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	<id>http://joesworld.thtree.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EveryoneElse</id>
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	<updated>2026-04-17T13:39:31Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.4</generator>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Mackasol&amp;diff=2150</id>
		<title>Mackasol</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Mackasol&amp;diff=2150"/>
		<updated>2010-07-03T21:32:58Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;Mackasol is one of Grendalli Bridge Towns. It is located on the bridge that crosses the river just before it enters the western edge of the Deep Woods. The PCs met [[Lord Pederos]] here during [[The Goblins and the Trolls]]&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Mackasol&amp;diff=2149</id>
		<title>Mackasol</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Mackasol&amp;diff=2149"/>
		<updated>2010-07-03T21:32:38Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mackasol==&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Mackasol is one of Grendalli Bridge Towns. It is located on the bridge that crosses the river just before it enters the western edge of the Deep Woods. The PCs met [[Lord Pederos]] here during [[The Goblins and the Trolls]]&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Mackasol&amp;diff=2148</id>
		<title>Mackasol</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Mackasol&amp;diff=2148"/>
		<updated>2010-07-03T21:32:12Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mackasol=&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Mackasol is one of Grendalli Bridge Towns. It is located on the bridge that crosses the river just before it enters the western edge of the Deep Woods. The PCs met [[Lord Pederos]] here during [[The Goblins and the Trolls]]&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Minor_NPCs&amp;diff=2147</id>
		<title>Minor NPCs</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Minor_NPCs&amp;diff=2147"/>
		<updated>2010-07-03T21:31:33Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: /* Home Town ie. Caltha&amp;#039;na&amp;#039;b */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minor Non Player Characters worth remembering;&lt;br /&gt;
&lt;br /&gt;
==[[The Keep]]==&lt;br /&gt;
[[Alfdis]] - Merchant at [[The Keep]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[The Deep Woods]]==&lt;br /&gt;
[[Aranya]] - Elven Squad Leader in [[The Deep Woods]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Town ie. [[Caltha&#039;na&#039;b]]==&lt;br /&gt;
[[Amilhl]] - Negotiator at home town who negotiated our lease for [[The HearthStone Inn]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[Olaf Foamcutter]] - River Guide associated with the Vampires&amp;lt;br&amp;gt;&lt;br /&gt;
[[Markus]] - One of the Vampires?&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brok]] - Vampire, now deceased? Member of the thieves guild?.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tanya]] - Vampire?.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sir Aber]] - Guy with scar???.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Scott]] - talkative member of thieves guild.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brian]] - member of thieves guild, possibly leader?.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hiram]] - captive groveller.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Francis]] - Vampire that did not defer to master.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derrig]] - Blowdart kid from Stalwart House. Likely member of thieves guild.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gurak]] - Orc we encounterd in Goblin [[Winters Trail]] adventure. Believed dead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Byzkezdha]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Boris]] - Horse Trader&amp;lt;br&amp;gt;&lt;br /&gt;
[[]] - .&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mackasol==&lt;br /&gt;
[[Vince]] - The Goblin-Hunter who almost lost his foot at the Goblin Lair adventure near [[Mackasol]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Neri]] - Helped out on the Goblin hunt?.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wallace]] - Map guy at [[Mackasol]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bruce]] - [[Wallace]]&#039;s assistant.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[]] - .&amp;lt;br&amp;gt;&lt;br /&gt;
[[]] - .&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Ku-Halan&amp;diff=2146</id>
		<title>Ku-Halan</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Ku-Halan&amp;diff=2146"/>
		<updated>2010-07-03T21:26:50Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A bard played by Galen. Retired after a few encounters to manage an orchard with his new elven bride. He resurfaced briefly to provide a warningn to the party that they were in danger (quoted below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Festival of the Day of the Beloved Dead is upon the town and the various priests are travelling around town, leading processions. The largest is parade led by the priests of Pelor, travelling the town and blessing the houses of those in good favour. The Hearthstone is one of their early visits and many of your group join the festivities. Tonight is the solstice and business will be good. &lt;br /&gt;
&lt;br /&gt;
The parade is great fun and doesn&#039;t end until after midnight. Returning to the Hearthstone you are welcomed by a full tavern and a cheerful atmosphere. Shortly after you arrive you are pleasantly surprised to see Ku walk in the door. He wears his lute across his back, travel dust on his brow, and a smile on his face. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I thought I&#039;d find you all here! What news? You are all well, I take it? I have some new tricks to enhance my performance,&amp;quot; he smirks confidently. &amp;quot;They came at a high price, but they&#039;re very effective,&amp;quot; he winks and continues badgering you for details. You exchange pleasantries and update each other on what has happened since last you spoke. Ku tells you that a group of Paladins and Priests sealed the dungeon you had found and must have placed a dweomer on it to keep it hidden since he went to check their seal and didn&#039;t find the ruins where he remembered them. &lt;br /&gt;
&lt;br /&gt;
Ku looks distracted for a moment, glances around, then asks offhandedly, &amp;quot;Have you seen my wife? I just left her. She&#039;s around somewhere.&amp;quot; He shrugs and then says, &amp;quot;Oh! I have a gift for you. I hope it is more useful to you than it was to me.&amp;quot; He studies the room briefly and then nods. &amp;quot;That will have to wait. The crowd is ripe and I must perform!&amp;quot; Ku winks and walks up to the fireplace.&lt;br /&gt;
&lt;br /&gt;
Ku charms a chair from a friendly farmer to the left of the fireplace and steps onto it, strumming his lute. He plucks a series of intricate scales and cord combinations to check the tuning. The audience quiets briefly amid murmers of &amp;quot;a minstrel&amp;quot; and &amp;quot;quiet, you, I want to hear this&amp;quot;. Then shouts of &amp;quot;Play Hostel of Horrors for us!&amp;quot;, &amp;quot;Sing the Tale of Lord Molkov&amp;quot;, and requests for a dozen other favourites are heard. Ku smiles as he finishes his tuning and begins to pluck a cheery tune. &amp;quot;This tale is my own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He sings a merry tune, his beautiful elven wife Valariana &amp;lt;&amp;lt;simple illusion of his wife looking playful and happy appears beside him briefly&amp;gt;&amp;gt; and him picking late season plums in their orchard, wasting half their time in newlywed domestic bliss. Valar heads back to the house to prepare some cool tea for noon as he continues picking. Ku hears his wife calling his name in the distance and whistles a cheery tune as he walks towards the house. He is almost at their house when she screams in pain. Dropping the plums Ku casts a spell of swift running on himself and flies through the orchard towards her &amp;lt;&amp;lt;Ku hops off the chair and sprints to the right side of fireplace&amp;gt;&amp;gt;. Just as he breaks out of the orchard into the clearing around their house Valar screams, &amp;quot;trap!!!&amp;quot; &amp;lt;&amp;lt;Ku turns and looks back to the left side of the fireplace&amp;gt;&amp;gt;. Ku stops at the edge of the clearing, horrifed by what he sees:&lt;br /&gt;
&amp;lt;&amp;lt;Ku&#039;s wife is teetering on the edge of a wooden shed with a crude noose around her neck and blood running from her swollen lips. A malevolent elven woman with fiery red hair and bark-brown leather armour steps into view beside her.&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must be Ku.&amp;quot; The woman&#039;s smile looks more like a grimace. &amp;quot;They hung him, you know. They cheered as the life drained from him. I took this rope from the executioner after I choked the life out of him. You sent my love to the gallows. It&#039;s only fair that I return the favour.&amp;quot; &amp;lt;&amp;lt;she kicks Valariana in the stomach, knocking her off the shed. In the same motion she draws paired swords and takes a ready stance (see picture)&amp;gt;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Valarrrrr!!!&amp;quot; Ku screams, &amp;lt;&amp;lt;the lute goes mad as he fades from sight&amp;gt;&amp;gt;. He sings of turning invisible and sprinting across the clearing towards her. He tries fascinating the mad elf with his singing as he runs but she laughs and waits. Valariana swings from the rope with panic in her eyes, kicking wildly. Ku is armed with only a dagger. He crosses the clearing and uses the shed&#039;s door-handle as a step to leap up and slash the rope. Valariana tumbles to the ground, eerily still. He loosens the simple noose from her neck and casts a cure on her as the elf leaps from the shed and bellows, &amp;quot;show yourself or I run her through&amp;quot;. Ku dives beside her and drives his dagger into her back, winking back into view. She turns and slashes Ku&#039;s belly and left arm with her swords. He turns and runs to put distance between them so he can cast magical armour upon himself when the shed broadsides him. He is thrown through the air, lute and ribs broken. He rolls to his feet, trying to shake the stars from his eyes while gasping in pain and horror at his attacker &amp;lt;&amp;lt;a massive boar the size of his shed steps from the fireplace and menaces him as the elf steps up beside him and smashes his head with her sword pommels&amp;gt;&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;The lights in the tavern fade almost to darkness as Ku steps onto a nearby table surrounded by the illusion of the boar.&amp;gt;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;The bar is overlaid with an illusion of a setting sun&amp;gt;&amp;gt; Through searing pain I see the setting sun in the distance. It&#039;s beauty reminds me of my dear Valariana. I look around frantically, calling her name. I see her on the ground, facedown in grass red with her blood &amp;lt;&amp;lt;a tavern wench screams and stumbles backwards into the welcoming lap of local farmer when she sees Valariana&#039;s image appear on the ground beside her&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!&amp;quot; bellows Ku. The Inn shakes and nearby glass shatters. &lt;br /&gt;
&lt;br /&gt;
Quiet chuckling echoes around the room. &amp;lt;&amp;lt;The lights go back up revealing the woman standing beside Ku on the shed. Ku&#039;s hands are tied behind him and he&#039;s sitting on the back of the boar with a noose around his neck.&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your suffering soothes me.&amp;quot; &amp;lt;&amp;lt;She fingers the rope sensuously then looks at it closely&amp;gt;&amp;gt; &amp;quot;It&#039;s a sturdy rope, and long. They left him dangling from it for 3 hours.&amp;quot; &amp;lt;&amp;lt;She steps in front of him, sitting backwards on the boar and bringing her face within inches of his while jerking him up and back with the rope, vengeance blazing in her eyes&amp;gt;&amp;gt;. &amp;quot;It will hang all of you so he may be avenged.&amp;quot; &amp;lt;&amp;lt;Her eyes calm to smouldering hatred&amp;gt;&amp;gt; &amp;quot;I can&#039;t take them all, not yet. I will bide my time, then you will have company in your pain. Now I must go. I can&#039;t keep my client waiting, raising the dead is not cheap.&amp;quot; The boar walks forward 10 feet.&lt;br /&gt;
&lt;br /&gt;
Ku says &amp;quot;I slid off the back of the boar and the rope bit my neck, draining my breath.&amp;quot; &amp;lt;&amp;lt;Ku struggles, trying to get a foothold on the shed as the elf cheers. Ku&#039;s struggling slows as he begins to turn blue&amp;gt;&amp;gt; &amp;quot;As I slipped into darkness the last thing I saw was my sweet Valar on the ground.&amp;quot; &amp;lt;&amp;lt;Ku stops moving&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;A stunned silence holds the tavern. Ku is still dangling, gently swaying&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;The woman rides her boar up to Ku, places him on the boar&#039;s back and collects the rope&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;The elf gets back onto boar&amp;gt;&amp;gt; An off-duty watchman asks &amp;quot;How did you survive to tell us your sad tale, friend bard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;The elf lifts Ku&#039;s head and slits his throat&amp;gt;&amp;gt; A hollow voice says, &amp;quot;Who said I did?&amp;quot; &amp;lt;&amp;lt;The scene fades&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	A broken lute remains on the table where Ku had sat upon the boar. Nasar and Ray collect it for study while the bar sits in a somber silence.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Troubled_Fey&amp;diff=2125</id>
		<title>Troubled Fey</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Troubled_Fey&amp;diff=2125"/>
		<updated>2010-03-25T19:31:42Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: /* Session 11 - Into the Labyrinth - &amp;#039;&amp;#039;Jan 31st???, 2010&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Session 1 - &#039;&#039;Nov 11th, 2008&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Started after [[Mega Turtles]]&lt;br /&gt;
&lt;br /&gt;
We talk to the Fey near [[Caltha&#039;na&#039;b]], that we had previously encountered when a young girl had gone missing.&lt;br /&gt;
&lt;br /&gt;
We set up a nice little party in the woods and brought along some of the magic wine that we had gotten from the Stalwart adventure. After a while the no longer young girl came along chatting with folks that were not visible. We met up with her and started chatting with her and her friends, toasting chatting, giving them the wine, talking for what seemed like hours through the afternoon and far into the evening...  Unbeknownst to us, we had drifted into the realm of the Fey... but we could catch glimpses of our hosts, after several more hours we noticed that our companions and the bard were not around, and couldn&#039;t see anyone, we then asked our hosts what world we were in and realized the others had been searching for us. Sadly we had to leave and asked for escort back to the mundane world... The young girl knew the way and guided us back.&lt;br /&gt;
&lt;br /&gt;
We left what was deep night, came through a bush and found it noonish... Upon making our way back to the town, we found that we had been gone for 10 days!!! Needless to say, our friends and companions were very glad to see us again!&lt;br /&gt;
&lt;br /&gt;
Upon checking, we discover that each of those that went into the Fey Realm have each been given a unique item that we think is some sort of special token or key.&amp;lt;br&amp;gt;&lt;br /&gt;
-- [[Trona]] received a wooden dagger. dark, blue-tinged, and fine-grained&amp;lt;br&amp;gt;&lt;br /&gt;
-- [[Nasar]] received a small bark box with a feather inside&amp;lt;br&amp;gt;&lt;br /&gt;
-- [[Millain]] recieved a small crystal jar full of an odourless liquid. It gently swirls, sparlking, and always reflects a forest behind you&amp;lt;br&amp;gt;&lt;br /&gt;
-- &amp;lt;Inn town&#039;s priest of Ehlohnna&amp;gt; received a firefly lantern&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The messenger had been and gone, left the message with [[Leriwyn]], indicating that there was definite troubles near [[The Keep]] and [[Living Forest]].&lt;br /&gt;
&lt;br /&gt;
We make arrangements with [[Janosh]] and [[Leriwyn]] to coordinate the construction of [[The Snapping Turtle]].&lt;br /&gt;
&lt;br /&gt;
We finished our arrangements and are waiting for a group put together by [[Lady Naomi]] to be ready before we head off to [[The Keep]], where her folks will stay and we head off to the [[Living Forest]] to find out what is going on with the Fey.&lt;br /&gt;
&lt;br /&gt;
===Session 2 - &#039;&#039;March 08, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Presumably we will wait for the group that Lady Naomi is putting together, then head pretty straight to [[The Keep]], gather information there, resupply and head for the [[Living Forest]], possibly dealing with wierdness along the way...&lt;br /&gt;
&lt;br /&gt;
John&#039;s character (unknown name right now) joined us at the [[The HearthStone Inn]].&lt;br /&gt;
&lt;br /&gt;
Actually we headed towards [[The Keep]] but had a bit of an adventure with another caravan at a place our caravan camped at one night. Someone stole some supplies, which led to us tracking down the theives, who had a bunch of loot tucked away in a special carpet much like a custom bag of holding. We returned what goods we could to the caravan, and then took the rest, and the criminals off to the next town where we reported eveything... we got to keep the carpet..&lt;br /&gt;
&lt;br /&gt;
On our way we were given the option of escorting a shipment out to [[Murt&#039;s_Haven]], which we declined due to timing.&lt;br /&gt;
&lt;br /&gt;
We then continued on our way, and I believe ended up at [[Dallford]] and talked to [[Alfdis]] about supplies and information.&lt;br /&gt;
&lt;br /&gt;
===Session 3 - &#039;&#039;Apr 05, 2009&#039;&#039;===&lt;br /&gt;
XP: 600 @ lvl 12; 660 @ lvl 11; 730 @ lvl 10; 800 @ lvl 9&lt;br /&gt;
&lt;br /&gt;
I believe we will likely head up to [[The Keep]] after resupplying in [[Dallford]], connect with our friends there and plan the route accordingly.&lt;br /&gt;
&lt;br /&gt;
By default, I am assuming that we will head to [[Muq&#039;Al]] from [[The Keep]] and from there into the [[Living Forest]]. Perhaps we can arrange some contact in [[Muq&#039;Al]] from the Keep in order to get the latest information?&lt;br /&gt;
&lt;br /&gt;
Adventures in [[Dallford]]: &amp;lt;br&amp;gt;&lt;br /&gt;
Trona witnessed a murder in a crowd but was unable to help other than ensuring the body was recovered.&amp;lt;br&amp;gt;&lt;br /&gt;
Gweara saw someone trying to steal Trona&#039;s saddlebag. She charged through the crowd on horseback, hurting several people. The thief gave up and ran away but Gwear found and captured him, holding him for the eventual arrival of Trona and the guards.&amp;lt;br&amp;gt;&lt;br /&gt;
The party breifly tried to buy some items from the market but gave up on the slimy merchants to wait for their lunch with [[Alfdis]] the next day. Meanwhile the rest of the party dug up some info on current events, including local trouble with minor Fey.&amp;lt;br&amp;gt;&lt;br /&gt;
The party went for lunch with [[Alfdis]] where they dug up lots of info, met some people who were very interested in their previous adventures in the Orc Lands, and were pointed at: a [[Living Forest]] expert in [[Muq&#039;Al]]; a gear contact locally; and a local minor Fey expert.&amp;lt;br&amp;gt;&lt;br /&gt;
They met with the Local Fey expert and arranged to trade their time for her time the next day.&amp;lt;br&amp;gt;&lt;br /&gt;
They met with the local gear contact, who turned out to be [[Alfdis]]. She arranged for significant gear shuffling and supply for the party, including several rings/collars of sustenance. She also introduced them to [[Golradir Helyanwe]]&amp;lt;br&amp;gt;&lt;br /&gt;
The party opted to stop at this point, leaving time to discuss how to proceed.&amp;lt;br&amp;gt;&lt;br /&gt;
===Session 4 - &#039;&#039;May 17, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Stopped in Dalford, got more info, stocked up courtesy of Elftis, met Gal, went to Muka&#039;l, got info on how to get to Waterfalls.&lt;br /&gt;
&lt;br /&gt;
===Session 5 - &#039;&#039;Sept 13, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Cleared the infection.&lt;br /&gt;
Talked to the two treants&lt;br /&gt;
Fought the cohorts &lt;br /&gt;
&lt;br /&gt;
===Session 6 - &#039;&#039;Sept 20, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Fought the messed up Nymph and cohorts etc. and then teleported back to the town.&lt;br /&gt;
Big fight, stories need to be added.&lt;br /&gt;
&lt;br /&gt;
===Session 7 - &#039;&#039;Oct 18, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We train, and we equip and we head back to the woods... and continue the grand adventure...&lt;br /&gt;
&lt;br /&gt;
We also allocated the MVP awards(out of game)&lt;br /&gt;
&lt;br /&gt;
A) circle dance - 300XP -&amp;gt; GAL&lt;br /&gt;
B) infested civilian detection 500XP -&amp;gt; Willow&lt;br /&gt;
C) defeat nymph&#039;s minions etc. 800XP -&amp;gt; Trona&lt;br /&gt;
D) defeating the nymph etc.1000XP -&amp;gt; split 50/50 Willow and Nasar&lt;br /&gt;
&lt;br /&gt;
This ended up as a big shopping expedition as we sold the dagger for 6500GP and the armoire for about 54,000 GP... So we got a lot of booster stuff&lt;br /&gt;
&lt;br /&gt;
We then headed back to the previous location only slightly hampered by a minor teleport error, and discovered that there was little trace of the previous battle.&lt;br /&gt;
&lt;br /&gt;
We then headed on and encountered a swarm of infected bugs/fey which we survived courtesy of Willow&#039;s wind and Gal&#039;s summoning a shelter and a quick fire being lit... then Jungle razing the swarm...&lt;br /&gt;
&lt;br /&gt;
We went further and found a spot and settled in for the night, only to have the door knocked on an hour later.&lt;br /&gt;
&lt;br /&gt;
After some dickering through the closed door we found that these were pretty high up [[Fey]] one in particular being the [[Dawn Brother]] with whom we exchanged much information and got some clues about what is going on. He also shifted us to within a few minutes walking distance of the [[Elven WaterFall City]], and helped [[Willow]] regain her [[Fey]] heritage again.&lt;br /&gt;
&lt;br /&gt;
We checked out the location and bumped into two infected [[Treant]]&#039;s and had to do battle, curing one and killing the other... at the cost of [[Gol]] getting trapped under one and [[Nasar]] becoming slightly infected, but cleared.&lt;br /&gt;
&lt;br /&gt;
We then wandered up to the actual [[Elven WaterFall City]] and it looks like lots of stuff is infected there... so we called it quits for the night/day.&lt;br /&gt;
&lt;br /&gt;
===Session 8 - &#039;&#039;Nov 1, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We slept in the rope trick overnight, recharged spells &lt;br /&gt;
&lt;br /&gt;
Via Alex/[[Trona]]:&lt;br /&gt;
This session, we fought a blackberry bush! With rabbits in it! One of&lt;br /&gt;
them tried to kill [[Willow]]! Then Trona went on watch and sucked at&lt;br /&gt;
spotting things (a trend that continued that session), so got suckered&lt;br /&gt;
by a squirrel on her back! Killed it but got wormed (sigh) but her&lt;br /&gt;
sword could at least remember what she couldn&#039;t. Then a crow tried to&lt;br /&gt;
get her. Then a deer nearly came to us, with a wormy arrow (great a&lt;br /&gt;
wormed archer). But the deer left. Then we ran into a burrowing&lt;br /&gt;
mammal. It is like they all saw Disney and got pissed off at it or&lt;br /&gt;
something. :)&lt;br /&gt;
&lt;br /&gt;
Then we went closer to the waterfall and found wormed displacer beasts&lt;br /&gt;
in the woods (with a BIG mama displacer beast). We tried to outrun them&lt;br /&gt;
invisibly while Willow caused a distraction. But they tracked Willow by&lt;br /&gt;
scent to the waterfall where we were to meet, so the fight was on&lt;br /&gt;
anyhow. So far, the good news is the mama is at the visible worm stage&lt;br /&gt;
(so stage 2, one stage from death and vulnerable to a remove curse in an&lt;br /&gt;
explosive way). The bad news is that the littler kitties are up the&lt;br /&gt;
tree with party members causing all sorts of trouble near the rope&lt;br /&gt;
bridge (well, single rope) we want to use to cross over to the cave&lt;br /&gt;
behind the waterfall to find out what&#039;s what. Oh, and that [[Nasar]] is&lt;br /&gt;
(unbeknownst to us) under the control of his EVIL ANCIENT RED DRAGON&lt;br /&gt;
ancestor. Yee gawds protect us all. :)&lt;br /&gt;
&lt;br /&gt;
Nasar:&lt;br /&gt;
&lt;br /&gt;
Was climbing the tree/ladder then fell into the maw of one of the beasts (big mamma?) and realized his only chance to escape was to call on his ancestors... unfortunately the &#039;&#039;&#039;wrong&#039;&#039;&#039; one answered... but she the dimension doored to the top of the tree, then launched a Jungle Razor blast down at the big beast, and is now trying to decide what to do next...&lt;br /&gt;
&lt;br /&gt;
XP:&lt;br /&gt;
&lt;br /&gt;
lvl 10 - 900&lt;br /&gt;
lvl 11 - 660&lt;br /&gt;
lvl 12 - 540&lt;br /&gt;
&lt;br /&gt;
MVP of 450 points to be awarded&lt;br /&gt;
&lt;br /&gt;
===Session 9 - &#039;&#039;Dec 6th, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Where we hopefully finish the battle with the wormed displacer beasts... and get to the other side of the waterfall...&lt;br /&gt;
&lt;br /&gt;
Rough sketch before we forget:&lt;br /&gt;
&lt;br /&gt;
Big mamma wormed displacer beast engulfed the tree... we got out by flying, levitation and greater floating disks&lt;br /&gt;
&lt;br /&gt;
[[Gol]] burned the rope&lt;br /&gt;
[[Trona]] got engulfed, fought her way free, aided by a few fireballs from [[Nasar]]/Red and a lightning bolt from [[Gol]],&lt;br /&gt;
Big mamma &#039;dissolved&#039; into the tree...&lt;br /&gt;
&lt;br /&gt;
On the way across, [[Trona]]&#039;s sword noticed Red&#039;s evilness, so Red threw an Allip at [[Trona]] to distract her and it basically worked.&lt;br /&gt;
&lt;br /&gt;
[[Gol]] determined that there was part of the surface at least a 40 ft sphere of Anti-magic coming out of the waterfall.&lt;br /&gt;
&lt;br /&gt;
We got to the top of the waterfall cleared ourselves of the worms. Red had to drop the non-detection, but stayed mostly away&lt;br /&gt;
&lt;br /&gt;
On scouting the area, we found heaps of bodies, mostly decomposed ~ 6months old, determined they were defenders, but noticed strange holes in the back of some of the skulls. Tried to find another entrance, no go. Found a place to anchor the rope. Found a place to shelter.&lt;br /&gt;
[[Laran]] did a Legend Lore on the site of the ambush and got some info about the battle.&lt;br /&gt;
&lt;br /&gt;
roughly summarized here: &lt;br /&gt;
&lt;br /&gt;
- disguised as trade&amp;lt;br&amp;gt;&lt;br /&gt;
- attack was evil in thought, deed and goal&amp;lt;br&amp;gt;&lt;br /&gt;
- the weaker attackers were used as fodder to wear down the attackers&amp;lt;br&amp;gt;&lt;br /&gt;
- the guardians found till the end&amp;lt;br&amp;gt;&lt;br /&gt;
- innocents who served them were dedicated and strong but could not resist when minds consumed&amp;lt;br&amp;gt;&lt;br /&gt;
- alarm raised too late&amp;lt;br&amp;gt;&lt;br /&gt;
- entrance betrayed&amp;lt;br&amp;gt;&lt;br /&gt;
- guardians failed&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A necklace was found that registered as evil. Red recognized it and gave some sketchy details, as she had a clue about what opponents they might be up against.&lt;br /&gt;
&lt;br /&gt;
The rope was fetched and anchored up to the top.&lt;br /&gt;
&lt;br /&gt;
We sheltered through the night, then tried legend lore on the necklace, no go, and then it was destroyed, and then Red was again detected by the sword... and through another allip, but folks noticed the spell casting... and much telepathic discussion ensued...&lt;br /&gt;
&lt;br /&gt;
We then headed into the waterfall...&lt;br /&gt;
&lt;br /&gt;
First [[Trona]] and [[Willow]], then [[Nasar]]/Red and [[Laran]]&lt;br /&gt;
&lt;br /&gt;
Upon entering the [[Waterfall City]], Nasar returned to the fore, and confused tried to back out, then Red popped back in control, and decided to go on into the Waterfall, figuring she&#039;ll get some gain out of it, and wanting to know what is going on.&lt;br /&gt;
&lt;br /&gt;
Once back inside and in the entrance, Trona explained roughly what had happened and that they believe Red was in control.&lt;br /&gt;
&lt;br /&gt;
[[Willow]] went ahead and found some traps, disabling one or two of them&lt;br /&gt;
&lt;br /&gt;
[[Gol]], [[Gweara]] and [[Felix]] are at the top outside the Waterfall...&lt;br /&gt;
&lt;br /&gt;
And this is where we stopped this session...&lt;br /&gt;
&lt;br /&gt;
Oh and XP was awarded:&lt;br /&gt;
&lt;br /&gt;
lvl 10 - 900 &amp;lt;br&amp;gt;&lt;br /&gt;
lvl 11 - 660 &amp;lt;br&amp;gt;&lt;br /&gt;
lvl 12 - 540 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus points for TJ for Playing &#039;Red&#039;&lt;br /&gt;
&lt;br /&gt;
===Session 10 - &#039;&#039;Dec 11th, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We get to explore the [[Waterfall City]]...&lt;br /&gt;
&lt;br /&gt;
And interesting things happen with [[Nasar]]...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Session 11 - &#039;&#039;Jan 10th, 2010&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We explore further into the depths of the [[Waterfall City]]...&lt;br /&gt;
&lt;br /&gt;
Alex&#039;s summary:(tweaked by TJ/Nasar)&amp;lt;br&amp;gt;  &lt;br /&gt;
Ok, we couldn&#039;t get [[Gol]] or his cat out (his prison door control thingy&lt;br /&gt;
was busted) but we got a kobold out (after charming him and finding out&lt;br /&gt;
things, see below) and granting the kobold the merciful death it&lt;br /&gt;
craved. The details, well it looks like: a) An [[Illithid]] ([[Mind Flayer]])&lt;br /&gt;
is behind this and is trying to do something with the artifact, probably&lt;br /&gt;
in the service of its God, the [[Devourer of Souls]] (this God has been&lt;br /&gt;
quiet lately, perhaps bound ages ago by artifacts like this one?), and&lt;br /&gt;
b) By the way, this [[Illithid]] was pretending to be the [[paladin]] we met&lt;br /&gt;
long ago at [[The_Mine]]! So those kobolds we thought we&lt;br /&gt;
had reformed, didn&#039;t, the paladin we thought we left in charge, was in&lt;br /&gt;
charge the whole time, and the poor miners, etc. that we sent to&lt;br /&gt;
resettle the mining town were simply totally screwed! Plus, there was&lt;br /&gt;
something weird about the mine that we never figured out, but that the&lt;br /&gt;
[[Illithid]] probably did, because they are dangerously smart. Yikes!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So after that bombshell, we rely on [[Willow]] to get out of the prison room&lt;br /&gt;
(well, [[Mala]]/[[Nasar]] has to Dimension Door past the door out, because&lt;br /&gt;
otherwise she gets bounced back into a prison cell). Then we find more&lt;br /&gt;
bodies of elves (alas) that start attacking us (alas!), well , attacking&lt;br /&gt;
[[Mala]] mainly. We deal with them and then find out this is where the&lt;br /&gt;
children were. Very grim work indeed, putting their bodies to rest.&lt;br /&gt;
Then we find a very very very very very trapped door that [[Willow]] deals&lt;br /&gt;
with at cost. We decide not to go through until everyone has their&lt;br /&gt;
spells back. [[Willow]] the next day tries to gather some poison from a&lt;br /&gt;
door trap, but gets poisoned (losing two neutralize poisons, since the&lt;br /&gt;
trap resets and she gets poisoned AGAIN!). But we get through. Then&lt;br /&gt;
we face a suicidal ghost that [[Trona]] talks down (fairly high diplomacy +&lt;br /&gt;
agent of the same god as the ghost = chance of success) so we avoid a&lt;br /&gt;
combat and find out that the ghost got frightened and likely mind&lt;br /&gt;
controlled to help the attackers breach the defenses. We lay the body&lt;br /&gt;
of that ghost to rest and it quiets down a bit. Then we find a&lt;br /&gt;
[[Labyrinth]] that likely has the relic in it, and [[Laran]] does a Legend&lt;br /&gt;
Lore. Turns out it was build by a minotaur sorcerer, taken over by&lt;br /&gt;
dwarves (who added to it), taken over by a follower of [[Ehlonna]] when they&lt;br /&gt;
died out, and then left in the care of the follower&#039;s acolyte when the&lt;br /&gt;
follower died helping to raise the Great Big Mountain Range ([[Scar Mountains]]) wayyy back&lt;br /&gt;
in the past to keep the really bad monsters out. The acolyte grew in&lt;br /&gt;
power and added even more defenses to the Labyrinth and general area (I&lt;br /&gt;
think I get where all these traps came from) and likely put in animals&lt;br /&gt;
and plants and such inside to keep the relic safe, but alas the [[Illithid]]&lt;br /&gt;
and his metric fuckton of kobold followers breached the defenses and&lt;br /&gt;
compromised the legacy. &lt;br /&gt;
&lt;br /&gt;
So we are planning to enter in a reverse V&lt;br /&gt;
formation, with [[Trona]] and [[Willow]] as advance points, [[Laran]] and&lt;br /&gt;
[[Mala]]/[[Nasar]] next, and [[Gweara]] as the vertex at the back. &lt;br /&gt;
&lt;br /&gt;
We think there could be kobolds, an [[Illithid]] (maybe with class levels, since it seems&lt;br /&gt;
capable of illusion and dimension door and maybe fear and charm or&lt;br /&gt;
compulsion powers), and possibly warped defenses (more wormed animals,&lt;br /&gt;
maybe? Does the memory eating ability of worms tie into the illithid&#039;s&lt;br /&gt;
eating of brains?). And possibly lots of traps, both magical and&lt;br /&gt;
mundane, as set by [[Minotaur]]s, dwarves, paranoid elves, kobolds and an&lt;br /&gt;
[[Illithid]]. Oy!&lt;br /&gt;
&lt;br /&gt;
XP&amp;lt;br&amp;gt;&lt;br /&gt;
10 - 1200&amp;lt;br&amp;gt;&lt;br /&gt;
11 -  990&amp;lt;br&amp;gt;&lt;br /&gt;
12 -  720&amp;lt;br&amp;gt;&lt;br /&gt;
13 -  585&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MVP - 500&lt;br /&gt;
&lt;br /&gt;
===Session 11 - Into the [[Labyrinth]] - &#039;&#039;March 28th, 2010&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Into the [[Labyrinth]] we go!&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=The_Mine&amp;diff=2124</id>
		<title>The Mine</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=The_Mine&amp;diff=2124"/>
		<updated>2010-03-25T19:25:11Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mine near [[Caltha&#039;na&#039;b]], and thus [[The HearthStone Inn]] of the party. The mine has featured in several adventures, notably the appearance of [[Ivan]] during our resolving the Kobold issue.&lt;br /&gt;
&lt;br /&gt;
See also [[Mine-full Adventure]].&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Jiril&amp;diff=2069</id>
		<title>Jiril</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Jiril&amp;diff=2069"/>
		<updated>2009-10-20T17:53:56Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A young druid member of nomadic tribe that calls itself [[The Discarded]]. He was apprenticed to [[Millain]] but has developed significantly since then. His status in the tribe has risen and he is now a key advisor to the head shaman.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=The_Discarded&amp;diff=2068</id>
		<title>The Discarded</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=The_Discarded&amp;diff=2068"/>
		<updated>2009-10-20T17:51:53Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This nomadic tribe wanders the fringes of the desert. They are a hardy, cheerful people who spoke a mixture of common and gnomish, although they are human. They treated their horses like members of their family and only rode them when hunting.&lt;br /&gt;
&lt;br /&gt;
They have been contacted by the [[Caravaner&#039;s Guild]] to help establish trade routes through the areas it knows best. The young druid, [[Jiril]], is cautious about the influx of people that this will bring but is tentatively supporting it because of the benefit for his people.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Golradir_Helyanwe&amp;diff=2067</id>
		<title>Golradir Helyanwe</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Golradir_Helyanwe&amp;diff=2067"/>
		<updated>2009-10-20T17:47:05Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Half-elf Wizard&amp;lt;br&amp;gt;&lt;br /&gt;
Has a truly huge selection of known spells and is a talented artificier. He provides a solid magical back-up for the party, along with his tempermental cat familiar.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Gol&amp;diff=2066</id>
		<title>Gol</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Gol&amp;diff=2066"/>
		<updated>2009-10-20T17:45:54Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Short form for [[Golradir Helyanwe]], the PC wizard.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Troubled_Fey&amp;diff=2065</id>
		<title>Troubled Fey</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Troubled_Fey&amp;diff=2065"/>
		<updated>2009-10-20T17:44:42Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Session 1 - &#039;&#039;Nov 11th, 2008&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Started after [[Mega Turtles]]&lt;br /&gt;
&lt;br /&gt;
We talk to the Fey near [[Caltha&#039;na&#039;b]], that we had previously encountered when a young girl had gone missing.&lt;br /&gt;
&lt;br /&gt;
We set up a nice little party in the woods and brought along some of the magic wine that we had gotten from the Stalwart adventure. After a while the no longer young girl came along chatting with folks that were not visible. We met up with her and started chatting with her and her friends, toasting chatting, giving them the wine, talking for what seemed like hours through the afternoon and far into the evening...  Unbeknownst to us, we had drifted into the realm of the Fey... but we could catch glimpses of our hosts, after several more hours we noticed that our companions and the bard were not around, and couldn&#039;t see anyone, we then asked our hosts what world we were in and realized the others had been searching for us. Sadly we had to leave and asked for escort back to the mundane world... The young girl knew the way and guided us back.&lt;br /&gt;
&lt;br /&gt;
We left what was deep night, came through a bush and found it noonish... Upon making our way back to the town, we found that we had been gone for 10 days!!! Needless to say, our friends and companions were very glad to see us again!&lt;br /&gt;
&lt;br /&gt;
Upon checking, we discover that each of those that went into the Fey Realm have each been given a unique item that we think is some sort of special token or key.&amp;lt;br&amp;gt;&lt;br /&gt;
-- [[Trona]] received a wooden dagger. dark, blue-tinged, and fine-grained&amp;lt;br&amp;gt;&lt;br /&gt;
-- [[Nasar]] received a small bark box with a feather inside&amp;lt;br&amp;gt;&lt;br /&gt;
-- [[Millain]] recieved a small crystal jar full of an odourless liquid. It gently swirls, sparlking, and always reflects a forest behind you&amp;lt;br&amp;gt;&lt;br /&gt;
-- &amp;lt;Inn town&#039;s priest of Ehlohnna&amp;gt; received a firefly lantern&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The messenger had been and gone, left the message with [[Leriwyn]], indicating that there was definite troubles near [[The Keep]] and [[Living Forest]].&lt;br /&gt;
&lt;br /&gt;
We make arrangements with [[Janosh]] and [[Leriwyn]] to coordinate the construction of [[The Snapping Turtle]].&lt;br /&gt;
&lt;br /&gt;
We finished our arrangements and are waiting for a group put together by [[Lady Naomi]] to be ready before we head off to [[The Keep]], where her folks will stay and we head off to the [[Living Forest]] to find out what is going on with the Fey.&lt;br /&gt;
&lt;br /&gt;
===Session 2 - &#039;&#039;March 08, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Presumably we will wait for the group that Lady Naomi is putting together, then head pretty straight to [[The Keep]], gather information there, resupply and head for the [[Living Forest]], possibly dealing with wierdness along the way...&lt;br /&gt;
&lt;br /&gt;
John&#039;s character (unknown name right now) joined us at the [[The HearthStone Inn]].&lt;br /&gt;
&lt;br /&gt;
Actually we headed towards [[The Keep]] but had a bit of an adventure with another caravan at a place our caravan camped at one night. Someone stole some supplies, which led to us tracking down the theives, who had a bunch of loot tucked away in a special carpet much like a custom bag of holding. We returned what goods we could to the caravan, and then took the rest, and the criminals off to the next town where we reported eveything... we got to keep the carpet..&lt;br /&gt;
&lt;br /&gt;
On our way we were given the option of escorting a shipment out to [[Murt&#039;s_Haven]], which we declined due to timing.&lt;br /&gt;
&lt;br /&gt;
We then continued on our way, and I believe ended up at [[Dallford]] and talked to [[Alfdis]] about supplies and information.&lt;br /&gt;
&lt;br /&gt;
===Session 3 - &#039;&#039;Apr 05, 2009&#039;&#039;===&lt;br /&gt;
XP: 600 @ lvl 12; 660 @ lvl 11; 730 @ lvl 10; 800 @ lvl 9&lt;br /&gt;
&lt;br /&gt;
I believe we will likely head up to [[The Keep]] after resupplying in [[Dallford]], connect with our friends there and plan the route accordingly.&lt;br /&gt;
&lt;br /&gt;
By default, I am assuming that we will head to [[Muq&#039;Al]] from [[The Keep]] and from there into the [[Living Forest]]. Perhaps we can arrange some contact in [[Muq&#039;Al]] from the Keep in order to get the latest information?&lt;br /&gt;
&lt;br /&gt;
Adventures in [[Dallford]]: &amp;lt;br&amp;gt;&lt;br /&gt;
Trona witnessed a murder in a crowd but was unable to help other than ensuring the body was recovered.&amp;lt;br&amp;gt;&lt;br /&gt;
Gweara saw someone trying to steal Trona&#039;s saddlebag. She charged through the crowd on horseback, hurting several people. The thief gave up and ran away but Gwear found and captured him, holding him for the eventual arrival of Trona and the guards.&amp;lt;br&amp;gt;&lt;br /&gt;
The party breifly tried to buy some items from the market but gave up on the slimy merchants to wait for their lunch with [[Alfdis]] the next day. Meanwhile the rest of the party dug up some info on current events, including local trouble with minor Fey.&amp;lt;br&amp;gt;&lt;br /&gt;
The party went for lunch with [[Alfdis]] where they dug up lots of info, met some people who were very interested in their previous adventures in the Orc Lands, and were pointed at: a [[Living Forest]] expert in [[Muq&#039;Al]]; a gear contact locally; and a local minor Fey expert.&amp;lt;br&amp;gt;&lt;br /&gt;
They met with the Local Fey expert and arranged to trade their time for her time the next day.&amp;lt;br&amp;gt;&lt;br /&gt;
They met with the local gear contact, who turned out to be [[Alfdis]]. She arranged for significant gear shuffling and supply for the party, including several rings/collars of sustenance. She also introduced them to [[Golradir Helyanwe]]&amp;lt;br&amp;gt;&lt;br /&gt;
The party opted to stop at this point, leaving time to discuss how to proceed.&amp;lt;br&amp;gt;&lt;br /&gt;
===Session 4 - &#039;&#039;May 17, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Stopped in Dalford, got more info, stocked up courtesy of Elftis, met Gal, went to Muka&#039;l, got info on how to get to Waterfalls.&lt;br /&gt;
&lt;br /&gt;
===Session 5 - &#039;&#039;Sept 13, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Cleared the infection.&lt;br /&gt;
Talked to the two treants&lt;br /&gt;
Fought the cohorts &lt;br /&gt;
&lt;br /&gt;
===Session 6 - &#039;&#039;Sept 20, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Fought the messed up Nymph and cohorts etc. and then teleported back to the town.&lt;br /&gt;
Big fight, stories need to be added.&lt;br /&gt;
&lt;br /&gt;
===Session 7 - &#039;&#039;Oct 18, 2009&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We train, and we equip and we head back to the woods... and continue the grand adventure...&lt;br /&gt;
&lt;br /&gt;
We also allocated the MVP awards(out of game)&lt;br /&gt;
&lt;br /&gt;
A) circle dance - 300XP -&amp;gt; GAL&lt;br /&gt;
B) infested civilian detection 500XP -&amp;gt; Willow&lt;br /&gt;
C) defeat nymph&#039;s minions etc. 800XP -&amp;gt; Trona&lt;br /&gt;
D) defeating the nymph etc.1000XP -&amp;gt; split 50/50 Willow and Nasar&lt;br /&gt;
&lt;br /&gt;
This ended up as a big shopping expedition as we sold the dagger for 6500GP and the armoire for about 54,000 GP... So we got a lot of booster stuff&lt;br /&gt;
&lt;br /&gt;
We then headed back to the previous location only slightly hampered by a minor teleport error, and discovered that there was little trace of the previous battle.&lt;br /&gt;
&lt;br /&gt;
We then headed on and encountered a swarm of infected bugs/fey which we survived courtesy of Willow&#039;s wind and Gal&#039;s summoning a shelter and a quick fire being lit... then Jungle razing the swarm...&lt;br /&gt;
&lt;br /&gt;
We went further and found a spot and settled in for the night, only to have the door knocked on an hour later.&lt;br /&gt;
&lt;br /&gt;
After some dickering through the closed door we found that these were pretty high up [[Fey]] one in particular being the [[Dawn Brother]] with whom we exchanged much information and got some clues about what is going on. He also shifted us to within a few minutes walking distance of the [[Elven WaterFall City]], and helped [[Willow]] regain her [[Fey]] heritage again.&lt;br /&gt;
&lt;br /&gt;
We checked out the location and bumped into two infected [[Treant]]&#039;s and had to do battle, curing one and killing the other... at the cost of [[Gol]] getting trapped under one and [[Nasar]] becoming slightly infected, but cleared.&lt;br /&gt;
&lt;br /&gt;
We then wandered up to the actual [[Elven WaterFall City]] and it looks like lots of stuff is infected there... so we called it quits for the night/day.&lt;br /&gt;
&lt;br /&gt;
===Session 8 - &#039;&#039;Sometime, 2009?&#039;&#039;===&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=The_Orclands&amp;diff=2064</id>
		<title>The Orclands</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=The_Orclands&amp;diff=2064"/>
		<updated>2009-10-20T17:37:23Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Murt&amp;diff=2063</id>
		<title>Murt</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Murt&amp;diff=2063"/>
		<updated>2009-10-20T17:35:58Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Murt is the charismatic ruler and namesake of the northern trading hub in the [[Orclands]], [[Murt&#039;&#039;s Haven]]. He is a middle-aged Desert Ogre, an ogre variant that is much closer to the Ogre Mage subtype than the common Ogre.&lt;br /&gt;
He is shrewd, ruthless, and still appears to be in prime fighting condition. He has a litany of retainers, including several powerful mages. He openly deals with both good and evil aligned creatures and groups.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Lady_Nadezhda&amp;diff=2062</id>
		<title>Lady Nadezhda</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Lady_Nadezhda&amp;diff=2062"/>
		<updated>2009-10-20T17:35:23Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leader of [[Byskezhda]]&lt;br /&gt;
&lt;br /&gt;
The party met her in [[Byskezhda]] after bringing back their honoured dead from the [[Orclands]].&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Dallford&amp;diff=2061</id>
		<title>Dallford</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Dallford&amp;diff=2061"/>
		<updated>2009-10-20T17:34:56Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The City ==&lt;br /&gt;
&amp;lt;p&amp;gt;Known to most as the city nearest [[The Keep]], Dallford is very much a traveller&#039;s and soldier&#039;s town. Traditionally, its economy is based on serving as a recreation destination for soldiers on leave or a more comfortable base of operations for those with business at [[The Keep]]. In the past 15 years it has become a staging area for those either preparing to venture into the [[Orclands]] or those who have just returned. This has provided it with a measure of financial independance and increased autonomy.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== People ==&lt;br /&gt;
[[Hafgim]] - Primary Town Councillor&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alfdis]] - female half-orc Merchant Guild Representative/Teamster &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=The_Spire&amp;diff=2060</id>
		<title>The Spire</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=The_Spire&amp;diff=2060"/>
		<updated>2009-10-20T17:34:28Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&amp;lt;p&amp;gt;The Spire was a towering peak near the [[Scar Mountains]] that rises above the clouds. It&#039;s foothills would be considered mountains anywhere else. It was visible from the other side of the [[Scar Mountains]] in [[Sybandia]].  No one had travelled there in living memory before the party was gated there from [[Murt&#039;s Haven]]. &amp;lt;/p&amp;gt;&lt;br /&gt;
Upon arrival, the party discovered that the fallen star had toppled the Spire and it now lay shattered with a massive pool of lava at its base. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;p&amp;gt;There are many legends associated with The Spire, not the least of which is the legend of an [[Ancient White Dragon]] that grew so powerful it launched raids across the [[Scar Mountains]] into [[The Kingdom of Asgrim]]. The bards tell the tale of a large party of experienced adventurers who set out on a quest to rid the land of it&#039;s influence. They returned with news of their success, but at the price of most of their number and all of their greatest.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to the [[Orclands]]&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Muq%27Al&amp;diff=2059</id>
		<title>Muq&#039;Al</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Muq%27Al&amp;diff=2059"/>
		<updated>2009-10-20T17:33:39Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;Muq&#039;Al was established AFK 325 by a coalition of merchants, nobles, and the [[Caravaner&#039;s Guild]]. It is situated in the foothills of the [[Scar Mountains]] near the [[Living Forest]]. It is a hub of travel for almost every route in the region. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to the [[Orclands]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=New_Tarikana&amp;diff=2058</id>
		<title>New Tarikana</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=New_Tarikana&amp;diff=2058"/>
		<updated>2009-10-20T17:33:22Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&amp;lt;p&amp;gt;New Tarikana was relocated from [[Tarikana]] AFK 344 to ease supply routes. It was funded by a league of Tarik Noble families and is used as an outpost for their diplomatic, trading, and military needs. It is heavily fortified and there are rumours that they have begun to use the Tarikan knowledge of horses to train exotic steeds captured on the plains.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== People ==&lt;br /&gt;
&amp;lt;p&amp;gt;[[Lady Melvina Enialil]] - Lady of the Land.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Thamio]] - Community leader.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to the [[Orclands]].&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Murt%27s_Haven&amp;diff=2057</id>
		<title>Murt&#039;s Haven</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Murt%27s_Haven&amp;diff=2057"/>
		<updated>2009-10-20T17:32:57Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Murt&#039;s Haven was set up by a merchant&#039;s alliance (primarily from [[Sybandia]]) AFK 334. It is on a key route through the desert and dominates all trade in the region. Almost anything is available in Murt&#039;s Haven, for a price. &amp;lt;/p&amp;gt;&lt;br /&gt;
The city is formed as a series of concentric circles separated by walls. Each ring of the city is progressively more gaurded. The shops, markets, and denizens scale with that power. This ranges from those outside the outer walls, the dregs of the desert with little power or wealth, to the powerbrokers and rulers in the innermost ring, spending lives like coppers and flaunting powerful magics.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== People ==&lt;br /&gt;
&amp;lt;p&amp;gt;[[Murt]] - Charismatic brute who runs the oasis town that bares his name. He is some form of desert Ogre but, unlike the Ogres most are familiar with, his intelligence appears to be very high. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to the [[Orclands]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Balthusa&amp;diff=2056</id>
		<title>Balthusa</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Balthusa&amp;diff=2056"/>
		<updated>2009-10-20T17:31:46Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Balthusa]] was a trading base established by several minor Noble houses and major merchants AFK 322. It was overwhelmed by a particularly brutal Orc tribe 7 years later.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to the [[Orclands]]&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Justville&amp;diff=2055</id>
		<title>Justville</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Justville&amp;diff=2055"/>
		<updated>2009-10-20T17:31:37Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Justville was a religious frontier post founded AFK 301 by an alliance of lawful religions to bring order to The Orclands. It simply disappeared AFK 351. It&#039;s wagon-path now leads to a large expanse of black glass. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to the [[Orclands]]&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Fakrihj&amp;diff=2054</id>
		<title>Fakrihj</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Fakrihj&amp;diff=2054"/>
		<updated>2009-10-20T17:31:14Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Fakrihj]] was founded AFK 309 by an alliance of powerful merchants, primarily from Arnora. It rebelled against the merchants AFK 349 and was destroyed in a mercenary siege within the year. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to the [[Orclands]]&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Tarikana&amp;diff=2053</id>
		<title>Tarikana</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Tarikana&amp;diff=2053"/>
		<updated>2009-10-20T17:31:03Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;[[Tarikana]] was an outpost funded by a league of Tarik Noble families AFK 326. It was abandoned AFK 344 because of resupply problems and moved to [[New Tarikana]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to the [[Orclands]]&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Thorgeir&amp;diff=2052</id>
		<title>Thorgeir</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Thorgeir&amp;diff=2052"/>
		<updated>2009-10-20T17:30:20Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;Thorgeir is only slightly deranged. He believes in unbending order and has several minor obsessive-compulsive disorders. Everything in his life is ordered, by the book, and punctual. He even folds his dirty laundry. He has serious problems with anyone who is not lawful. He has been known to comment on how all of the “chaos-lovers should be shipped to the [[Orclands]] and left to rot” He sees the [[Orclands]] as the epitome of chaos and himself as a protector from their spiritual taint. He tolerates [[Agatha]] because her presence frees him from duties he finds distasteful (the chaos of the infirmary, etc). His occasional erratic behaviour and arguable evil leanings have not helped his relationship with his deity, but he has not crossed any lines yet (St. Cuthbert will not accept LE clerics).&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A Cleric of St. Cuthberts at [[The Keep]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[The Keep]]&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=The_Start&amp;diff=2051</id>
		<title>The Start</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=The_Start&amp;diff=2051"/>
		<updated>2009-10-20T17:30:03Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial Players were [[Tarvin]],[[Vlast]],[[Millain]], [[Nasar]] and [[Yusef]]&lt;br /&gt;
&lt;br /&gt;
We got to know each other while assigned to patrol together, along with [[Bortaa]] now known as [[Scalpee]].&lt;br /&gt;
&lt;br /&gt;
We were asked to investigate a mysterious death by [[Belfic]] of a guard. It turned out to be a poisoning in order to coverup an attempt to get into the VIP section of [[The Keep]]. We found a hidden torture room and had to deal with skeletons and Zombies. This led to an issue with the [[Ajudicators]] due to the Royal involvement.&lt;br /&gt;
&lt;br /&gt;
We then had to deal with an Orc attack upon [[The Keep]] that we helped defend against, and there seems to be some evidence that the Sybandites used this as a distraction to get some documents from [[Hussain]]. We manage to track the trail of the Orc&#039;s back to a secluded Aristocrats estate/farmhouse and battle an Orc Cleric with hordes of undead.&lt;br /&gt;
&lt;br /&gt;
We decided to leave [[The Keep]] and just as we were leaving, a red dragon chased by a bunch of small white dragons swooped by and dropped a dragon skull, which [[Tarvin]] managed to catch and then we had a pitched battle with the white dragons, eventually killing 1 of them, from which we made white dragon gloves.&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
&lt;br /&gt;
We established a good relationship with [[Alfdis]] a half-orc merchant.&lt;br /&gt;
&lt;br /&gt;
We met up with the Royal Emmissary [[Silathe]].&lt;br /&gt;
&lt;br /&gt;
We met up with [[Bergljot]] and didn&#039;t really like or trust her.&lt;br /&gt;
&lt;br /&gt;
We met up with [[Hussain]] from [[Grendalli]] and got along well with him and his grandson [[Kalif]], which resulted in our going to deal with the [[Trouble in the Deep Woods]] and [[The Goblins and the Trolls]] near [[Mackasol]].&lt;br /&gt;
&lt;br /&gt;
We met up with [[Agatha]] the Cleric.&lt;br /&gt;
&lt;br /&gt;
We met up with [[Thamio]], the leader of a group of people fleeing religious persecution into the [[Orclands]].&lt;br /&gt;
&lt;br /&gt;
We met up with [[Belfic]], the Captain of the Guard at [[The Keep]].&lt;br /&gt;
&lt;br /&gt;
The city nearest [[The Keep]] is called [[Dallford]].&lt;br /&gt;
&lt;br /&gt;
== Session Recaps ==&lt;br /&gt;
&lt;br /&gt;
===Session 1=== &lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;(350XP each &amp;lt;70XP MVP Tony&amp;gt;)&#039;&#039;: The party was ambushed on a routine patrol by a group of goblins and hobgoblins led by a bugbear. They discovered their teammate, [[Bortaa]], had been almost killed by the creatures before they arrived. They returned to the Keep to report and recover.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 2===&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;(200XP each &amp;lt;40XP MVP&amp;gt;)&#039;&#039;: An accidental death was revealed to the PCs as a murder and they were recruited to investigate it. The PCs began their investigation and met several of the locals. They checked out the [[colonists]] in great detail and [[Nasar]] hired a tailor to make him some nice outfits.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 3===&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039; (400XP each &amp;lt;80XP MVP&amp;gt;)&#039;&#039;: There were reports of raided Keep supply shipments and escaped Orc slaves. The PCs heard of these events during their investigation of the murder but dismissed them. The PCs investigation provide them with a much more detailed picture of the local area and several possible suspects. A few well-chosen Q’s using a speak with dead spell got the group some important info from the dead guard. They focused their investigation on the Royals and Nobles almost immediately. They also discovered the usage of the [[Blue Whinnis]] poison on the dead guard.&lt;br /&gt;
[[Millain]] received an anonymous tip from the other side of a locked door. The voice asked if she had gone to a particular secluded hallway in the keep and if she knew the word for “traitor” in Orcish. When the PCs followed the hint one of the walls slid apart to reveal a door labelled “[[Adjudicators]] and Officers only”. It was locked and trapped with [[Blue Whinnis]] poison (making them even more suspiscious). When they managed to open it they found that it led to what was obviously a dungeon &amp;amp; torture chamber. There were bundles of clothing and gear on benches by the door, several Orc skeletons hanging from chains on the wall, and obvious implements of torture lying about.  There was also a rack and a restraint table that each had a human on it. The players recognized them as members of the noble’s entourages, one from each. They both appeared dead at first, but the one on the rack moved slightly when disturbed and his eyes fluttered awake. He babbled deliriously about being interrogated and asked if the PCs were with [[Silathe]]. The zombie on the table next to him then killed him rather messily. The skeletons on the wall dropped to the ground.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 4===&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039; (450XP each &amp;lt;90XP MVP&amp;gt;)&#039;&#039;: Two skeletons were guarding the door while everything else tried to kill the nearest PC. The characters had to survive a fight with all of the Orc skeletons on the wall as well as the zombie. After the fight a casting of ‘detect secret doors’ revealed the location of a secret room. After finding obvious evidence of a goblin living in the room but no goblin they snagged money and a note in Goblin and hurried away to fix themselves up. They went to [[Belfic]] and updated him on their progress. When they returned to the chamber, the bodies of the two humans and the piles of clothing and gear by the doors were missing. The PCs suspected the goblin had been hiding in a wine-barrel in the secret room. The deaths were officially declared defections but each Noble house blamed each other and the PCs narrowly avoided being present for a rather brutal bar brawl.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 5===&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039; (Done - 350XP each &amp;lt;70XP MVP&amp;gt;)&#039;&#039;: The PC’s now knew something was up. They suspected the Royal household. They dropped non-royal, non-noble leads. They investigated both Noble houses and the Royal house, achieving excellent success with the Grendallians. They managed to limit their suspects in the guard’s death to 4 of the Royal guards. They finally ended up speaking with [[Thorgeir]] at his chapel about their investigation. He was ignorant of the details of their investigation but they filled him in on some of the key elements. He tried to persuade them that [[Silathe]] is innocent and that investigating her is a pointless endeavour. &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;When the players were getting the impression that he, [[Thorgeir]], was a waste of their time the alarm rang and they all rushed to the top of the Keep. There the PCs saw that the Orc slaves had stormed the colonist’s camp, killing and maiming men, women, and children alike. The combat-ready [[colonists]] were fighting valiantly, but it was obvious they would lose without help. Several of the guards were readying to flood down and help them but [[Thorgeir]] actively prevented any guards from leaving their posts to help. He also forced all of the guards back to their posts even if that put them out of effective range to use bows to help the colonists. He didn’t prevent archers from firing at the Orcs, but few were skilled enough to do so without significant risk of hitting a colonist ([[Tarvin]] hit a child with a stray shot). &#039;&#039;&#039;[[Nasar]] saw that [[Thorgeir]] was happy about the attack.&#039;&#039;&#039;&amp;lt;/p&amp;gt; &lt;br /&gt;
      &amp;lt;p&amp;gt;Any new soldiers arriving from their bunks were ordered to combat positions before they had a chance to find out what was going on. A small number of soldiers, mostly conscripts, rushed straight from their bunks to the aid of the camp before they had a chance to hear the orders. Also, [[Alfdis]] and several of her employees charged into the fray. [[Belfic]] was asleep but rushed to the top of the Keep shortly after the alarm went up, arriving very soon after the PCs (but not before the PC’s started to really hate [[Thorgeir]]). [[Belfic]] was swayed by [[Thorgeir]]’s insistence on protocol but it was obvious he wanted to find a way to help within the rules. A PC spotted a force of well-armed and armoured Orcs sneaking in through a side door of [[The Keep]]. The PCs told Belfic and were given a choice between helping the colonists or hunting the intruders and they chose the intruders. The hurried down to where the Orcs had entered and heard loud crashing sounds on their way. They arrived at a broken door and [[Tarvin]] noticed a broken key sticking out of it. He grabbed it on their way by and they chased the Orcs through several more broken doors and staircases to the [[Grendalli]] entourage’s quarters. The PCs defeated the rear guard of the Orc force.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 6===&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039; (500XP each &amp;lt;100XP MVP&amp;gt;)&#039;&#039;: After a protracted battle they managed to kill the remaining Orcs, capture the Orc leader, and revive 3 of the [[Grendalli]]an entourage (including their contact: [[Kalif]]). [[Hussain]] was out of his rooms in secret talks with Bergljot. In the aftermath, the PCs lost all of the Grendallians’ confidential papers to [[Silathe]] and her entourage in what was obviously them taking the opportunity to pick through [[Hussain]]&#039;s notes. The battle outside was over when they went upstairs, but their capture of the Orc leader bore fruit, including his map of what was obviously an assassination attempt. After working for hours helping with the aftermath of the colonist battle (healing and removing bodies while hearing the rumblings of the impending conscript revolt) the party met the returning nobles and gave them basic information about what was happening. A short while later the party was summoned to [[Belfic]]’s office where they saw the nobles with 1 guard each and [[Silathe]] with 4 guards. The pottery keys, the adept’s map, and an unspecified note were on [[Belfic]]’s desk. The keys and the map were shown and the group explained the story behind each in order. [[Hussain]] compared the writing on the map with a letter from his belonging and then attempted to kill [[Silathe]]. He was subdued and knocked unconscious. The party then openly accused [[Silathe]] of being part of the plot. She made veiled threats and storms out in a huff. All through this [[Gathis]] was acting nervous. [[Millain]] checked [[Hussain]] and managed to keep him from dying from a heart attack. The Sybandite noble inspected [[Hussain]]&#039;s note and the map and formally requested an [[Adjudicator]] before leaving. The party then brainstormed over events and solidified their theory. During this, [[Belfic]] revealed that the other note is the statement of the Adept. He provided evidence of collusion by a resident of the Keep and a lead on his employer, a female Orc cleric of [[Gruumsh]]. The PCs compare [[Silathe]]’s handwriting with the note to the goblin and the non-matching handwriting gave them the idea that [[Silathe]] may be a patsy. The party decided to try a soft questioning of [[Gathis]] tonight and to hunt the Orc cleric tomorrow.&amp;lt;/p&amp;gt; &lt;br /&gt;
===Session 7===&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039; (350XP each &amp;lt;70 XP MVP&amp;gt;)&#039;&#039;: The soft questioning of [[Gathis]] solidifies their opinion that [[Silathe]] is involved, then the party begins the hunt. They locate the suspect farm and the rogue recons it under an invisibility spell. The PCs prepare to attack during the day since the 9 Orcs (none of them the cleric) can see better at night than several members of the party.They ambushed the Orcs and wiped them out. &amp;lt;/p&amp;gt;&lt;br /&gt;
===Session 8===&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039; (450XP each)&#039;&#039;: They freed the slaves (surviving farm residents) and explored the farm. They encountered a floating eye symbol in the farmhouse that cast a desecration spell before they destroyed it. They got some background information from the slaves and planned an ambush while the slaves ran away to a safer location. The Orc Cleric showed up invisible with a force of skeletons carrying several bodies. The skeletons set the bodies down by the farmhouse and they were raised as zombies by the now-visible cleric. The PCs focused a barrage of attacks on the Cleric, almost completely ignoring the skeletons and zombies that chased them around the area. When the cleric fell, the PCs were unhappy to discover the zombies and skeletons were still after them. The PCs fought on but it was obvious they were losing when [[Jane]] charged in on [[Binky]] and literally blew away several zombies and skeletons. After some desperate wrangling with [[Binky]], [[Jane]] managed to turn him around and turn the remaining undead. &amp;lt;/p&amp;gt;&lt;br /&gt;
===Session 9===&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039; (500XP each)&#039;&#039;: The PCs regrouped and returned to the Keep where they filled [[Belfic]] in on what they knew. He informed them that [[Silathe]] had been found in her rooms with some incriminating evidence after committing suicide. It was suspected she did this to save the Royal House the embarrassment of an Adjudicator&#039;s investigation.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The party then trained for a while, finishing out their tours at [[The Keep]]. After this training they decided they were leaving the Keep and going to check out some trouble with elves and goblins in [[Grendalli]]. As they were being sent off in a formal ceremony a large [[red dragon]] being chased by several medium white dragons dropped a portion of a dragon’s skull off at the ceremony and flew away. The [[white dragon]]s landed on the Keep and began killing everyone they could looking for the skull that Tarvin had grabbed and began to run away with. The PCs fought a pitched battle with one of the [[white dragon]]s until they managed to defeat it. [[Tarvin]] dangled the skull over the edge of the Keep on a long rope and the white dragons grabbed it and left. Just then the red dragon returned, still relatively unhurt, and began to chase the bedraggled white dragons. The PCs eagerly picked over the body of the one dragon they had managed to drop and then parted company. The wizard ,[[Yusef]], went back to school and the half-orc fighter, [[Vlast]], went to work as a bodyguard with a half-orc noble who was at the Keep. The NPC scout, [[Bortaa]], stayed behind to finish his sentance for theivery.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Retrospective Considerations===&lt;br /&gt;
&amp;lt;p&amp;gt;In hindsight, it now seems likely that the dragon&#039;s skull was actually that of the [[Ancient White Dragon]]&amp;lt;/p&amp;gt;&lt;br /&gt;
Back to [[The Journey]]&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Seeking_the_Spire&amp;diff=2050</id>
		<title>Seeking the Spire</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Seeking_the_Spire&amp;diff=2050"/>
		<updated>2009-10-20T17:29:30Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Setup===&lt;br /&gt;
After dealing with havoc of chasing down [[The Redhead]] and [[The Bard]] back to our home, we find that [[Ivan]] has appeared and wants us to follow him back home to boss, aka [[Nikolai]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After dealing with [[Nasar]]&#039;s first Full Moon after the werewolf bite, the gang heads up to the mine. The next day we go in and find that [[Nikolai]] has gone down in the cage and asked for something. After he comes to, we find out that there is a Quest he has undertaken for his Lady. Millain goes back to get approval from [[Lady Naomi]] for us to join the quest, and soon we&#039;re on our way.&lt;br /&gt;
&lt;br /&gt;
XP: 200 each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m going to shorten this up for a bit, but it needs fleshing out.&#039;&#039;&lt;br /&gt;
===Session 2===&lt;br /&gt;
Nasar gets hurt the next moon due to a silver shackle. We meet up with [[Falan]]. We go to the capitol? of [[Grendalli]] and meet up with [[Jane]] who cures [[Nasar]] of the curse of Lycanthropy. She gives us a teleportation beacon for us to place on the site of the quest after we are done.&lt;br /&gt;
&lt;br /&gt;
XP: 300 each&lt;br /&gt;
&lt;br /&gt;
===Session 3===&lt;br /&gt;
We head on, joining a food caravan, and head to the last big city before [[The Keep]], staying there to pickup some winter clothes and supplies before heading on. [[Dera]] makes some items cold-resistant.&lt;br /&gt;
&lt;br /&gt;
XP: 250 each&lt;br /&gt;
&lt;br /&gt;
===Session 4 - &#039;&#039;Wed October 11, 2006&#039;&#039;===&lt;br /&gt;
&#039;&#039;AFK 356, Winter&#039;s onslaught&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Galen, TJ, Keith (&amp;amp;Cara N Taryn), Ian&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laran]] caught up her timeline by digging up some pillow-talk about the local town and the [[Orclands]], very successfully. This resulted in full knowledge of the info listed under the [[Orclands]], a copy of the Asgrim map with the towns (past and present) listed, and suggested lodgings in each existing city.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The party travelled to [[Dallford]] where they stayed 3 nights to acclimatize to the very high altitude. The PCs then tried to locate &amp;quot;Endure Elements&amp;quot; items for their horses, now that the weather had turned bad (not blizzards, but still serious winter storms). [[Der(a)]] located a &#039;comfort blanket&#039; through the local Kord worshippers for 2000gp or so. [[Laran]] located 6 &#039;comfort bridles&#039; from a caravan that had just arrived from the [[Orclands]] and didn&#039;t expect to need them again for almost 2 years. She exchanged comforts with the leader of the caravan and the party had fully outfitted horses the next day (don&#039;t ask).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The party then travelled to [[The Keep]], caught up with old friends, got a better idea of what lay ahead, and travelled back to [[Dallford]] to get the wagon(s?) converted into sleds.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Session ended. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XP: 250 each&lt;br /&gt;
&lt;br /&gt;
===Session 5 - &#039;&#039;Wed October 18, 2006&#039;&#039;===&lt;br /&gt;
&#039;&#039;AFK 356, Winter&#039;s onslaught&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Galen, TJ, Keith (&amp;amp;Cara N Taryn), Ian, Derek, Jethelo&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Sort out new PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
*Venture into the [[Orclands]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Groups rough plan is to head out to the first fork in the road (about 1 week), that leads to the lesser used road that passes through the lost city (about 1 week), then, depending on conditions, head overland(2-4 weeks?), possibly partway along the road to [[Murt&#039;s Haven]] until we find the valley that leads to the location we are after... Nasar is assuming that we will use [[Murt&#039;s Haven]] as an emergency stop if we get too badly hurt etc. While the Wagon is being converted to runners, we&#039;ll probably spend some time gathering more information about that section of the [[Orclands]] that we will be travelling through, in particular from [[Belfic]] and [[Agatha]], plus anyone else that might know. We should likely get more information about the lost city, in particular what kind of problems they ran into while there. Nasar will lay in a large supply of paper and pens in order to map out, and take notes about the area while there.&amp;lt;br&amp;gt;&lt;br /&gt;
We should also do some strategizing as to how best to defend ourselves given the current makeup of our party... and stock up on what we need to survive, both in provisions and arms, as we&#039;re looking at a long time till we get back to civilization!&lt;br /&gt;
&lt;br /&gt;
Travel Plan(rough):&amp;lt;br&amp;gt;&lt;br /&gt;
1    wk - To the Fork in the Road&amp;lt;br&amp;gt;&lt;br /&gt;
1    wk - To the Lost city (what is the name of this one?)&amp;lt;br&amp;gt;&lt;br /&gt;
1.5  wk - To get to the valley leading up to the site.&amp;lt;br&amp;gt;&lt;br /&gt;
1    wk - To go up the valley to the site&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1-2+ wk - On site searching for the sword&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Possible side trip to the Spire itself:&amp;lt;br&amp;gt;&lt;br /&gt;
1    wk - To get to the Spire from the site&amp;lt;br&amp;gt;&lt;br /&gt;
1-2+ wk - Searching and exploring the Spire&amp;lt;br&amp;gt;&lt;br /&gt;
1    wk - Returning to site.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Travel back to the Keep:&amp;lt;br&amp;gt;&lt;br /&gt;
1    wk - To go down the valley from the site&amp;lt;br&amp;gt;&lt;br /&gt;
1.5  wk - To go from the valley mouth to the lost city.&amp;lt;br&amp;gt;&lt;br /&gt;
1    wk - From the Lost city (what is the name of this one?) to the fork in the road&amp;lt;br&amp;gt;&lt;br /&gt;
1    wk - From the Fork in the road to the Keep.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum return trip time (assuming only 2 weeks on site and directly returning):&amp;lt;br&amp;gt;&lt;br /&gt;
11 weeks ie. three months.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Max return trip time(including the trip to the Spire and 3 weeks searching at each location):&amp;lt;br&amp;gt;&lt;br /&gt;
9+2+6 = 17 weeks ie. 4+ months.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So get what you/we need.. now!&amp;lt;br&amp;gt;&lt;br /&gt;
And don&#039;t forget to pray at the altar of [[Fharlangh]]!!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nasar is beginning to speculate that the [[white dragon]]s may have been the descendants of the [[Ancient_White_Dragon]], and wonders how many of them might still be around?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What actually Happened...&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Gee, Lots...&lt;br /&gt;
[[Dera]] has decided to stay at the Keep, and we&#039;ve met [[Flicker]] and [[Zurahnia]].&lt;br /&gt;
Nasar tried a deep meditation to see what he could get about White Dragons, and got plenty. He also knows that he has a Red Dragon ancestor, although he&#039;s a little confused about that... Nasar got some crampons to walk on the ice.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We managed to find the folks who were out where we wanted to go and got some good map updates, apparently there are lots of sinkholes due to the changing water flows... And that [[Fakrihj]] is the name of the destroyed city that we will be passing through. As well that there are lots of Orcs still active in the area.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nasar then decided that it would likely be better to try to acquire the Polymorph spell on this side of the pass... and things got interesting...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XP: 300 each&lt;br /&gt;
&lt;br /&gt;
===Session 6 - &#039;&#039;Wed October 25, 2006&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
[[Nikolai]] commanded the Red Dragon to &amp;quot;bring Nasar back&amp;quot;, and then as the Red Dragon form melted/dissolved into Nasars now nude form a glowing cloud peeled off from his body and moved through the wall into the next room and apparently out the window. [[Nasar]] slumped to the floor and then got up shaking his head.. Others headed next door to track the cloud... Nikolai proceeded to question Nasar in order to verify his identity, and was eventually satisfied and lowered the wand. &amp;lt;br&amp;gt;&lt;br /&gt;
Nasar found some clothes and then everyone headed eventually down to the common room. Nikolai commanded Ivan to keep an eye on Nasar. Others? noted that Nasar passed a note to one of the barmaids. [[Flicker]] and [[Zurihana]] proceeded to show off their talents with blades. Nasar headed out of the common room, trailed by Nikolai. A ways out through the snow tunnel, Nasar slowed and stopped, looked around and then asked Nikolai how they got here...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nikolai and Nasar headed to the healers to deal with the blast, and chatted lots about what had happened. Nasar thought Nikolai had lost his mind when he kept asking about the Red Dragon. In particular Nasar found it really wierd as [[Deton]] and [[Lady Tedighlidaer]] had called him family, but they were of Silver Dragon ancestry.. But through the discussion Nasar remembered some strange dreams, and part of the meditation that got him such good information about the [[White Dragons]] in which he breathed fire at them, and some where he breathed ice...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nasar did get the Polymorph spell from the adventure at least, but is going to be cautious about the kinds of questions he asks in meditation... He has written up letters describing what has gone on and is sending them via different paths to [[Lady Tedighlidaer]] and [[Deton]] with details as to where he is going...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next day Nasar thanked Nikolai for everything and glad that things did not turn out as bad as they could have. He has informed [[Gwear]] what happened and given Nikolai her instructions to subdue, restrain or potentially use lethal force should the Red Dragon come through again. Nikolai has come up with some passwords that will *not* be written down, in the hope that they can be used to verify Nasar is actually Nasar... Nasar did some research up at [[The Keep]], and found out that he is not the first one to have experienced what he is going through, and that it is sometimes called the [[Echo of the Ancestors]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise while waiting for the wagons to be retrofitted with runners, we got some good information about the Orc tribes in the [[Orclands]] and what to watch out for in terms of some of their strategies and signals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the wagons were retrofitted, we headed through the pass, although you could say that we were blown through the pass, in much less time than we had expected, due to the storm. We found a fairly defendable spot to bed down for the night, and posted watches of 3 people at a time in overlapping shifts. The first part of the night went by uneventfully, but then someone spotted something moving our way... and for what happened we&#039;ll have to wait till the next time...&lt;br /&gt;
&lt;br /&gt;
XP: 450 each&lt;br /&gt;
&lt;br /&gt;
===Session 7 - &#039;&#039;Wed November 1, 2006&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We get to find out what wanders along in the storm. Hopefully it&#039;s just [[Millain]] coming to join us... but if not...&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unfornately it wasn&#039;t Millain... but a pair of Winter Wolves. They blasted us with cold, and then [[Flicker]] threw a flare/flash at them, unfortunately blinding [[Nasar]] in the process so he was of little help. However his yelling did waken Falan who came out and helped defeat the Winter Wolves, so we eventually killed one and drove away the other. &lt;br /&gt;
&lt;br /&gt;
We headed out the next day, and Millain caught up with us. As we travelled further into the Orclands, we came across a wagon on runners being towed by a bunch of Orcs.&lt;br /&gt;
&lt;br /&gt;
After some investigating, it seems to be that of a Sybandite Noble, with Orcish slaves.&lt;br /&gt;
&lt;br /&gt;
I believe that is where we left off... &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XP: 600 each&lt;br /&gt;
&lt;br /&gt;
===Session 8 - &#039;&#039;Wed December 6, 2006&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Turns out the wagon was controlled/owned by a [[Sybandite]], and the Orcs were his slaves. We traded info about road conditions. Further on we came across what we first thought were tree&#039;s, but were actually the ruins of a set of wagons. We searched those and got a few things.  &amp;lt;br&amp;gt;&lt;br /&gt;
Travelling further on we spotted a plume of smoke and headed towards it, with [[Millain]] flying ahead, then we saw lightning bolts, her signature effect and [[Gwear]] pushed the horses hard to get there, while [[Nasar]] changed to half-dragon form and flew ahead. Meanwhile Millain found a bunch of Orcs stabbing the possible survivors of another wagon train, so she called lightning down on them, then spotted one running far away. She managed to finally kill him near the rise of a ridge, behind which she &amp;lt;b&amp;gt;spotted a large Orc encampment with about 80-120 or so Orcs&amp;lt;/b&amp;gt;. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Unfortunately the sentries heard her victims cries and shot arrows at her. She headed back towards the smoking wagon train, where [[Nasar]],staying in half-dragon form, has landed and is trying to find any living amongst the piles of bodies. [[Millain]] is about 5 minutes flight from the wagon train, and the rest of the party is about 20 minutes away on horse and wagon headed this way... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nasar knows nothing at the moment about the potential Orc horde on its way,(estimated 10-15 minutes behind Millain), neither does the rest of the party... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Guess we&#039;ll find out next game...&lt;br /&gt;
&lt;br /&gt;
XP: 450 each&lt;br /&gt;
&lt;br /&gt;
===Session 9 - A Crapload of Orcs! - &#039;&#039;Wed Feb 7th, 2007&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
(Courtesy of Alex)&amp;lt;br&amp;gt;&lt;br /&gt;
Just a fight scene, this time:&lt;br /&gt;
&lt;br /&gt;
The party meets [[Trona]], servant of [[Ehlonna]]. Full plate armor, horse,&lt;br /&gt;
etc. She was told by a Treant([[Celfsoo]]) to join with [[Millain]] and her friends and&lt;br /&gt;
help them on their path, as some significant event was in their future.&lt;br /&gt;
(Dum dum DUM!). The party seems to accept her story as valid.&lt;br /&gt;
&lt;br /&gt;
The party sees a sea of Orcs going after a bird ([[Millain]]). The party&lt;br /&gt;
prepares. Preparations include moving wagons around to build a&lt;br /&gt;
defensive position (and hopefully a funnel for the orcs), [[Nasar]] turning people&lt;br /&gt;
into Ogre Mages, and [[Millain]] getting a Thoqqua to dig a trench around the&lt;br /&gt;
encampment.&lt;br /&gt;
&lt;br /&gt;
There are a &#039;&#039;&#039;LOT&#039;&#039;&#039; of orcs. The archers/slingers/ranged spellcasters start&lt;br /&gt;
picking some off. The bard sings. [[Nikolai]] intimidates them and then&lt;br /&gt;
lays into them. [[Millain]] casts a flaming sphere. Otherwise people just&lt;br /&gt;
get ready, including some spell prep..&lt;br /&gt;
&lt;br /&gt;
The trench trap seems to work partially. 1/3 of the Orcs are in it, 1/3&lt;br /&gt;
behind, and 1/3 ahead.&lt;br /&gt;
&lt;br /&gt;
There seem to be some Significant Orcs. A Battle Axe dude that rages and&lt;br /&gt;
eats shrunken heads (presumably heads of healing, but who knows?). A&lt;br /&gt;
Flail dude, don&#039;t know what he does. A Drummer dude that can do&lt;br /&gt;
bardlike things (scare people (failed), inspire followers, increase&lt;br /&gt;
follower movement, etc.?). No word on whether any of the Significant&lt;br /&gt;
Orcs are in the trench. I think the Battle Axe dude isn&#039;t, but could be&lt;br /&gt;
wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XP: each&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 10 - &#039;&#039;Wed Feb 21st, 2007&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Continuation of the Battle against a Crapload of Orcs.&lt;br /&gt;
&lt;br /&gt;
This game will likely be decisive in the lives of many of the characters involved, so please make certain you can attend this session!&lt;br /&gt;
&lt;br /&gt;
XP: each&lt;br /&gt;
&lt;br /&gt;
===Session 11 - &#039;&#039;Wed Oct 3rd, 2007&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Continuation of the Battle against a Crapload of Orcs.&lt;br /&gt;
&lt;br /&gt;
We&#039;re Alive! Or at least most of us are... Sadly 2 of our party have fallen, and 2 more almost did..&lt;br /&gt;
&lt;br /&gt;
[[Trona]] got the big fighter(previously) with a spectactular leap and cleave.&lt;br /&gt;
&lt;br /&gt;
[[Millain]] got the Shaman/Bard, turned the water wall into a frothy pink shark feast, summoned a hippogriff to intimidate the Orcs.&lt;br /&gt;
&lt;br /&gt;
[[Ivan]] sliced the Bards Drum and lured the zombies into the shark feast. And the drum began to wail.&lt;br /&gt;
&lt;br /&gt;
[[Nasar]] smoked the Cleric, quite literally with 3 searing lights, and then unpacked the repeating crossbow, which needless to say was also scaled to his new size as an Ogre Mage..&lt;br /&gt;
&lt;br /&gt;
[[Gwear]] was almost killed, just a last breath away from death, when Laran healed her back to consciousness, to continue fighting invisibly.&lt;br /&gt;
&lt;br /&gt;
[[Flicker]] had been cornered and was starting to be sliced to bits, when Trona did the rearing horse and glowing sword routine that finally helped break their morale.&lt;br /&gt;
&lt;br /&gt;
As they ran we picked off what we could.&lt;br /&gt;
&lt;br /&gt;
Wrapup:&lt;br /&gt;
&lt;br /&gt;
We packed our fallen and the previous fallen onto our wagons.&lt;br /&gt;
&lt;br /&gt;
We piled up the remnants of the wagons into a pile around the big Shaman&#039;s drum, which was still wailing in Hobgoblin from the skin, and we determined that the wood&lt;br /&gt;
part was from a Treant. The skin barely burned away, after forming a humanoid shape in the fire, leaving magical symbols that slowly dissipated.&lt;br /&gt;
&lt;br /&gt;
We will need to get away from the carnage, and go to the Orc&#039;s camp and hopefully free the prisoners, and check out their camp for clues as to the wagon party&#039;s origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XP: ??? each&lt;br /&gt;
&lt;br /&gt;
===Session 12 - &#039;&#039;Wed Oct 27, 2007&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We went after the horde&#039;s camp and came across a bunch of Half-Orcs and Humans fighting, turns out they were the slaves of the Orchorde, which had basically abandoned camp setting fire to what they could. After some explaining, we managed to pick up some previous slaves, 8 humans and 3 halforcs.&lt;br /&gt;
&lt;br /&gt;
Of note: &lt;br /&gt;
&amp;quot;Lork&amp;quot; Lorkag - a big halforc that we gave the great axe to.&lt;br /&gt;
William - a big human whom we gave the dire mace to.&lt;br /&gt;
Jek - a female human&lt;br /&gt;
&lt;br /&gt;
After piling up the bodies at the edge of the camp and stocking up (with about 2 months provisions) and healing up for the night, we headed out early, thankfully because shortly after we left, something big came under the snow and ate up all the bodies in 3 quick gulps.... Yikes!&lt;br /&gt;
&lt;br /&gt;
After trekking a ways we made camp for the night and Masoud made an interesting discovery while on aerial scouting. A woman on one of the ridges further on was fastened by a length of chain to the ground/ice, and was huddled against her horse next to a nice roaring fire...&lt;br /&gt;
&lt;br /&gt;
XP: 10th lvl = 800; 11th lvl = 720; 12th lvl = 650&lt;br /&gt;
&lt;br /&gt;
===Session 13 - &#039;&#039;Wed Jan 21st, 2008&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We decided to head over and check out what was up with the woman, with [[Millain]] in Elk form. We made contact and she &amp;quot;[[Sue]]&amp;quot;  was apparently chained there by giants. We took her back to camp and rested what we could, then headed out the next morning. At some point in the day we realized that a cloud was following us. After some discussion and debate, we wondered if there might be storm giants and so we decided to duck into the tree&#039;s in a ravine and setup camp for the night... &lt;br /&gt;
&lt;br /&gt;
This turned out to be an almost fatal decision..&lt;br /&gt;
&lt;br /&gt;
While we were setting up camp, [[Masoud]] stayed in the air and noticed that the cloud settled in a valley one or two over and then dissipated. Then later there was a bit of a thump up the ravine in which we were staying. Eventually [[Millain]] noticed that the water had stopped flowing under the ice, and then [[Masoud]] went up to scout... he found an ice dam filling with water, and then noticed something more as he drew closer. It was big and white and then slammed into the ice dam, breaking it and causing a flood, which started tearing down towards the party&#039;s camp. There was a mad rush to get up the hill, while [[Masoud]] tried to divert the flood using his sonic blasts, and then found himself being body slammed by a Large White Dragon!&lt;br /&gt;
&lt;br /&gt;
[[Gwear]] drove one wagon and [[Nasar]] the other while others with sleds scrambled for higher ground. Then the dragon came along and straffed the group with it&#039;s icy blast and frightened almost everyone with it&#039;s frightfull presence. Eventually it landed, intentionally kicking up a blizzard so we couldn&#039;t see, and bellowed &amp;quot;Surrender or Die!&amp;quot;. [[Nasar]] heard voices within saying&amp;quot; I know how to deal with this, let me!&amp;quot; When we didn&#039;t answer it grabbed [[Gwear]] and there was an aweful sound and we knew [[Gwear]] was dead... This only made [[Nasar]] more angry... He polymorphed into a white dragon, now hoping that he could see into the blizzard in order to blast the beast, but found he could see nothing more than his usual self.&lt;br /&gt;
&lt;br /&gt;
Meanwhile [[Millain]] and [[Masoud]] pulled out the damaged scroll, figuring this might be the time to use it.&lt;br /&gt;
&lt;br /&gt;
[[Nasar]], in smaller white dragon form, flew out of the blizzard, found [[Millain]] and [[Masoud]] grabbed the scroll and yelled within, &amp;quot;Nice old one, Help Us!&amp;quot; and tried to make way for the nicer ancestor. We find out what happens next month....&lt;br /&gt;
&lt;br /&gt;
XP: 10th lvl = 900; 11th lvl = 810; 12th lvl = 730&lt;br /&gt;
&lt;br /&gt;
===Session 14 - &#039;&#039;Sun Feb 24th, 2008&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Gaming at Jethelos.&lt;br /&gt;
We killed the White Dragon, Nasar was taken over by his nicer ancestor...&lt;br /&gt;
We went to the dragons lair, showed the giants the dragons head, they rejoiced, we got some loot.&lt;br /&gt;
The we headed overland to Murt&#039;s to recover, along the way there was a massive flood, caused by the absence of the White Dragon.&lt;br /&gt;
We met up with a caravan along the road and travelled with them.&lt;br /&gt;
&lt;br /&gt;
XP: 10th lvl = 1350; 11th lvl = 1215; 12th lvl = 1095&lt;br /&gt;
&lt;br /&gt;
===Session 15 - &#039;&#039;Wed April 13th, 2008&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Started out at [[Murts Haven]], got lots of stuff (including the infamous Augury coin). Met with [[Murt]] and bargained our notariety for killing the white dragon into a teleportation to and from the Starfall site as long as we brought along an &#039;expert scribe&#039; aka a bound imp. Filled in a lot of background on what was going on in the the [[Orclands]].&lt;br /&gt;
&lt;br /&gt;
Watched the Red Dragon. Our flying semi-dragon([[Masoud]]) was skimming the area, invisible, while carrying the (visible) halfling bard...trolling for Remoraz anyone? Bard is reincarnated...again. &lt;br /&gt;
&lt;br /&gt;
Found the bodies we were searching for including several others. They had a large number of magic arms &amp;amp; armour, including the focus of the quest: a holy avenger. Decided to retrieve more than originally requested by digging out multiple bodies for relocation and reburial.&lt;br /&gt;
&lt;br /&gt;
XP: 10th lvl = 800; 11th lvl = 720; 12th lvl = 650&lt;br /&gt;
&lt;br /&gt;
===Session 16 - &#039;&#039;Sat May 10th, 2008&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Lava pool started to overflow due to rocking... so we grabbed the bodies from the cemetary and ran. There were members of some cult causing the lava pool overflow while the dragon seemed to be causing it to refill. &lt;br /&gt;
&lt;br /&gt;
Teleported back to [[Murts Haven]], reported to [[Murt]], made a trading contact there.&lt;br /&gt;
Made our way back by caravan to [[Grendalli]], taking the bodies with us.&lt;br /&gt;
Back at [[Caltha&#039;na&#039;b]].&lt;br /&gt;
[[Lady Naomi]] and [[Janar KeepStalwart]]&#039;s wedding in two days, and we&#039;re invited.&lt;br /&gt;
We take 4 weeks to get to [[Byskezhda]] to see [[Lady Nadezhda]].&lt;br /&gt;
Get there and are celebrated, and involved in a political play.&lt;br /&gt;
We are asked to escort 3 teenagers of noble blood back to Grendalli, and we agree to.&lt;br /&gt;
We then take a safer but longer route through [[Nasar]]&#039;s home town, and his family tries to set him up.&lt;br /&gt;
&lt;br /&gt;
XP: 10th lvl = 700; 11th lvl = 630; 12th lvl = 570&lt;br /&gt;
&lt;br /&gt;
===Session 17 - &#039;&#039;Jun 29th, 2008&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We head back to [[Grendalli]] via [[Arnora]], and get stopped by some troops,&lt;br /&gt;
We head to [[Arnora]], the City!, with them as they want to have better relationships with [[Grendalli]] and [[Fershaw]], ie. more magical weapons. So we agree to at least put them into contact with people in&lt;br /&gt;
[[Caltha&#039;na&#039;b]]. Two guys come with us. We get home fairly safely.&lt;br /&gt;
&lt;br /&gt;
Then we find out that there are more Vampires in town...&lt;br /&gt;
Thus begins [[Sneaky Sneaky Vampires]]&lt;br /&gt;
&lt;br /&gt;
XP: See [[Sneaky Sneaky Vampires]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Back to [[The Journey]].&#039;&#039;&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=The_Kingdom_of_Asgrim&amp;diff=2049</id>
		<title>The Kingdom of Asgrim</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=The_Kingdom_of_Asgrim&amp;diff=2049"/>
		<updated>2009-10-20T17:27:37Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Kingdom of Asgrim ==&lt;br /&gt;
&amp;lt;p&amp;gt;The game is focused upon a heavily guarded pass through the magical mountains known as [[The Keep]] of St. Asgrim (usually just called [[The Keep]]). The Keep was built almost 350 years ago after an army, formed from 17 disparate forces and led by a charismatic human monk, reclaimed the pass from a powerful Orc tribe that had held it for almost 50 years. The leaders of the 17 component forces became the founders of the 17 noble houses of this land, and the monk founded the royal dynasty. The system of government was one of order and predictability. After 50 years of chaos the people welcomed it. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Asgrim.JPG]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The need to maintain the Keep is a focus of the laws of the region to this day. Most serious (and many minor) criminal offences result in conscription into service at [[The Keep]] (usually on the most dangerous patrols). Conscription into [[The Keep]] guard is also the price for failure to pay many debts, although these conscripts face kinder duties while their pay goes to offset their debt. Regardless of the reason for their conscription, all conscripts live as well-kept slaves and their mobility is restricted. An extensive system of quotas, protocols, and procedures run most aspects of [[The Keep]] and much of life in this region. This system is beginning to weaken, however. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The 17 noble houses have been using their prerogative to work around many royal decrees and are applying extensive pressure for more freedom and autonomy. The royal house recognizes that the world has changed but doesn’t want to become a figurehead. They also know that the danger from the lands beyond [[The Keep]], commonly called the [[Orclands]] because of the large numbers of Orc tribes, has not fully passed. The royal house and the noble house of [[Grendalli]] play a central role in this current story.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Worldmap_early.jpg|left|thumb|Road map]]&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=The_Keep&amp;diff=2048</id>
		<title>The Keep</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=The_Keep&amp;diff=2048"/>
		<updated>2009-10-20T17:27:18Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Keep of St. Asgrim (usually just called the Keep)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;p&amp;gt;The Keep was built almost 350 years ago after an army, formed from 17 disparate forces and led by a charismatic human monk, reclaimed the pass from a powerful Orc tribe that had held it for almost 50 years. The leaders of the 17 component forces became the founders of the 17 noble houses of this land, and the monk founded the royal dynasty. The system of government was one of order and predictability. After 50 years of chaos the people welcomed it. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The need to maintain [[The Keep]] is a focus of the laws of the region to this day. Most serious (and many minor) criminal offences result in conscription into service at the Keep (usually on the most dangerous patrols). Conscription into the Keep guard is also the price for failure to pay many debts, although these conscripts face kinder duties while their pay goes to offset their debt. Regardless of the reason for their conscription, all conscripts live as well-kept slaves and their mobility is restricted. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;An extensive system of quotas, protocols, and procedures run most aspects of [[The Keep]] and much of life in this region. This system is beginning to weaken, however. The 17 noble houses have been using their prerogative to work around many royal decrees and are applying extensive pressure for more freedom and autonomy. The royal house recognizes that the world has changed but doesn’t want to become a figurehead. They also know that the danger from the lands beyond [[The Keep]], commonly called the [[Orclands]] because of the large numbers of Orc tribes, has not fully passed. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Nearby Locations == &lt;br /&gt;
[[Dallford]] - Nearest Town on Asgrims side of the Scar Mountains.&lt;br /&gt;
&lt;br /&gt;
== Locals ==&lt;br /&gt;
[[Agatha]] - female human Cleric of Pharlangh (deceased) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Belfic]] - male dwarf Captain of the Keep Guard &amp;lt;br&amp;gt;&lt;br /&gt;
[[Bergljot]] - female human Sybandite Noble &amp;lt;br&amp;gt;&lt;br /&gt;
[[Bortaa]] - male human Conscript Thief (converted to [[Fharlangh]], left the keep)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gathis]] - male human Royal Guard (deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hafgim]] - male human Town Councilor for [[Dallford]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hussain]] - male human Grendallian Noble &amp;lt;br&amp;gt;&lt;br /&gt;
[[Silathe]] - female elf Royal Envoy (deceased) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Thamio]] - male half-elf Community Leader &amp;lt;br&amp;gt;&lt;br /&gt;
[[Thorgeir]] - male Human Cleric of St. Cuthbert &amp;lt;br&amp;gt;&lt;br /&gt;
[[Valalalia]] - Female elf weaponsmith&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The characters first met at the Keep and from there began [[The Start]] of [[The Journey]].&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=The_Orclands&amp;diff=2047</id>
		<title>The Orclands</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=The_Orclands&amp;diff=2047"/>
		<updated>2009-10-20T17:26:40Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See the [[Orclands]]&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Orclands&amp;diff=2046</id>
		<title>Orclands</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Orclands&amp;diff=2046"/>
		<updated>2009-10-20T17:25:10Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&amp;lt;p&amp;gt;The Orclands is the name given to the vast stretches of plains, mountains, and desert west of the [[Scar Mountains]]. The Orclands are generally wild and uncivilized. As their name implies, there are orc tribes scattered throughout the region. There are also many other dangers, intelligent and non-intelligent alike.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;In the last 60 years, 7 settlements have been established in the Orclands ([[Muq&#039;Al]], [[New Tarikana]], [[Murt&#039;s Haven]], [[Balthusa]], [[Justville]], [[Fakrihj]], and [[Tarikana]]). Only 3 have survived: [[Muq&#039;Al]]; [[New Tarikana]]; and [[Murt&#039;s Haven]]. All 3 are heavily fortified, staffed with significant firepower, and are hubs of extremely lucrative trade. The 4 that failed each have their own story.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
[[The Spire]] - Massive, spike-like mountain.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Living Forest]] - Magical forest.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Muq&#039;Al]] - Outpost in the foothills near the [[Living Forest]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[New Tarikana]] - Outpost on the plains.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Murt&#039;s Haven]] - Trading post in an oasis key to desert travel.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Balthusa]] - Destroyed trading post.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Justville]] - Missing religious outpost.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fakrihj]] - Destroyed trading post.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tarikana]] - Abandoned outpost.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=2045</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=2045"/>
		<updated>2009-10-20T17:23:53Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome To The World of Joe!&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==Schedule==&lt;br /&gt;
&#039;&#039;&#039;Prev Game Nov 11,2008 &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Last Game Sept 20,2009 &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Next Likely Game Oct 18,2009 &#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[House Rules]] section added &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anyone have a image/logo we can use?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wiki Status and editing notes==&lt;br /&gt;
Hi Folks. &amp;lt;p&amp;gt;As a further note, this is the same software used for Wikipedia, ie. Mediawiki at http://www.mediawiki.org/, so any tutorials you find for that, should apply here..&amp;lt;/p&amp;gt; If you&#039;re at a loss for how to help out, just go to http://joesworld.thtree.com/index.php?title=Special:Wantedpages and click on a red link you think you know something about... and enter that something in... at worst it will be corrected, or updated... but then that&#039;s what a wiki is for...&amp;lt;G&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: If you try to build a link with apostophes in it, if there is only one apostrophe, it will fail...&lt;br /&gt;
ie. you can&#039;t make a link to New Ballim&#039;s Rise, but you can make a link to [[New Ballims Rise]]&lt;br /&gt;
&lt;br /&gt;
== The Adventure Begins ==&lt;br /&gt;
We started out at [[The Keep]] and thus began [[The Start]] of [[The Journey]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Players are currently in the 10 to 12th lvl range&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Current adventure is: [[Troubled Fey]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1: The Chaos of Peace (levels 2 through 6)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 2: The Long Shadow of War (levels 6 through 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 3: Fomenting the Firmament (levels 10 through ??)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 4: ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
Gee.. how do you adequately describe such a large object... ie. Joe&#039;s Brain, supplemented by Galen&#039;s Brain&amp;lt;G&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The World]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Kingdom of Asgrim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Principalities]]&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Orclands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Places]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Other Realities]]&lt;br /&gt;
&lt;br /&gt;
== The Current Players ==&lt;br /&gt;
&lt;br /&gt;
[[Millain]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nasar]] and his trusty cohort [[Gwear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wodash]](Craig&#039;s character)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Trona]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Masoud Ur&#039;Shadrii]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sylvanus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Golradir Helyanwe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Willow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Other Players]] (ie. dead/vanished/left etc.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Important People ie. [[Major NPCs]] ==&lt;br /&gt;
[[Minor NPCs]]&lt;br /&gt;
&lt;br /&gt;
== The Eberron Adventure ==&lt;br /&gt;
&lt;br /&gt;
As a side game, we&#039;ve started up another adventure in the Eberron Campaign Setting, and information for that game will be available at http://eberron.thtree.com .&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;inputbox&amp;gt;&lt;br /&gt;
 type=create&lt;br /&gt;
 &amp;lt;/inputbox&amp;gt;&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Thamio&amp;diff=2044</id>
		<title>Thamio</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Thamio&amp;diff=2044"/>
		<updated>2009-10-20T17:23:00Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;Thamio is exactly what he appears. He is a genuinely nice guy and a reluctant leader. He began his life as a travelling entertainer but soon discovered that his underlying message of freedom, equality, and community was in disfavour with those in power. On one fateful night he bemoaned the land he lived in and its stifling leaders while drunk at a bar. Several large, burly men with obvious combat experience then sat down beside him. Much to his relief they expressed much the same opinion and a dream was born. These men were ex-caravan guards that knew of good land in relatively safe places in the Orc Lands. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;They and their families spent the next 5 years travelling the lands, recruiting like-minded people to build their community. Thamio wants to build a better life for his friends and future family and sees the Orc lands as the only place left to do that. He is concerned about the dangers they will face and will actively try to recruit new protectors for the community. He will only accept people who want to be community members, not mercenaries. This attitude is reflected in his people. There is a strong sense of community and a general air of optimism. They are idealistic, but they have faced too many hardships to remain naïve. Thamio and a few others have planned this carefully and they will execute it well if allowed to. They even have armour for the wagons that will carry the children. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The last time the PCs saw them, they were delaying travelling through the pass after word of the bugbear attack to ensure their safety. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Since then, word has reached the PCs that they have safely arrived in [[New Tarikana]]. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[New Tarikana]]&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Lady_Melvina_Enialil&amp;diff=2043</id>
		<title>Lady Melvina Enialil</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Lady_Melvina_Enialil&amp;diff=2043"/>
		<updated>2009-10-20T17:20:59Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;She is the noble lady of [[New Tarikana]].&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Old_Fort&amp;diff=2042</id>
		<title>Old Fort</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Old_Fort&amp;diff=2042"/>
		<updated>2009-10-20T17:19:30Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This refers to the ruins of the original for that guarded the bridge at [[Caltha&#039;na&#039;b]]. It has since been completely scavenged for building materials and its foundations are the site of construction for a new [[Caravaner&#039;s Guild]] guildhouse.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Old_Fort&amp;diff=2041</id>
		<title>Old Fort</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Old_Fort&amp;diff=2041"/>
		<updated>2009-10-20T17:19:07Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This refers to the ruins of the original for that guarded the bridge at [[Cal&#039;n&#039;thab]]. It has since been completely scavenged for building materials and its foundations are the site of construction for a new [[Caravaner&#039;s Guild]] guildhouse.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Cataclysm&amp;diff=2040</id>
		<title>Cataclysm</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Cataclysm&amp;diff=2040"/>
		<updated>2009-10-20T17:16:26Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just over 1000 years ago the world suddenly became profoundly more dangerous. The details of how and why vary from culture to culture, but they all agree on the timeline and the sharpness of the change. Several cultures and powerful figures banded together and retreated to what is now known as the civilised lands. In the process of their retreat, a great magic was worked upon the land and the artificial northern extension to the mountain range was created from open plains. This was a formidable magic that cost the vigour, health, or even lives of countless powerful magicians, clerics, and druids and it scars the land to this day.&lt;br /&gt;
&lt;br /&gt;
Some of the Elven lords of the [[Singing Lands]] were alive at this time but have no clear memories of the events.&lt;br /&gt;
&lt;br /&gt;
The fey credit [[Dawn Brother]] with helping them regain their senses during this time.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Cataclysm&amp;diff=2039</id>
		<title>Cataclysm</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Cataclysm&amp;diff=2039"/>
		<updated>2009-10-20T17:16:13Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just over 1000 years ago the world suddenly became profoundly more dangerous. The details of how and why vary from culture to culture, but they all agree on the timeline and the sharpness of the change. Several cultures and powerful figures banded together and retreated to what is now known as the civilised lands. In the process of their retreat, a great magic was worked upon the land and the artificial northern extension to the mountain range was created from open plains. This was a formidable magic that cost the vigour, health, or even lives of countless powerful magicians, clerics, and druids and it scars the land to this day.&lt;br /&gt;
&lt;br /&gt;
Some of the Elven lords of the [[Singing Lands]] were alive at this time but have no clear memories of the events.&lt;br /&gt;
The fey credit [[Dawn Brother]] with helping them regain their senses during this time.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Caravaner%27s_Guild&amp;diff=2038</id>
		<title>Caravaner&#039;s Guild</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Caravaner%27s_Guild&amp;diff=2038"/>
		<updated>2009-10-20T17:16:00Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a strong guild that organizes caravans through dangerous lands and/or containing valuable goods. They are able to greatly improve the chance of any caravan getting to its destination intact through a combination of a large base of skilled and bonded guards, an extensive network of contacts and safe passage agreements, and the experience of literally centuries of continuous operation (founded almost 300 years ago). An adventurer could spend their entire career as a caravan guard without suffering for excitement or adventure and most adventurers of sound reputation have contracted with a caravan at least once in their career.&lt;br /&gt;
It is headquartered in Grendalli but is not aligned with any political group other than the church of Farlagn (god of travellers). There are Caravaner&#039;s Guild guildhouses in almost every major city.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Chaos!&amp;diff=2037</id>
		<title>Chaos!</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Chaos!&amp;diff=2037"/>
		<updated>2009-10-20T17:07:51Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Somethings dreadfully wrong! Hordes of slugs and Chaos beasts invade from somewhere... &lt;br /&gt;
&lt;br /&gt;
Everyone wakes up and, depending upon how well they resisted a mental incursion (will save), they experienced anything from a simple bad dream to an infestation of paralyzing slugs to a transformation into a chaos beast. This is beleived to originate within [[Fershaw]] and takes the combined resources of [[Fershaw]] and [[Grendalli]] to suppress over the course of several weeks. &lt;br /&gt;
&lt;br /&gt;
Note: the party opted to &#039;participate but not play&#039; aka their characters helped but they didn&#039;t want to play a bug-hunt so it was a summarized event with minimal XP, etc. rather than several adventures.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Cataclysm&amp;diff=2036</id>
		<title>Cataclysm</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Cataclysm&amp;diff=2036"/>
		<updated>2009-10-20T16:59:04Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just over 1000 years ago the world suddenly became profoundly more dangerous. The details of how and why vary from culture to culture, but they all agree on the timeline and the sharpness of the change. Several cultures and powerful figures banded together and retreated to what is now known as the civilised lands. In the process of their retreat, a great magic was worked upon the land and the artificial northern extension to the mountain range was created from open plains. This was a formidable magic that cost the vigour, health, or even lives of countless powerful magicians, clerics, and druids and it scars the land to this day.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Dawn_Brother&amp;diff=2035</id>
		<title>Dawn Brother</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Dawn_Brother&amp;diff=2035"/>
		<updated>2009-10-20T16:57:17Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He is a Fey with both a strong reputation and long history. He is mentoined as a notable guest in several songs and stories of fey noble courts. He is credited with being the first fey to return to his senses after the [[Cataclysm]], reorganizing and regrouping those slower to recover.&lt;br /&gt;
The party encountered him in the [[Living Forest]] where they exchanged information and he offered limited assistance.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=The_World&amp;diff=2034</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=The_World&amp;diff=2034"/>
		<updated>2009-10-20T16:53:33Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: /* The World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World ==&lt;br /&gt;
&amp;lt;p&amp;gt;This game world is a direct extension of its history. In a broader context, the game world is a continent shaped much like Australia but approximately the size of Asia, Europe, and northern Africa combined. There is a mountain range near the east coast that winds up from the southern coast to about ¾ of the way up the continent and then curves sharply east to the coast. Along this sharp curve there is another, oddly straight mountain range that continues almost perfectly north to the coast. Together, these mountain ranges isolate the northeast corner of the continent, an area about the size of China and roughly square. This area is known as the civilized lands. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:World.jpg|left|thumb|The World]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Just over 1000 years ago the world suddenly became profoundly more dangerous. The details of how and why vary from culture to culture, but they all agree on the timeline and the sharpness of the change. Several cultures and powerful figures banded together and retreated to what is now known as the civilised lands. In the process of their retreat, a great magic was worked upon the land and the artificial northern extension to the mountain range was created from open plains. This was a formidable magic that cost the vigour, health, or even lives of countless powerful magicians, clerics, and druids and it scars the land to this day. Many creatures and most plants that grow in the artificial mountains are somehow different. The least of these manifestations is the unusual number of albino ravens. One of the greatest manifestations is the [[Living Forest]], a section of deep woods on the slopes of the mountains with a very large treant population. Despite its ill effects, the artificial mountains ensured the future of the people of the civilized lands as they passed the years between then and now in a constant state of war along the borders, but relative safety within. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Then, about 60 years ago it became obvious that something had changed. For whatever reason, the constant siege of the mountain borders had dribbled off and, although far from safe, the civilized lands were no longer under siege. A few intrepid souls even ventured beyond the mountains to found settlements and explore forgotten lands. This has continued for 3 human generations and, although many settlements have fallen to the dangers that remain, others have thrived. The border towns that once served as supply routes and relaxation areas for weary soldiers have now become thriving centres of trade. Many governments have been weakened or even fallen, now that they are not propped up by the constant threat of an external enemy and have to deal with their internal problems. Even more shocking to the world of the civilized lands is the discovery of wild tribes that have survived the times of chaos as nomadic peoples or even small city-states. Though few in number so far, they are common enough that all who live in the borderlands have seen at least one pass through, clearly agog at the peaceful splendour of the civilized lands.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Ehlonna&amp;diff=2033</id>
		<title>Ehlonna</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Ehlonna&amp;diff=2033"/>
		<updated>2009-10-20T16:52:37Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goddess of nature. Patron of [[Trona]].&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Faran&amp;diff=2032</id>
		<title>Faran</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Faran&amp;diff=2032"/>
		<updated>2009-10-20T16:51:41Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A bounty hunter who briefly joined the party with his heavily reinforced wagon. He disappeared, presumably to another reality.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Remin&amp;diff=2031</id>
		<title>Remin</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Remin&amp;diff=2031"/>
		<updated>2009-10-20T16:47:48Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Remin was a party member who is generally remembered as the [[Nasty Druid]]. He used some odd magics and sacrificed himself to seal a strange vortex/rift that had begun to form by breaking a strange object that the group had encountered.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Taint&amp;diff=2030</id>
		<title>Taint</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Taint&amp;diff=2030"/>
		<updated>2009-10-20T16:32:43Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a magical effect that behaves like an infection and appears like writhing gray or black worms (similar to the demons in Princes Mononoke). In its normal form it is only subtley visible with detect magic. It becomes obvious in a process that resembles shedding a skin when a fully infected individual is sufficiently wounded. The process of infection is accelerated by strong emotions and the infection seems to destroy memories. The party has discovered that both &#039;break enchantment&#039; and &#039;remove curse&#039; will remove the infection from a creature, even after full infection has set in. It appear that a victim that has &#039;shed their skin&#039; will be completely destroyed by this, though.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2029</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2029"/>
		<updated>2009-10-20T16:26:16Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Joined the party as a half-fey whisper gnome rogue/warlock. After becoming infected by the [[Taint]] in the [[Living Forest]], a &#039;break enchantment&#039; spell sundered Willow&#039;s fey nature and warlock bargain. Willow eventually recovered and, after an encounter with [[Dawn Brother]], was &#039;rebooted&#039; to a half-fey whisper gnome rogue/spirit shaman.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2028</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2028"/>
		<updated>2009-10-20T16:25:03Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Joined the party as a half-fey whisper gnome rogue/warlock. After becoming infected by the [[Taint]] in the [[Awakened Forest]], a &#039;break enchantment&#039; spell sundered Willow&#039;s fey nature and warlock bargain. Willow eventually recovered and, after an encounter with [[Dawn Brother]], was &#039;rebooted&#039; to a half-fey whisper gnome rogue/spirit shaman.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2027</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2027"/>
		<updated>2009-10-20T16:24:03Z</updated>

		<summary type="html">&lt;p&gt;EveryoneElse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Joined the party as a half-fey whisper gnome rogue/warlock. After becoming infected by the [[Taint]] in the [[Awakened Forest]], a &#039;break enchantment&#039; spell sundered Willow&#039;s fey nature and warlock bargain. Willow eventually recovered and, after an encounter with [[Dawn&#039;s Brother]], was &#039;rebooted&#039; to a half-fey whisper gnome rogue/spirit shaman.&lt;/div&gt;</summary>
		<author><name>EveryoneElse</name></author>
	</entry>
</feed>