (Tue, 13 May 2008) $|
|Source:|http://mptw.tiddlyspot.com/#ToggleTagPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!!Usage
{{{<<toggleTag }}}//{{{TagName TiddlerName LabelText}}}//{{{>>}}}
* TagName - the tag to be toggled, default value "checked"
* TiddlerName - the tiddler to toggle the tag in, default value the current tiddler
* LabelText - the text (gets wikified) to put next to the check box, default value is '{{{[[TagName]]}}}' or '{{{[[TagName]] [[TiddlerName]]}}}'
(If a parameter is '.' then the default will be used)
* TouchMod flag - if non empty then touch the tiddlers mod date. Note, can set config.toggleTagAlwaysTouchModDate to always touch mod date
!!Examples
|Code|Description|Example|h
|{{{<<toggleTag>>}}}|Toggles the default tag (checked) in this tiddler|<<toggleTag>>|
|{{{<<toggleTag TagName>>}}}|Toggles the TagName tag in this tiddler|<<toggleTag TagName>>|
|{{{<<toggleTag TagName TiddlerName>>}}}|Toggles the TagName tag in the TiddlerName tiddler|<<toggleTag TagName TiddlerName>>|
|{{{<<toggleTag TagName TiddlerName 'click me'>>}}}|Same but with custom label|<<toggleTag TagName TiddlerName 'click me'>>|
|{{{<<toggleTag . . 'click me'>>}}}|dot means use default value|<<toggleTag . . 'click me'>>|
!!Notes
* If TiddlerName doesn't exist it will be silently created
* Set label to '-' to specify no label
* See also http://mgtd-alpha.tiddlyspot.com/#ToggleTag2
!!Known issues
* Doesn't smoothly handle the case where you toggle a tag in a tiddler that is current open for editing
* Should convert to use named params
***/
//{{{

if (config.toggleTagAlwaysTouchModDate == undefined) config.toggleTagAlwaysTouchModDate = false;

merge(config.macros,{

	toggleTag: {

		createIfRequired: true,
		shortLabel: "[[%0]]",
		longLabel: "[[%0]] [[%1]]",

		handler: function(place,macroName,params,wikifier,paramString,tiddler) {
			var tiddlerTitle = tiddler ? tiddler.title : '';
			var tag   = (params[0] && params[0] != '.') ? params[0] : "checked";
			var title = (params[1] && params[1] != '.') ? params[1] : tiddlerTitle;
			var defaultLabel = (title == tiddlerTitle ? this.shortLabel : this.longLabel);
			var label = (params[2] && params[2] != '.') ? params[2] : defaultLabel;
			var touchMod = (params[3] && params[3] != '.') ? params[3] : "";
			label = (label == '-' ? '' : label); // dash means no label
			var theTiddler = (title == tiddlerTitle ? tiddler : store.getTiddler(title));
			var cb = createTiddlyCheckbox(place, label.format([tag,title]), theTiddler && theTiddler.isTagged(tag), function(e) {
				if (!store.tiddlerExists(title)) {
					if (config.macros.toggleTag.createIfRequired) {
						var content = store.getTiddlerText(title); // just in case it's a shadow
						store.saveTiddler(title,title,content?content:"",config.options.txtUserName,new Date(),null);
					}
					else 
						return false;
				}
				if ((touchMod != "" || config.toggleTagAlwaysTouchModDate) && theTiddler)
						theTiddler.modified = new Date();
				store.setTiddlerTag(title,this.checked,tag);
				return true;
			});
		}
	}
});

//}}}
A large, mute bodyguard of the halfling Merchant Yonti.
Governor of Bit-Adini and past crime boss. He has shown a love for the kingdom of Norlea but not so much love for its past leadership. He can handily run a decent sized city, but procedure and red tape isn't really his style. Appointed Economic Minister, Council of Elders.
/***
Description: Contains the stuff you need to use Tiddlyspot
Note, you also need UploadPlugin, PasswordOptionPlugin and LoadRemoteFileThroughProxy
from http://tiddlywiki.bidix.info for a complete working Tiddlyspot site.
***/
//{{{

// edit this if you are migrating sites or retrofitting an existing TW
config.tiddlyspotSiteId = 'norlea';

// make it so you can by default see edit controls via http
config.options.chkHttpReadOnly = false;
window.readOnly = false; // make sure of it (for tw 2.2)
window.showBackstage = true; // show backstage too

// disable autosave in d3
if (window.location.protocol != "file:")
	config.options.chkGTDLazyAutoSave = false;

// tweak shadow tiddlers to add upload button, password entry box etc
with (config.shadowTiddlers) {
	SiteUrl = 'http://'+config.tiddlyspotSiteId+'.tiddlyspot.com';
	SideBarOptions = SideBarOptions.replace(/(<<saveChanges>>)/,"$1<<tiddler TspotSidebar>>");
	OptionsPanel = OptionsPanel.replace(/^/,"<<tiddler TspotOptions>>");
	DefaultTiddlers = DefaultTiddlers.replace(/^/,"[[WelcomeToTiddlyspot]] ");
	MainMenu = MainMenu.replace(/^/,"[[WelcomeToTiddlyspot]] ");
}

// create some shadow tiddler content
merge(config.shadowTiddlers,{

'WelcomeToTiddlyspot':[
 "This document is a ~TiddlyWiki from tiddlyspot.com.  A ~TiddlyWiki is an electronic notebook that is great for managing todo lists, personal information, and all sorts of things.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //What now?// &nbsp;&nbsp;@@ Before you can save any changes, you need to enter your password in the form below.  Then configure privacy and other site settings at your [[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]] (your control panel username is //" + config.tiddlyspotSiteId + "//).",
 "<<tiddler TspotControls>>",
 "See also GettingStarted.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working online// &nbsp;&nbsp;@@ You can edit this ~TiddlyWiki right now, and save your changes using the \"save to web\" button in the column on the right.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working offline// &nbsp;&nbsp;@@ A fully functioning copy of this ~TiddlyWiki can be saved onto your hard drive or USB stick.  You can make changes and save them locally without being connected to the Internet.  When you're ready to sync up again, just click \"upload\" and your ~TiddlyWiki will be saved back to tiddlyspot.com.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Help!// &nbsp;&nbsp;@@ Find out more about ~TiddlyWiki at [[TiddlyWiki.com|http://tiddlywiki.com]].  Also visit [[TiddlyWiki.org|http://tiddlywiki.org]] for documentation on learning and using ~TiddlyWiki. New users are especially welcome on the [[TiddlyWiki mailing list|http://groups.google.com/group/TiddlyWiki]], which is an excellent place to ask questions and get help.  If you have a tiddlyspot related problem email [[tiddlyspot support|mailto:support@tiddlyspot.com]].",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Enjoy :)// &nbsp;&nbsp;@@ We hope you like using your tiddlyspot.com site.  Please email [[feedback@tiddlyspot.com|mailto:feedback@tiddlyspot.com]] with any comments or suggestions."
].join("\n"),

'TspotControls':[
 "| tiddlyspot password:|<<option pasUploadPassword>>|",
 "| site management:|<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . .  " + config.tiddlyspotSiteId + ">>//(requires tiddlyspot password)//<br>[[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]], [[download (go offline)|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download]]|",
 "| links:|[[tiddlyspot.com|http://tiddlyspot.com/]], [[FAQs|http://faq.tiddlyspot.com/]], [[blog|http://tiddlyspot.blogspot.com/]], email [[support|mailto:support@tiddlyspot.com]] & [[feedback|mailto:feedback@tiddlyspot.com]], [[donate|http://tiddlyspot.com/?page=donate]]|"
].join("\n"),

'TspotSidebar':[
 "<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . .  " + config.tiddlyspotSiteId + ">><html><a href='http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download' class='button'>download</a></html>"
].join("\n"),

'TspotOptions':[
 "tiddlyspot password:",
 "<<option pasUploadPassword>>",
 ""
].join("\n")

});
//}}}
| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |
| 19/12/2011 22:35:44 | Jason | [[/|http://norlea.tiddlyspot.com/]] | [[store.cgi|http://norlea.tiddlyspot.com/store.cgi]] | . | [[index.html | http://norlea.tiddlyspot.com/index.html]] | . | ok |
| 19/12/2011 22:36:05 | Jason | [[/|http://norlea.tiddlyspot.com/]] | [[store.cgi|http://norlea.tiddlyspot.com/store.cgi]] | . | [[index.html | http://norlea.tiddlyspot.com/index.html]] | . |
| 02/02/2012 18:52:29 | Jason | [[index.html|http://norlea.tiddlyspot.com/index.html]] | [[store.cgi|http://norlea.tiddlyspot.com/store.cgi]] | . | [[index.html | http://norlea.tiddlyspot.com/index.html]] | . | failed |
| 02/02/2012 18:53:15 | Jason | [[index.html|http://norlea.tiddlyspot.com/index.html]] | [[store.cgi|http://norlea.tiddlyspot.com/store.cgi]] | . | [[index.html | http://norlea.tiddlyspot.com/index.html]] | . | failed |
| 02/02/2012 18:53:36 | Jason | [[index.html|http://norlea.tiddlyspot.com/index.html]] | [[store.cgi|http://norlea.tiddlyspot.com/store.cgi]] | . | [[index.html | http://norlea.tiddlyspot.com/index.html]] | . |
| 05/02/2012 13:45:43 | Jason | [[/|http://norlea.tiddlyspot.com/]] | [[store.cgi|http://norlea.tiddlyspot.com/store.cgi]] | . | [[index.html | http://norlea.tiddlyspot.com/index.html]] | . |
| 05/02/2012 20:45:19 | Jason | [[/|http://norlea.tiddlyspot.com/]] | [[store.cgi|http://norlea.tiddlyspot.com/store.cgi]] | . | [[index.html | http://norlea.tiddlyspot.com/index.html]] | . | ok |
| 05/02/2012 20:58:29 | Jason | [[/|http://norlea.tiddlyspot.com/]] | [[store.cgi|http://norlea.tiddlyspot.com/store.cgi]] | . | [[index.html | http://norlea.tiddlyspot.com/index.html]] | . | ok |
| 05/02/2012 21:12:27 | Jason | [[/|http://norlea.tiddlyspot.com/]] | [[store.cgi|http://norlea.tiddlyspot.com/store.cgi]] | . | [[index.html | http://norlea.tiddlyspot.com/index.html]] | . |
| 21/11/2013 22:14:38 | YourName | [[index.html|http://norlea.tiddlyspot.com/index.html]] | [[store.cgi|http://norlea.tiddlyspot.com/store.cgi]] | . | [[index.html | http://norlea.tiddlyspot.com/index.html]] | . |
/***
|''Name:''|UploadPlugin|
|''Description:''|Save to web a TiddlyWiki|
|''Version:''|4.1.3|
|''Date:''|Feb 24, 2008|
|''Source:''|http://tiddlywiki.bidix.info/#UploadPlugin|
|''Documentation:''|http://tiddlywiki.bidix.info/#UploadPluginDoc|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
|''Requires:''|PasswordOptionPlugin|
***/
//{{{
version.extensions.UploadPlugin = {
	major: 4, minor: 1, revision: 3,
	date: new Date("Feb 24, 2008"),
	source: 'http://tiddlywiki.bidix.info/#UploadPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	coreVersion: '2.2.0'
};

//
// Environment
//

if (!window.bidix) window.bidix = {}; // bidix namespace
bidix.debugMode = false;	// true to activate both in Plugin and UploadService
	
//
// Upload Macro
//

config.macros.upload = {
// default values
	defaultBackupDir: '',	//no backup
	defaultStoreScript: "store.php",
	defaultToFilename: "index.html",
	defaultUploadDir: ".",
	authenticateUser: true	// UploadService Authenticate User
};
	
config.macros.upload.label = {
	promptOption: "Save and Upload this TiddlyWiki with UploadOptions",
	promptParamMacro: "Save and Upload this TiddlyWiki in %0",
	saveLabel: "save to web", 
	saveToDisk: "save to disk",
	uploadLabel: "upload"	
};

config.macros.upload.messages = {
	noStoreUrl: "No store URL in parmeters or options",
	usernameOrPasswordMissing: "Username or password missing"
};

config.macros.upload.handler = function(place,macroName,params) {
	if (readOnly)
		return;
	var label;
	if (document.location.toString().substr(0,4) == "http") 
		label = this.label.saveLabel;
	else
		label = this.label.uploadLabel;
	var prompt;
	if (params[0]) {
		prompt = this.label.promptParamMacro.toString().format([this.destFile(params[0], 
			(params[1] ? params[1]:bidix.basename(window.location.toString())), params[3])]);
	} else {
		prompt = this.label.promptOption;
	}
	createTiddlyButton(place, label, prompt, function() {config.macros.upload.action(params);}, null, null, this.accessKey);
};

config.macros.upload.action = function(params)
{
		// for missing macro parameter set value from options
		if (!params) params = {};
		var storeUrl = params[0] ? params[0] : config.options.txtUploadStoreUrl;
		var toFilename = params[1] ? params[1] : config.options.txtUploadFilename;
		var backupDir = params[2] ? params[2] : config.options.txtUploadBackupDir;
		var uploadDir = params[3] ? params[3] : config.options.txtUploadDir;
		var username = params[4] ? params[4] : config.options.txtUploadUserName;
		var password = config.options.pasUploadPassword; // for security reason no password as macro parameter	
		// for still missing parameter set default value
		if ((!storeUrl) && (document.location.toString().substr(0,4) == "http")) 
			storeUrl = bidix.dirname(document.location.toString())+'/'+config.macros.upload.defaultStoreScript;
		if (storeUrl.substr(0,4) != "http")
			storeUrl = bidix.dirname(document.location.toString()) +'/'+ storeUrl;
		if (!toFilename)
			toFilename = bidix.basename(window.location.toString());
		if (!toFilename)
			toFilename = config.macros.upload.defaultToFilename;
		if (!uploadDir)
			uploadDir = config.macros.upload.defaultUploadDir;
		if (!backupDir)
			backupDir = config.macros.upload.defaultBackupDir;
		// report error if still missing
		if (!storeUrl) {
			alert(config.macros.upload.messages.noStoreUrl);
			clearMessage();
			return false;
		}
		if (config.macros.upload.authenticateUser && (!username || !password)) {
			alert(config.macros.upload.messages.usernameOrPasswordMissing);
			clearMessage();
			return false;
		}
		bidix.upload.uploadChanges(false,null,storeUrl, toFilename, uploadDir, backupDir, username, password); 
		return false; 
};

config.macros.upload.destFile = function(storeUrl, toFilename, uploadDir) 
{
	if (!storeUrl)
		return null;
		var dest = bidix.dirname(storeUrl);
		if (uploadDir && uploadDir != '.')
			dest = dest + '/' + uploadDir;
		dest = dest + '/' + toFilename;
	return dest;
};

//
// uploadOptions Macro
//

config.macros.uploadOptions = {
	handler: function(place,macroName,params) {
		var wizard = new Wizard();
		wizard.createWizard(place,this.wizardTitle);
		wizard.addStep(this.step1Title,this.step1Html);
		var markList = wizard.getElement("markList");
		var listWrapper = document.createElement("div");
		markList.parentNode.insertBefore(listWrapper,markList);
		wizard.setValue("listWrapper",listWrapper);
		this.refreshOptions(listWrapper,false);
		var uploadCaption;
		if (document.location.toString().substr(0,4) == "http") 
			uploadCaption = config.macros.upload.label.saveLabel;
		else
			uploadCaption = config.macros.upload.label.uploadLabel;
		
		wizard.setButtons([
				{caption: uploadCaption, tooltip: config.macros.upload.label.promptOption, 
					onClick: config.macros.upload.action},
				{caption: this.cancelButton, tooltip: this.cancelButtonPrompt, onClick: this.onCancel}
				
			]);
	},
	options: [
		"txtUploadUserName",
		"pasUploadPassword",
		"txtUploadStoreUrl",
		"txtUploadDir",
		"txtUploadFilename",
		"txtUploadBackupDir",
		"chkUploadLog",
		"txtUploadLogMaxLine"		
	],
	refreshOptions: function(listWrapper) {
		var opts = [];
		for(i=0; i<this.options.length; i++) {
			var opt = {};
			opts.push();
			opt.option = "";
			n = this.options[i];
			opt.name = n;
			opt.lowlight = !config.optionsDesc[n];
			opt.description = opt.lowlight ? this.unknownDescription : config.optionsDesc[n];
			opts.push(opt);
		}
		var listview = ListView.create(listWrapper,opts,this.listViewTemplate);
		for(n=0; n<opts.length; n++) {
			var type = opts[n].name.substr(0,3);
			var h = config.macros.option.types[type];
			if (h && h.create) {
				h.create(opts[n].colElements['option'],type,opts[n].name,opts[n].name,"no");
			}
		}
		
	},
	onCancel: function(e)
	{
		backstage.switchTab(null);
		return false;
	},
	
	wizardTitle: "Upload with options",
	step1Title: "These options are saved in cookies in your browser",
	step1Html: "<input type='hidden' name='markList'></input><br>",
	cancelButton: "Cancel",
	cancelButtonPrompt: "Cancel prompt",
	listViewTemplate: {
		columns: [
			{name: 'Description', field: 'description', title: "Description", type: 'WikiText'},
			{name: 'Option', field: 'option', title: "Option", type: 'String'},
			{name: 'Name', field: 'name', title: "Name", type: 'String'}
			],
		rowClasses: [
			{className: 'lowlight', field: 'lowlight'} 
			]}
};

//
// upload functions
//

if (!bidix.upload) bidix.upload = {};

if (!bidix.upload.messages) bidix.upload.messages = {
	//from saving
	invalidFileError: "The original file '%0' does not appear to be a valid TiddlyWiki",
	backupSaved: "Backup saved",
	backupFailed: "Failed to upload backup file",
	rssSaved: "RSS feed uploaded",
	rssFailed: "Failed to upload RSS feed file",
	emptySaved: "Empty template uploaded",
	emptyFailed: "Failed to upload empty template file",
	mainSaved: "Main TiddlyWiki file uploaded",
	mainFailed: "Failed to upload main TiddlyWiki file. Your changes have not been saved",
	//specific upload
	loadOriginalHttpPostError: "Can't get original file",
	aboutToSaveOnHttpPost: 'About to upload on %0 ...',
	storePhpNotFound: "The store script '%0' was not found."
};

bidix.upload.uploadChanges = function(onlyIfDirty,tiddlers,storeUrl,toFilename,uploadDir,backupDir,username,password)
{
	var callback = function(status,uploadParams,original,url,xhr) {
		if (!status) {
			displayMessage(bidix.upload.messages.loadOriginalHttpPostError);
			return;
		}
		if (bidix.debugMode) 
			alert(original.substr(0,500)+"\n...");
		// Locate the storeArea div's 
		var posDiv = locateStoreArea(original);
		if((posDiv[0] == -1) || (posDiv[1] == -1)) {
			alert(config.messages.invalidFileError.format([localPath]));
			return;
		}
		bidix.upload.uploadRss(uploadParams,original,posDiv);
	};
	
	if(onlyIfDirty && !store.isDirty())
		return;
	clearMessage();
	// save on localdisk ?
	if (document.location.toString().substr(0,4) == "file") {
		var path = document.location.toString();
		var localPath = getLocalPath(path);
		saveChanges();
	}
	// get original
	var uploadParams = new Array(storeUrl,toFilename,uploadDir,backupDir,username,password);
	var originalPath = document.location.toString();
	// If url is a directory : add index.html
	if (originalPath.charAt(originalPath.length-1) == "/")
		originalPath = originalPath + "index.html";
	var dest = config.macros.upload.destFile(storeUrl,toFilename,uploadDir);
	var log = new bidix.UploadLog();
	log.startUpload(storeUrl, dest, uploadDir,  backupDir);
	displayMessage(bidix.upload.messages.aboutToSaveOnHttpPost.format([dest]));
	if (bidix.debugMode) 
		alert("about to execute Http - GET on "+originalPath);
	var r = doHttp("GET",originalPath,null,null,username,password,callback,uploadParams,null);
	if (typeof r == "string")
		displayMessage(r);
	return r;
};

bidix.upload.uploadRss = function(uploadParams,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		if(status) {
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
			displayMessage(bidix.upload.messages.rssSaved,bidix.dirname(url)+'/'+destfile);
			bidix.upload.uploadMain(params[0],params[1],params[2]);
		} else {
			displayMessage(bidix.upload.messages.rssFailed);			
		}
	};
	// do uploadRss
	if(config.options.chkGenerateAnRssFeed) {
		var rssPath = uploadParams[1].substr(0,uploadParams[1].lastIndexOf(".")) + ".xml";
		var rssUploadParams = new Array(uploadParams[0],rssPath,uploadParams[2],'',uploadParams[4],uploadParams[5]);
		var rssString = generateRss();
		// no UnicodeToUTF8 conversion needed when location is "file" !!!
		if (document.location.toString().substr(0,4) != "file")
			rssString = convertUnicodeToUTF8(rssString);	
		bidix.upload.httpUpload(rssUploadParams,rssString,callback,Array(uploadParams,original,posDiv));
	} else {
		bidix.upload.uploadMain(uploadParams,original,posDiv);
	}
};

bidix.upload.uploadMain = function(uploadParams,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		var log = new bidix.UploadLog();
		if(status) {
			// if backupDir specified
			if ((params[3]) && (responseText.indexOf("backupfile:") > -1))  {
				var backupfile = responseText.substring(responseText.indexOf("backupfile:")+11,responseText.indexOf("\n", responseText.indexOf("backupfile:")));
				displayMessage(bidix.upload.messages.backupSaved,bidix.dirname(url)+'/'+backupfile);
			}
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
			displayMessage(bidix.upload.messages.mainSaved,bidix.dirname(url)+'/'+destfile);
			store.setDirty(false);
			log.endUpload("ok");
		} else {
			alert(bidix.upload.messages.mainFailed);
			displayMessage(bidix.upload.messages.mainFailed);
			log.endUpload("failed");			
		}
	};
	// do uploadMain
	var revised = bidix.upload.updateOriginal(original,posDiv);
	bidix.upload.httpUpload(uploadParams,revised,callback,uploadParams);
};

bidix.upload.httpUpload = function(uploadParams,data,callback,params)
{
	var localCallback = function(status,params,responseText,url,xhr) {
		url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		if (xhr.status == 404)
			alert(bidix.upload.messages.storePhpNotFound.format([url]));
		if ((bidix.debugMode) || (responseText.indexOf("Debug mode") >= 0 )) {
			alert(responseText);
			if (responseText.indexOf("Debug mode") >= 0 )
				responseText = responseText.substring(responseText.indexOf("\n\n")+2);
		} else if (responseText.charAt(0) != '0') 
			alert(responseText);
		if (responseText.charAt(0) != '0')
			status = null;
		callback(status,params,responseText,url,xhr);
	};
	// do httpUpload
	var boundary = "---------------------------"+"AaB03x";	
	var uploadFormName = "UploadPlugin";
	// compose headers data
	var sheader = "";
	sheader += "--" + boundary + "\r\nContent-disposition: form-data; name=\"";
	sheader += uploadFormName +"\"\r\n\r\n";
	sheader += "backupDir="+uploadParams[3] +
				";user=" + uploadParams[4] +
				";password=" + uploadParams[5] +
				";uploaddir=" + uploadParams[2];
	if (bidix.debugMode)
		sheader += ";debug=1";
	sheader += ";;\r\n"; 
	sheader += "\r\n" + "--" + boundary + "\r\n";
	sheader += "Content-disposition: form-data; name=\"userfile\"; filename=\""+uploadParams[1]+"\"\r\n";
	sheader += "Content-Type: text/html;charset=UTF-8" + "\r\n";
	sheader += "Content-Length: " + data.length + "\r\n\r\n";
	// compose trailer data
	var strailer = new String();
	strailer = "\r\n--" + boundary + "--\r\n";
	data = sheader + data + strailer;
	if (bidix.debugMode) alert("about to execute Http - POST on "+uploadParams[0]+"\n with \n"+data.substr(0,500)+ " ... ");
	var r = doHttp("POST",uploadParams[0],data,"multipart/form-data; ;charset=UTF-8; boundary="+boundary,uploadParams[4],uploadParams[5],localCallback,params,null);
	if (typeof r == "string")
		displayMessage(r);
	return r;
};

// same as Saving's updateOriginal but without convertUnicodeToUTF8 calls
bidix.upload.updateOriginal = function(original, posDiv)
{
	if (!posDiv)
		posDiv = locateStoreArea(original);
	if((posDiv[0] == -1) || (posDiv[1] == -1)) {
		alert(config.messages.invalidFileError.format([localPath]));
		return;
	}
	var revised = original.substr(0,posDiv[0] + startSaveArea.length) + "\n" +
				store.allTiddlersAsHtml() + "\n" +
				original.substr(posDiv[1]);
	var newSiteTitle = getPageTitle().htmlEncode();
	revised = revised.replaceChunk("<title"+">","</title"+">"," " + newSiteTitle + " ");
	revised = updateMarkupBlock(revised,"PRE-HEAD","MarkupPreHead");
	revised = updateMarkupBlock(revised,"POST-HEAD","MarkupPostHead");
	revised = updateMarkupBlock(revised,"PRE-BODY","MarkupPreBody");
	revised = updateMarkupBlock(revised,"POST-SCRIPT","MarkupPostBody");
	return revised;
};

//
// UploadLog
// 
// config.options.chkUploadLog :
//		false : no logging
//		true : logging
// config.options.txtUploadLogMaxLine :
//		-1 : no limit
//      0 :  no Log lines but UploadLog is still in place
//		n :  the last n lines are only kept
//		NaN : no limit (-1)

bidix.UploadLog = function() {
	if (!config.options.chkUploadLog) 
		return; // this.tiddler = null
	this.tiddler = store.getTiddler("UploadLog");
	if (!this.tiddler) {
		this.tiddler = new Tiddler();
		this.tiddler.title = "UploadLog";
		this.tiddler.text = "| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |";
		this.tiddler.created = new Date();
		this.tiddler.modifier = config.options.txtUserName;
		this.tiddler.modified = new Date();
		store.addTiddler(this.tiddler);
	}
	return this;
};

bidix.UploadLog.prototype.addText = function(text) {
	if (!this.tiddler)
		return;
	// retrieve maxLine when we need it
	var maxLine = parseInt(config.options.txtUploadLogMaxLine,10);
	if (isNaN(maxLine))
		maxLine = -1;
	// add text
	if (maxLine != 0) 
		this.tiddler.text = this.tiddler.text + text;
	// Trunck to maxLine
	if (maxLine >= 0) {
		var textArray = this.tiddler.text.split('\n');
		if (textArray.length > maxLine + 1)
			textArray.splice(1,textArray.length-1-maxLine);
			this.tiddler.text = textArray.join('\n');		
	}
	// update tiddler fields
	this.tiddler.modifier = config.options.txtUserName;
	this.tiddler.modified = new Date();
	store.addTiddler(this.tiddler);
	// refresh and notifiy for immediate update
	story.refreshTiddler(this.tiddler.title);
	store.notify(this.tiddler.title, true);
};

bidix.UploadLog.prototype.startUpload = function(storeUrl, toFilename, uploadDir,  backupDir) {
	if (!this.tiddler)
		return;
	var now = new Date();
	var text = "\n| ";
	var filename = bidix.basename(document.location.toString());
	if (!filename) filename = '/';
	text += now.formatString("0DD/0MM/YYYY 0hh:0mm:0ss") +" | ";
	text += config.options.txtUserName + " | ";
	text += "[["+filename+"|"+location + "]] |";
	text += " [[" + bidix.basename(storeUrl) + "|" + storeUrl + "]] | ";
	text += uploadDir + " | ";
	text += "[[" + bidix.basename(toFilename) + " | " +toFilename + "]] | ";
	text += backupDir + " |";
	this.addText(text);
};

bidix.UploadLog.prototype.endUpload = function(status) {
	if (!this.tiddler)
		return;
	this.addText(" "+status+" |");
};

//
// Utilities
// 

bidix.checkPlugin = function(plugin, major, minor, revision) {
	var ext = version.extensions[plugin];
	if (!
		(ext  && 
			((ext.major > major) || 
			((ext.major == major) && (ext.minor > minor))  ||
			((ext.major == major) && (ext.minor == minor) && (ext.revision >= revision))))) {
			// write error in PluginManager
			if (pluginInfo)
				pluginInfo.log.push("Requires " + plugin + " " + major + "." + minor + "." + revision);
			eval(plugin); // generate an error : "Error: ReferenceError: xxxx is not defined"
	}
};

bidix.dirname = function(filePath) {
	if (!filePath) 
		return;
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(0, lastpos);
	} else {
		return filePath.substring(0, filePath.lastIndexOf("\\"));
	}
};

bidix.basename = function(filePath) {
	if (!filePath) 
		return;
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("#")) != -1) 
		filePath = filePath.substring(0, lastpos);
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(lastpos + 1);
	} else
		return filePath.substring(filePath.lastIndexOf("\\")+1);
};

bidix.initOption = function(name,value) {
	if (!config.options[name])
		config.options[name] = value;
};

//
// Initializations
//

// require PasswordOptionPlugin 1.0.1 or better
bidix.checkPlugin("PasswordOptionPlugin", 1, 0, 1);

// styleSheet
setStylesheet('.txtUploadStoreUrl, .txtUploadBackupDir, .txtUploadDir {width: 22em;}',"uploadPluginStyles");

//optionsDesc
merge(config.optionsDesc,{
	txtUploadStoreUrl: "Url of the UploadService script (default: store.php)",
	txtUploadFilename: "Filename of the uploaded file (default: in index.html)",
	txtUploadDir: "Relative Directory where to store the file (default: . (downloadService directory))",
	txtUploadBackupDir: "Relative Directory where to backup the file. If empty no backup. (default: ''(empty))",
	txtUploadUserName: "Upload Username",
	pasUploadPassword: "Upload Password",
	chkUploadLog: "do Logging in UploadLog (default: true)",
	txtUploadLogMaxLine: "Maximum of lines in UploadLog (default: 10)"
});

// Options Initializations
bidix.initOption('txtUploadStoreUrl','');
bidix.initOption('txtUploadFilename','');
bidix.initOption('txtUploadDir','');
bidix.initOption('txtUploadBackupDir','');
bidix.initOption('txtUploadUserName','');
bidix.initOption('pasUploadPassword','');
bidix.initOption('chkUploadLog',true);
bidix.initOption('txtUploadLogMaxLine','10');


// Backstage
merge(config.tasks,{
	uploadOptions: {text: "upload", tooltip: "Change UploadOptions and Upload", content: '<<uploadOptions>>'}
});
config.backstageTasks.push("uploadOptions");


//}}}
Also known as Valadar the Wanderer, Valadar Mighty Blade, Valadar the Cruel, Valadar the Savage, and Valadar the Unkillable, among many others. He is a mighty warrior of the Savage War who once fought for both sides. He is a very trusted ally and friend of Will Hather and sent to meet the heroes upon their arrival in Beleganon.

The result of losing one's mind or a consequence of failing an encounter (usually skill check or challenge). Must make a saving throw to cancel the effects of Weak Will and remain your strength. Weak Will lasts from one encounter to the next. Every roll is at the negative of that level's magic bonus so long as it lasts. Can only have one weak will at any time. Abel Merrick is immune to Weak Will.
|!Level|!Weak Will|
|1-5|-1|
|6-10|-3|
|11-15|-5|
|16-20|-7|
|21-25|-9|
|26-30|-11|
The range of Mountains in Western Norlea. Bordered by the Central Forests to the east, the desert to the south, and the highlands of Norlea City to the North. They are home to the human village and port city of Westview and the dwarven mining town of Shiprock. Hammer Peak is also the tallest peak in the known world, a holy site of the dwarves, believing Moradin himself once stood upon the peak.
A western port town. Ravaged by mutant creatures created by a rogue dwarf wielding a piece of the Staff of Ages. Saved by the Defenders of Shiprock.
A traveling bard with many secrets and a deep knowledge of ongoing events both unknown and supernatural. He has acted as a direct guide to the heroes since Abel Merrick's escape, but he seems to know the heroes pasts beyond what they might even remember. Will Hather separated from the group for urgent business and planned to meet them eventually in the Elf city of Beleganon in the heart of the Norlean forests. However, the decision to go instead to Drev leaves Will Hather's current state in question. 
Wondara is the name of the world and land upon which the countries of Norlea and Erum lie.
*The only way to attack zombies is by choosing one of the different sided die
*For each die higher you decide, the zombies will attack back with one more die (if you pick a d4, anything but a 1 counts as a crit and will not allow the zombies to attack back)
*If a roll of 75% or higher is rolled on the die, a crit is made, and the zombies do not attack back (d20: 15, d12: 9, d10: 8, d8: 6, d6: 5, d4: 2)
*zombies will attack back with 1 - 6 dice (if no attack is made, the zombies role with one die). In order to score a grab, they will have to roll a 6. In order to kill, they will have to roll another 6 with the dice that scored a grab.
*If a character is about to be killed, they may roll one d6 and avoid death on a roll of a 5 or 6. If they still die, then they cannot return to life without the group restarting
*Korvir has the ability to use an additional d4 on any zombie attack, this additional die does not contribute to number of dice rolled by zombies and it does not score crits
*Caranthir may use a meteor shower which allows him to use a d20 and cause the zombies to have two fewer d6
*Ganner may turn undead, which allows the role of a d20 and scores a crit on a role of 10 or higher
*Kallista may use a sneak attack which allows a d10 without affecting the number of zombie dice, this does not allow her to attack for a round
*Thalion may use a sniping ability which allows him to roll a d4 on any zombies that are about to kill a party member, this does not allow him to attack on his next turn
Heart Stones or True Stones, are Mythical artifacts left over from creation that are infinitely more powerful than minor stones. Many creation myths mention these stones at some point and one legend in particular, as read by Caranthir Helevorn from a tome in the Edascan Library, tells of one stone being created and placed on each continent at the time of its creation. These stones are the main focus of Korvir's and Ganner's journey across Norlea and the rest of the world, through their purpose is still clouded in mystery. There is also a legend of a [[Divining Rod]] that will lead its master to the nearest stone outside of its reach. Abel Merrick believes he was brought back from death by Ganner to lead him to this rod and then to the stones.
Mythical stones left over from creation that grant powers when bound or fused into various items, such as weapon or armor, or made into jewelry.
Refers to the event that brought [[Ganner]] and [[Korvir]] to the desert, seeing them wake up in a smoking crater. The few witnesses of the event - [[Thalia Merrick]] and [[Caranthir Helevorn]], among others - describe seeing a massive fireball falling to the earth. The heroes also found themselves covered in a strange dust that seems to have granted supernatural powers to any that came in contact with it, specifically Caranthir. It was later discovered that the crater was centered on the gravesite of [[Abel Merrick]], bringing him back to life as a terribly deformed monster and setting into action a chain of events that have caused the death of Thalia Merrick, the orphaning of [[Jude Merrick]], the destruction of [[Bit-Adini]], and a plague of undead. This event remains one of the key mysteries behind the arrival of Ganner and Korvir.


Corpses of the dead brought back to life by forces beyond the knowledge of the general population. Abel Merrick seems to be able to control powers of undeath somehow. Otherwise, stories of zombies and undead appear only in legend and, even then, are very vague.