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	<updated>2026-05-15T05:46:39Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=G2W:_Eughan&amp;diff=441883</id>
		<title>G2W: Eughan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=G2W:_Eughan&amp;diff=441883"/>
		<updated>2023-08-16T13:04:10Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Gateway to the West:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
*Name: Eughan&lt;br /&gt;
*Class: Warrior/Vowed             &lt;br /&gt;
*Level: 2                 &lt;br /&gt;
*XP:    4&lt;br /&gt;
*Age:   27   &lt;br /&gt;
*Languages: Native, Trade Tongue         &lt;br /&gt;
*Background:  Barbarian&lt;br /&gt;
*Description:           &lt;br /&gt;
&lt;br /&gt;
==Attributes:==&lt;br /&gt;
*Strength       12&lt;br /&gt;
*Dexterity      11  &lt;br /&gt;
*Constitution   16  (+1)  &lt;br /&gt;
*Intelligence   14  (+1)&lt;br /&gt;
*Wisdom         15  (+1)&lt;br /&gt;
*Charisma       14  (+1)&lt;br /&gt;
&lt;br /&gt;
===Other Stats===&lt;br /&gt;
*Movement Rate: 30&#039;&lt;br /&gt;
* HP: 10&lt;br /&gt;
* System Strain: 16&lt;br /&gt;
* AC: 13&lt;br /&gt;
* Attack Bonus: +2&lt;br /&gt;
* Saves:&lt;br /&gt;
** Evasion:&lt;br /&gt;
** Mental:&lt;br /&gt;
** Physical:&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
* Administer&lt;br /&gt;
* Connect&lt;br /&gt;
* Convince - 0&lt;br /&gt;
* Craft&lt;br /&gt;
* Exert - 1 &amp;lt;&amp;lt; Skill for Vowed Arts Effort&lt;br /&gt;
* Heal&lt;br /&gt;
* Know&lt;br /&gt;
* Lead&lt;br /&gt;
* Magic&lt;br /&gt;
* Notice - 0&lt;br /&gt;
* Perform&lt;br /&gt;
* Pray&lt;br /&gt;
* Punch - 1 (+1 SP banked from L2)&lt;br /&gt;
* Ride&lt;br /&gt;
* Sail&lt;br /&gt;
* Shoot&lt;br /&gt;
* Sneak - 1&lt;br /&gt;
* Stab&lt;br /&gt;
* Survive - 0&lt;br /&gt;
* Trade - 0&lt;br /&gt;
* Work&lt;br /&gt;
&lt;br /&gt;
===Foci===&lt;br /&gt;
Close Combatant - 1 (Warrior Focus)&lt;br /&gt;
* Gain any combat skill as a bonus skill. You can use knife-sized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion.&lt;br /&gt;
&lt;br /&gt;
Deal Maker - 1 (General Focus)&lt;br /&gt;
* Gain Trade as a bonus skill. With a half hour of effort you can find a buyer or seller for any good or service that can be traded in the community, legal or otherwise. Finding a marginally possible service, like an assassin willing and able to target a king, or some specific precious ancient artifact, may require an adventure if the GM allows it at all.&lt;br /&gt;
&lt;br /&gt;
Valiant Defender - 1 (Level 2 Focus)&lt;br /&gt;
* Once per round, you can Screen Ally against even intangible spells or magical attacks or bodily shield them from an area-effect explosion or magic. Such attempts require the usual successful opposing skill check, with the assailant using their Magic skill.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
Martial Style: &lt;br /&gt;
* Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic weapon.&lt;br /&gt;
&lt;br /&gt;
Unarmed Might: &lt;br /&gt;
* Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as Unarmed Combatant that replace or improve your usual Punch damage do not apply to you.&lt;br /&gt;
&lt;br /&gt;
Unarmored Defense: &lt;br /&gt;
* When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
Style Weaponry: &lt;br /&gt;
* Pick three general classes of weapons, such as “swords”, “bows”, “axes”, “daggers”, or the like. When using weapons of those classes, you may use Punch for hit rolls instead of Stab or Shoot. Your Punch skill does not add to the damage done by these weapons, however, though the benefits of Martial Style apply to their hit rolls.&lt;br /&gt;
** Spears&lt;br /&gt;
** Bows&lt;br /&gt;
** Daggers&lt;br /&gt;
&lt;br /&gt;
Revivifying Breath: &lt;br /&gt;
* Commit Effort for the day as an On Turn action to heal yourself for 1d6 hit points plus your level. This healing does not increase System Strain. This ability may be used on your turn even when you are at zero hit points, but in such a case it Commits all your remaining Effort for the day. This art can be used only once per scene.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=441868</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=441868"/>
		<updated>2023-08-15T18:54:48Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Quick Skill Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Osborn|Osborn]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 7/7 | System Strain 0/x | AC x | &lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Shal Rocca|Shal Rocca]]&#039;&#039;&#039; (Marc G.) HP: 14/14 | System Strain 0/9 | AC 13 | Heavy spear to hit d20+3, d10+1 dmg, Shock 3&amp;lt;15&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 10/10 | System Strain 0/16 | AC 13 | Heavy Spear to hit 1d20+3, d10+0 dmg, Shock 2&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Osborn    || X/X || 0/X ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Shal Rocca || 14/14 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 10/10 || 0/16  ||  || 0/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Osborn     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Shal Rocca || Connect, Convince, &#039;&#039;&#039;Craft 1&#039;&#039;&#039;, Exert, Heal, Know, Ride, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;, Trade&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Convince, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Notice, &#039;&#039;&#039;Punch 1&#039;&#039;&#039;, &#039;&#039;&#039;Sneak 1&#039;&#039;&#039;, Survive, Trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Osborn&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (X/X):&lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
*Stowed Gear (1X/X):&lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
*Treasure:&lt;br /&gt;
**&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shal&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/7)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Heavy Spear (1d10+1 damage, Shock 2/AC 15)&lt;br /&gt;
**Dagger (1d4+1 damage, Shock 1/AC 15)&lt;br /&gt;
**Common clothes&lt;br /&gt;
**Backpack&lt;br /&gt;
*Stowed (13/15)&lt;br /&gt;
**6 days food (3)&lt;br /&gt;
**Waterskin (1)&lt;br /&gt;
**Metal flask (crude spirits) (1)&lt;br /&gt;
**Tent (2)&lt;br /&gt;
**Bedroll (1)&lt;br /&gt;
**Tinderbox (0)&lt;br /&gt;
**4 Torches (2)&lt;br /&gt;
**Bundle of new armor(3)&lt;br /&gt;
*Treasure:&lt;br /&gt;
**24 sp, 8 cp&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
** 3x Daggers (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Daggers (Enc 1)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure:&lt;br /&gt;
** sp: 94 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure to be distributed&#039;&#039;&#039;&lt;br /&gt;
Tarnished bracelets / armlets (50 sp total)&lt;br /&gt;
34 sp (local)&lt;br /&gt;
122 sp (foreign - hand w/ arrows | crown )&lt;br /&gt;
silver torc (50 sp)&lt;br /&gt;
3 silver armbands (75 sp each)&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Roll of the Departed==&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys)&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
[[Regional Background]]&lt;br /&gt;
&lt;br /&gt;
[[History of the Kingdom of Caral]]&lt;br /&gt;
&lt;br /&gt;
[[Spring Festival]]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
[[Pointcrawl Rules]]&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=G2W:_Eughan&amp;diff=441867</id>
		<title>G2W: Eughan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=G2W:_Eughan&amp;diff=441867"/>
		<updated>2023-08-15T15:58:22Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Gateway to the West:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
*Name: Eughan&lt;br /&gt;
*Class: Warrior/Vowed             &lt;br /&gt;
*Level: 2                 &lt;br /&gt;
*XP:    4&lt;br /&gt;
*Age:   27   &lt;br /&gt;
*Languages: Native, Trade Tongue         &lt;br /&gt;
*Background:  Barbarian&lt;br /&gt;
*Description:           &lt;br /&gt;
&lt;br /&gt;
==Attributes:==&lt;br /&gt;
*Strength       12&lt;br /&gt;
*Dexterity      11  &lt;br /&gt;
*Constitution   16  (+1)  &lt;br /&gt;
*Intelligence   14  (+1)&lt;br /&gt;
*Wisdom         15  (+1)&lt;br /&gt;
*Charisma       14  (+1)&lt;br /&gt;
&lt;br /&gt;
===Other Stats===&lt;br /&gt;
*Movement Rate: 30&#039;&lt;br /&gt;
* HP: 10&lt;br /&gt;
* System Strain: 16&lt;br /&gt;
* AC: 13&lt;br /&gt;
* Attack Bonus: +2&lt;br /&gt;
* Saves:&lt;br /&gt;
** Evasion:&lt;br /&gt;
** Mental:&lt;br /&gt;
** Physical:&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
* Administer&lt;br /&gt;
* Connect&lt;br /&gt;
* Convince - 0&lt;br /&gt;
* Craft&lt;br /&gt;
* Exert - 1 &amp;lt;&amp;lt; Skill for Vowed Arts Effort&lt;br /&gt;
* Heal&lt;br /&gt;
* Know&lt;br /&gt;
* Lead&lt;br /&gt;
* Magic&lt;br /&gt;
* Notice - 0&lt;br /&gt;
* Perform&lt;br /&gt;
* Pray&lt;br /&gt;
* Punch - 1&lt;br /&gt;
* Ride&lt;br /&gt;
* Sail&lt;br /&gt;
* Shoot&lt;br /&gt;
* Sneak - 1&lt;br /&gt;
* Stab&lt;br /&gt;
* Survive - 0&lt;br /&gt;
* Trade - 0&lt;br /&gt;
* Work&lt;br /&gt;
&lt;br /&gt;
===Foci===&lt;br /&gt;
Close Combatant - 1 (Warrior Focus)&lt;br /&gt;
* Gain any combat skill as a bonus skill. You can use knife-sized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion.&lt;br /&gt;
&lt;br /&gt;
Deal Maker - 1 (General Focus)&lt;br /&gt;
* Gain Trade as a bonus skill. With a half hour of effort you can find a buyer or seller for any good or service that can be traded in the community, legal or otherwise. Finding a marginally possible service, like an assassin willing and able to target a king, or some specific precious ancient artifact, may require an adventure if the GM allows it at all.&lt;br /&gt;
&lt;br /&gt;
Valiant Defender - 1 (Level 2 Focus)&lt;br /&gt;
* Once per round, you can Screen Ally against even intangible spells or magical attacks or bodily shield them from an area-effect explosion or magic. Such attempts require the usual successful opposing skill check, with the assailant using their Magic skill.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
Martial Style: &lt;br /&gt;
* Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic weapon.&lt;br /&gt;
&lt;br /&gt;
Unarmed Might: &lt;br /&gt;
* Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as Unarmed Combatant that replace or improve your usual Punch damage do not apply to you.&lt;br /&gt;
&lt;br /&gt;
Unarmored Defense: &lt;br /&gt;
* When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
Style Weaponry: &lt;br /&gt;
* Pick three general classes of weapons, such as “swords”, “bows”, “axes”, “daggers”, or the like. When using weapons of those classes, you may use Punch for hit rolls instead of Stab or Shoot. Your Punch skill does not add to the damage done by these weapons, however, though the benefits of Martial Style apply to their hit rolls.&lt;br /&gt;
** Spears&lt;br /&gt;
** Bows&lt;br /&gt;
** Daggers&lt;br /&gt;
&lt;br /&gt;
Revivifying Breath: &lt;br /&gt;
* Commit Effort for the day as an On Turn action to heal yourself for 1d6 hit points plus your level. This healing does not increase System Strain. This ability may be used on your turn even when you are at zero hit points, but in such a case it Commits all your remaining Effort for the day. This art can be used only once per scene.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=441866</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=441866"/>
		<updated>2023-08-15T15:56:48Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Osborn|Osborn]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 7/7 | System Strain 0/x | AC x | &lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Shal Rocca|Shal Rocca]]&#039;&#039;&#039; (Marc G.) HP: 14/14 | System Strain 0/9 | AC 13 | Heavy spear to hit d20+3, d10+1 dmg, Shock 3&amp;lt;15&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 10/10 | System Strain 0/16 | AC 13 | Heavy Spear to hit 1d20+3, d10+0 dmg, Shock 2&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Osborn    || X/X || 0/X ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Shal Rocca || 14/14 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 10/10 || 0/16  ||  || 0/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Osborn     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Shal Rocca || Connect, Convince, &#039;&#039;&#039;Craft 1&#039;&#039;&#039;, Exert, Heal, Know, Ride, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;, Trade&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Osborn&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (X/X):&lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
*Stowed Gear (1X/X):&lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
** &lt;br /&gt;
*Treasure:&lt;br /&gt;
**&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shal&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/7)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Heavy Spear (1d10+1 damage, Shock 2/AC 15)&lt;br /&gt;
**Dagger (1d4+1 damage, Shock 1/AC 15)&lt;br /&gt;
**Common clothes&lt;br /&gt;
**Backpack&lt;br /&gt;
*Stowed (13/15)&lt;br /&gt;
**6 days food (3)&lt;br /&gt;
**Waterskin (1)&lt;br /&gt;
**Metal flask (crude spirits) (1)&lt;br /&gt;
**Tent (2)&lt;br /&gt;
**Bedroll (1)&lt;br /&gt;
**Tinderbox (0)&lt;br /&gt;
**4 Torches (2)&lt;br /&gt;
**Bundle of new armor(3)&lt;br /&gt;
*Treasure:&lt;br /&gt;
**24 sp, 8 cp&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
** 3x Daggers (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Daggers (Enc 1)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure:&lt;br /&gt;
** sp: 94 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure to be distributed&#039;&#039;&#039;&lt;br /&gt;
Tarnished bracelets / armlets (50 sp total)&lt;br /&gt;
34 sp (local)&lt;br /&gt;
122 sp (foreign - hand w/ arrows | crown )&lt;br /&gt;
silver torc (50 sp)&lt;br /&gt;
3 silver armbands (75 sp each)&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Roll of the Departed==&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys)&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
[[Regional Background]]&lt;br /&gt;
&lt;br /&gt;
[[History of the Kingdom of Caral]]&lt;br /&gt;
&lt;br /&gt;
[[Spring Festival]]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
[[Pointcrawl Rules]]&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=G2W:_Eughan&amp;diff=441864</id>
		<title>G2W: Eughan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=G2W:_Eughan&amp;diff=441864"/>
		<updated>2023-08-15T14:15:11Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Gateway to the West:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
*Name: Eughan&lt;br /&gt;
*Class: Warrior/Vowed             &lt;br /&gt;
*Level: 2                 &lt;br /&gt;
*XP:    0&lt;br /&gt;
*Age:   27   &lt;br /&gt;
*Languages: Native, Trade Tongue         &lt;br /&gt;
*Background:  Barbarian&lt;br /&gt;
*Description:           &lt;br /&gt;
&lt;br /&gt;
==Attributes:==&lt;br /&gt;
*Strength       12&lt;br /&gt;
*Dexterity      11  &lt;br /&gt;
*Constitution   16  (+1)  &lt;br /&gt;
*Intelligence   14  (+1)&lt;br /&gt;
*Wisdom         15  (+1)&lt;br /&gt;
*Charisma       14  (+1)&lt;br /&gt;
&lt;br /&gt;
===Other Stats===&lt;br /&gt;
*Movement Rate: 30&#039;&lt;br /&gt;
* HP: 10&lt;br /&gt;
* System Strain: 16&lt;br /&gt;
* AC: 13&lt;br /&gt;
* Attack Bonus: +2&lt;br /&gt;
* Saves:&lt;br /&gt;
** Evasion:&lt;br /&gt;
** Mental:&lt;br /&gt;
** Physical:&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
* Administer&lt;br /&gt;
* Connect&lt;br /&gt;
* Convince - 0&lt;br /&gt;
* Craft&lt;br /&gt;
* Exert - 1&lt;br /&gt;
* Heal&lt;br /&gt;
* Know&lt;br /&gt;
* Lead&lt;br /&gt;
* Magic&lt;br /&gt;
* Notice - 0&lt;br /&gt;
* Perform&lt;br /&gt;
* Pray&lt;br /&gt;
* Punch - 1&lt;br /&gt;
* Ride&lt;br /&gt;
* Sail&lt;br /&gt;
* Shoot&lt;br /&gt;
* Sneak - 1&lt;br /&gt;
* Stab&lt;br /&gt;
* Survive - 0&lt;br /&gt;
* Trade - 0&lt;br /&gt;
* Work&lt;br /&gt;
&lt;br /&gt;
===Foci===&lt;br /&gt;
Close Combatant - 1 (Warrior Focus)&lt;br /&gt;
* Gain any combat skill as a bonus skill. You can use knife-sized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion.&lt;br /&gt;
&lt;br /&gt;
Deal Maker - 1 (General Focus)&lt;br /&gt;
* Gain Trade as a bonus skill. With a half hour of effort you can find a buyer or seller for any good or service that can be traded in the community, legal or otherwise. Finding a marginally possible service, like an assassin willing and able to target a king, or some specific precious ancient artifact, may require an adventure if the GM allows it at all.&lt;br /&gt;
&lt;br /&gt;
Valiant Defender - 1 (Level 2 Focus)&lt;br /&gt;
* Once per round, you can Screen Ally against even intangible spells or magical attacks or bodily shield them from an area-effect explosion or magic. Such attempts require the usual successful opposing skill check, with the assailant using their Magic skill.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
Martial Style: &lt;br /&gt;
* Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic weapon.&lt;br /&gt;
&lt;br /&gt;
Unarmed Might: &lt;br /&gt;
* Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as Unarmed Combatant that replace or improve your usual Punch damage do not apply to you.&lt;br /&gt;
&lt;br /&gt;
Unarmored Defense: &lt;br /&gt;
* When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
Style Weaponry: &lt;br /&gt;
* Pick three general classes of weapons, such as “swords”, “bows”, “axes”, “daggers”, or the like. When using weapons of those classes, you may use Punch for hit rolls instead of Stab or Shoot. Your Punch skill does not add to the damage done by these weapons, however, though the benefits of Martial Style apply to their hit rolls.&lt;br /&gt;
** Spears&lt;br /&gt;
** Bows&lt;br /&gt;
** Daggers&lt;br /&gt;
&lt;br /&gt;
Revivifying Breath: &lt;br /&gt;
* Commit Effort for the day as an On Turn action to heal yourself for 1d6 hit points plus your level. This healing does not increase System Strain. This ability may be used on your turn even when you are at zero hit points, but in such a case it Commits all your remaining Effort for the day. This art can be used only once per scene.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=438348</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=438348"/>
		<updated>2023-06-01T12:29:43Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Combat Tracker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 0/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Shal Rocca|Shal Rocca]]&#039;&#039;&#039; (Marc G.) HP: 8/8 | System Strain 0/9 | AC 13 | Heavy spear to hit d20+3, d10+1 dmg, Shock 2&amp;lt;15&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/9 | System Strain 0/16 | AC 13 | Heavy Spear to hit 1d20+1, d10+0 dmg, Shock 2&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Shal Rocca || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 7/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Shal Rocca || Convince, Exert, Ride, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;, Trade&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shal&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/7)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Heavy Spear (1d10+1 damage, Shock 2/AC 15)&lt;br /&gt;
**Dagger (1d4+1 damage, Shock 1/AC 15)&lt;br /&gt;
**Common clothes&lt;br /&gt;
**Backpack&lt;br /&gt;
*Stowed (12/15)&lt;br /&gt;
**7 days food (4)&lt;br /&gt;
**Waterskin (1)&lt;br /&gt;
**Metal flask (crude spirits) (1)&lt;br /&gt;
**Tent (2)&lt;br /&gt;
**Bedroll (1)&lt;br /&gt;
**Blanket (1)&lt;br /&gt;
**Tinderbox (0)&lt;br /&gt;
**6 Torches (2)&lt;br /&gt;
*Treasure:&lt;br /&gt;
**24 sp, 8 cp&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
** 3x Daggers (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Daggers (Enc 1)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure:&lt;br /&gt;
** sp: 94 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436884</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436884"/>
		<updated>2023-05-02T23:56:40Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Shal Rocca|Shal Rocca]]&#039;&#039;&#039; (Marc G.) HP: 8/8 | System Strain 0/9 | AC 13 | Heavy spear to hit d20+2, d10+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/9 | System Strain 0/16 | AC 13 | Heavy Spear to hit 1d20+1, d10+0 dmg, Shock 2&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Shal Rocca || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Shal Rocca || Convince, Exert, Ride, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;, Trade&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shal&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/7)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Heavy Spear (1d10+1 damage, Shock 2/AC 15)&lt;br /&gt;
**Dagger (1d4+1 damage, Shock 1/AC 15)&lt;br /&gt;
**Common clothes&lt;br /&gt;
**Backpack&lt;br /&gt;
*Stowed (12/15)&lt;br /&gt;
**7 days food (4)&lt;br /&gt;
**Waterskin (1)&lt;br /&gt;
**Metal flask (crude spirits) (1)&lt;br /&gt;
**Tent (2)&lt;br /&gt;
**Bedroll (1)&lt;br /&gt;
**Blanket (1)&lt;br /&gt;
**Tinderbox (0)&lt;br /&gt;
**6 Torches (2)&lt;br /&gt;
*Treasure:&lt;br /&gt;
**24 sp, 8 cp&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
** 3x Daggers (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Daggers (Enc 1)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure:&lt;br /&gt;
** sp: 94 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436874</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436874"/>
		<updated>2023-05-02T15:52:25Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: Undo revision 436841 by Hedonismbot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436873</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436873"/>
		<updated>2023-05-02T15:52:14Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: Undo revision 436842 by Hedonismbot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/6 | System Strain 0/16 | AC 13 | Punch to hit 1d20+1, d6+0 dmg, Shock 1&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436872</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436872"/>
		<updated>2023-05-02T15:52:05Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: Undo revision 436843 by Hedonismbot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/6 | System Strain 0/16 | AC 13 | Punch to hit 1d20+1, d6+0 dmg, Shock 1&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
**1x Axe, Hand (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Axe, Hand (Enc 3)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure: &lt;br /&gt;
** sp: 72 &lt;br /&gt;
&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436871</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436871"/>
		<updated>2023-05-02T15:51:22Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: Undo revision 436846 by Hedonismbot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/9 | System Strain 0/16 | AC 13 | Punch to hit 1d20+1, d6+0 dmg, Shock 1&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
**1x Axe, Hand (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Axe, Hand (Enc 3)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure: &lt;br /&gt;
** sp: 72 &lt;br /&gt;
&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436870</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436870"/>
		<updated>2023-05-02T15:51:07Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: Undo revision 436845 by Hedonismbot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/9 | System Strain 0/16 | AC 13 | Heavy Spear to hit 1d20+1, d10+0 dmg, Shock 2&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
**1x Axe, Hand (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Axe, Hand (Enc 3)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure: &lt;br /&gt;
** sp: 72 &lt;br /&gt;
&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436869</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436869"/>
		<updated>2023-05-02T15:50:40Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: Undo revision 436868 by Hedonismbot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/9 | System Strain 0/16 | AC 13 | Heavy Spear to hit 1d20+1, d10+0 dmg, Shock 2&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
**1x Dagger (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Daggers (Enc 3)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure: &lt;br /&gt;
** sp: 100 &lt;br /&gt;
&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436868</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436868"/>
		<updated>2023-05-02T15:50:21Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: Undo revision 436867 by Hedonismbot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/9 | System Strain 0/16 | AC 13 | Heavy Spear to hit 1d20+1, d10+0 dmg, Shock 2&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
** 3x Daggers (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Daggers (Enc 1)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure: &lt;br /&gt;
** sp: 94 &lt;br /&gt;
&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436867</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436867"/>
		<updated>2023-05-02T15:50:11Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: Undo revision 436850 by Hedonismbot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/9 | System Strain 0/16 | AC 13 | Heavy Spear to hit 1d20+1, d10+0 dmg, Shock 2&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
**1x Dagger (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Daggers (Enc 3)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure: &lt;br /&gt;
** sp: 100 &lt;br /&gt;
&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436850</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436850"/>
		<updated>2023-05-02T01:03:55Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/9 | System Strain 0/16 | AC 13 | Heavy Spear to hit 1d20+1, d10+0 dmg, Shock 2&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
** 3x Daggers (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Daggers (Enc 1)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure: &lt;br /&gt;
** sp: 94 &lt;br /&gt;
&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436846</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436846"/>
		<updated>2023-05-01T15:55:44Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/9 | System Strain 0/16 | AC 13 | Heavy Spear to hit 1d20+1, d10+0 dmg, Shock 2&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
**1x Dagger (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Daggers (Enc 3)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure: &lt;br /&gt;
** sp: 100 &lt;br /&gt;
&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436845</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436845"/>
		<updated>2023-05-01T15:54:17Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/9 | System Strain 0/16 | AC 13 | Punch to hit 1d20+1, d6+0 dmg, Shock 1&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
**1x Dagger (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Daggers (Enc 3)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure: &lt;br /&gt;
** sp: 100 &lt;br /&gt;
&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=G2W:_Eughan&amp;diff=436844</id>
		<title>G2W: Eughan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=G2W:_Eughan&amp;diff=436844"/>
		<updated>2023-05-01T15:51:20Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: Created page with &amp;quot;- Main Page; Gateway to the West:Main_Page  *Name: Eughan *Class: Warrior/Vowed              *Level: 1                  *XP:    0 *Age:   27    *Languages: Native, Trade T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Gateway to the West:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
*Name: Eughan&lt;br /&gt;
*Class: Warrior/Vowed             &lt;br /&gt;
*Level: 1                 &lt;br /&gt;
*XP:    0&lt;br /&gt;
*Age:   27   &lt;br /&gt;
*Languages: Native, Trade Tongue         &lt;br /&gt;
*Background:  Barbarian&lt;br /&gt;
*Description:           &lt;br /&gt;
&lt;br /&gt;
==Attributes:==&lt;br /&gt;
*Strength       12&lt;br /&gt;
*Dexterity      11  &lt;br /&gt;
*Constitution   16  (+1)  &lt;br /&gt;
*Intelligence   14  (+1)&lt;br /&gt;
*Wisdom         15  (+1)&lt;br /&gt;
*Charisma       14  (+1)&lt;br /&gt;
&lt;br /&gt;
===Other Stats===&lt;br /&gt;
*Movement Rate: 30&#039;&lt;br /&gt;
* HP: 9&lt;br /&gt;
* System Strain: 16&lt;br /&gt;
* AC: 13&lt;br /&gt;
* Attack Bonus: +1&lt;br /&gt;
* Saves:&lt;br /&gt;
** Evasion:&lt;br /&gt;
** Mental:&lt;br /&gt;
** Physical:&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
* Administer&lt;br /&gt;
* Connect&lt;br /&gt;
* Convince - 0&lt;br /&gt;
* Craft&lt;br /&gt;
* Exert - 1&lt;br /&gt;
* Heal&lt;br /&gt;
* Know&lt;br /&gt;
* Lead&lt;br /&gt;
* Magic&lt;br /&gt;
* Notice&lt;br /&gt;
* Perform&lt;br /&gt;
* Pray&lt;br /&gt;
* Punch - 0&lt;br /&gt;
* Ride&lt;br /&gt;
* Sail&lt;br /&gt;
* Shoot&lt;br /&gt;
* Sneak - 0&lt;br /&gt;
* Stab&lt;br /&gt;
* Survive - 0&lt;br /&gt;
* Trade - 0&lt;br /&gt;
* Work&lt;br /&gt;
&lt;br /&gt;
===Foci===&lt;br /&gt;
Close Combatant - 1 (Warrior Focus)&lt;br /&gt;
* Gain any combat skill as a bonus skill. You can use knife-sized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion.&lt;br /&gt;
&lt;br /&gt;
Deal Maker - 1 (General Focus)&lt;br /&gt;
* Gain Trade as a bonus skill. With a half hour of effort you can find a buyer or seller for any good or service that can be traded in the community, legal or otherwise. Finding a marginally possible service, like an assassin willing and able to target a king, or some specific precious ancient artifact, may require an adventure if the GM allows it at all.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
Martial Style: &lt;br /&gt;
* Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic weapon.&lt;br /&gt;
&lt;br /&gt;
Unarmed Might: &lt;br /&gt;
* Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as Unarmed Combatant that replace or improve your usual Punch damage do not apply to you.&lt;br /&gt;
&lt;br /&gt;
Unarmored Defense: &lt;br /&gt;
* When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
Style Weaponry: &lt;br /&gt;
* Pick three general classes of weapons, such as “swords”, “bows”, “axes”, “daggers”, or the like. When using weapons of those classes, you may use Punch for hit rolls instead of Stab or Shoot. Your Punch skill does not add to the damage done by these weapons, however, though the benefits of Martial Style apply to their hit rolls.&lt;br /&gt;
** Spears&lt;br /&gt;
** Bows&lt;br /&gt;
** Daggers&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436843</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436843"/>
		<updated>2023-05-01T15:41:19Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/9 | System Strain 0/16 | AC 13 | Punch to hit 1d20+1, d6+0 dmg, Shock 1&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
**1x Axe, Hand (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Axe, Hand (Enc 3)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure: &lt;br /&gt;
** sp: 72 &lt;br /&gt;
&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436842</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436842"/>
		<updated>2023-05-01T15:41:01Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/6 | System Strain 0/16 | AC 13 | Punch to hit 1d20+1, d6+0 dmg, Shock 1&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eughan&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/6)&lt;br /&gt;
**1x Axe, Hand (Enc 1)&lt;br /&gt;
**Spear, Heavy (Enc 2)&lt;br /&gt;
**Heavy Bow (Enc 2)&lt;br /&gt;
**Arrows, 20 (Enc 1)&lt;br /&gt;
&lt;br /&gt;
* Stowed (12/12)&lt;br /&gt;
** 3x Axe, Hand (Enc 3)&lt;br /&gt;
** Arrows, 40 (Enc 2)&lt;br /&gt;
** Tinder box (* enc)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Bedroll (Enc 1)&lt;br /&gt;
** 1 person tent (Enc 1)&lt;br /&gt;
*Treasure: &lt;br /&gt;
** sp: 72 &lt;br /&gt;
&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436841</id>
		<title>Gateway to the West:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&amp;diff=436841"/>
		<updated>2023-05-01T14:56:14Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display:flex;flex-direction:row;justify-content:space-between;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sulldawga&#039;s WWN game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Thread Links&#039;&#039;&#039;: [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:WWN_Wiki_art.jpg|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Character Sheet Starter|Character Sheet Starter]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Metuta|Metuta]]&#039;&#039;&#039; (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Giorgios|Giorgios]]&#039;&#039;&#039; (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Arthan|Arthan]]&#039;&#039;&#039; (Koren n&#039;Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2&amp;lt;13&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Timbeo Tam|Timbeo Tam]]&#039;&#039;&#039; (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2&amp;lt;16&lt;br /&gt;
* &#039;&#039;&#039;[[G2W: Eughan|Eughan]]&#039;&#039;&#039; (Hedonismbot) HP: 9/6 | System Strain 0/16 | AC 13 | Punch to hit 1d20+1, d6+0 dmg, Shock 1&amp;lt;15.&lt;br /&gt;
&lt;br /&gt;
===Combat Tracker===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! HP !! Strain !! Spells !! Effort&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || 7/7 || 0/14 || 0/1 || 0/4&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || 6/6 || 0/11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || 6/6 || 0/12 || 0/1 || 0/1&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || 8/8 || 0/9  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || 9/9 || 0/16  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quick Skill Reference===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Char !! Skills&lt;br /&gt;
|-&lt;br /&gt;
| Metuta     || Heal, &#039;&#039;&#039;Magic 1&#039;&#039;&#039;, Ride, Shoot, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Giorgios   || Connect, Craft (smith), Notice, Sneak, Stab, Survive&lt;br /&gt;
|-&lt;br /&gt;
| Arthan     || Administer, Know, Magic, Notice, Pray, Sneak, Stab&lt;br /&gt;
|-&lt;br /&gt;
| Timbeo Tam || Lead, Notice, Shoot, &#039;&#039;&#039;Stab 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eughan || Survive, &#039;&#039;&#039;Exert 1&#039;&#039;&#039;, Sneak, Punch, Trade, Convince&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metuta&#039;&#039;&#039;&lt;br /&gt;
{{:G2W:_Metuta}}&lt;br /&gt;
*Movement: 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giorgios&#039;&#039;&#039;&lt;br /&gt;
*Readied Items:&lt;br /&gt;
*Stowed Gear: &lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthan&#039;&#039;&#039;&lt;br /&gt;
*Readied Items (3/6):&lt;br /&gt;
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)&lt;br /&gt;
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)&lt;br /&gt;
** Clothes, Common&lt;br /&gt;
** Backpack&lt;br /&gt;
*Stowed Gear (12/12):&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
** Lantern (Enc 1)&lt;br /&gt;
** Tinder box (Enc *)&lt;br /&gt;
** (2) Flasks of Oil, 1 pint (Enc 1)&lt;br /&gt;
** Writing kit &amp;amp; 20 sheets of paper (Enc 1)&lt;br /&gt;
** Rations, 1 week (Enc 4)&lt;br /&gt;
** Waterskin (Enc 1)&lt;br /&gt;
** Healers Pouch (Enc 1)&lt;br /&gt;
** Cartographer&#039;s Tools&lt;br /&gt;
*Treasure:&lt;br /&gt;
**42 sp&lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 130&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbeo&#039;&#039;&#039;&lt;br /&gt;
* Readied (6/8)&lt;br /&gt;
**Pieced Armor (AC 14)&lt;br /&gt;
**Large shield (+1 AC)&lt;br /&gt;
**Short Sword (1d6+2 damage, Shock 3/AC 15)&lt;br /&gt;
**Dagger (1d4+2 damage, Shock 2/AC 15)&lt;br /&gt;
**Backpack&lt;br /&gt;
&lt;br /&gt;
* Stowed (9/16)&lt;br /&gt;
**Tinder box and (3) torches (1 enc)&lt;br /&gt;
** One man tent (1 enc)&lt;br /&gt;
** Blanket (1 enc)&lt;br /&gt;
** Bedroll (1 enc)&lt;br /&gt;
**Rations, 1 week (Enc 4)&lt;br /&gt;
**Waterskin (Enc 1)&lt;br /&gt;
* Money: 15 sp&lt;br /&gt;
*Treasure: &lt;br /&gt;
*Total Stowed:&lt;br /&gt;
*Movement: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Generation Guidelines==&lt;br /&gt;
*PCs start at 1st level but we&#039;ll be using the Fast Levelling option from WWN&lt;br /&gt;
*If it&#039;s within the WWN rulebook or the Atlas of the Latter Earth, it&#039;s fair game&lt;br /&gt;
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW&lt;br /&gt;
*Feel free to assign stats to whichever attribute you like&lt;br /&gt;
*Max HP at level 1&lt;br /&gt;
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead&lt;br /&gt;
*Start with the maximum 180 sp&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - &amp;quot;There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?&amp;quot;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - &amp;quot;Look here now, son. The woods to the northwest, they&#039;ve got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they&#039;re six feet tall! You go up north and clean out them forests, I&#039;ll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get &#039;em out of there before they eat every scout in my troop!&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it&#039;s better than a horse. Close to the same speed but it&#039;ll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there&#039;s a couple herds of wild ones. Grab some young ones, train &#039;em up, you&#039;ll be riding in style. Just do me a favor when you&#039;re out there, see? We found some fields that look like someone&#039;s been growing vegetables. These green banana-shaped things, &#039;cept when you peel &#039;em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there&#039;s someone out there growing food, it&#039;s probably bandits or the like, so keep your eyes open. I pay bounties for bandits too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Custom Rules==&lt;br /&gt;
*Shelter and Weather&lt;br /&gt;
**The gist is, generally speaking, you&#039;re going to want tents. Blankets for sure, at least until the summer.&lt;br /&gt;
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing&lt;br /&gt;
*Disease and Illness&lt;br /&gt;
**The Heal skill will be valuable here&lt;br /&gt;
*Food, Gear, and Supplies&lt;br /&gt;
**Near the river, I will be handwaving the availability of water but food will be important&lt;br /&gt;
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks&lt;br /&gt;
**The further away from the river you travel, the more likely that water will be a concern&lt;br /&gt;
***I will give you some in-game warnings of this&lt;br /&gt;
**If you want to hunt or fish for food, we&#039;re using the Foraging rules in WWN&lt;br /&gt;
*Traveling through a Hex&lt;br /&gt;
**Because this is a pointcrawl and not a hexcrawl, there&#039;s going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc&lt;br /&gt;
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that&lt;br /&gt;
**I will allow the WWN rule of &amp;quot;to lightly explore a standard six-mile hex for points of interest takes a full day of scouting&amp;quot; but emphasis on &amp;quot;lightly&amp;quot;&lt;br /&gt;
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.&lt;br /&gt;
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)&lt;br /&gt;
***My encounter table gives only a 1 in 6 chance of encountering any given &amp;quot;monster&amp;quot;, with the other 5 in 6 representing tracks, spoor, etc.&lt;br /&gt;
*Upkeep&lt;br /&gt;
**Typical &amp;quot;upkeep rules&amp;quot; where you choose a level of comfort and pay that much up front each month.&lt;br /&gt;
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.&lt;br /&gt;
*Wilderness Travel Gear&lt;br /&gt;
**One man tent - 20 sp (1 enc)&lt;br /&gt;
**Blanket - 1 sp (1 enc)&lt;br /&gt;
**Bedroll - 5 sp (1 enc)&lt;br /&gt;
**Wilderness Travel Gear bundle - 40 sp (5 enc)&lt;br /&gt;
***one man tent&lt;br /&gt;
***bedroll&lt;br /&gt;
***blanket&lt;br /&gt;
***cooking utensils&lt;br /&gt;
***small hammer&lt;br /&gt;
***shovel&lt;br /&gt;
***waterskin&lt;br /&gt;
***tinder box&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dieterich_the_Blessed&amp;diff=381923</id>
		<title>Dieterich the Blessed</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dieterich_the_Blessed&amp;diff=381923"/>
		<updated>2020-06-09T21:06:14Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in the [[Morgansfort]] campaign.&lt;br /&gt;
* Cleric L2 (Acolyte)&lt;br /&gt;
* XP: 2964/3000&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
 STR 16   +2&lt;br /&gt;
 INT 14   +1&lt;br /&gt;
 WIS  6   -1&lt;br /&gt;
 DEX 15   +1&lt;br /&gt;
 CON  7   -1&lt;br /&gt;
 CHA 10   +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Link to google sheet&#039;&#039;&#039;&lt;br /&gt;
https://docs.google.com/spreadsheets/d/1dSTIrhIk_Sn4Fv-2vys5rpY2uxrOPuyAM6WMddY-Wf0/edit?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
* Adventuring - General adventure capability&lt;br /&gt;
* (C) Divine Blessing - +2 to all saves&lt;br /&gt;
* (G) Alchemy - The character can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+.&lt;br /&gt;
* (G) Theology - Automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 7&lt;br /&gt;
* Melee Attack Throw: 8+ (Cleave 0)&lt;br /&gt;
* Damage Bonus: +2&lt;br /&gt;
&lt;br /&gt;
*Ranged Attack Throw: 9+&lt;br /&gt;
&lt;br /&gt;
*Move: 20&#039; per round&lt;br /&gt;
&lt;br /&gt;
Saving Throws (all get +2 due to Divine Blessing):&lt;br /&gt;
*Paralysis/Petrify: 13 (+2)&lt;br /&gt;
*Death/Poison: 10 (+2)&lt;br /&gt;
*Dragon Breath: 16 (+2)&lt;br /&gt;
*Wands: 13 (+2)&lt;br /&gt;
*Spells: 15 (+2) (-1 for WIS)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*1st Level Spells: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold on Hand:&#039;&#039;&#039; 842&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Items:&#039;&#039;&#039; Staff of Healing - Can only be used by a divine caster. This staff does not employ charges. It heals any creature touched 1d6+1 hit points. The staff can only be used one time per creature per day, but may heal an unlimited number of creatures in a day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| style=&amp;quot;width:800px; border-style: solid; border-width: 3px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gear&#039;&#039;&#039;||&#039;&#039;&#039;Cost&#039;&#039;&#039;||&#039;&#039;&#039;Weight&#039;&#039;&#039;||&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Plate Armor || 60 || 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 10 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 5 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Sling w Bullets || 2 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol || 25 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Holy book || 10 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Iron Rations (2 wks) || 6 || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
| Backpack || 2 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:solid 1px black;&amp;quot; | &#039;&#039;&#039;Total:&#039;&#039;&#039; || 120 || 8.1 Stone ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039;  stone&lt;br /&gt;
&lt;br /&gt;
===Planned Proficiency Purchases===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Motivation===&lt;br /&gt;
&lt;br /&gt;
Rid the taint of Chaos from the world. Repay Tiarn for the blessings Dieterich has received through founding a church to push the influence of law into the lawless lands.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=378626</id>
		<title>SWN: Prismatic Spray</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=378626"/>
		<updated>2020-03-20T02:20:10Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prismatic Spray is a Stars Without Number (Revised) game using the Codex of the Black Sun supplement.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-recruitment-stars-without-number-revised-codex-of-the-black-sun-space-fantasy-final-destination.858933/ Recruitment] | [https://forum.rpg.net/index.php?threads/stars-without-number-prismatic-spray.859370/ OOC] | [https://forum.rpg.net/index.php?threads/stars-without-number-prismatic-spray.859396/ IC]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==Opening Crawl==&lt;br /&gt;
It&#039;s been 15 years since the &#039;&#039;&#039;Third Great Metastorm&#039;&#039;&#039; subsided, since the &#039;&#039;&#039;State of Grace&#039;&#039;&#039; was defeated, since the &#039;&#039;&#039;Prism&#039;&#039;&#039; arrived from their distant star.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lieges of the Real&#039;&#039;&#039; are ascendant after the war, academic Arcanists who promise a return to a more civilized age of magic and good government.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; lurks in the shadows, fallen Sunblades who have pledged their magical guns to bounty hunting and criminality while holding to a heartless code.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Prism&#039;&#039;&#039; stands poised to break the old cycles. Self-created synthetic beings with strict discipline and seemingly endless resources, their transhuman potential and striking fashion sense inspires and frightens humanity and posthumanity alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moresnet&#039;&#039;&#039; still remembers its fight for freedom with the help of the bygone &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, champions of the later Weave, and wonders what&#039;s become of them now...&lt;br /&gt;
&lt;br /&gt;
==Prismatic Spray Sector==&lt;br /&gt;
&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/3cV6HufZMAKvEZLIAQEJ Sector Map]&lt;br /&gt;
&lt;br /&gt;
This is only a local map - now that the Metastorm&#039;s subsided, there are always further places to come from or seek out star maps to.&lt;br /&gt;
&lt;br /&gt;
===Some Notable Worlds===&lt;br /&gt;
*The engineered gardens of &#039;&#039;&#039;Amity&#039;&#039;&#039; are overseen by the grand magical academy of the Lieges of the Real, drawing students and social climbers from across the sector.&lt;br /&gt;
*The asteroid habitats of &#039;&#039;&#039;Evergreen&#039;&#039;&#039; have turned a shattered planet into a rich trade hub and popular refuge from interplanetary chaos. &lt;br /&gt;
*The floating islands of &#039;&#039;&#039;Hanseong&#039;&#039;&#039; see nomadic Harpies and other cyber-magical societies bickering high above the toxic cloud sea that buried the surface.&lt;br /&gt;
*The defeated world of &#039;&#039;&#039;Grace&#039;&#039;&#039; has been blockaded by the Prism, banning all passage on or off the populous former suzerain-planet of the State of Grace.&lt;br /&gt;
*The ocean planet of &#039;&#039;&#039;Aeaea&#039;&#039;&#039; hosts surface platforms and itinerant sailors, but the reclusive Nereid group-mind is most active in the gleaming world beneath the waves.&lt;br /&gt;
*The bubble cities of &#039;&#039;&#039;Vuor&#039;&#039;&#039; have at last ended their bitter civil war, leaving the new generation to piece something together from the wreckage.&lt;br /&gt;
*The frigid desert of &#039;&#039;&#039;Stoke&#039;&#039;&#039; powers massive industrial complexes from its underground canyon cities, manufacturing best-quality tech with artifact machinery.&lt;br /&gt;
*The gas giant of &#039;&#039;&#039;Cirfant&#039;&#039;&#039; fuels the sector, and the greed of its ruling families and pirate vassals, with its irreplaceable web of floating dioxis distilleries.&lt;br /&gt;
*The Gaolers of &#039;&#039;&#039;Tayn&#039;&#039;&#039; keep their own company, and the sector breathes a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
===Notes from Chargen===&lt;br /&gt;
One inspiration for &#039;&#039;&#039;Vuor&#039;&#039;&#039; was Yugoslavia and its spomenici architecture, working to define a new shared culture that escapes previous divisions among and between the bubble cities. They developed war magic to try to minimize collateral damage in their cramped and irreplaceable habitats. They used to provide elite troops to the State of Grace. A fate-based religion might be a fatalist response to persistent war, a new religious movement inspired by the unification culture, or a tradition carried on from one of the seed cultures of the bubble cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cirfant&#039;&#039;&#039; is a gas giant populated by Cloud Cities, and there&#039;s probably moon bases and space stations in the system, too. Rival families of hydraulic nobility scheming for advantage and barely keeping pirate fleets inside the tent by giving them stipends and honors. It&#039;s very inspired by the first act of Return of the Jedi, especially the campy costumed and puppeteered villains bringing them out on a skiff to be executed - but not before they taunt the so-called &amp;quot;heroes&amp;quot; one last time!! I&#039;m sure they have ritual combat beam-fencing traditions, practical anti/pro-piracy measures, and a rebellious underclass running the mines. TOS episode The Cloud Minders was also on my mind when I rolled the tags.&lt;br /&gt;
&lt;br /&gt;
A hotshot thrillseeker without magic or psi might be from &#039;&#039;&#039;Evergreen&#039;&#039;&#039;. The sense in my notes is kinda like a European impression of JFK-era America: they came off well after a damaging war, there&#039;s both big wealthy cities and rural billboard malt shop towns (or asteroid habitats), they like games and casinos and amusement parks, the past is over, you can always just get on the highway and enjoy the open road, there&#039;s a Lynchian underbelly to the comfort and prosperity, their self-image is unimpeachably innocent and can never do or suffer wrong, everyone there is a narcissistic lunatic who thinks they&#039;re the protagonist of history, etc.&lt;br /&gt;
&lt;br /&gt;
I imagine &#039;&#039;&#039;Prismatics&#039;&#039;&#039; as colorful, otherworldly, almost planar or elemental beings who might really come around on organic life after they try pancakes and have a musical number or two. (&amp;quot;begin producing more pancakes at once, my pets!&amp;quot;) Prismatic PCs are probably detached from the hierarchy in some way: long-term scouting mission, semi-approved quest for knowledge, crash-landed, got sick of all the fighting and stopped clocking in for work but haven&#039;t actually quit yet, openly in rebellion, etc.&lt;br /&gt;
&lt;br /&gt;
A tenure-seeking &#039;&#039;&#039;Liege&#039;&#039;&#039; would be fun, and a great excuse to seek out/study/loot magical lore in the cosmos! I think of them sorta like the institutionalized Jedi Order, but more like your Ars Magica, Order of Hermes type institution with different traditions and specialties. They&#039;re also very heavily about Oxbridge and the Ivies as engines and reinforcers of the elite and the status quo. Aeaea and Hanseong are within Amity&#039;s sphere of influence and send many students there for magical and administrative training with the Lieges.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; (Montagnards?) are a dishonored and sorta Boba Fett-y one who use revolvers as their sacred weapon. Moresnetes are forever grateful to the &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, an old Sunblade order and allies whose archer adepts (like magical International Brigades) helped free their planet from local tyranny after the Scream, but they don&#039;t know what&#039;s become of them now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rectifiers&#039;&#039;&#039; have a big presence across the sector, manifesting in different local traditions, especially among posthuman-curious cultures like Hanseong and Aeaea. On top of body-shaping for fun and profit, they&#039;ve been healers for generations, including in the recent war. A large contingent of Rectifiers have aligned themselves with the Prism as a symbol of transhuman possibility, making the Lieges&#039; monocles pop out.&lt;br /&gt;
&lt;br /&gt;
In this sector, &#039;&#039;&#039;Pacters&#039;&#039;&#039; are an old, old tradition of magic that had powerful users before the Scream, but were supplanted by more accessible styles like the Arcanists and Rectifiers. The old tyrants of Moresnet were Pacters, and they left a lot of their great works and freed servants behind when they were toppled - mostly benign Shadow devotion is in the air in a way it&#039;s not on other worlds, even wizard-city Amity, although there are always dangerous ones.&lt;br /&gt;
&lt;br /&gt;
===A Moresnet Gazetteer===&lt;br /&gt;
[https://curiator.com/art/simon-stalenhag/44 Moresnet looks like this.] &lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/y88THy3.png Here is a local map.]&lt;br /&gt;
&lt;br /&gt;
32 million people, breathable atmosphere, hybrid biosphere, temperate-to-warm climate, TL4. Relatively isolated from the wider sector due to metadimensional &amp;quot;bad weather.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Picture humid air, three moons in the sky, rocky coastlines and volcanic islands, jungles dense with hybrid ecosystems and nonhuman others, pastel-colored settlements connected by silent maglev train, cloaked sages meeting with hard-hatted technicians in a rural factory courtyard, revelers holding fans and colorful glass cups to feel the bass-heavy music at a festival, teens in padded armor practicing stick fighting under their teacher&#039;s eye, and megalithic pretech installations looming on the horizon.&lt;br /&gt;
*The common language is Wika, which grew from Filipino Sign Language, and many other signed and oral languages are used at the community level. It is considered polite to sign or use text in public settings, out of consideration for language variation and widespread deafness. Filipino names are typical.&lt;br /&gt;
*Moresnet has no central government. Communes and convocations representing dozens to hundred-thousands of people are a vehicle for collective decision making, resource management, and mutual aid. Trade syndicates emerge from individual factories and workshops, regional communes from villages and settlements, city assemblies from neighborhoods, and so on into the night. Conflict between communes is usually resolved without serious violence. The communal system has been widely established on the planet for about two centuries, after several governments of varying levels of tyranny were dismantled.&lt;br /&gt;
*Magic and psionics are widely-known (with misconceptions: like ska musicians, or mayors), and it’s not difficult to find training by joining the appropriate commune-school. Like deafness, MES is generally seen as a different way of experiencing the world, not a mysterious gift or curse. Individuals have a right to their own magic, but like other valuable skills, there is a strong sense of community obligation. In bygone days, magicians were associated with martial rebels and tyrants, but the modern stereotype is of a performer or creative type. Psychics have consistently been seen as disciplined community workers: telepathy, healing, and disaster preparedness for example.&lt;br /&gt;
*Jungles, river caves, and the hidden corners of cities have hosted magical beings called Shadows (and sometimes their mortal followers) since the time of the Weave. Not all Shadows are malevolent, but they usually aren’t part of public life. Some communes and individuals have long-established patron or guardian Shadows, or other ritualized relationships. Others ask strong fighters and canny magicians to clear out the cruel spirits that bedevil them.&lt;br /&gt;
&lt;br /&gt;
====Moresnet Lexicon====&lt;br /&gt;
These are some Wika terms used on Moresnet, especially along the Oryang river near Sabungan.&lt;br /&gt;
;bai&lt;br /&gt;
: A bachelorette ginoo.&lt;br /&gt;
;barangay&lt;br /&gt;
: A village, district, or neighborhood-level assembly; a voluntary local commune.&lt;br /&gt;
: A luxury river and coastal watercraft with mostly-decorative sails; a yacht.&lt;br /&gt;
;datu (masculine) or dian (feminine)&lt;br /&gt;
: A ginoo who leads other ginoo.&lt;br /&gt;
;diwata&lt;br /&gt;
: A powerful spirit that can be beseeched for magic.&lt;br /&gt;
: A god, if especially mighty.&lt;br /&gt;
;ginoo&lt;br /&gt;
: A person of noble status recognized by others.&lt;br /&gt;
;Habagat&lt;br /&gt;
: Monsoon.&lt;br /&gt;
: A celestial diwata, the bringer of rain. Ex-husband of Oryang.&lt;br /&gt;
;kristo&lt;br /&gt;
: A bookkeeper and bet fixer who happens to be a spirit medium. Unsullied umpires of the cock festival since forever.&lt;br /&gt;
;Mayari&lt;br /&gt;
: One of Moresnet&#039;s three moons; the silver moon.&lt;br /&gt;
: A celestial diwata, veiled and silver. Goddess of Revolution, the Hunt, and Combat, among other domains.&lt;br /&gt;
;Oryang&lt;br /&gt;
: A river south of Mei Marajan.&lt;br /&gt;
: The diwata of the river. Ex-wife of Habagat.&lt;br /&gt;
;pula&lt;br /&gt;
: Red. A warrior: red is a dye reserved for fighters.&lt;br /&gt;
: The favored cock in a fight.&lt;br /&gt;
;puti&lt;br /&gt;
: Literally &amp;quot;white,&amp;quot; contextually &amp;quot;unpainted.&amp;quot; Someone who has neither tattoos nor red garments.&lt;br /&gt;
: The unfavored cock in a fight.&lt;br /&gt;
;salakót&lt;br /&gt;
: A wide-brimmed straw or rattan hat that comes to a point. Popular with farmers and fashionistas alike.&lt;br /&gt;
;siya, kanya, kanyang&lt;br /&gt;
: A third-person singular pronoun. Kristos and others use it. &lt;br /&gt;
: He/him/his | She/her/hers | They/them/their | Siya/kanya/kanyang&lt;br /&gt;
;tinola&lt;br /&gt;
: A ginger-based chicken stew popular during the cock festival. It&#039;s heavenly over rice.&lt;br /&gt;
&lt;br /&gt;
===A Hanseong Gazetteer===&lt;br /&gt;
Hanseong is in the tradition of floating island archipelagos suspended over a &amp;quot;lost continent&amp;quot; cloud sea. Big inspirations are the game/setting Inverse World and an incredible zine called the Doodle Factory in the Skies. Sometime between the Scream and now, someone&#039;s technomagical terraforming project got all screwed up, and now stuff floats. It&#039;s difficult to just zip around in a standard gravflyer (what with the energy currents), so local forms of flight are more widely used. I think there&#039;s an inner orbit of larger islands that&#039;ve been made more culturally legible to offworlders, maybe even locked into place or surrounding a stable mountain whose peak pierces the clouds, and then increasingly further-flung outer orbits where the worldlets and their cultures get real strange: checkerboard sky castles with warring bishops and their mercenaries, floating junkyards, lost vampire prisons. Brave/stupid treasure hunters and archaeologists can wear a pressure mask and dip below the clouds to dig through ancient ruins, like Weave-era settlements or the Statue of Liberty halfway sticking out of a beach.&lt;br /&gt;
&lt;br /&gt;
Sedentary islands and nomadic groups have their own practices, but there are overarching cultural norms, including that people use cybernetics and Rectifier (or Biopsion) body augmentation to fulfill their social roles, which aren&#039;t static throughout life. I don&#039;t wanna write a whole anthropology before the players even visit, but I&#039;m picturing The Left Hand of Darkness, and for that matter lots of LeGuin&#039;s Hainish and Earthsea books. Harpies are people who travel often between islands as couriers, messengers, and explorers, which is why they have wings, and keen eyes to pierce the clouds and see danger and opportunity at a distance. Not coincidentally, Hanseongin who leave the planet to seek their fortune on further islands are usually Harpies. There are other broad and niche roles: Shepherds with drone control implants, Delvers who breathe toxic air freely, various warriors and sectarians with retractable claws and beam cannons. And of course your caregivers and farmers and doctors and technicians and teachers, who might augment their bodies to more durable, patient, careful, or tender.&lt;br /&gt;
&lt;br /&gt;
Hanseong is officially a protectorate of Amity and the Lieges of the Real - they were close enough for regular travel during the Metastorm. The Lieges take students for prestigious and high-quality magical and administrative training, which has been impacting Hanseong cultures as their ideas filter back, especially on the more sedentary inner islands. They would like to translate Hanseongin cultures (and resources) into a form more legible to their way of understanding and controlling the world - the Real.&lt;br /&gt;
&lt;br /&gt;
==Tone and Genre==&lt;br /&gt;
Prismatic Spray is space fantasy! There&#039;s room for different styles on different planets, but here are some rules of thumb:&lt;br /&gt;
*Space travel is relatively accessible. Individuals and small groups can acquire spacecraft of their own, not only merchants and trading companies.&lt;br /&gt;
*Worlds that are fully cut off from the wider sector are uncommon. The overall tech level is usually high, even aside from psi and magic. Most systems have their own culture, but shared interstellar cultures exist; empires and magical orders have come and gone.&lt;br /&gt;
*Spellcasters often exist in formal groups with a known presence in the sector, even if they&#039;re small or scattered. Like Jedi, worldly people broadly know what magic and magicians are. Sunblades always have an order, but Arcanists and Magisters have teachers and schools of thought as well.&lt;br /&gt;
*Earth does not loom large in most peoples&#039; imagination. Humanity and posthumanity has grown in new directions, including the possibility of deep physical changes through magic and tech, and encounters with fully nonhuman Shadows and now AI. A lot has happened since the Scream.&lt;br /&gt;
*Think: possibilities, curiosity, escaping cycles, making something new with what you&#039;ve been given. And laser swords.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Languages are mostly by planet. Planets and cultures not on the starting map also have languages. Here are some standouts:&lt;br /&gt;
*&#039;&#039;&#039;Gracious&#039;&#039;&#039;, the language of the former State of Grace, is still widely used in the Hodler, Nitobe, Gauntlett, and Auld systems.&lt;br /&gt;
*&#039;&#039;&#039;Aerial Cirfant&#039;&#039;&#039; is used by noble houses, dioxis traders, and social climbers of the Lagrange system; &#039;&#039;&#039;Terrestrial Cirfant&#039;&#039;&#039; is used by its miners, laborers, rebels, and the pirates of its own and other worlds, including the Mountain.&lt;br /&gt;
*The Lieges of the Real promote the use of &#039;&#039;&#039;Novesperanto&#039;&#039;&#039; in their sphere, which presently includes the Zamenhof, Anacreon, and Seok systems.&lt;br /&gt;
*The Nereids of Aeaea use a &#039;&#039;&#039;post-linguistic telepathy&#039;&#039;&#039; among themselves, but their travelers can apparently understand any language.&lt;br /&gt;
*Less centralized worlds have more local languages. Vuor has a few (no majority), Hanseong has several (majority Hano), Evergreen has many (majority Gracious).&lt;br /&gt;
*&#039;&#039;&#039;Iris&#039;&#039;&#039;, an ancient academic language useful for discussing magic, communicating with elder Shadows, and describing colors in vivid detail.&lt;br /&gt;
*&#039;&#039;&#039;Docker&#039;&#039;&#039;, a countercultural amalgam language mixing Novesperanto, Gracious, Terrestrial Cirfant, and others used by workers in spaceports (docks) and on the working ships of the sectors.&lt;br /&gt;
*&#039;&#039;&#039;Screech&#039;&#039;&#039;, a physical language used by the Harpy couriers of Hanseong which can only be fully spoken while in flight, but which has some &#039;grounded&#039; movement and posture forms used to communicate surreptitiously when around &#039;grounders&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Graceful&#039;&#039;&#039;, an emotive/metaphor physical language considered highest culture by the suzerains of Grace. One has to attend special schools to learn it, and those fluent in it are in demand with aristocrats within Grace&#039;s hegemony and nearby Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;Wika&#039;&#039;&#039;, the sign language of Moresnet.&lt;br /&gt;
*If you pick a new language, name it and say who uses it.&lt;br /&gt;
&lt;br /&gt;
===Language Rules Free Throw Zone===&lt;br /&gt;
&lt;br /&gt;
Every PC knows Novesperanto, the interstellar auxiliary and technical language known by worldly people on all planets, and also knows their native language(s): we&#039;ll assume 1 for the following numbers, but it&#039;s more for some people.&lt;br /&gt;
*If you have Know/Connect-0, you know those ones, plus one more. (3 languages total)&lt;br /&gt;
*If you have Know/Connect-1, you know those ones, plus three more. (5 languages total)&lt;br /&gt;
*If you have Know/Connect-2, you know those ones, plus six more. (8 languages total)&lt;br /&gt;
You may leave a number of languages up to your skill rating undefined and declare that you know them when they arise during play.&lt;br /&gt;
&lt;br /&gt;
If you have Know Magic-0, you also know Iris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Caption gloves&#039;&#039; are an accessibility tool developed on Moresnet to help signers and non-signers communicate. This somewhat stylish system of elbow-length gloves and rings produces holographic closed captioning between the wearer&#039;s arms. The text is produced by either signing in Wika or &amp;quot;typing&amp;quot; in the air as if on a TL4 Novesperanto keyboard. Caption gloves function as the translator torc on page 70-71, but cost only 50 credits or AFB.&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
The Novesperanto auxiliary calendar (sometimes called &#039;&#039;Auxdate&#039;&#039;), used for comparing standardized time across worlds, is divided into 13 28-day months with 4 weeks of 7 24-hour days each, 364 days total. Isn&#039;t that convenient? You would notate &amp;quot;the 20th day of the 10th month in the 15th year&amp;quot; as 15.10.20. Auxdate is typically used as numbers only.&lt;br /&gt;
&lt;br /&gt;
Era 4 began with the subsiding of the Third Great Metastorm, but this was only recognized after the defeat of the State of Grace.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
&lt;br /&gt;
*[[Ji-Ho Cloud Hopper 17]], merchant and pilot, HP 15/15 | System Shock 0 | AC 14 | Initiative +2, low-light/thermal vision, Expert Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Lami Haidor]], Sword Prodigy, HP 21/21 | System Shock 0 | AC 19 | Initiative +2, Warrior Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Uwais]], Chosen Pacter of UltraViolet, HP 11/11 | System Strain 0/10 | AC 17 | Initiative +0/+1(Space Combat) | Spell Casts: L1: 5/5 L2: 2/2&lt;br /&gt;
&lt;br /&gt;
*[[Trajan Venswell]], Arcanist of the Lieges, HP 10/10 | System Shock 0 | AC 10/17 (PSF) | Initiative +0 | Spell Casts: L1: 2/2 L2: 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Theleth]], Rectifier Vessel of Will, HP 16/16 | System Shock 0 | AC 11 | Initiative +1 | Spell Casts: L1: 4/5 L2: 2/2&lt;br /&gt;
&lt;br /&gt;
*[[Flame-of-Burnt-Brandy]], (teleporting robut), HP 13/13 | System Shock N/A | AC 13 | Initiative +0 | Effort 5/5, Processing 3/3&lt;br /&gt;
&lt;br /&gt;
==All Things Held In Common==&lt;br /&gt;
===Common Fund===&lt;br /&gt;
*0 credits&lt;br /&gt;
*0 Anarchist Fun Bucks&lt;br /&gt;
*0 black betting pearls&lt;br /&gt;
&lt;br /&gt;
===Common Gear===&lt;br /&gt;
*Stored at Outer Sanctum:&lt;br /&gt;
*Stored on the ship:&lt;br /&gt;
===The Ship===&lt;br /&gt;
&#039;&#039;&#039;Hanseongin Merchant Shuttle&#039;&#039;&#039;&lt;br /&gt;
*Speed: 3&lt;br /&gt;
*Armor: 0&lt;br /&gt;
*Hit Points: 15 &lt;br /&gt;
*Crew: 1/10&lt;br /&gt;
*AC: 11&lt;br /&gt;
*Power: 4 (3 free)&lt;br /&gt;
*Mass: 7 (0 free)&lt;br /&gt;
*Hardpoints: 1 (1 free)&lt;br /&gt;
*Hull Type: Shuttle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fittings:&#039;&#039;&#039;&lt;br /&gt;
*Amphibious Operation&lt;br /&gt;
*System Drive&lt;br /&gt;
*Shiptender Compatible&lt;br /&gt;
*Cargo, 10 tons&lt;br /&gt;
*Smuggler&#039;s Hold, 200 kg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs&#039;&#039;&#039;&lt;br /&gt;
*Base Price: 208,000 credits&lt;br /&gt;
*Six-Month Maintenance: 10,400 credits (due 15.13.1)&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
As per the 2E/Revised rulebook (Page 4), with these changes.&lt;br /&gt;
*Roll 4d6 drop lowest for attributes, arranged as you like.&lt;br /&gt;
*Instead of rolling HP at level 1, set your first d6 to 6 and modify with Constitution as normal. When you reroll HP on level up, continue using 6 in place of that first d6. Reroll further hit dice that roll 1.&lt;br /&gt;
*All PCs know Novesperanto, the auxiliary and technical language of the old Weave. You also know the language(s) of your home culture(s). You may know additional languages as per page 24.&lt;br /&gt;
&lt;br /&gt;
==Character Options==&lt;br /&gt;
You can spend one of your starting foci to play a posthuman character, like a Harpy or Nereid, or a nonhuman Prismatic AI.&lt;br /&gt;
&lt;br /&gt;
===Human===&lt;br /&gt;
Adaptable folk who live on many different worlds. Humans may or may not modify themselves with magic, cybernetics, or gengineering, but more often as individuals than whole cultures. They effectively have one extra focus to spend however they like.&lt;br /&gt;
&lt;br /&gt;
===Harpy===&lt;br /&gt;
Winged folk from Hanseong who live among diverse and squabbling floating islands. In their home societies, wings are given to travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their move action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
&lt;br /&gt;
===Nereid===&lt;br /&gt;
Sea-dwelling folk from Aeaea who are connected to a powerful psychic group-entity in their home ocean. They prize their collective and rarely travel alone, but some have the urge to leave. Nereids can breathe and move freely underwater as well as on land. They can naturally communicate telepathically with one willing person per scene, as per Telepathy-1: Transmit Thought. They are automatically aware when their minds are targeted by psi or magic.&lt;br /&gt;
&lt;br /&gt;
===Prismatic===&lt;br /&gt;
Purpose-built synthetic minds from the Prism who move their core between bodies. They take colors as their names, which reflect their personality and function within the stratified Prism. Some Prismatics desert their posts, or even rebel against their own makers, to &amp;quot;protect organic life&amp;quot; and &amp;quot;pursue peace and love,&amp;quot; if you can believe that. True AI are created as per Revised Edition page 285. Choose Jack or Synth (page 257) as your starting armature.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Available classes are (Arcane) Expert, (Arcane) Warrior, Psychic, Arcanist, Magister (any), Sunblade, Yama King, and Adventurer (combining any of the above). Note that Arcane Expert and Arcane Warrior are exactly the same as the core versions of those classes, just with the option to choose Arcane Foci to represent minor magical talents.&lt;br /&gt;
&lt;br /&gt;
Prismatic characters are True AI, or may be Adventurers with Partial AI and Partial Expert, Warrior, Psychic, or Arcanist.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Your Deal?==&lt;br /&gt;
Write about 150 words of backstory. It can be a bit more or less. It&#039;s usually more fun to expand and improvise once we start playing and know the world, anyway. Think about goals, wants, and open questions. Concise doesn&#039;t have to mean humble or mundane origins!&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
This game will adapt the advancement system from The Black Hack, in which the party gains an Experience each time something specific happens in play. Characters level up once they have Experiences equal to the new level. These things count as a defining Experience:&lt;br /&gt;
* Defeating a powerful ‘named’ enemy either in combat or by thwarting their schemes.&lt;br /&gt;
* Discovering the entrance - or a newer, deeper level - of a ‘dungeon’ or lair and beginning to exploring it.&lt;br /&gt;
* Recovering a unique artifact such as an arcanotech device, notable starship, or Weave-era installation.&lt;br /&gt;
* Overcoming, disabling, or surviving a deadly and powerful threat such as a magical trap or enemy capture.&lt;br /&gt;
* Completing a mission for someone else.&lt;br /&gt;
* Achieving a defined goal, shared or personal, of the characters.&lt;br /&gt;
&lt;br /&gt;
=Style and Posting=&lt;br /&gt;
*When taking action, post both &#039;&#039;what&#039;&#039; you want to do and &#039;&#039;how&#039;&#039; you want to do it. The Wyzard wrote a great guide to this [https://forum.rpg.net/index.php?threads/stars-without-number-volume-iii-lets-kill-the-pope.728999/page-30#post-18078156 here.]&lt;br /&gt;
*Aim for concise posts that focus on things that other people can see and respond to. Inner monologues and flashbacks aren&#039;t verboten, but try reframing them as things that are said or done out loud.&lt;br /&gt;
*Be bold! To do it, do it! Play to find out what happens! Take action and narrate up to the point that you don&#039;t know what happens next. Avoid &#039;&#039;if-then&#039;&#039; instructions. If you&#039;re not sure whether the group will want to do something that affects everyone, ask in the OOC thread first - but if it fits, plunge ahead and drive the action forward.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uwais&amp;diff=378232</id>
		<title>Uwais</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uwais&amp;diff=378232"/>
		<updated>2020-03-02T18:41:57Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uwais was a waster, living on Moresnet without much direction or drive. Smart and charismatic, he found it easier to glide through life, often taking advantage of hospitality he could convince others to provide or fast talk his way out of trouble. But while on a return spike drill back from a minor delivery job that also involved traveling with a minor noble&#039;s son, Uwais was pulled from reality by the being who introduced themself as &#039;&#039;&#039;Ultraviolet&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Ultraviolet spoke of how they had a long history guiding humanity through times of trouble. They also spoke of that time coming again, and that they had chosen Uwais as one of the key figures that would be needed in the coming conflict. Through a series of increasingly painful rituals, Ultraviolet infused Uwais with the power of Shadow. Ultraviolet instructed Uwais to return to Moresnet and seek out the small magical school, where individuals would not fear Shadows. And the caves nearby held a place where the barrier between the Real and the Shadow felt thin. &lt;br /&gt;
&lt;br /&gt;
That was ten years ago. Not much of the carefree partier is left in Uwais. He is still bright and well spoken, but he now thinks mostly of how he can help others. And the way he feels he can best help others is by gaining as much knowledge and power as he can. To wield the power of Shadow is to be in control of the fate of oneself. Sometimes, when he sleeps, he dreams of standing at the head of a great host of Shadow-soldiers, marching across world after world, bringing what he thinks of as justice. But then he wakes, tidily rolls up his meditation mat, and prepares a breakfast for some of the students of the school.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
* Class: Human Pacter&lt;br /&gt;
* Level: 3&lt;br /&gt;
* Experiences: 0/4&lt;br /&gt;
* Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
* Strength: 6 [-1]&lt;br /&gt;
* Constitution: 10 [+0]&lt;br /&gt;
* Dexterity: 8 [+0]&lt;br /&gt;
* Intelligence: 14 [+1]&lt;br /&gt;
* Wisdom: 7 [-1]&lt;br /&gt;
* Charisma: 17 [+1]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
* Background: Pacter Chosen&lt;br /&gt;
* Goal: Seek power and prepare for the coming conflict.&lt;br /&gt;
* Homeworld: Moresnet&lt;br /&gt;
* Languages: Novesperanto, Wika, Iris, Gracious (+1 from Know-0, +Iris from Know Magic)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Cast Magic-1 (Free Background + 2 skill points)&lt;br /&gt;
* Connect-0&lt;br /&gt;
* Stab-0 (Any Combat)&lt;br /&gt;
* Know Magic-0 (Any Skill)&lt;br /&gt;
* Talk-1 (3 skill points)&lt;br /&gt;
* Notice-0 (1 skill point)&lt;br /&gt;
* Know-0 (Free choice)&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
* Initiate of Healing&lt;br /&gt;
** Level 1&lt;br /&gt;
** The user may expend a spell slot to heal a visible ally within 30 meters for 1d6 points of damage per spell level expended, plus the caster’s Cast Magic skill. Invoking this healing takes a Main Action, but it is not a spell and cannot be interrupted.&lt;br /&gt;
* Savage Sorcery&lt;br /&gt;
** Level 1&lt;br /&gt;
** As a Main Action invocation, the spellcaster can blast a visible target within 100 meters with a bolt that does 1d8 damage plus their character level if it successfully hits, with the hit roll modified by their Cast Magic skill. They may use this bolt as often as they wish. Any spell they cast that rolls hit point damage does an additional +1 damage per die&lt;br /&gt;
* Ironhide&lt;br /&gt;
** Level 1&lt;br /&gt;
** You have an innate Armor Class of 15 plus half your character level, rounded up.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Spells per day:&lt;br /&gt;
** 1st level: 5&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
* Spells known&lt;br /&gt;
** 1st level: 3&lt;br /&gt;
*** Put Down&lt;br /&gt;
*** Analyze Shadow&lt;br /&gt;
*** Call Lesser Servitor&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
*** Call Myrmidon&lt;br /&gt;
*** Shadow Cyst&lt;br /&gt;
&lt;br /&gt;
===Named Shadows===&lt;br /&gt;
* Che-Che - small Shadow lesser servitor (like a small demonic roomba).&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine: [shoot roll houserule?]&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Ironhide&lt;br /&gt;
**AC: 17&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 11 (https://orokos.com/roll/788728)&lt;br /&gt;
*System Strain: 0/10&lt;br /&gt;
*Base AC: 17 (Iron Hide)&lt;br /&gt;
*Base Attack Bonus: +0&lt;br /&gt;
*Saves (-1 per level)&lt;br /&gt;
**Physical: 13 (+0 for CON)&lt;br /&gt;
**Mental: 13 (+1 for CHA)&lt;br /&gt;
**Evasion: 13 (+1 for INT)&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 2/3&lt;br /&gt;
**Stowed: 3/6&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; (3 max)&lt;br /&gt;
** Monoblade knife (1d6 damage)&lt;br /&gt;
** Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039; (6 max)&lt;br /&gt;
** Data slab&lt;br /&gt;
** Meditation mat&lt;br /&gt;
** Lazarus patch x3&lt;br /&gt;
** Rations Ud6&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
** Compad&lt;br /&gt;
** Shadow Fetish and Prayer equipment&lt;br /&gt;
** 20 black betting pearls&lt;br /&gt;
** 135 AnarchoFunBucks&lt;br /&gt;
** 400 credits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchases:&amp;lt;tt&amp;gt;&lt;br /&gt;
* +700 Civilian starting equipment&lt;br /&gt;
* +300 Sold Secure Clothing&lt;br /&gt;
* - 40 Monoblade Knife&lt;br /&gt;
* -300 Data slab&lt;br /&gt;
* -  5 Backpack&lt;br /&gt;
* - 90 Lazarus Patches&lt;br /&gt;
* - 30 AFB for 30 black pearls&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=378231</id>
		<title>SWN: Prismatic Spray</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=378231"/>
		<updated>2020-03-02T18:41:56Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* All Things Held In Common */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prismatic Spray is a Stars Without Number (Revised) game using the Codex of the Black Sun supplement.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-recruitment-stars-without-number-revised-codex-of-the-black-sun-space-fantasy-final-destination.858933/ Recruitment] | [https://forum.rpg.net/index.php?threads/stars-without-number-prismatic-spray.859370/ OOC] | [https://forum.rpg.net/index.php?threads/stars-without-number-prismatic-spray.859396/ IC]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==Opening Crawl==&lt;br /&gt;
It&#039;s been 15 years since the &#039;&#039;&#039;Third Great Metastorm&#039;&#039;&#039; subsided, since the &#039;&#039;&#039;State of Grace&#039;&#039;&#039; was defeated, since the &#039;&#039;&#039;Prism&#039;&#039;&#039; arrived from their distant star.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lieges of the Real&#039;&#039;&#039; are ascendant after the war, academic Arcanists who promise a return to a more civilized age of magic and good government.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; lurks in the shadows, fallen Sunblades who have pledged their magical guns to bounty hunting and criminality while holding to a heartless code.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Prism&#039;&#039;&#039; stands poised to break the old cycles. Self-created synthetic beings with strict discipline and seemingly endless resources, their transhuman potential and striking fashion sense inspires and frightens humanity and posthumanity alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moresnet&#039;&#039;&#039; still remembers its fight for freedom with the help of the bygone &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, champions of the later Weave, and wonders what&#039;s become of them now...&lt;br /&gt;
&lt;br /&gt;
==Prismatic Spray Sector==&lt;br /&gt;
&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/3cV6HufZMAKvEZLIAQEJ Sector Map]&lt;br /&gt;
&lt;br /&gt;
This is only a local map - now that the Metastorm&#039;s subsided, there are always further places to come from or seek out star maps to.&lt;br /&gt;
&lt;br /&gt;
===Some Notable Worlds===&lt;br /&gt;
*The engineered gardens of &#039;&#039;&#039;Amity&#039;&#039;&#039; are overseen by the grand magical academy of the Lieges of the Real, drawing students and social climbers from across the sector.&lt;br /&gt;
*The asteroid habitats of &#039;&#039;&#039;Evergreen&#039;&#039;&#039; have turned a shattered planet into a rich trade hub and popular refuge from interplanetary chaos. &lt;br /&gt;
*The floating islands of &#039;&#039;&#039;Hanseong&#039;&#039;&#039; see nomadic Harpies and other cyber-magical societies bickering high above the toxic cloud sea that buried the surface.&lt;br /&gt;
*The defeated world of &#039;&#039;&#039;Grace&#039;&#039;&#039; has been blockaded by the Prism, banning all passage on or off the populous former suzerain-planet of the State of Grace.&lt;br /&gt;
*The ocean planet of &#039;&#039;&#039;Aeaea&#039;&#039;&#039; hosts surface platforms and itinerant sailors, but the reclusive Nereid group-mind is most active in the gleaming world beneath the waves.&lt;br /&gt;
*The bubble cities of &#039;&#039;&#039;Vuor&#039;&#039;&#039; have at last ended their bitter civil war, leaving the new generation to piece something together from the wreckage.&lt;br /&gt;
*The frigid desert of &#039;&#039;&#039;Stoke&#039;&#039;&#039; powers massive industrial complexes from its underground canyon cities, manufacturing best-quality tech with artifact machinery.&lt;br /&gt;
*The gas giant of &#039;&#039;&#039;Cirfant&#039;&#039;&#039; fuels the sector, and the greed of its ruling families and pirate vassals, with its irreplaceable web of floating dioxis distilleries.&lt;br /&gt;
*The Gaolers of &#039;&#039;&#039;Tayn&#039;&#039;&#039; keep their own company, and the sector breathes a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
===Notes from Chargen===&lt;br /&gt;
One inspiration for &#039;&#039;&#039;Vuor&#039;&#039;&#039; was Yugoslavia and its spomenici architecture, working to define a new shared culture that escapes previous divisions among and between the bubble cities. They developed war magic to try to minimize collateral damage in their cramped and irreplaceable habitats. They used to provide elite troops to the State of Grace. A fate-based religion might be a fatalist response to persistent war, a new religious movement inspired by the unification culture, or a tradition carried on from one of the seed cultures of the bubble cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cirfant&#039;&#039;&#039; is a gas giant populated by Cloud Cities, and there&#039;s probably moon bases and space stations in the system, too. Rival families of hydraulic nobility scheming for advantage and barely keeping pirate fleets inside the tent by giving them stipends and honors. It&#039;s very inspired by the first act of Return of the Jedi, especially the campy costumed and puppeteered villains bringing them out on a skiff to be executed - but not before they taunt the so-called &amp;quot;heroes&amp;quot; one last time!! I&#039;m sure they have ritual combat beam-fencing traditions, practical anti/pro-piracy measures, and a rebellious underclass running the mines. TOS episode The Cloud Minders was also on my mind when I rolled the tags.&lt;br /&gt;
&lt;br /&gt;
A hotshot thrillseeker without magic or psi might be from &#039;&#039;&#039;Evergreen&#039;&#039;&#039;. The sense in my notes is kinda like a European impression of JFK-era America: they came off well after a damaging war, there&#039;s both big wealthy cities and rural billboard malt shop towns (or asteroid habitats), they like games and casinos and amusement parks, the past is over, you can always just get on the highway and enjoy the open road, there&#039;s a Lynchian underbelly to the comfort and prosperity, their self-image is unimpeachably innocent and can never do or suffer wrong, everyone there is a narcissistic lunatic who thinks they&#039;re the protagonist of history, etc.&lt;br /&gt;
&lt;br /&gt;
I imagine &#039;&#039;&#039;Prismatics&#039;&#039;&#039; as colorful, otherworldly, almost planar or elemental beings who might really come around on organic life after they try pancakes and have a musical number or two. (&amp;quot;begin producing more pancakes at once, my pets!&amp;quot;) Prismatic PCs are probably detached from the hierarchy in some way: long-term scouting mission, semi-approved quest for knowledge, crash-landed, got sick of all the fighting and stopped clocking in for work but haven&#039;t actually quit yet, openly in rebellion, etc.&lt;br /&gt;
&lt;br /&gt;
A tenure-seeking &#039;&#039;&#039;Liege&#039;&#039;&#039; would be fun, and a great excuse to seek out/study/loot magical lore in the cosmos! I think of them sorta like the institutionalized Jedi Order, but more like your Ars Magica, Order of Hermes type institution with different traditions and specialties. They&#039;re also very heavily about Oxbridge and the Ivies as engines and reinforcers of the elite and the status quo. Aeaea and Hanseong are within Amity&#039;s sphere of influence and send many students there for magical and administrative training with the Lieges.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; (Montagnards?) are a dishonored and sorta Boba Fett-y one who use revolvers as their sacred weapon. Moresnetes are forever grateful to the &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, an old Sunblade order and allies whose archer adepts (like magical International Brigades) helped free their planet from local tyranny after the Scream, but they don&#039;t know what&#039;s become of them now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rectifiers&#039;&#039;&#039; have a big presence across the sector, manifesting in different local traditions, especially among posthuman-curious cultures like Hanseong and Aeaea. On top of body-shaping for fun and profit, they&#039;ve been healers for generations, including in the recent war. A large contingent of Rectifiers have aligned themselves with the Prism as a symbol of transhuman possibility, making the Lieges&#039; monocles pop out.&lt;br /&gt;
&lt;br /&gt;
In this sector, &#039;&#039;&#039;Pacters&#039;&#039;&#039; are an old, old tradition of magic that had powerful users before the Scream, but were supplanted by more accessible styles like the Arcanists and Rectifiers. The old tyrants of Moresnet were Pacters, and they left a lot of their great works and freed servants behind when they were toppled - mostly benign Shadow devotion is in the air in a way it&#039;s not on other worlds, even wizard-city Amity, although there are always dangerous ones.&lt;br /&gt;
&lt;br /&gt;
===A Moresnet Gazetteer===&lt;br /&gt;
[https://curiator.com/art/simon-stalenhag/44 Moresnet looks like this.] &lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/y88THy3.png Here is a local map.]&lt;br /&gt;
&lt;br /&gt;
32 million people, breathable atmosphere, hybrid biosphere, temperate-to-warm climate, TL4. Relatively isolated from the wider sector due to metadimensional &amp;quot;bad weather.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Picture humid air, three moons in the sky, rocky coastlines and volcanic islands, jungles dense with hybrid ecosystems and nonhuman others, pastel-colored settlements connected by silent maglev train, cloaked sages meeting with hard-hatted technicians in a rural factory courtyard, revelers holding fans and colorful glass cups to feel the bass-heavy music at a festival, teens in padded armor practicing stick fighting under their teacher&#039;s eye, and megalithic pretech installations looming on the horizon.&lt;br /&gt;
*The common language is Wika, which grew from Filipino Sign Language, and many other signed and oral languages are used at the community level. It is considered polite to sign or use text in public settings, out of consideration for language variation and widespread deafness. Filipino names are typical.&lt;br /&gt;
*Moresnet has no central government. Communes and convocations representing dozens to hundred-thousands of people are a vehicle for collective decision making, resource management, and mutual aid. Trade syndicates emerge from individual factories and workshops, regional communes from villages and settlements, city assemblies from neighborhoods, and so on into the night. Conflict between communes is usually resolved without serious violence. The communal system has been widely established on the planet for about two centuries, after several governments of varying levels of tyranny were dismantled.&lt;br /&gt;
*Magic and psionics are widely-known (with misconceptions: like ska musicians, or mayors), and it’s not difficult to find training by joining the appropriate commune-school. Like deafness, MES is generally seen as a different way of experiencing the world, not a mysterious gift or curse. Individuals have a right to their own magic, but like other valuable skills, there is a strong sense of community obligation. In bygone days, magicians were associated with martial rebels and tyrants, but the modern stereotype is of a performer or creative type. Psychics have consistently been seen as disciplined community workers: telepathy, healing, and disaster preparedness for example.&lt;br /&gt;
*Jungles, river caves, and the hidden corners of cities have hosted magical beings called Shadows (and sometimes their mortal followers) since the time of the Weave. Not all Shadows are malevolent, but they usually aren’t part of public life. Some communes and individuals have long-established patron or guardian Shadows, or other ritualized relationships. Others ask strong fighters and canny magicians to clear out the cruel spirits that bedevil them.&lt;br /&gt;
&lt;br /&gt;
====Moresnet Lexicon====&lt;br /&gt;
These are some Wika terms used on Moresnet, especially along the Oryang river near Sabungan.&lt;br /&gt;
;bai&lt;br /&gt;
: A bachelorette ginoo.&lt;br /&gt;
;barangay&lt;br /&gt;
: A village, district, or neighborhood-level assembly; a voluntary local commune.&lt;br /&gt;
: A luxury river and coastal watercraft with mostly-decorative sails; a yacht.&lt;br /&gt;
;datu (masculine) or dian (feminine)&lt;br /&gt;
: A ginoo who leads other ginoo.&lt;br /&gt;
;diwata&lt;br /&gt;
: A powerful spirit that can be beseeched for magic.&lt;br /&gt;
: A god, if especially mighty.&lt;br /&gt;
;ginoo&lt;br /&gt;
: A person of noble status recognized by others.&lt;br /&gt;
;Habagat&lt;br /&gt;
: Monsoon.&lt;br /&gt;
: A celestial diwata, the bringer of rain. Ex-husband of Oryang.&lt;br /&gt;
;kristo&lt;br /&gt;
: A bookkeeper and bet fixer who happens to be a spirit medium. Unsullied umpires of the cock festival since forever.&lt;br /&gt;
;Mayari&lt;br /&gt;
: One of Moresnet&#039;s three moons; the silver moon.&lt;br /&gt;
: A celestial diwata, veiled and silver. Goddess of Revolution, the Hunt, and Combat, among other domains.&lt;br /&gt;
;Oryang&lt;br /&gt;
: A river south of Mei Marajan.&lt;br /&gt;
: The diwata of the river. Ex-wife of Habagat.&lt;br /&gt;
;pula&lt;br /&gt;
: Red. A warrior: red is a dye reserved for fighters.&lt;br /&gt;
: The favored cock in a fight.&lt;br /&gt;
;puti&lt;br /&gt;
: Literally &amp;quot;white,&amp;quot; contextually &amp;quot;unpainted.&amp;quot; Someone who has neither tattoos nor red garments.&lt;br /&gt;
: The unfavored cock in a fight.&lt;br /&gt;
;salakót&lt;br /&gt;
: A wide-brimmed straw or rattan hat that comes to a point. Popular with farmers and fashionistas alike.&lt;br /&gt;
;siya, kanya, kanyang&lt;br /&gt;
: A third-person singular pronoun. Kristos and others use it. &lt;br /&gt;
: He/him/his | She/her/hers | They/them/their | Siya/kanya/kanyang&lt;br /&gt;
;tinola&lt;br /&gt;
: A ginger-based chicken stew popular during the cock festival. It&#039;s heavenly over rice.&lt;br /&gt;
&lt;br /&gt;
===A Hanseong Gazetteer===&lt;br /&gt;
Hanseong is in the tradition of floating island archipelagos suspended over a &amp;quot;lost continent&amp;quot; cloud sea. Big inspirations are the game/setting Inverse World and an incredible zine called the Doodle Factory in the Skies. Sometime between the Scream and now, someone&#039;s technomagical terraforming project got all screwed up, and now stuff floats. It&#039;s difficult to just zip around in a standard gravflyer (what with the energy currents), so local forms of flight are more widely used. I think there&#039;s an inner orbit of larger islands that&#039;ve been made more culturally legible to offworlders, maybe even locked into place or surrounding a stable mountain whose peak pierces the clouds, and then increasingly further-flung outer orbits where the worldlets and their cultures get real strange: checkerboard sky castles with warring bishops and their mercenaries, floating junkyards, lost vampire prisons. Brave/stupid treasure hunters and archaeologists can wear a pressure mask and dip below the clouds to dig through ancient ruins, like Weave-era settlements or the Statue of Liberty halfway sticking out of a beach.&lt;br /&gt;
&lt;br /&gt;
Sedentary islands and nomadic groups have their own practices, but there are overarching cultural norms, including that people use cybernetics and Rectifier (or Biopsion) body augmentation to fulfill their social roles, which aren&#039;t static throughout life. I don&#039;t wanna write a whole anthropology before the players even visit, but I&#039;m picturing The Left Hand of Darkness, and for that matter lots of LeGuin&#039;s Hainish and Earthsea books. Harpies are people who travel often between islands as couriers, messengers, and explorers, which is why they have wings, and keen eyes to pierce the clouds and see danger and opportunity at a distance. Not coincidentally, Hanseongin who leave the planet to seek their fortune on further islands are usually Harpies. There are other broad and niche roles: Shepherds with drone control implants, Delvers who breathe toxic air freely, various warriors and sectarians with retractable claws and beam cannons. And of course your caregivers and farmers and doctors and technicians and teachers, who might augment their bodies to more durable, patient, careful, or tender.&lt;br /&gt;
&lt;br /&gt;
Hanseong is officially a protectorate of Amity and the Lieges of the Real - they were close enough for regular travel during the Metastorm. The Lieges take students for prestigious and high-quality magical and administrative training, which has been impacting Hanseong cultures as their ideas filter back, especially on the more sedentary inner islands. They would like to translate Hanseongin cultures (and resources) into a form more legible to their way of understanding and controlling the world - the Real.&lt;br /&gt;
&lt;br /&gt;
==Tone and Genre==&lt;br /&gt;
Prismatic Spray is space fantasy! There&#039;s room for different styles on different planets, but here are some rules of thumb:&lt;br /&gt;
*Space travel is relatively accessible. Individuals and small groups can acquire spacecraft of their own, not only merchants and trading companies.&lt;br /&gt;
*Worlds that are fully cut off from the wider sector are uncommon. The overall tech level is usually high, even aside from psi and magic. Most systems have their own culture, but shared interstellar cultures exist; empires and magical orders have come and gone.&lt;br /&gt;
*Spellcasters often exist in formal groups with a known presence in the sector, even if they&#039;re small or scattered. Like Jedi, worldly people broadly know what magic and magicians are. Sunblades always have an order, but Arcanists and Magisters have teachers and schools of thought as well.&lt;br /&gt;
*Earth does not loom large in most peoples&#039; imagination. Humanity and posthumanity has grown in new directions, including the possibility of deep physical changes through magic and tech, and encounters with fully nonhuman Shadows and now AI. A lot has happened since the Scream.&lt;br /&gt;
*Think: possibilities, curiosity, escaping cycles, making something new with what you&#039;ve been given. And laser swords.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Languages are mostly by planet. Planets and cultures not on the starting map also have languages. Here are some standouts:&lt;br /&gt;
*&#039;&#039;&#039;Gracious&#039;&#039;&#039;, the language of the former State of Grace, is still widely used in the Hodler, Nitobe, Gauntlett, and Auld systems.&lt;br /&gt;
*&#039;&#039;&#039;Aerial Cirfant&#039;&#039;&#039; is used by noble houses, dioxis traders, and social climbers of the Lagrange system; &#039;&#039;&#039;Terrestrial Cirfant&#039;&#039;&#039; is used by its miners, laborers, rebels, and the pirates of its own and other worlds, including the Mountain.&lt;br /&gt;
*The Lieges of the Real promote the use of &#039;&#039;&#039;Novesperanto&#039;&#039;&#039; in their sphere, which presently includes the Zamenhof, Anacreon, and Seok systems.&lt;br /&gt;
*The Nereids of Aeaea use a &#039;&#039;&#039;post-linguistic telepathy&#039;&#039;&#039; among themselves, but their travelers can apparently understand any language.&lt;br /&gt;
*Less centralized worlds have more local languages. Vuor has a few (no majority), Hanseong has several (majority Hano), Evergreen has many (majority Gracious).&lt;br /&gt;
*&#039;&#039;&#039;Iris&#039;&#039;&#039;, an ancient academic language useful for discussing magic, communicating with elder Shadows, and describing colors in vivid detail.&lt;br /&gt;
*&#039;&#039;&#039;Docker&#039;&#039;&#039;, a countercultural amalgam language mixing Novesperanto, Gracious, Terrestrial Cirfant, and others used by workers in spaceports (docks) and on the working ships of the sectors.&lt;br /&gt;
*&#039;&#039;&#039;Screech&#039;&#039;&#039;, a physical language used by the Harpy couriers of Hanseong which can only be fully spoken while in flight, but which has some &#039;grounded&#039; movement and posture forms used to communicate surreptitiously when around &#039;grounders&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Graceful&#039;&#039;&#039;, an emotive/metaphor physical language considered highest culture by the suzerains of Grace. One has to attend special schools to learn it, and those fluent in it are in demand with aristocrats within Grace&#039;s hegemony and nearby Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;Wika&#039;&#039;&#039;, the sign language of Moresnet.&lt;br /&gt;
*If you pick a new language, name it and say who uses it.&lt;br /&gt;
&lt;br /&gt;
===Language Rules Free Throw Zone===&lt;br /&gt;
&lt;br /&gt;
Every PC knows Novesperanto, the interstellar auxiliary and technical language known by worldly people on all planets, and also knows their native language(s): we&#039;ll assume 1 for the following numbers, but it&#039;s more for some people.&lt;br /&gt;
*If you have Know/Connect-0, you know those ones, plus one more. (3 languages total)&lt;br /&gt;
*If you have Know/Connect-1, you know those ones, plus three more. (5 languages total)&lt;br /&gt;
*If you have Know/Connect-2, you know those ones, plus six more. (8 languages total)&lt;br /&gt;
You may leave a number of languages up to your skill rating undefined and declare that you know them when they arise during play.&lt;br /&gt;
&lt;br /&gt;
If you have Know Magic-0, you also know Iris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Caption gloves&#039;&#039; are an accessibility tool developed on Moresnet to help signers and non-signers communicate. This somewhat stylish system of elbow-length gloves and rings produces holographic closed captioning between the wearer&#039;s arms. The text is produced by either signing in Wika or &amp;quot;typing&amp;quot; in the air as if on a TL4 Novesperanto keyboard. Caption gloves function as the translator torc on page 70-71, but cost only 50 credits or AFB.&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
The Novesperanto auxiliary calendar (sometimes called &#039;&#039;Auxdate&#039;&#039;), used for comparing standardized time across worlds, is divided into 13 28-day months with 4 weeks of 7 24-hour days each, 364 days total. Isn&#039;t that convenient? You would notate &amp;quot;the 20th day of the 10th month in the 15th year&amp;quot; as 15.10.20. Auxdate is typically used as numbers only.&lt;br /&gt;
&lt;br /&gt;
Era 4 began with the subsiding of the Third Great Metastorm, but this was only recognized after the defeat of the State of Grace.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
&lt;br /&gt;
*[[Ji-Ho Cloud Hopper 17]], merchant and pilot, HP 15/15 | System Shock 0 | AC 14 | Initiative +2, low-light/thermal vision, Expert Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Lami Haidor]], Sword Prodigy, HP 21/21 | System Shock 0 | AC 19 | Initiative +2, Warrior Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Uwais]], Chosen Pacter of UltraViolet, HP 11/11 | System Strain 0/10 | AC 17 | Initiative +0/+1(Space Combat) | Spell Casts: L1: 5/5 L2: 2/2&lt;br /&gt;
&lt;br /&gt;
*[[Trajan Venswell]], Arcanist of the Lieges, HP 10/10 | System Shock 0 | AC 10/17 (PSF) | Initiative +0 | Spell Casts: L1: 2/2 L2: 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Theleth]], Rectifier Vessel of Will, HP 16/16 | System Shock 0 | AC 11 | Initiative +1 | Spell Casts: L1: 5/5 L2: 2/2&lt;br /&gt;
&lt;br /&gt;
*[[Flame-of-Burnt-Brandy]], (teleporting robut), HP 13/13 | System Shock N/A | AC 13 | Initiative +0 | Effort 5/5, Processing 3/3&lt;br /&gt;
&lt;br /&gt;
==All Things Held In Common==&lt;br /&gt;
===Common Fund===&lt;br /&gt;
*0 credits&lt;br /&gt;
*0 Anarchist Fun Bucks&lt;br /&gt;
*0 black betting pearls&lt;br /&gt;
&lt;br /&gt;
===Common Gear===&lt;br /&gt;
*Stored at Outer Sanctum:&lt;br /&gt;
*Stored on the ship:&lt;br /&gt;
===The Ship===&lt;br /&gt;
&#039;&#039;&#039;Hanseongin Merchant Shuttle&#039;&#039;&#039;&lt;br /&gt;
*Speed: 3&lt;br /&gt;
*Armor: 0&lt;br /&gt;
*Hit Points: 15 &lt;br /&gt;
*Crew: 1/10&lt;br /&gt;
*AC: 11&lt;br /&gt;
*Power: 4 (3 free)&lt;br /&gt;
*Mass: 7 (0 free)&lt;br /&gt;
*Hardpoints: 1 (1 free)&lt;br /&gt;
*Hull Type: Shuttle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fittings:&#039;&#039;&#039;&lt;br /&gt;
*Amphibious Operation&lt;br /&gt;
*System Drive&lt;br /&gt;
*Shiptender Compatible&lt;br /&gt;
*Cargo, 10 tons&lt;br /&gt;
*Smuggler&#039;s Hold, 200 kg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs&#039;&#039;&#039;&lt;br /&gt;
*Base Price: 208,000 credits&lt;br /&gt;
*Six-Month Maintenance: 10,400 credits (due 15.13.1)&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
As per the 2E/Revised rulebook (Page 4), with these changes.&lt;br /&gt;
*Roll 4d6 drop lowest for attributes, arranged as you like.&lt;br /&gt;
*Instead of rolling HP at level 1, set your first d6 to 6 and modify with Constitution as normal. When you reroll HP on level up, continue using 6 in place of that first d6. Reroll further hit dice that roll 1.&lt;br /&gt;
*All PCs know Novesperanto, the auxiliary and technical language of the old Weave. You also know the language(s) of your home culture(s). You may know additional languages as per page 24.&lt;br /&gt;
&lt;br /&gt;
==Character Options==&lt;br /&gt;
You can spend one of your starting foci to play a posthuman character, like a Harpy or Nereid, or a nonhuman Prismatic AI.&lt;br /&gt;
&lt;br /&gt;
===Human===&lt;br /&gt;
Adaptable folk who live on many different worlds. Humans may or may not modify themselves with magic, cybernetics, or gengineering, but more often as individuals than whole cultures. They effectively have one extra focus to spend however they like.&lt;br /&gt;
&lt;br /&gt;
===Harpy===&lt;br /&gt;
Winged folk from Hanseong who live among diverse and squabbling floating islands. In their home societies, wings are given to travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their move action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
&lt;br /&gt;
===Nereid===&lt;br /&gt;
Sea-dwelling folk from Aeaea who are connected to a powerful psychic group-entity in their home ocean. They prize their collective and rarely travel alone, but some have the urge to leave. Nereids can breathe and move freely underwater as well as on land. They can naturally communicate telepathically with one willing person per scene, as per Telepathy-1: Transmit Thought. They are automatically aware when their minds are targeted by psi or magic.&lt;br /&gt;
&lt;br /&gt;
===Prismatic===&lt;br /&gt;
Purpose-built synthetic minds from the Prism who move their core between bodies. They take colors as their names, which reflect their personality and function within the stratified Prism. Some Prismatics desert their posts, or even rebel against their own makers, to &amp;quot;protect organic life&amp;quot; and &amp;quot;pursue peace and love,&amp;quot; if you can believe that. True AI are created as per Revised Edition page 285. Choose Jack or Synth (page 257) as your starting armature.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Available classes are (Arcane) Expert, (Arcane) Warrior, Psychic, Arcanist, Magister (any), Sunblade, Yama King, and Adventurer (combining any of the above). Note that Arcane Expert and Arcane Warrior are exactly the same as the core versions of those classes, just with the option to choose Arcane Foci to represent minor magical talents.&lt;br /&gt;
&lt;br /&gt;
Prismatic characters are True AI, or may be Adventurers with Partial AI and Partial Expert, Warrior, Psychic, or Arcanist.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Your Deal?==&lt;br /&gt;
Write about 150 words of backstory. It can be a bit more or less. It&#039;s usually more fun to expand and improvise once we start playing and know the world, anyway. Think about goals, wants, and open questions. Concise doesn&#039;t have to mean humble or mundane origins!&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
This game will adapt the advancement system from The Black Hack, in which the party gains an Experience each time something specific happens in play. Characters level up once they have Experiences equal to the new level. These things count as a defining Experience:&lt;br /&gt;
* Defeating a powerful ‘named’ enemy either in combat or by thwarting their schemes.&lt;br /&gt;
* Discovering the entrance - or a newer, deeper level - of a ‘dungeon’ or lair and beginning to exploring it.&lt;br /&gt;
* Recovering a unique artifact such as an arcanotech device, notable starship, or Weave-era installation.&lt;br /&gt;
* Overcoming, disabling, or surviving a deadly and powerful threat such as a magical trap or enemy capture.&lt;br /&gt;
* Completing a mission for someone else.&lt;br /&gt;
* Achieving a defined goal, shared or personal, of the characters.&lt;br /&gt;
&lt;br /&gt;
=Style and Posting=&lt;br /&gt;
*When taking action, post both &#039;&#039;what&#039;&#039; you want to do and &#039;&#039;how&#039;&#039; you want to do it. The Wyzard wrote a great guide to this [https://forum.rpg.net/index.php?threads/stars-without-number-volume-iii-lets-kill-the-pope.728999/page-30#post-18078156 here.]&lt;br /&gt;
*Aim for concise posts that focus on things that other people can see and respond to. Inner monologues and flashbacks aren&#039;t verboten, but try reframing them as things that are said or done out loud.&lt;br /&gt;
*Be bold! To do it, do it! Play to find out what happens! Take action and narrate up to the point that you don&#039;t know what happens next. Avoid &#039;&#039;if-then&#039;&#039; instructions. If you&#039;re not sure whether the group will want to do something that affects everyone, ask in the OOC thread first - but if it fits, plunge ahead and drive the action forward.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=378116</id>
		<title>SWN: Prismatic Spray</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=378116"/>
		<updated>2020-02-25T18:30:37Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* All Things Held In Common */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prismatic Spray is a Stars Without Number (Revised) game using the Codex of the Black Sun supplement.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-recruitment-stars-without-number-revised-codex-of-the-black-sun-space-fantasy-final-destination.858933/ Recruitment] | [https://forum.rpg.net/index.php?threads/stars-without-number-prismatic-spray.859370/ OOC] | [https://forum.rpg.net/index.php?threads/stars-without-number-prismatic-spray.859396/ IC]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==Opening Crawl==&lt;br /&gt;
It&#039;s been 15 years since the &#039;&#039;&#039;Third Great Metastorm&#039;&#039;&#039; subsided, since the &#039;&#039;&#039;State of Grace&#039;&#039;&#039; was defeated, since the &#039;&#039;&#039;Prism&#039;&#039;&#039; arrived from their distant star.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lieges of the Real&#039;&#039;&#039; are ascendant after the war, academic Arcanists who promise a return to a more civilized age of magic and good government.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; lurks in the shadows, fallen Sunblades who have pledged their magical guns to bounty hunting and criminality while holding to a heartless code.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Prism&#039;&#039;&#039; stands poised to break the old cycles. Self-created synthetic beings with strict discipline and seemingly endless resources, their transhuman potential and striking fashion sense inspires and frightens humanity and posthumanity alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moresnet&#039;&#039;&#039; still remembers its fight for freedom with the help of the bygone &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, champions of the later Weave, and wonders what&#039;s become of them now...&lt;br /&gt;
&lt;br /&gt;
==Prismatic Spray Sector==&lt;br /&gt;
&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/3cV6HufZMAKvEZLIAQEJ Sector Map]&lt;br /&gt;
&lt;br /&gt;
This is only a local map - now that the Metastorm&#039;s subsided, there are always further places to come from or seek out star maps to.&lt;br /&gt;
&lt;br /&gt;
===Some Notable Worlds===&lt;br /&gt;
*The engineered gardens of &#039;&#039;&#039;Amity&#039;&#039;&#039; are overseen by the grand magical academy of the Lieges of the Real, drawing students and social climbers from across the sector.&lt;br /&gt;
*The asteroid habitats of &#039;&#039;&#039;Evergreen&#039;&#039;&#039; have turned a shattered planet into a rich trade hub and popular refuge from interplanetary chaos. &lt;br /&gt;
*The floating islands of &#039;&#039;&#039;Hanseong&#039;&#039;&#039; see nomadic Harpies and other cyber-magical societies bickering high above the toxic cloud sea that buried the surface.&lt;br /&gt;
*The defeated world of &#039;&#039;&#039;Grace&#039;&#039;&#039; has been blockaded by the Prism, banning all passage on or off the populous former suzerain-planet of the State of Grace.&lt;br /&gt;
*The ocean planet of &#039;&#039;&#039;Aeaea&#039;&#039;&#039; hosts surface platforms and itinerant sailors, but the reclusive Nereid group-mind is most active in the gleaming world beneath the waves.&lt;br /&gt;
*The bubble cities of &#039;&#039;&#039;Vuor&#039;&#039;&#039; have at last ended their bitter civil war, leaving the new generation to piece something together from the wreckage.&lt;br /&gt;
*The frigid desert of &#039;&#039;&#039;Stoke&#039;&#039;&#039; powers massive industrial complexes from its underground canyon cities, manufacturing best-quality tech with artifact machinery.&lt;br /&gt;
*The gas giant of &#039;&#039;&#039;Cirfant&#039;&#039;&#039; fuels the sector, and the greed of its ruling families and pirate vassals, with its irreplaceable web of floating dioxis distilleries.&lt;br /&gt;
*The Gaolers of &#039;&#039;&#039;Tayn&#039;&#039;&#039; keep their own company, and the sector breathes a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
====Notes from Chargen====&lt;br /&gt;
One inspiration for &#039;&#039;&#039;Vuor&#039;&#039;&#039; was Yugoslavia and its spomenici architecture, working to define a new shared culture that escapes previous divisions among and between the bubble cities. They developed war magic to try to minimize collateral damage in their cramped and irreplaceable habitats. They used to provide elite troops to the State of Grace. A fate-based religion might be a fatalist response to persistent war, a new religious movement inspired by the unification culture, or a tradition carried on from one of the seed cultures of the bubble cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cirfant&#039;&#039;&#039; is a gas giant populated by Cloud Cities, and there&#039;s probably moon bases and space stations in the system, too. Rival families of hydraulic nobility scheming for advantage and barely keeping pirate fleets inside the tent by giving them stipends and honors. It&#039;s very inspired by the first act of Return of the Jedi, especially the campy costumed and puppeteered villains bringing them out on a skiff to be executed - but not before they taunt the so-called &amp;quot;heroes&amp;quot; one last time!! I&#039;m sure they have ritual combat beam-fencing traditions, practical anti/pro-piracy measures, and a rebellious underclass running the mines. TOS episode The Cloud Minders was also on my mind when I rolled the tags.&lt;br /&gt;
&lt;br /&gt;
A hotshot thrillseeker without magic or psi might be from &#039;&#039;&#039;Evergreen&#039;&#039;&#039;. The sense in my notes is kinda like a European impression of JFK-era America: they came off well after a damaging war, there&#039;s both big wealthy cities and rural billboard malt shop towns (or asteroid habitats), they like games and casinos and amusement parks, the past is over, you can always just get on the highway and enjoy the open road, there&#039;s a Lynchian underbelly to the comfort and prosperity, their self-image is unimpeachably innocent and can never do or suffer wrong, everyone there is a narcissistic lunatic who thinks they&#039;re the protagonist of history, etc.&lt;br /&gt;
&lt;br /&gt;
I imagine &#039;&#039;&#039;Prismatics&#039;&#039;&#039; as colorful, otherworldly, almost planar or elemental beings who might really come around on organic life after they try pancakes and have a musical number or two. (&amp;quot;begin producing more pancakes at once, my pets!&amp;quot;) Prismatic PCs are probably detached from the hierarchy in some way: long-term scouting mission, semi-approved quest for knowledge, crash-landed, got sick of all the fighting and stopped clocking in for work but haven&#039;t actually quit yet, openly in rebellion, etc.&lt;br /&gt;
&lt;br /&gt;
A tenure-seeking &#039;&#039;&#039;Liege&#039;&#039;&#039; would be fun, and a great excuse to seek out/study/loot magical lore in the cosmos! I think of them sorta like the institutionalized Jedi Order, but more like your Ars Magica, Order of Hermes type institution with different traditions and specialties. They&#039;re also very heavily about Oxbridge and the Ivies as engines and reinforcers of the elite and the status quo. Aeaea and Hanseong are within Amity&#039;s sphere of influence and send many students there for magical and administrative training with the Lieges.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; (Montagnards?) are a dishonored and sorta Boba Fett-y one who use revolvers as their sacred weapon. Moresnetes are forever grateful to the &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, an old Sunblade order and allies whose archer adepts (like magical International Brigades) helped free their planet from local tyranny after the Scream, but they don&#039;t know what&#039;s become of them now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rectifiers&#039;&#039;&#039; have a big presence across the sector, manifesting in different local traditions, especially among posthuman-curious cultures like Hanseong and Aeaea. On top of body-shaping for fun and profit, they&#039;ve been healers for generations, including in the recent war. A large contingent of Rectifiers have aligned themselves with the Prism as a symbol of transhuman possibility, making the Lieges&#039; monocles pop out.&lt;br /&gt;
&lt;br /&gt;
In this sector, &#039;&#039;&#039;Pacters&#039;&#039;&#039; are an old, old tradition of magic that had powerful users before the Scream, but were supplanted by more accessible styles like the Arcanists and Rectifiers. The old tyrants of Moresnet were Pacters, and they left a lot of their great works and freed servants behind when they were toppled - mostly benign Shadow devotion is in the air in a way it&#039;s not on other worlds, even wizard-city Amity, although there are always dangerous ones.&lt;br /&gt;
&lt;br /&gt;
====A Moresnet Gazetteer====&lt;br /&gt;
[https://curiator.com/art/simon-stalenhag/44 Moresnet looks like this.] &lt;br /&gt;
&lt;br /&gt;
32 million people, breathable atmosphere, hybrid biosphere, temperate-to-warm climate, TL4. Relatively isolated from the wider sector due to metadimensional &amp;quot;bad weather.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Picture humid air, three moons in the sky, rocky coastlines and volcanic islands, jungles dense with hybrid ecosystems and nonhuman others, pastel-colored settlements connected by silent maglev train, cloaked sages meeting with hard-hatted technicians in a rural factory courtyard, revelers holding fans and colorful glass cups to feel the bass-heavy music at a festival, teens in padded armor practicing stick fighting under their teacher&#039;s eye, and megalithic pretech installations looming on the horizon.&lt;br /&gt;
*The common language is Wika, which grew from Filipino Sign Language, and many other signed and oral languages are used at the community level. It is considered polite to sign or use text in public settings, out of consideration for language variation and widespread deafness. Filipino names are typical.&lt;br /&gt;
*Moresnet has no central government. Communes and convocations representing dozens to hundred-thousands of people are a vehicle for collective decision making, resource management, and mutual aid. Trade syndicates emerge from individual factories and workshops, regional communes from villages and settlements, city assemblies from neighborhoods, and so on into the night. Conflict between communes is usually resolved without serious violence. The communal system has been widely established on the planet for about two centuries, after several governments of varying levels of tyranny were dismantled.&lt;br /&gt;
*Magic and psionics are widely-known (with misconceptions: like ska musicians, or mayors), and it’s not difficult to find training by joining the appropriate commune-school. Like deafness, MES is generally seen as a different way of experiencing the world, not a mysterious gift or curse. Individuals have a right to their own magic, but like other valuable skills, there is a strong sense of community obligation. In bygone days, magicians were associated with martial rebels and tyrants, but the modern stereotype is of a performer or creative type. Psychics have consistently been seen as disciplined community workers: telepathy, healing, and disaster preparedness for example.&lt;br /&gt;
*Jungles, river caves, and the hidden corners of cities have hosted magical beings called Shadows (and sometimes their mortal followers) since the time of the Weave. Not all Shadows are malevolent, but they usually aren’t part of public life. Some communes and individuals have long-established patron or guardian Shadows, or other ritualized relationships. Others ask strong fighters and canny magicians to clear out the cruel spirits that bedevil them.&lt;br /&gt;
&lt;br /&gt;
====A Hanseong Gazetteer====&lt;br /&gt;
Hanseong is in the tradition of floating island archipelagos suspended over a &amp;quot;lost continent&amp;quot; cloud sea. Big inspirations are the game/setting Inverse World and an incredible zine called the Doodle Factory in the Skies. Sometime between the Scream and now, someone&#039;s technomagical terraforming project got all screwed up, and now stuff floats. It&#039;s difficult to just zip around in a standard gravflyer (what with the energy currents), so local forms of flight are more widely used. I think there&#039;s an inner orbit of larger islands that&#039;ve been made more culturally legible to offworlders, maybe even locked into place or surrounding a stable mountain whose peak pierces the clouds, and then increasingly further-flung outer orbits where the worldlets and their cultures get real strange: checkerboard sky castles with warring bishops and their mercenaries, floating junkyards, lost vampire prisons. Brave/stupid treasure hunters and archaeologists can wear a pressure mask and dip below the clouds to dig through ancient ruins, like Weave-era settlements or the Statue of Liberty halfway sticking out of a beach.&lt;br /&gt;
&lt;br /&gt;
Sedentary islands and nomadic groups have their own practices, but there are overarching cultural norms, including that people use cybernetics and Rectifier (or Biopsion) body augmentation to fulfill their social roles, which aren&#039;t static throughout life. I don&#039;t wanna write a whole anthropology before the players even visit, but I&#039;m picturing The Left Hand of Darkness, and for that matter lots of LeGuin&#039;s Hainish and Earthsea books. Harpies are people who travel often between islands as couriers, messengers, and explorers, which is why they have wings, and keen eyes to pierce the clouds and see danger and opportunity at a distance. Not coincidentally, Hanseongin who leave the planet to seek their fortune on further islands are usually Harpies. There are other broad and niche roles: Shepherds with drone control implants, Delvers who breathe toxic air freely, various warriors and sectarians with retractable claws and beam cannons. And of course your caregivers and farmers and doctors and technicians and teachers, who might augment their bodies to more durable, patient, careful, or tender.&lt;br /&gt;
&lt;br /&gt;
Hanseong is officially a protectorate of Amity and the Lieges of the Real - they were close enough for regular travel during the Metastorm. The Lieges take students for prestigious and high-quality magical and administrative training, which has been impacting Hanseong cultures as their ideas filter back, especially on the more sedentary inner islands. They would like to translate Hanseongin cultures (and resources) into a form more legible to their way of understanding and controlling the world - the Real.&lt;br /&gt;
&lt;br /&gt;
==Tone and Genre==&lt;br /&gt;
Prismatic Spray is space fantasy! There&#039;s room for different styles on different planets, but here are some rules of thumb:&lt;br /&gt;
*Space travel is relatively accessible. Individuals and small groups can acquire spacecraft of their own, not only merchants and trading companies.&lt;br /&gt;
*Worlds that are fully cut off from the wider sector are uncommon. The overall tech level is usually high, even aside from psi and magic. Most systems have their own culture, but shared interstellar cultures exist; empires and magical orders have come and gone.&lt;br /&gt;
*Spellcasters often exist in formal groups with a known presence in the sector, even if they&#039;re small or scattered. Like Jedi, worldly people broadly know what magic and magicians are. Sunblades always have an order, but Arcanists and Magisters have teachers and schools of thought as well.&lt;br /&gt;
*Earth does not loom large in most peoples&#039; imagination. Humanity and posthumanity has grown in new directions, including the possibility of deep physical changes through magic and tech, and encounters with fully nonhuman Shadows and now AI. A lot has happened since the Scream.&lt;br /&gt;
*Think: possibilities, curiosity, escaping cycles, making something new with what you&#039;ve been given. And laser swords.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Languages are mostly by planet. Planets and cultures not on the starting map also have languages. Here are some standouts:&lt;br /&gt;
*&#039;&#039;&#039;Gracious&#039;&#039;&#039;, the language of the former State of Grace, is still widely used in the Hodler, Nitobe, Gauntlett, and Auld systems.&lt;br /&gt;
*&#039;&#039;&#039;Aerial Cirfant&#039;&#039;&#039; is used by noble houses, dioxis traders, and social climbers of the Lagrange system; &#039;&#039;&#039;Terrestrial Cirfant&#039;&#039;&#039; is used by its miners, laborers, rebels, and the pirates of its own and other worlds, including the Mountain.&lt;br /&gt;
*The Lieges of the Real promote the use of &#039;&#039;&#039;Novesperanto&#039;&#039;&#039; in their sphere, which presently includes the Zamenhof, Anacreon, and Seok systems.&lt;br /&gt;
*The Nereids of Aeaea use a &#039;&#039;&#039;post-linguistic telepathy&#039;&#039;&#039; among themselves, but their travelers can apparently understand any language.&lt;br /&gt;
*Less centralized worlds have more local languages. Vuor has a few (no majority), Hanseong has several (majority Hano), Evergreen has many (majority Gracious).&lt;br /&gt;
*&#039;&#039;&#039;Iris&#039;&#039;&#039;, an ancient academic language useful for discussing magic, communicating with elder Shadows, and describing colors in vivid detail.&lt;br /&gt;
*&#039;&#039;&#039;Docker&#039;&#039;&#039;, a countercultural amalgam language mixing Novesperanto, Gracious, Terrestrial Cirfant, and others used by workers in spaceports (docks) and on the working ships of the sectors.&lt;br /&gt;
*&#039;&#039;&#039;Screech&#039;&#039;&#039;, a physical language used by the Harpy couriers of Hanseong which can only be fully spoken while in flight, but which has some &#039;grounded&#039; movement and posture forms used to communicate surreptitiously when around &#039;grounders&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Graceful&#039;&#039;&#039;, an emotive/metaphor physical language considered highest culture by the suzerains of Grace. One has to attend special schools to learn it, and those fluent in it are in demand with aristocrats within Grace&#039;s hegemony and nearby Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;Wika&#039;&#039;&#039;, the sign language of Moresnet.&lt;br /&gt;
*If you pick a new language, name it and say who uses it.&lt;br /&gt;
&lt;br /&gt;
===Language Rules Free Throw Zone===&lt;br /&gt;
&lt;br /&gt;
Every PC knows Novesperanto, the interstellar auxiliary and technical language known by worldly people on all planets, and also knows their native language(s): we&#039;ll assume 1 for the following numbers, but it&#039;s more for some people.&lt;br /&gt;
*If you have Know/Connect-0, you know those ones, plus one more. (3 languages total)&lt;br /&gt;
*If you have Know/Connect-1, you know those ones, plus three more. (5 languages total)&lt;br /&gt;
*If you have Know/Connect-2, you know those ones, plus six more. (8 languages total)&lt;br /&gt;
You may leave a number of languages up to your skill rating undefined and declare that you know them when they arise during play.&lt;br /&gt;
&lt;br /&gt;
If you have Know Magic-0, you also know Iris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Caption gloves&#039;&#039; are an accessibility tool developed on Moresnet to help signers and non-signers communicate. This somewhat stylish system of elbow-length gloves and rings produces holographic closed captioning between the wearer&#039;s arms. The text is produced by either signing in Wika or &amp;quot;typing&amp;quot; in the air as if on a TL4 Novesperanto keyboard. Caption gloves function as the translator torc on page 70-71, but cost only 50 credits or AFB.&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
The Novesperanto auxiliary calendar (sometimes called &#039;&#039;Auxdate&#039;&#039;), used for comparing standardized time across worlds, is divided into 13 28-day months with 4 weeks of 7 24-hour days each, 364 days total. Isn&#039;t that convenient? You would notate &amp;quot;the 20th day of the 10th month in the 15th year&amp;quot; as 15.10.20. Auxdate is typically used as numbers only.&lt;br /&gt;
&lt;br /&gt;
Era 4 began with the subsiding of the Third Great Metastorm, but this was only recognized after the defeat of the State of Grace.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
&lt;br /&gt;
*[[Ji-Ho Cloud Hopper 17]], merchant and pilot, HP 15/15 | System Shock 0 | AC 14 | Initiative +2, low-light/thermal vision, Expert Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Lami Haidor]], Sword Prodigy, HP 21/21 | System Shock 0 | AC 19 | Initiative +2, Warrior Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Uwais]], Chosen Pacter of UltraViolet, HP 11/11 | System Strain 0/10 | AC 17 | Initiative +0/+1(Space Combat) | Spell Casts: L1: 5/5 L2: 2/2&lt;br /&gt;
&lt;br /&gt;
*[[Trajan Venswell]], Arcanist of the Lieges, HP 10/10 | System Shock 0 | AC 10/17 (PSF) | Initiative +0 | Spell Casts: L1: 2/2 L2: 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Theleth]], Rectifier Vessel of Will, HP 16/16 | System Shock 0 | AC 11 | Initiative +1 | Spell Casts: L1: 5/5 L2: 2/2&lt;br /&gt;
&lt;br /&gt;
==All Things Held In Common==&lt;br /&gt;
===Common Fund===&lt;br /&gt;
*0 credits&lt;br /&gt;
*0 Anarchist Fun Bucks&lt;br /&gt;
* 15 black betting pearls&lt;br /&gt;
===Common Gear===&lt;br /&gt;
*Stored at Outer Sanctum:&lt;br /&gt;
*Stored on the ship:&lt;br /&gt;
===The Ship===&lt;br /&gt;
&#039;&#039;&#039;Hanseongin Merchant Shuttle&#039;&#039;&#039;&lt;br /&gt;
*Speed: 3&lt;br /&gt;
*Armor: 0&lt;br /&gt;
*Hit Points: 15 &lt;br /&gt;
*Crew: 1/10&lt;br /&gt;
*AC: 11&lt;br /&gt;
*Power: 4 (3 free)&lt;br /&gt;
*Mass: 7 (0 free)&lt;br /&gt;
*Hardpoints: 1 (1 free)&lt;br /&gt;
*Hull Type: Shuttle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fittings:&#039;&#039;&#039;&lt;br /&gt;
*Amphibious Operation&lt;br /&gt;
*System Drive&lt;br /&gt;
*Shiptender Compatible&lt;br /&gt;
*Cargo, 10 tons&lt;br /&gt;
*Smuggler&#039;s Hold, 200 kg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs&#039;&#039;&#039;&lt;br /&gt;
*Base Price: 208,000 credits&lt;br /&gt;
*Six-Month Maintenance: 10,400 credits (due 15.13.1)&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
As per the 2E/Revised rulebook (Page 4), with these changes.&lt;br /&gt;
*Roll 4d6 drop lowest for attributes, arranged as you like.&lt;br /&gt;
*Instead of rolling HP at level 1, set your first d6 to 6 and modify with Constitution as normal. When you reroll HP on level up, continue using 6 in place of that first d6. Reroll further hit dice that roll 1.&lt;br /&gt;
*All PCs know Novesperanto, the auxiliary and technical language of the old Weave. You also know the language(s) of your home culture(s). You may know additional languages as per page 24.&lt;br /&gt;
&lt;br /&gt;
==Character Options==&lt;br /&gt;
You can spend one of your starting foci to play a posthuman character, like a Harpy or Nereid, or a nonhuman Prismatic AI.&lt;br /&gt;
&lt;br /&gt;
===Human===&lt;br /&gt;
Adaptable folk who live on many different worlds. Humans may or may not modify themselves with magic, cybernetics, or gengineering, but more often as individuals than whole cultures. They effectively have one extra focus to spend however they like.&lt;br /&gt;
&lt;br /&gt;
===Harpy===&lt;br /&gt;
Winged folk from Hanseong who live among diverse and squabbling floating islands. In their home societies, wings are given to travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their move action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
&lt;br /&gt;
===Nereid===&lt;br /&gt;
Sea-dwelling folk from Aeaea who are connected to a powerful psychic group-entity in their home ocean. They prize their collective and rarely travel alone, but some have the urge to leave. Nereids can breathe and move freely underwater as well as on land. They can naturally communicate telepathically with one willing person per scene, as per Telepathy-1: Transmit Thought. They are automatically aware when their minds are targeted by psi or magic.&lt;br /&gt;
&lt;br /&gt;
===Prismatic===&lt;br /&gt;
Purpose-built synthetic minds from the Prism who move their core between bodies. They take colors as their names, which reflect their personality and function within the stratified Prism. Some Prismatics desert their posts, or even rebel against their own makers, to &amp;quot;protect organic life&amp;quot; and &amp;quot;pursue peace and love,&amp;quot; if you can believe that. True AI are created as per Revised Edition page 285. Choose Jack or Synth (page 257) as your starting armature.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Available classes are (Arcane) Expert, (Arcane) Warrior, Psychic, Arcanist, Magister (any), Sunblade, Yama King, and Adventurer (combining any of the above). Note that Arcane Expert and Arcane Warrior are exactly the same as the core versions of those classes, just with the option to choose Arcane Foci to represent minor magical talents.&lt;br /&gt;
&lt;br /&gt;
Prismatic characters are True AI, or may be Adventurers with Partial AI and Partial Expert, Warrior, Psychic, or Arcanist.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Your Deal?==&lt;br /&gt;
Write about 150 words of backstory. It can be a bit more or less. It&#039;s usually more fun to expand and improvise once we start playing and know the world, anyway. Think about goals, wants, and open questions. Concise doesn&#039;t have to mean humble or mundane origins!&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
This game will adapt the advancement system from The Black Hack, in which the party gains an Experience each time something specific happens in play. Characters level up once they have Experiences equal to the new level. These things count as a defining Experience:&lt;br /&gt;
* Defeating a powerful ‘named’ enemy either in combat or by thwarting their schemes.&lt;br /&gt;
* Discovering the entrance - or a newer, deeper level - of a ‘dungeon’ or lair and beginning to exploring it.&lt;br /&gt;
* Recovering a unique artifact such as an arcanotech device, notable starship, or Weave-era installation.&lt;br /&gt;
* Overcoming, disabling, or surviving a deadly and powerful threat such as a magical trap or enemy capture.&lt;br /&gt;
* Completing a mission for someone else.&lt;br /&gt;
* Achieving a defined goal, shared or personal, of the characters.&lt;br /&gt;
&lt;br /&gt;
=Style and Posting=&lt;br /&gt;
*When taking action, post both &#039;&#039;what&#039;&#039; you want to do and &#039;&#039;how&#039;&#039; you want to do it. The Wyzard wrote a great guide to this [https://forum.rpg.net/index.php?threads/stars-without-number-volume-iii-lets-kill-the-pope.728999/page-30#post-18078156 here.]&lt;br /&gt;
*Aim for concise posts that focus on things that other people can see and respond to. Inner monologues and flashbacks aren&#039;t verboten, but try reframing them as things that are said or done out loud.&lt;br /&gt;
*Be bold! To do it, do it! Play to find out what happens! Take action and narrate up to the point that you don&#039;t know what happens next. Avoid &#039;&#039;if-then&#039;&#039; instructions. If you&#039;re not sure whether the group will want to do something that affects everyone, ask in the OOC thread first - but if it fits, plunge ahead and drive the action forward.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uwais&amp;diff=378115</id>
		<title>Uwais</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uwais&amp;diff=378115"/>
		<updated>2020-02-25T18:30:16Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uwais was a waster, living on Moresnet without much direction or drive. Smart and charismatic, he found it easier to glide through life, often taking advantage of hospitality he could convince others to provide or fast talk his way out of trouble. But while on a return spike drill back from a minor delivery job that also involved traveling with a minor noble&#039;s son, Uwais was pulled from reality by the being who introduced themself as &#039;&#039;&#039;Ultraviolet&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Ultraviolet spoke of how they had a long history guiding humanity through times of trouble. They also spoke of that time coming again, and that they had chosen Uwais as one of the key figures that would be needed in the coming conflict. Through a series of increasingly painful rituals, Ultraviolet infused Uwais with the power of Shadow. Ultraviolet instructed Uwais to return to Moresnet and seek out the small magical school, where individuals would not fear Shadows. And the caves nearby held a place where the barrier between the Real and the Shadow felt thin. &lt;br /&gt;
&lt;br /&gt;
That was ten years ago. Not much of the carefree partier is left in Uwais. He is still bright and well spoken, but he now thinks mostly of how he can help others. And the way he feels he can best help others is by gaining as much knowledge and power as he can. To wield the power of Shadow is to be in control of the fate of oneself. Sometimes, when he sleeps, he dreams of standing at the head of a great host of Shadow-soldiers, marching across world after world, bringing what he thinks of as justice. But then he wakes, tidily rolls up his meditation mat, and prepares a breakfast for some of the students of the school.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
* Class: Human Pacter&lt;br /&gt;
* Level: 3&lt;br /&gt;
* Experiences: 0/4&lt;br /&gt;
* Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
* Strength: 6 [-1]&lt;br /&gt;
* Constitution: 10 [+0]&lt;br /&gt;
* Dexterity: 8 [+0]&lt;br /&gt;
* Intelligence: 14 [+1]&lt;br /&gt;
* Wisdom: 7 [-1]&lt;br /&gt;
* Charisma: 17 [+1]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
* Background: Pacter Chosen&lt;br /&gt;
* Goal: Seek power and prepare for the coming conflict.&lt;br /&gt;
* Homeworld: Moresnet&lt;br /&gt;
* Languages: Novesperanto, Wika, Iris, Gracious (+1 from Know-0, +Iris from Know Magic)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Cast Magic-1 (Free Background + 2 skill points)&lt;br /&gt;
* Connect-0&lt;br /&gt;
* Stab-0 (Any Combat)&lt;br /&gt;
* Know Magic-0 (Any Skill)&lt;br /&gt;
* Talk-1 (3 skill points)&lt;br /&gt;
* Notice-0 (1 skill point)&lt;br /&gt;
* Know-0 (Free choice)&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
* Initiate of Healing&lt;br /&gt;
** Level 1&lt;br /&gt;
** The user may expend a spell slot to heal a visible ally within 30 meters for 1d6 points of damage per spell level expended, plus the caster’s Cast Magic skill. Invoking this healing takes a Main Action, but it is not a spell and cannot be interrupted.&lt;br /&gt;
* Savage Sorcery&lt;br /&gt;
** Level 1&lt;br /&gt;
** As a Main Action invocation, the spellcaster can blast a visible target within 100 meters with a bolt that does 1d8 damage plus their character level if it successfully hits, with the hit roll modified by their Cast Magic skill. They may use this bolt as often as they wish. Any spell they cast that rolls hit point damage does an additional +1 damage per die&lt;br /&gt;
* Ironhide&lt;br /&gt;
** Level 1&lt;br /&gt;
** You have an innate Armor Class of 15 plus half your character level, rounded up.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Spells per day:&lt;br /&gt;
** 1st level: 5&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
* Spells known&lt;br /&gt;
** 1st level: 3&lt;br /&gt;
*** Put Down&lt;br /&gt;
*** Analyze Shadow&lt;br /&gt;
*** Call Lesser Servitor&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
*** Call Myrmidon&lt;br /&gt;
*** Shadow Cyst&lt;br /&gt;
&lt;br /&gt;
===Named Shadows===&lt;br /&gt;
* Che-Che - small Shadow lesser servitor (like a small demonic roomba).&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine: [shoot roll houserule?]&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Ironhide&lt;br /&gt;
**AC: 17&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 11 (https://orokos.com/roll/788728)&lt;br /&gt;
*System Strain: 0/10&lt;br /&gt;
*Base AC: 17 (Iron Hide)&lt;br /&gt;
*Base Attack Bonus: +0&lt;br /&gt;
*Saves (-1 per level)&lt;br /&gt;
**Physical: 13 (+0 for CON)&lt;br /&gt;
**Mental: 13 (+1 for CHA)&lt;br /&gt;
**Evasion: 13 (+1 for INT)&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 2/3&lt;br /&gt;
**Stowed: 3/6&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; (3 max)&lt;br /&gt;
** Monoblade knife (1d6 damage)&lt;br /&gt;
** Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039; (6 max)&lt;br /&gt;
** Data slab&lt;br /&gt;
** Meditation mat&lt;br /&gt;
** Lazarus patch x3&lt;br /&gt;
** Rations Ud6&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
** Compad&lt;br /&gt;
** Shadow Fetish and Prayer equipment&lt;br /&gt;
** 15 black betting pearls&lt;br /&gt;
** 135 AnarchoFunBucks&lt;br /&gt;
** 400 credits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchases:&amp;lt;tt&amp;gt;&lt;br /&gt;
* +700 Civilian starting equipment&lt;br /&gt;
* +300 Sold Secure Clothing&lt;br /&gt;
* - 40 Monoblade Knife&lt;br /&gt;
* -300 Data slab&lt;br /&gt;
* -  5 Backpack&lt;br /&gt;
* - 90 Lazarus Patches&lt;br /&gt;
* - 30 AFB for 30 black pearls&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uwais&amp;diff=378041</id>
		<title>Uwais</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uwais&amp;diff=378041"/>
		<updated>2020-02-23T17:03:26Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uwais was a waster, living on Moresnet without much direction or drive. Smart and charismatic, he found it easier to glide through life, often taking advantage of hospitality he could convince others to provide or fast talk his way out of trouble. But while on a return spike drill back from a minor delivery job that also involved traveling with a minor noble&#039;s son, Uwais was pulled from reality by the being who introduced themself as &#039;&#039;&#039;Ultraviolet&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Ultraviolet spoke of how they had a long history guiding humanity through times of trouble. They also spoke of that time coming again, and that they had chosen Uwais as one of the key figures that would be needed in the coming conflict. Through a series of increasingly painful rituals, Ultraviolet infused Uwais with the power of Shadow. Ultraviolet instructed Uwais to return to Moresnet and seek out the small magical school, where individuals would not fear Shadows. And the caves nearby held a place where the barrier between the Real and the Shadow felt thin. &lt;br /&gt;
&lt;br /&gt;
That was ten years ago. Not much of the carefree partier is left in Uwais. He is still bright and well spoken, but he now thinks mostly of how he can help others. And the way he feels he can best help others is by gaining as much knowledge and power as he can. To wield the power of Shadow is to be in control of the fate of oneself. Sometimes, when he sleeps, he dreams of standing at the head of a great host of Shadow-soldiers, marching across world after world, bringing what he thinks of as justice. But then he wakes, tidily rolls up his meditation mat, and prepares a breakfast for some of the students of the school.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
* Class: Human Pacter&lt;br /&gt;
* Level: 3&lt;br /&gt;
* XP: 6/12&lt;br /&gt;
* Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
* Strength: 6 [-1]&lt;br /&gt;
* Constitution: 10 [+0]&lt;br /&gt;
* Dexterity: 8 [+0]&lt;br /&gt;
* Intelligence: 14 [+1]&lt;br /&gt;
* Wisdom: 7 [-1]&lt;br /&gt;
* Charisma: 17 [+1]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
* Background: Pacter Chosen&lt;br /&gt;
* Goal: Seek power and prepare for the coming conflict.&lt;br /&gt;
* Homeworld: Moresnet&lt;br /&gt;
* Languages: Novesperanto, Wika, Iris, Gracious (+1 from Know-0, +Iris from Know Magic)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Cast Magic-1 (Free Background + 2 skill points)&lt;br /&gt;
* Connect-0&lt;br /&gt;
* Stab-0 (Any Combat)&lt;br /&gt;
* Know Magic-0 (Any Skill)&lt;br /&gt;
* Talk-1 (3 skill points)&lt;br /&gt;
* Notice-0 (1 skill point)&lt;br /&gt;
* Know-0 (Free choice)&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
* Initiate of Healing&lt;br /&gt;
** Level 1&lt;br /&gt;
** The user may expend a spell slot to heal a visible ally within 30 meters for 1d6 points of damage per spell level expended, plus the caster’s Cast Magic skill. Invoking this healing takes a Main Action, but it is not a spell and cannot be interrupted.&lt;br /&gt;
* Savage Sorcery&lt;br /&gt;
** Level 1&lt;br /&gt;
** As a Main Action invocation, the spellcaster can blast a visible target within 100 meters with a bolt that does 1d8 damage plus their character level if it successfully hits, with the hit roll modified by their Cast Magic skill. They may use this bolt as often as they wish. Any spell they cast that rolls hit point damage does an additional +1 damage per die&lt;br /&gt;
* Ironhide&lt;br /&gt;
** Level 1&lt;br /&gt;
** You have an innate Armor Class of 15 plus half your character level, rounded up.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Spells per day:&lt;br /&gt;
** 1st level: 5&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
* Spells known&lt;br /&gt;
** 1st level: 3&lt;br /&gt;
*** Put Down&lt;br /&gt;
*** Analyze Shadow&lt;br /&gt;
*** Call Lesser Servitor&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
*** Call Myrmidon&lt;br /&gt;
*** Shadow Cyst&lt;br /&gt;
&lt;br /&gt;
===Named Shadows===&lt;br /&gt;
* Che-Che - small Shadow lesser servitor (like a small demonic roomba).&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine: [shoot roll houserule?]&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Ironhide&lt;br /&gt;
**AC: 17&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 11 (https://orokos.com/roll/788728)&lt;br /&gt;
*System Strain: 0/10&lt;br /&gt;
*Base AC: 17 (Iron Hide)&lt;br /&gt;
*Base Attack Bonus: +0&lt;br /&gt;
*Saves (-1 per level)&lt;br /&gt;
**Physical: 13 (+0 for CON)&lt;br /&gt;
**Mental: 13 (+1 for CHA)&lt;br /&gt;
**Evasion: 13 (+1 for INT)&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 2/3&lt;br /&gt;
**Stowed: 3/6&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; (3 max)&lt;br /&gt;
** Monoblade knife (1d6 damage)&lt;br /&gt;
** Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039; (6 max)&lt;br /&gt;
** Data slab&lt;br /&gt;
** Meditation mat&lt;br /&gt;
** Lazarus patch x3&lt;br /&gt;
** Rations Ud6&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
** Compad&lt;br /&gt;
** Shadow Fetish and Prayer equipment&lt;br /&gt;
** 165 AnarchoFunBucks&lt;br /&gt;
** 400 credits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchases:&amp;lt;tt&amp;gt;&lt;br /&gt;
* +700 Civilian starting equipment&lt;br /&gt;
* +300 Sold Secure Clothing&lt;br /&gt;
* - 40 Monoblade Knife&lt;br /&gt;
* -300 Data slab&lt;br /&gt;
* -  5 Backpack&lt;br /&gt;
* - 90 Lazarus Patches&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=377971</id>
		<title>SWN: Prismatic Spray</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=377971"/>
		<updated>2020-02-20T22:23:37Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prismatic Spray is a Stars Without Number (Revised) game using the Codex of the Black Sun supplement.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-recruitment-stars-without-number-revised-codex-of-the-black-sun-space-fantasy-final-destination.858933/ Recruitment] | [https://forum.rpg.net/index.php?threads/stars-without-number-prismatic-spray.859370/ OOC] | [https://forum.rpg.net/index.php?threads/stars-without-number-prismatic-spray.859396/ IC]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==Opening Crawl==&lt;br /&gt;
It&#039;s been 15 years since the &#039;&#039;&#039;Third Great Metastorm&#039;&#039;&#039; subsided, since the &#039;&#039;&#039;State of Grace&#039;&#039;&#039; was defeated, since the &#039;&#039;&#039;Prism&#039;&#039;&#039; arrived from their distant star.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lieges of the Real&#039;&#039;&#039; are ascendant after the war, academic Arcanists who promise a return to a more civilized age of magic and good government.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; lurks in the shadows, fallen Sunblades who have pledged their magical guns to bounty hunting and criminality while holding to a heartless code.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Prism&#039;&#039;&#039; stands poised to break the old cycles. Self-created synthetic beings with strict discipline and seemingly endless resources, their transhuman potential and striking fashion sense inspires and frightens humanity and posthumanity alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moresnet&#039;&#039;&#039; still remembers its fight for freedom with the help of the bygone &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, champions of the later Weave, and wonders what&#039;s become of them now...&lt;br /&gt;
&lt;br /&gt;
==A Moresnet Gazetteer==&lt;br /&gt;
[https://curiator.com/art/simon-stalenhag/44 Moresnet looks like this.] &lt;br /&gt;
&lt;br /&gt;
32 million people, breathable atmosphere, hybrid biosphere, temperate-to-warm climate, TL4. Relatively isolated from the wider sector due to metadimensional &amp;quot;bad weather.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Picture humid air, three moons in the sky, rocky coastlines and volcanic islands, jungles dense with hybrid ecosystems and nonhuman others, pastel-colored settlements connected by silent maglev train, cloaked sages meeting with hard-hatted technicians in a rural factory courtyard, revelers holding fans and colorful glass cups to feel the bass-heavy music at a festival, teens in padded armor practicing stick fighting under their teacher&#039;s eye, and megalithic pretech installations looming on the horizon.&lt;br /&gt;
*The common language is Wika, which grew from Filipino Sign Language, and many other signed and oral languages are used at the community level. It is considered polite to sign or use text in public settings, out of consideration for language variation and widespread deafness. Filipino names are typical.&lt;br /&gt;
*Moresnet has no central government. Communes and convocations representing dozens to hundred-thousands of people are a vehicle for collective decision making, resource management, and mutual aid. Trade syndicates emerge from individual factories and workshops, regional communes from villages and settlements, city assemblies from neighborhoods, and so on into the night. Conflict between communes is usually resolved without serious violence. The communal system has been widely established on the planet for about two centuries, after several governments of varying levels of tyranny were dismantled.&lt;br /&gt;
*Magic and psionics are widely-known (with misconceptions: like ska musicians, or mayors), and it’s not difficult to find training by joining the appropriate commune-school. Like deafness, MES is generally seen as a different way of experiencing the world, not a mysterious gift or curse. Individuals have a right to their own magic, but like other valuable skills, there is a strong sense of community obligation. In bygone days, magicians were associated with martial rebels and tyrants, but the modern stereotype is of a performer or creative type. Psychics have consistently been seen as disciplined community workers: telepathy, healing, and disaster preparedness for example.&lt;br /&gt;
*Jungles, river caves, and the hidden corners of cities have hosted magical beings called Shadows (and sometimes their mortal followers) since the time of the Weave. Not all Shadows are malevolent, but they usually aren’t part of public life. Some communes and individuals have long-established patron or guardian Shadows, or other ritualized relationships. Others ask strong fighters and canny magicians to clear out the cruel spirits that bedevil them.&lt;br /&gt;
&lt;br /&gt;
==Prismatic Spray Sector==&lt;br /&gt;
&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/3cV6HufZMAKvEZLIAQEJ Sector Map]&lt;br /&gt;
&lt;br /&gt;
This is only a local map - now that the Metastorm&#039;s subsided, there are always further places to come from or seek out star maps to.&lt;br /&gt;
&lt;br /&gt;
===Some Notable Worlds===&lt;br /&gt;
*The engineered gardens of &#039;&#039;&#039;Amity&#039;&#039;&#039; are overseen by the grand magical academy of the Lieges of the Real, drawing students and social climbers from across the sector.&lt;br /&gt;
*The asteroid habitats of &#039;&#039;&#039;Evergreen&#039;&#039;&#039; have turned a shattered planet into a rich trade hub and popular refuge from interplanetary chaos. &lt;br /&gt;
*The floating islands of &#039;&#039;&#039;Hanseong&#039;&#039;&#039; see nomadic Harpies and other cyber-magical societies bickering high above the toxic cloud sea that buried the surface.&lt;br /&gt;
*The defeated world of &#039;&#039;&#039;Grace&#039;&#039;&#039; has been blockaded by the Prism, banning all passage on or off the populous former suzerain-planet of the State of Grace.&lt;br /&gt;
*The ocean planet of &#039;&#039;&#039;Aeaea&#039;&#039;&#039; hosts surface platforms and itinerant sailors, but the reclusive Nereid group-mind is most active in the gleaming world beneath the waves.&lt;br /&gt;
*The bubble cities of &#039;&#039;&#039;Vuor&#039;&#039;&#039; have at last ended their bitter civil war, leaving the new generation to piece something together from the wreckage.&lt;br /&gt;
*The frigid desert of &#039;&#039;&#039;Stoke&#039;&#039;&#039; powers massive industrial complexes from its underground canyon cities, manufacturing best-quality tech with artifact machinery.&lt;br /&gt;
*The gas giant of &#039;&#039;&#039;Cirfant&#039;&#039;&#039; fuels the sector, and the greed of its ruling families and pirate vassals, with its irreplaceable web of floating dioxis distilleries.&lt;br /&gt;
*The Gaolers of &#039;&#039;&#039;Tayn&#039;&#039;&#039; keep their own company, and the sector breathes a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
====Notes from Chargen====&lt;br /&gt;
One inspiration for &#039;&#039;&#039;Vuor&#039;&#039;&#039; was Yugoslavia and its spomenici architecture, working to define a new shared culture that escapes previous divisions among and between the bubble cities. They developed war magic to try to minimize collateral damage in their cramped and irreplaceable habitats. They used to provide elite troops to the State of Grace. A fate-based religion might be a fatalist response to persistent war, a new religious movement inspired by the unification culture, or a tradition carried on from one of the seed cultures of the bubble cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cirfant&#039;&#039;&#039; is a gas giant populated by Cloud Cities, and there&#039;s probably moon bases and space stations in the system, too. Rival families of hydraulic nobility scheming for advantage and barely keeping pirate fleets inside the tent by giving them stipends and honors. It&#039;s very inspired by the first act of Return of the Jedi, especially the campy costumed and puppeteered villains bringing them out on a skiff to be executed - but not before they taunt the so-called &amp;quot;heroes&amp;quot; one last time!! I&#039;m sure they have ritual combat beam-fencing traditions, practical anti/pro-piracy measures, and a rebellious underclass running the mines. TOS episode The Cloud Minders was also on my mind when I rolled the tags.&lt;br /&gt;
&lt;br /&gt;
A hotshot thrillseeker without magic or psi might be from &#039;&#039;&#039;Evergreen&#039;&#039;&#039;. The sense in my notes is kinda like a European impression of JFK-era America: they came off well after a damaging war, there&#039;s both big wealthy cities and rural billboard malt shop towns (or asteroid habitats), they like games and casinos and amusement parks, the past is over, you can always just get on the highway and enjoy the open road, there&#039;s a Lynchian underbelly to the comfort and prosperity, their self-image is unimpeachably innocent and can never do or suffer wrong, everyone there is a narcissistic lunatic who thinks they&#039;re the protagonist of history, etc.&lt;br /&gt;
&lt;br /&gt;
I imagine &#039;&#039;&#039;Prismatics&#039;&#039;&#039; as colorful, otherworldly, almost planar or elemental beings who might really come around on organic life after they try pancakes and have a musical number or two. (&amp;quot;begin producing more pancakes at once, my pets!&amp;quot;) Prismatic PCs are probably detached from the hierarchy in some way: long-term scouting mission, semi-approved quest for knowledge, crash-landed, got sick of all the fighting and stopped clocking in for work but haven&#039;t actually quit yet, openly in rebellion, etc.&lt;br /&gt;
&lt;br /&gt;
A tenure-seeking &#039;&#039;&#039;Liege&#039;&#039;&#039; would be fun, and a great excuse to seek out/study/loot magical lore in the cosmos! I think of them sorta like the institutionalized Jedi Order, but more like your Ars Magica, Order of Hermes type institution with different traditions and specialties. They&#039;re also very heavily about Oxbridge and the Ivies as engines and reinforcers of the elite and the status quo. Aeaea and Hanseong are within Amity&#039;s sphere of influence and send many students there for magical and administrative training with the Lieges.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; (Montagnards?) are a dishonored and sorta Boba Fett-y one who use revolvers as their sacred weapon. Moresnetes are forever grateful to the &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, an old Sunblade order and allies whose archer adepts (like magical International Brigades) helped free their planet from local tyranny after the Scream, but they don&#039;t know what&#039;s become of them now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rectifiers&#039;&#039;&#039; have a big presence across the sector, manifesting in different local traditions, especially among posthuman-curious cultures like Hanseong and Aeaea. On top of body-shaping for fun and profit, they&#039;ve been healers for generations, including in the recent war. A large contingent of Rectifiers have aligned themselves with the Prism as a symbol of transhuman possibility, making the Lieges&#039; monocles pop out.&lt;br /&gt;
&lt;br /&gt;
In this sector, &#039;&#039;&#039;Pacters&#039;&#039;&#039; are an old, old tradition of magic that had powerful users before the Scream, but were supplanted by more accessible styles like the Arcanists and Rectifiers. The old tyrants of Moresnet were Pacters, and they left a lot of their great works and freed servants behind when they were toppled - mostly benign Shadow devotion is in the air in a way it&#039;s not on other worlds, even wizard-city Amity, although there are always dangerous ones.&lt;br /&gt;
&lt;br /&gt;
=====Hanseong=====&lt;br /&gt;
Hanseong is in the tradition of floating island archipelagos suspended over a &amp;quot;lost continent&amp;quot; cloud sea. Big inspirations are the game/setting Inverse World and an incredible zine called the Doodle Factory in the Skies. Sometime between the Scream and now, someone&#039;s technomagical terraforming project got all screwed up, and now stuff floats. It&#039;s difficult to just zip around in a standard gravflyer (what with the energy currents), so local forms of flight are more widely used. I think there&#039;s an inner orbit of larger islands that&#039;ve been made more culturally legible to offworlders, maybe even locked into place or surrounding a stable mountain whose peak pierces the clouds, and then increasingly further-flung outer orbits where the worldlets and their cultures get real strange: checkerboard sky castles with warring bishops and their mercenaries, floating junkyards, lost vampire prisons. Brave/stupid treasure hunters and archaeologists can wear a pressure mask and dip below the clouds to dig through ancient ruins, like Weave-era settlements or the Statue of Liberty halfway sticking out of a beach.&lt;br /&gt;
&lt;br /&gt;
Sedentary islands and nomadic groups have their own practices, but there are overarching cultural norms, including that people use cybernetics and Rectifier (or Biopsion) body augmentation to fulfill their social roles, which aren&#039;t static throughout life. I don&#039;t wanna write a whole anthropology before the players even visit, but I&#039;m picturing The Left Hand of Darkness, and for that matter lots of LeGuin&#039;s Hainish and Earthsea books. Harpies are people who travel often between islands as couriers, messengers, and explorers, which is why they have wings, and keen eyes to pierce the clouds and see danger and opportunity at a distance. Not coincidentally, Hanseongin who leave the planet to seek their fortune on further islands are usually Harpies. There are other broad and niche roles: Shepherds with drone control implants, Delvers who breathe toxic air freely, various warriors and sectarians with retractable claws and beam cannons. And of course your caregivers and farmers and doctors and technicians and teachers, who might augment their bodies to more durable, patient, careful, or tender.&lt;br /&gt;
&lt;br /&gt;
Hanseong is officially a protectorate of Amity and the Lieges of the Real - they were close enough for regular travel during the Metastorm. The Lieges take students for prestigious and high-quality magical and administrative training, which has been impacting Hanseong cultures as their ideas filter back, especially on the more sedentary inner islands. They would like to translate Hanseongin cultures (and resources) into a form more legible to their way of understanding and controlling the world - the Real.&lt;br /&gt;
&lt;br /&gt;
==Tone and Genre==&lt;br /&gt;
Prismatic Spray is space fantasy! There&#039;s room for different styles on different planets, but here are some rules of thumb:&lt;br /&gt;
*Space travel is relatively accessible. Individuals and small groups can acquire spacecraft of their own, not only merchants and trading companies.&lt;br /&gt;
*Worlds that are fully cut off from the wider sector are uncommon. The overall tech level is usually high, even aside from psi and magic. Most systems have their own culture, but shared interstellar cultures exist; empires and magical orders have come and gone.&lt;br /&gt;
*Spellcasters often exist in formal groups with a known presence in the sector, even if they&#039;re small or scattered. Like Jedi, worldly people broadly know what magic and magicians are. Sunblades always have an order, but Arcanists and Magisters have teachers and schools of thought as well.&lt;br /&gt;
*Earth does not loom large in most peoples&#039; imagination. Humanity and posthumanity has grown in new directions, including the possibility of deep physical changes through magic and tech, and encounters with fully nonhuman Shadows and now AI. A lot has happened since the Scream.&lt;br /&gt;
*Think: possibilities, curiosity, escaping cycles, making something new with what you&#039;ve been given. And laser swords.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Languages are mostly by planet. Planets and cultures not on the starting map also have languages. Here are some standouts:&lt;br /&gt;
*Gracious, the language of the former State of Grace, is still widely used in the Hodler, Nitobe, Gauntlett, and Auld systems.&lt;br /&gt;
*Aerial Cirfant is used by noble houses, dioxis traders, and social climbers of the Lagrange system; Terrestrial Cirfant is used by its miners, laborers, rebels, and the pirates of its own and other worlds, including the Mountain.&lt;br /&gt;
*The Lieges of the Real promote the use of Novesperanto in their sphere, which presently includes the Zamenhof, Anacreon, and Seok systems.&lt;br /&gt;
*The Nereids of Aeaea use a post-linguistic telepathy among themselves, but their travelers can apparently understand any language.&lt;br /&gt;
*Less centralized worlds have more local languages. Vuor has a few (no majority), Hanseong has several (majority Hano), Evergreen has many (majority Gracious).&lt;br /&gt;
*Iris, an ancient academic language useful for discussing magic, communicating with elder Shadows, and describing colors in vivid detail.&lt;br /&gt;
*If you pick a new language, name it and say who uses it.&lt;br /&gt;
&lt;br /&gt;
===Language Rules Free Throw Zone===&lt;br /&gt;
&lt;br /&gt;
Every PC knows Novesperanto, the interstellar auxiliary and technical language known by worldly people on all planets, and also knows their native language(s): we&#039;ll assume 1 for the following numbers, but it&#039;s more for some people.&lt;br /&gt;
*If you have Know/Connect-0, you know those ones, plus one more. (3 languages total)&lt;br /&gt;
*If you have Know/Connect-1, you know those ones, plus three more. (5 languages total)&lt;br /&gt;
*If you have Know/Connect-2, you know those ones, plus six more. (8 languages total)&lt;br /&gt;
You may leave a number of languages up to your skill rating undefined and declare that you know them when they arise during play.&lt;br /&gt;
&lt;br /&gt;
If you have Know Magic-0, you also know Iris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Caption gloves&#039;&#039; are an accessibility tool developed on Moresnet to help signers and non-signers communicate. This somewhat stylish system of elbow-length gloves and rings produces holographic closed captioning between the wearer&#039;s arms. The text is produced by either signing in Wika or &amp;quot;typing&amp;quot; in the air as if on a TL4 Novesperanto keyboard. Caption gloves function as the translator torc on page 70-71, but cost only 50 credits or AFB.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
&lt;br /&gt;
*[[Ji-Ho Cloud Hopper 17]], merchant and pilot, HP 15/15 | System Shock 0 | AC 14 | Initiative +2, low-light/thermal vision, Expert Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Lami Haidor]], Sword Prodigy, HP XX/XX | System Shock 0 | AC XX | Initiative +X, Warrior Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Uwais]], Chosen Pacter of UltraViolet, HP 11/11 | System Strain 0/10 | AC 17 | Initiative +0/+1(Space Combat) | Spell Casts: L1: 5/5 L2: 2/2&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
As per the 2E/Revised rulebook (Page 4), with these changes.&lt;br /&gt;
*Roll 4d6 drop lowest for attributes, arranged as you like.&lt;br /&gt;
*Instead of rolling HP at level 1, set your first d6 to 6 and modify with Constitution as normal. When you reroll HP on level up, continue using 6 in place of that first d6. Reroll further hit dice that roll 1.&lt;br /&gt;
*All PCs know Novesperanto, the auxiliary and technical language of the old Weave. You also know the language(s) of your home culture(s). You may know additional languages as per page 24.&lt;br /&gt;
&lt;br /&gt;
==Character Options==&lt;br /&gt;
You can spend one of your starting foci to play a posthuman character, like a Harpy or Nereid, or a nonhuman Prismatic AI.&lt;br /&gt;
&lt;br /&gt;
===Human===&lt;br /&gt;
Adaptable folk who live on many different worlds. Humans may or may not modify themselves with magic, cybernetics, or gengineering, but more often as individuals than whole cultures. They effectively have one extra focus to spend however they like.&lt;br /&gt;
&lt;br /&gt;
===Harpy===&lt;br /&gt;
Winged folk from Hanseong who live among diverse and squabbling floating islands. In their home societies, wings are given to travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their move action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
&lt;br /&gt;
===Nereid===&lt;br /&gt;
Sea-dwelling folk from Aeaea who are connected to a powerful psychic group-entity in their home ocean. They prize their collective and rarely travel alone, but some have the urge to leave. Nereids can breathe and move freely underwater as well as on land. They can naturally communicate telepathically with one willing person per scene, as per Telepathy-1: Transmit Thought. They are automatically aware when their minds are targeted by psi or magic.&lt;br /&gt;
&lt;br /&gt;
===Prismatic===&lt;br /&gt;
Purpose-built synthetic minds from the Prism who move their core between bodies. They take colors as their names, which reflect their personality and function within the stratified Prism. Some Prismatics desert their posts, or even rebel against their own makers, to &amp;quot;protect organic life&amp;quot; and &amp;quot;pursue peace and love,&amp;quot; if you can believe that. True AI are created as per Revised Edition page 285. Choose Jack or Synth (page 257) as your starting armature.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Available classes are (Arcane) Expert, (Arcane) Warrior, Psychic, Arcanist, Magister (any), Sunblade, Yama King, and Adventurer (combining any of the above). Note that Arcane Expert and Arcane Warrior are exactly the same as the core versions of those classes, just with the option to choose Arcane Foci to represent minor magical talents.&lt;br /&gt;
&lt;br /&gt;
Prismatic characters are True AI, or may be Adventurers with Partial AI and Partial Expert, Warrior, Psychic, or Arcanist.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Your Deal?==&lt;br /&gt;
Write about 150 words of backstory. It can be a bit more or less. It&#039;s usually more fun to expand and improvise once we start playing and know the world, anyway. Think about goals, wants, and open questions. Concise doesn&#039;t have to mean humble or mundane origins!&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
This game will adapt the advancement system from The Black Hack, in which the party gains an Experience each time something specific happens in play. Characters level up once they have Experiences equal to the new level. These things count as a defining Experience:&lt;br /&gt;
* Defeating a powerful ‘named’ enemy either in combat or by thwarting their schemes.&lt;br /&gt;
* Discovering the entrance - or a newer, deeper level - of a ‘dungeon’ or lair and beginning to exploring it.&lt;br /&gt;
* Recovering a unique artifact such as an arcanotech device, notable starship, or Weave-era installation.&lt;br /&gt;
* Overcoming, disabling, or surviving a deadly and powerful threat such as a magical trap or enemy capture.&lt;br /&gt;
* Completing a mission for someone else.&lt;br /&gt;
* Achieving a defined goal, shared or personal, of the characters.&lt;br /&gt;
&lt;br /&gt;
=Style and Posting=&lt;br /&gt;
*When taking action, post both &#039;&#039;what&#039;&#039; you want to do and &#039;&#039;how&#039;&#039; you want to do it. The Wyzard wrote a great guide to this [https://forum.rpg.net/index.php?threads/stars-without-number-volume-iii-lets-kill-the-pope.728999/page-30#post-18078156 here.]&lt;br /&gt;
*Aim for concise posts that focus on things that other people can see and respond to. Inner monologues and flashbacks aren&#039;t verboten, but try reframing them as things that are said or done out loud.&lt;br /&gt;
*Be bold! To do it, do it! Play to find out what happens! Take action and narrate up to the point that you don&#039;t know what happens next. Avoid &#039;&#039;if-then&#039;&#039; instructions. If you&#039;re not sure whether the group will want to do something that affects everyone, ask in the OOC thread first - but if it fits, plunge ahead and drive the action forward.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uwais&amp;diff=377970</id>
		<title>Uwais</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uwais&amp;diff=377970"/>
		<updated>2020-02-20T22:23:10Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uwais was a waster, living on Moresnet without much direction or drive. Smart and charismatic, he found it easier to glide through life, often taking advantage of hospitality he could convince others to provide or fast talk his way out of trouble. But while on a return spike drill back from a minor delivery job that also involved traveling with a minor noble&#039;s son, Uwais was pulled from reality by the being who introduced themself as &#039;&#039;&#039;Ultraviolet&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Ultraviolet spoke of how they had a long history guiding humanity through times of trouble. They also spoke of that time coming again, and that they had chosen Uwais as one of the key figures that would be needed in the coming conflict. Through a series of increasingly painful rituals, Ultraviolet infused Uwais with the power of Shadow. Ultraviolet instructed Uwais to return to Moresnet and seek out the small magical school, where individuals would not fear Shadows. And the caves nearby held a place where the barrier between the Real and the Shadow felt thin. &lt;br /&gt;
&lt;br /&gt;
That was ten years ago. Not much of the carefree partier is left in Uwais. He is still bright and well spoken, but he now thinks mostly of how he can help others. And the way he feels he can best help others is by gaining as much knowledge and power as he can. To wield the power of Shadow is to be in control of the fate of oneself. Sometimes, when he sleeps, he dreams of standing at the head of a great host of Shadow-soldiers, marching across world after world, bringing what he thinks of as justice. But then he wakes, tidily rolls up his meditation mat, and prepares a breakfast for some of the students of the school.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
* Class: Human Pacter&lt;br /&gt;
* Level: 3&lt;br /&gt;
* XP: 6/12&lt;br /&gt;
* Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
* Strength: 6 [-1]&lt;br /&gt;
* Constitution: 10 [+0]&lt;br /&gt;
* Dexterity: 8 [+0]&lt;br /&gt;
* Intelligence: 14 [+1]&lt;br /&gt;
* Wisdom: 7 [-1]&lt;br /&gt;
* Charisma: 17 [+1]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
* Background: Pacter Chosen&lt;br /&gt;
* Goal: Seek power and prepare for the coming conflict.&lt;br /&gt;
* Homeworld: Moresnet&lt;br /&gt;
* Languages: Novesperanto, Wika, Iris, Gracious (+1 from Know-0, +Iris from Know Magic)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Cast Magic-1 (Free Background + 2 skill points)&lt;br /&gt;
* Connect-0&lt;br /&gt;
* Stab-0 (Any Combat)&lt;br /&gt;
* Know Magic-0 (Any Skill)&lt;br /&gt;
* Talk-1 (3 skill points)&lt;br /&gt;
* Notice-0 (1 skill point)&lt;br /&gt;
* Know-0 (Free choice)&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
* Initiate of Healing&lt;br /&gt;
** Level 1&lt;br /&gt;
** The user may expend a spell slot to heal a visible ally within 30 meters for 1d6 points of damage per spell level expended, plus the caster’s Cast Magic skill. Invoking this healing takes a Main Action, but it is not a spell and cannot be interrupted.&lt;br /&gt;
* Savage Sorcery&lt;br /&gt;
** Level 1&lt;br /&gt;
** As a Main Action invocation, the spellcaster can blast a visible target within 100 meters with a bolt that does 1d8 damage plus their character level if it successfully hits, with the hit roll modified by their Cast Magic skill. They may use this bolt as often as they wish. Any spell they cast that rolls hit point damage does an additional +1 damage per die&lt;br /&gt;
* Ironhide&lt;br /&gt;
** Level 1&lt;br /&gt;
** You have an innate Armor Class of 15 plus half your character level, rounded up.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Spells per day:&lt;br /&gt;
** 1st level: 5&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
* Spells known&lt;br /&gt;
** 1st level: 3&lt;br /&gt;
*** Put Down&lt;br /&gt;
*** Analyze Shadow&lt;br /&gt;
*** Call Lesser Servitor&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
*** Call Myrmidon&lt;br /&gt;
*** Shadow Cyst&lt;br /&gt;
&lt;br /&gt;
===Named Shadows===&lt;br /&gt;
* Che-Che - small Shadow lesser servitor (like a small demonic roomba).&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine: [shoot roll houserule?]&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Ironhide&lt;br /&gt;
**AC: 17&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 11 (https://orokos.com/roll/788728)&lt;br /&gt;
*System Strain: 0/10&lt;br /&gt;
*Base AC: 17 (Iron Hide)&lt;br /&gt;
*Base Attack Bonus: +0&lt;br /&gt;
*Saves (-1 per level)&lt;br /&gt;
**Physical: 13 (+0 for CON)&lt;br /&gt;
**Mental: 13 (+1 for CHA)&lt;br /&gt;
**Evasion: 13 (+1 for INT)&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 2/3&lt;br /&gt;
**Stowed: 3/6&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; (3 max)&lt;br /&gt;
** Monoblade knife (1d6 damage)&lt;br /&gt;
** Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039; (6 max)&lt;br /&gt;
** Data slab&lt;br /&gt;
** Meditation mat&lt;br /&gt;
** Lazarus patch x3&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
** Compad&lt;br /&gt;
** Shadow Fetish and Prayer equipment&lt;br /&gt;
** 165 AnarchoFunBucks&lt;br /&gt;
** 400 credits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchases:&amp;lt;tt&amp;gt;&lt;br /&gt;
* +700 Civilian starting equipment&lt;br /&gt;
* +300 Sold Secure Clothing&lt;br /&gt;
* - 40 Monoblade Knife&lt;br /&gt;
* -300 Data slab&lt;br /&gt;
* -  5 Backpack&lt;br /&gt;
* - 90 Lazarus Patches&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uwais&amp;diff=377965</id>
		<title>Uwais</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uwais&amp;diff=377965"/>
		<updated>2020-02-20T18:49:45Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uwais was a waster, living on Moresnet without much direction or drive. Smart and charismatic, he found it easier to glide through life, often taking advantage of hospitality he could convince others to provide or fast talk his way out of trouble. But while on a return spike drill back from a minor delivery job that also involved traveling with a minor noble&#039;s son, Uwais was pulled from reality by the being who introduced themself as &#039;&#039;&#039;Ultraviolet&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Ultraviolet spoke of how they had a long history guiding humanity through times of trouble. They also spoke of that time coming again, and that they had chosen Uwais as one of the key figures that would be needed in the coming conflict. Through a series of increasingly painful rituals, Ultraviolet infused Uwais with the power of Shadow. Ultraviolet instructed Uwais to return to Moresnet and seek out the small magical school, where individuals would not fear Shadows. And the caves nearby held a place where the barrier between the Real and the Shadow felt thin. &lt;br /&gt;
&lt;br /&gt;
That was ten years ago. Not much of the carefree partier is left in Uwais. He is still bright and well spoken, but he now thinks mostly of how he can help others. And the way he feels he can best help others is by gaining as much knowledge and power as he can. To wield the power of Shadow is to be in control of the fate of oneself. Sometimes, when he sleeps, he dreams of standing at the head of a great host of Shadow-soldiers, marching across world after world, bringing what he thinks of as justice. But then he wakes, tidily rolls up his meditation mat, and prepares a breakfast for some of the students of the school.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
* Class: Human Pacter&lt;br /&gt;
* Level: 3&lt;br /&gt;
* XP: 6/12&lt;br /&gt;
* Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
* Strength: 6 [-1]&lt;br /&gt;
* Constitution: 8 [+0]&lt;br /&gt;
* Dexterity: 10 [+0]&lt;br /&gt;
* Intelligence: 14 [+1]&lt;br /&gt;
* Wisdom: 7 [-1]&lt;br /&gt;
* Charisma: 17 [+1]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
* Background: Pacter Chosen&lt;br /&gt;
* Goal: Seek power and prepare for the coming conflict.&lt;br /&gt;
* Homeworld: Moresnet&lt;br /&gt;
* Languages: Novesperanto, Wika, Iris, Gracious (+1 from Know-0, +Iris from Know Magic)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Cast Magic-1 (Free Background + 2 skill points)&lt;br /&gt;
* Connect-0&lt;br /&gt;
* Stab-0 (Any Combat)&lt;br /&gt;
* Know Magic-0 (Any Skill)&lt;br /&gt;
* Talk-1 (3 skill points)&lt;br /&gt;
* Notice-0 (1 skill point)&lt;br /&gt;
* Know-0 (Free choice)&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
* Initiate of Healing&lt;br /&gt;
** Level 1&lt;br /&gt;
** The user may expend a spell slot to heal a visible ally within 30 meters for 1d6 points of damage per spell level expended, plus the caster’s Cast Magic skill. Invoking this healing takes a Main Action, but it is not a spell and cannot be interrupted.&lt;br /&gt;
* Savage Sorcery&lt;br /&gt;
** Level 1&lt;br /&gt;
** As a Main Action invocation, the spellcaster can blast a visible target within 100 meters with a bolt that does 1d8 damage plus their character level if it successfully hits, with the hit roll modified by their Cast Magic skill. They may use this bolt as often as they wish. Any spell they cast that rolls hit point damage does an additional +1 damage per die&lt;br /&gt;
* Ironhide&lt;br /&gt;
** Level 1&lt;br /&gt;
** You have an innate Armor Class of 15 plus half your character level, rounded up.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Spells per day:&lt;br /&gt;
** 1st level: 5&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
* Spells known&lt;br /&gt;
** 1st level: 3&lt;br /&gt;
*** Put Down&lt;br /&gt;
*** Analyze Shadow&lt;br /&gt;
*** Call Lesser Servitor&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
*** Call Myrmidon&lt;br /&gt;
*** Shadow Cyst&lt;br /&gt;
&lt;br /&gt;
===Named Shadows===&lt;br /&gt;
* Che-Che - small Shadow lesser servitor (like a small demonic roomba).&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine: [shoot roll houserule?]&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Ironhide&lt;br /&gt;
**AC: 17&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 11 (https://orokos.com/roll/788728)&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 17 (Iron Hide)&lt;br /&gt;
*Base Attack Bonus: +0&lt;br /&gt;
*Saves (-1 per level)&lt;br /&gt;
**Physical: 13 (+0 for CON)&lt;br /&gt;
**Mental: 13 (+1 for CHA)&lt;br /&gt;
**Evasion: 13 (+1 for INT)&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 2/3&lt;br /&gt;
**Stowed: 3/6&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; (3 max)&lt;br /&gt;
** Monoblade knife (1d6 damage)&lt;br /&gt;
** Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039; (6 max)&lt;br /&gt;
** Data slab&lt;br /&gt;
** Meditation mat&lt;br /&gt;
** Lazarus patch x3&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
** Compad&lt;br /&gt;
** Shadow Fetish and Prayer equipment&lt;br /&gt;
** 165 AnarchoFunBucks&lt;br /&gt;
** 400 credits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchases:&amp;lt;tt&amp;gt;&lt;br /&gt;
* +700 Civilian starting equipment&lt;br /&gt;
* +300 Sold Secure Clothing&lt;br /&gt;
* - 40 Monoblade Knife&lt;br /&gt;
* -300 Data slab&lt;br /&gt;
* -  5 Backpack&lt;br /&gt;
* - 90 Lazarus Patches&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=377964</id>
		<title>SWN: Prismatic Spray</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=377964"/>
		<updated>2020-02-20T16:31:11Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prismatic Spray is a Stars Without Number (Revised) game using the Codex of the Black Sun supplement.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-recruitment-stars-without-number-revised-codex-of-the-black-sun-space-fantasy-final-destination.858933/ Recruitment] | [https://forum.rpg.net/index.php?threads/stars-without-number-prismatic-spray.859370/ OOC] | [https://forum.rpg.net/index.php?threads/stars-without-number-prismatic-spray.859396/ IC]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==Opening Crawl==&lt;br /&gt;
It&#039;s been 15 years since the &#039;&#039;&#039;Third Great Metastorm&#039;&#039;&#039; subsided, since the &#039;&#039;&#039;State of Grace&#039;&#039;&#039; was defeated, since the &#039;&#039;&#039;Prism&#039;&#039;&#039; arrived from their distant star.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lieges of the Real&#039;&#039;&#039; are ascendant after the war, academic Arcanists who promise a return to a more civilized age of magic and good government.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; lurks in the shadows, fallen Sunblades who have pledged their magical guns to bounty hunting and criminality while holding to a heartless code.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Prism&#039;&#039;&#039; stands poised to break the old cycles. Self-created synthetic beings with strict discipline and seemingly endless resources, their transhuman potential and striking fashion sense inspires and frightens humanity and posthumanity alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moresnet&#039;&#039;&#039; still remembers its fight for freedom with the help of the bygone &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, champions of the later Weave, and wonders what&#039;s become of them now...&lt;br /&gt;
&lt;br /&gt;
==A Moresnet Gazetteer==&lt;br /&gt;
[https://curiator.com/art/simon-stalenhag/44 Moresnet looks like this.] &lt;br /&gt;
&lt;br /&gt;
32 million people, breathable atmosphere, hybrid biosphere, temperate-to-warm climate, TL4. Relatively isolated from the wider sector due to metadimensional &amp;quot;bad weather.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Picture humid air, three moons in the sky, rocky coastlines and volcanic islands, jungles dense with hybrid ecosystems and nonhuman others, pastel-colored settlements connected by silent maglev train, cloaked sages meeting with hard-hatted technicians in a rural factory courtyard, revelers holding fans and colorful glass cups to feel the bass-heavy music at a festival, teens in padded armor practicing stick fighting under their teacher&#039;s eye, and megalithic pretech installations looming on the horizon.&lt;br /&gt;
*The common language is Wika, which grew from Filipino Sign Language, and many other signed and oral languages are used at the community level. It is considered polite to sign or use text in public settings, out of consideration for language variation and widespread deafness. Filipino names are typical.&lt;br /&gt;
*Moresnet has no central government. Communes and convocations representing dozens to hundred-thousands of people are a vehicle for collective decision making, resource management, and mutual aid. Trade syndicates emerge from individual factories and workshops, regional communes from villages and settlements, city assemblies from neighborhoods, and so on into the night. Conflict between communes is usually resolved without serious violence. The communal system has been widely established on the planet for about two centuries, after several governments of varying levels of tyranny were dismantled.&lt;br /&gt;
*Magic and psionics are widely-known (with misconceptions: like ska musicians, or mayors), and it’s not difficult to find training by joining the appropriate commune-school. Like deafness, MES is generally seen as a different way of experiencing the world, not a mysterious gift or curse. Individuals have a right to their own magic, but like other valuable skills, there is a strong sense of community obligation. In bygone days, magicians were associated with martial rebels and tyrants, but the modern stereotype is of a performer or creative type. Psychics have consistently been seen as disciplined community workers: telepathy, healing, and disaster preparedness for example.&lt;br /&gt;
*Jungles, river caves, and the hidden corners of cities have hosted magical beings called Shadows (and sometimes their mortal followers) since the time of the Weave. Not all Shadows are malevolent, but they usually aren’t part of public life. Some communes and individuals have long-established patron or guardian Shadows, or other ritualized relationships. Others ask strong fighters and canny magicians to clear out the cruel spirits that bedevil them.&lt;br /&gt;
&lt;br /&gt;
==Prismatic Spray Sector==&lt;br /&gt;
&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/3cV6HufZMAKvEZLIAQEJ Sector Map]&lt;br /&gt;
&lt;br /&gt;
This is only a local map - now that the Metastorm&#039;s subsided, there are always further places to come from or seek out star maps to.&lt;br /&gt;
&lt;br /&gt;
===Some Notable Worlds===&lt;br /&gt;
*The engineered gardens of &#039;&#039;&#039;Amity&#039;&#039;&#039; are overseen by the grand magical academy of the Lieges of the Real, drawing students and social climbers from across the sector.&lt;br /&gt;
*The asteroid habitats of &#039;&#039;&#039;Evergreen&#039;&#039;&#039; have turned a shattered planet into a rich trade hub and popular refuge from interplanetary chaos. &lt;br /&gt;
*The floating islands of &#039;&#039;&#039;Hanseong&#039;&#039;&#039; see nomadic Harpies and other cyber-magical societies bickering high above the toxic cloud sea that buried the surface.&lt;br /&gt;
*The defeated world of &#039;&#039;&#039;Grace&#039;&#039;&#039; has been blockaded by the Prism, banning all passage on or off the populous former suzerain-planet of the State of Grace.&lt;br /&gt;
*The ocean planet of &#039;&#039;&#039;Aeaea&#039;&#039;&#039; hosts surface platforms and itinerant sailors, but the reclusive Nereid group-mind is most active in the gleaming world beneath the waves.&lt;br /&gt;
*The bubble cities of &#039;&#039;&#039;Vuor&#039;&#039;&#039; have at last ended their bitter civil war, leaving the new generation to piece something together from the wreckage.&lt;br /&gt;
*The frigid desert of &#039;&#039;&#039;Stoke&#039;&#039;&#039; powers massive industrial complexes from its underground canyon cities, manufacturing best-quality tech with artifact machinery.&lt;br /&gt;
*The gas giant of &#039;&#039;&#039;Cirfant&#039;&#039;&#039; fuels the sector, and the greed of its ruling families and pirate vassals, with its irreplaceable web of floating dioxis distilleries.&lt;br /&gt;
*The Gaolers of &#039;&#039;&#039;Tayn&#039;&#039;&#039; keep their own company, and the sector breathes a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
====Notes from Chargen====&lt;br /&gt;
One inspiration for &#039;&#039;&#039;Vuor&#039;&#039;&#039; was Yugoslavia and its spomenici architecture, working to define a new shared culture that escapes previous divisions among and between the bubble cities. They developed war magic to try to minimize collateral damage in their cramped and irreplaceable habitats. They used to provide elite troops to the State of Grace. A fate-based religion might be a fatalist response to persistent war, a new religious movement inspired by the unification culture, or a tradition carried on from one of the seed cultures of the bubble cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cirfant&#039;&#039;&#039; is a gas giant populated by Cloud Cities, and there&#039;s probably moon bases and space stations in the system, too. Rival families of hydraulic nobility scheming for advantage and barely keeping pirate fleets inside the tent by giving them stipends and honors. It&#039;s very inspired by the first act of Return of the Jedi, especially the campy costumed and puppeteered villains bringing them out on a skiff to be executed - but not before they taunt the so-called &amp;quot;heroes&amp;quot; one last time!! I&#039;m sure they have ritual combat beam-fencing traditions, practical anti/pro-piracy measures, and a rebellious underclass running the mines. TOS episode The Cloud Minders was also on my mind when I rolled the tags.&lt;br /&gt;
&lt;br /&gt;
A hotshot thrillseeker without magic or psi might be from &#039;&#039;&#039;Evergreen&#039;&#039;&#039;. The sense in my notes is kinda like a European impression of JFK-era America: they came off well after a damaging war, there&#039;s both big wealthy cities and rural billboard malt shop towns (or asteroid habitats), they like games and casinos and amusement parks, the past is over, you can always just get on the highway and enjoy the open road, there&#039;s a Lynchian underbelly to the comfort and prosperity, their self-image is unimpeachably innocent and can never do or suffer wrong, everyone there is a narcissistic lunatic who thinks they&#039;re the protagonist of history, etc.&lt;br /&gt;
&lt;br /&gt;
I imagine &#039;&#039;&#039;Prismatics&#039;&#039;&#039; as colorful, otherworldly, almost planar or elemental beings who might really come around on organic life after they try pancakes and have a musical number or two. (&amp;quot;begin producing more pancakes at once, my pets!&amp;quot;) Prismatic PCs are probably detached from the hierarchy in some way: long-term scouting mission, semi-approved quest for knowledge, crash-landed, got sick of all the fighting and stopped clocking in for work but haven&#039;t actually quit yet, openly in rebellion, etc.&lt;br /&gt;
&lt;br /&gt;
A tenure-seeking &#039;&#039;&#039;Liege&#039;&#039;&#039; would be fun, and a great excuse to seek out/study/loot magical lore in the cosmos! I think of them sorta like the institutionalized Jedi Order, but more like your Ars Magica, Order of Hermes type institution with different traditions and specialties. They&#039;re also very heavily about Oxbridge and the Ivies as engines and reinforcers of the elite and the status quo. Aeaea and Hanseong are within Amity&#039;s sphere of influence and send many students there for magical and administrative training with the Lieges.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; (Montagnards?) are a dishonored and sorta Boba Fett-y one who use revolvers as their sacred weapon. Moresnetes are forever grateful to the &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, an old Sunblade order and allies whose archer adepts (like magical International Brigades) helped free their planet from local tyranny after the Scream, but they don&#039;t know what&#039;s become of them now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rectifiers&#039;&#039;&#039; have a big presence across the sector, manifesting in different local traditions, especially among posthuman-curious cultures like Hanseong and Aeaea. On top of body-shaping for fun and profit, they&#039;ve been healers for generations, including in the recent war. A large contingent of Rectifiers have aligned themselves with the Prism as a symbol of transhuman possibility, making the Lieges&#039; monocles pop out.&lt;br /&gt;
&lt;br /&gt;
In this sector, &#039;&#039;&#039;Pacters&#039;&#039;&#039; are an old, old tradition of magic that had powerful users before the Scream, but were supplanted by more accessible styles like the Arcanists and Rectifiers. The old tyrants of Moresnet were Pacters, and they left a lot of their great works and freed servants behind when they were toppled - mostly benign Shadow devotion is in the air in a way it&#039;s not on other worlds, even wizard-city Amity, although there are always dangerous ones.&lt;br /&gt;
&lt;br /&gt;
=====Hanseong=====&lt;br /&gt;
Hanseong is in the tradition of floating island archipelagos suspended over a &amp;quot;lost continent&amp;quot; cloud sea. Big inspirations are the game/setting Inverse World and an incredible zine called the Doodle Factory in the Skies. Sometime between the Scream and now, someone&#039;s technomagical terraforming project got all screwed up, and now stuff floats. It&#039;s difficult to just zip around in a standard gravflyer (what with the energy currents), so local forms of flight are more widely used. I think there&#039;s an inner orbit of larger islands that&#039;ve been made more culturally legible to offworlders, maybe even locked into place or surrounding a stable mountain whose peak pierces the clouds, and then increasingly further-flung outer orbits where the worldlets and their cultures get real strange: checkerboard sky castles with warring bishops and their mercenaries, floating junkyards, lost vampire prisons. Brave/stupid treasure hunters and archaeologists can wear a pressure mask and dip below the clouds to dig through ancient ruins, like Weave-era settlements or the Statue of Liberty halfway sticking out of a beach.&lt;br /&gt;
&lt;br /&gt;
Sedentary islands and nomadic groups have their own practices, but there are overarching cultural norms, including that people use cybernetics and Rectifier (or Biopsion) body augmentation to fulfill their social roles, which aren&#039;t static throughout life. I don&#039;t wanna write a whole anthropology before the players even visit, but I&#039;m picturing The Left Hand of Darkness, and for that matter lots of LeGuin&#039;s Hainish and Earthsea books. Harpies are people who travel often between islands as couriers, messengers, and explorers, which is why they have wings, and keen eyes to pierce the clouds and see danger and opportunity at a distance. Not coincidentally, Hanseongin who leave the planet to seek their fortune on further islands are usually Harpies. There are other broad and niche roles: Shepherds with drone control implants, Delvers who breathe toxic air freely, various warriors and sectarians with retractable claws and beam cannons. And of course your caregivers and farmers and doctors and technicians and teachers, who might augment their bodies to more durable, patient, careful, or tender.&lt;br /&gt;
&lt;br /&gt;
Hanseong is officially a protectorate of Amity and the Lieges of the Real - they were close enough for regular travel during the Metastorm. The Lieges take students for prestigious and high-quality magical and administrative training, which has been impacting Hanseong cultures as their ideas filter back, especially on the more sedentary inner islands. They would like to translate Hanseongin cultures (and resources) into a form more legible to their way of understanding and controlling the world - the Real.&lt;br /&gt;
&lt;br /&gt;
==Tone and Genre==&lt;br /&gt;
Prismatic Spray is space fantasy! There&#039;s room for different styles on different planets, but here are some rules of thumb:&lt;br /&gt;
*Space travel is relatively accessible. Individuals and small groups can acquire spacecraft of their own, not only merchants and trading companies.&lt;br /&gt;
*Worlds that are fully cut off from the wider sector are uncommon. The overall tech level is usually high, even aside from psi and magic. Most systems have their own culture, but shared interstellar cultures exist; empires and magical orders have come and gone.&lt;br /&gt;
*Spellcasters often exist in formal groups with a known presence in the sector, even if they&#039;re small or scattered. Like Jedi, worldly people broadly know what magic and magicians are. Sunblades always have an order, but Arcanists and Magisters have teachers and schools of thought as well.&lt;br /&gt;
*Earth does not loom large in most peoples&#039; imagination. Humanity and posthumanity has grown in new directions, including the possibility of deep physical changes through magic and tech, and encounters with fully nonhuman Shadows and now AI. A lot has happened since the Scream.&lt;br /&gt;
*Think: possibilities, curiosity, escaping cycles, making something new with what you&#039;ve been given. And laser swords.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Languages are mostly by planet. Planets and cultures not on the starting map also have languages. Here are some standouts:&lt;br /&gt;
*Gracious, the language of the former State of Grace, is still widely used in the Hodler, Nitobe, Gauntlett, and Auld systems.&lt;br /&gt;
*Aerial Cirfant is used by noble houses, dioxis traders, and social climbers of the Lagrange system; Terrestrial Cirfant is used by its miners, laborers, rebels, and the pirates of its own and other worlds, including the Mountain.&lt;br /&gt;
*The Lieges of the Real promote the use of Novesperanto in their sphere, which presently includes the Zamenhof, Anacreon, and Seok systems.&lt;br /&gt;
*The Nereids of Aeaea use a post-linguistic telepathy among themselves, but their travelers can apparently understand any language.&lt;br /&gt;
*Less centralized worlds have more local languages. Vuor has a few (no majority), Hanseong has several (majority Hano), Evergreen has many (majority Gracious).&lt;br /&gt;
*Iris, an ancient academic language useful for discussing magic, communicating with elder Shadows, and describing colors in vivid detail.&lt;br /&gt;
*If you pick a new language, name it and say who uses it.&lt;br /&gt;
&lt;br /&gt;
===Language Rules Free Throw Zone===&lt;br /&gt;
&lt;br /&gt;
Every PC knows Novesperanto, the interstellar auxiliary and technical language known by worldly people on all planets, and also knows their native language(s): we&#039;ll assume 1 for the following numbers, but it&#039;s more for some people.&lt;br /&gt;
*If you have Know/Connect-0, you know those ones, plus one more. (3 languages total)&lt;br /&gt;
*If you have Know/Connect-1, you know those ones, plus three more. (5 languages total)&lt;br /&gt;
*If you have Know/Connect-2, you know those ones, plus six more. (8 languages total)&lt;br /&gt;
You may leave a number of languages up to your skill rating undefined and declare that you know them when they arise during play.&lt;br /&gt;
&lt;br /&gt;
If you have Know Magic-0, you also know Iris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Caption gloves&#039;&#039; are an accessibility tool developed on Moresnet to help signers and non-signers communicate. This somewhat stylish system of elbow-length gloves and rings produces holographic closed captioning between the wearer&#039;s arms. The text is produced by either signing in Wika or &amp;quot;typing&amp;quot; in the air as if on a TL4 Novesperanto keyboard. Caption gloves function as the translator torc on page 70-71, but cost only 50 credits or AFB.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
&lt;br /&gt;
*[[Ji-Ho Cloud Hopper 17]], merchant and pilot, HP 15/15 | System Shock 0 | AC 14 | Initiative +2, low-light/thermal vision, Expert Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Lami Haidor]], Sword Prodigy, HP XX/XX | System Shock 0 | AC XX | Initiative +X, Warrior Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Uwais]], Chosen Pacter of UltraViolet, HP 11/11 | System Shock X | AC 17 | Initiative +0/+1(Space Combat) | Spell Casts: L1: 5/5 L2: 2/2&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
As per the 2E/Revised rulebook (Page 4), with these changes.&lt;br /&gt;
*Roll 4d6 drop lowest for attributes, arranged as you like.&lt;br /&gt;
*Instead of rolling HP at level 1, set your first d6 to 6 and modify with Constitution as normal. When you reroll HP on level up, continue using 6 in place of that first d6. Reroll further hit dice that roll 1.&lt;br /&gt;
*All PCs know Novesperanto, the auxiliary and technical language of the old Weave. You also know the language(s) of your home culture(s). You may know additional languages as per page 24.&lt;br /&gt;
&lt;br /&gt;
==Character Options==&lt;br /&gt;
You can spend one of your starting foci to play a posthuman character, like a Harpy or Nereid, or a nonhuman Prismatic AI.&lt;br /&gt;
&lt;br /&gt;
===Human===&lt;br /&gt;
Adaptable folk who live on many different worlds. Humans may or may not modify themselves with magic, cybernetics, or gengineering, but more often as individuals than whole cultures. They effectively have one extra focus to spend however they like.&lt;br /&gt;
&lt;br /&gt;
===Harpy===&lt;br /&gt;
Winged folk from Hanseong who live among diverse and squabbling floating islands. In their home societies, wings are given to travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their move action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
&lt;br /&gt;
===Nereid===&lt;br /&gt;
Sea-dwelling folk from Aeaea who are connected to a powerful psychic group-entity in their home ocean. They prize their collective and rarely travel alone, but some have the urge to leave. Nereids can breathe and move freely underwater as well as on land. They can naturally communicate telepathically with one willing person per scene, as per Telepathy-1: Transmit Thought. They are automatically aware when their minds are targeted by psi or magic.&lt;br /&gt;
&lt;br /&gt;
===Prismatic===&lt;br /&gt;
Purpose-built synthetic minds from the Prism who move their core between bodies. They take colors as their names, which reflect their personality and function within the stratified Prism. Some Prismatics desert their posts, or even rebel against their own makers, to &amp;quot;protect organic life&amp;quot; and &amp;quot;pursue peace and love,&amp;quot; if you can believe that. True AI are created as per Revised Edition page 285. Choose Jack or Synth (page 257) as your starting armature.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Available classes are (Arcane) Expert, (Arcane) Warrior, Psychic, Arcanist, Magister (any), Sunblade, Yama King, and Adventurer (combining any of the above). Note that Arcane Expert and Arcane Warrior are exactly the same as the core versions of those classes, just with the option to choose Arcane Foci to represent minor magical talents.&lt;br /&gt;
&lt;br /&gt;
Prismatic characters are True AI, or may be Adventurers with Partial AI and Partial Expert, Warrior, Psychic, or Arcanist.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Your Deal?==&lt;br /&gt;
Write about 150 words of backstory. It can be a bit more or less. It&#039;s usually more fun to expand and improvise once we start playing and know the world, anyway. Think about goals, wants, and open questions. Concise doesn&#039;t have to mean humble or mundane origins!&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
This game will adapt the advancement system from The Black Hack, in which the party gains an Experience each time something specific happens in play. Characters level up once they have Experiences equal to the new level. These things count as a defining Experience:&lt;br /&gt;
* Defeating a powerful ‘named’ enemy either in combat or by thwarting their schemes.&lt;br /&gt;
* Discovering the entrance - or a newer, deeper level - of a ‘dungeon’ or lair and beginning to exploring it.&lt;br /&gt;
* Recovering a unique artifact such as an arcanotech device, notable starship, or Weave-era installation.&lt;br /&gt;
* Overcoming, disabling, or surviving a deadly and powerful threat such as a magical trap or enemy capture.&lt;br /&gt;
* Completing a mission for someone else.&lt;br /&gt;
* Achieving a defined goal, shared or personal, of the characters.&lt;br /&gt;
&lt;br /&gt;
=Style and Posting=&lt;br /&gt;
*When taking action, post both &#039;&#039;what&#039;&#039; you want to do and &#039;&#039;how&#039;&#039; you want to do it. The Wyzard wrote a great guide to this [https://forum.rpg.net/index.php?threads/stars-without-number-volume-iii-lets-kill-the-pope.728999/page-30#post-18078156 here.]&lt;br /&gt;
*Aim for concise posts that focus on things that other people can see and respond to. Inner monologues and flashbacks aren&#039;t verboten, but try reframing them as things that are said or done out loud.&lt;br /&gt;
*Be bold! To do it, do it! Play to find out what happens! Take action and narrate up to the point that you don&#039;t know what happens next. Avoid &#039;&#039;if-then&#039;&#039; instructions. If you&#039;re not sure whether the group will want to do something that affects everyone, ask in the OOC thread first - but if it fits, plunge ahead and drive the action forward.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=377963</id>
		<title>SWN: Prismatic Spray</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=377963"/>
		<updated>2020-02-20T16:30:23Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prismatic Spray is a Stars Without Number (Revised) game using the Codex of the Black Sun supplement.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-recruitment-stars-without-number-revised-codex-of-the-black-sun-space-fantasy-final-destination.858933/ Recruitment] | [https://forum.rpg.net/index.php?threads/stars-without-number-prismatic-spray.859370/ OOC] | [https://forum.rpg.net/index.php?threads/stars-without-number-prismatic-spray.859396/ IC]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==Opening Crawl==&lt;br /&gt;
It&#039;s been 15 years since the &#039;&#039;&#039;Third Great Metastorm&#039;&#039;&#039; subsided, since the &#039;&#039;&#039;State of Grace&#039;&#039;&#039; was defeated, since the &#039;&#039;&#039;Prism&#039;&#039;&#039; arrived from their distant star.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lieges of the Real&#039;&#039;&#039; are ascendant after the war, academic Arcanists who promise a return to a more civilized age of magic and good government.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; lurks in the shadows, fallen Sunblades who have pledged their magical guns to bounty hunting and criminality while holding to a heartless code.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Prism&#039;&#039;&#039; stands poised to break the old cycles. Self-created synthetic beings with strict discipline and seemingly endless resources, their transhuman potential and striking fashion sense inspires and frightens humanity and posthumanity alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moresnet&#039;&#039;&#039; still remembers its fight for freedom with the help of the bygone &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, champions of the later Weave, and wonders what&#039;s become of them now...&lt;br /&gt;
&lt;br /&gt;
==A Moresnet Gazetteer==&lt;br /&gt;
[https://curiator.com/art/simon-stalenhag/44 Moresnet looks like this.] &lt;br /&gt;
&lt;br /&gt;
32 million people, breathable atmosphere, hybrid biosphere, temperate-to-warm climate, TL4. Relatively isolated from the wider sector due to metadimensional &amp;quot;bad weather.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Picture humid air, three moons in the sky, rocky coastlines and volcanic islands, jungles dense with hybrid ecosystems and nonhuman others, pastel-colored settlements connected by silent maglev train, cloaked sages meeting with hard-hatted technicians in a rural factory courtyard, revelers holding fans and colorful glass cups to feel the bass-heavy music at a festival, teens in padded armor practicing stick fighting under their teacher&#039;s eye, and megalithic pretech installations looming on the horizon.&lt;br /&gt;
*The common language is Wika, which grew from Filipino Sign Language, and many other signed and oral languages are used at the community level. It is considered polite to sign or use text in public settings, out of consideration for language variation and widespread deafness. Filipino names are typical.&lt;br /&gt;
*Moresnet has no central government. Communes and convocations representing dozens to hundred-thousands of people are a vehicle for collective decision making, resource management, and mutual aid. Trade syndicates emerge from individual factories and workshops, regional communes from villages and settlements, city assemblies from neighborhoods, and so on into the night. Conflict between communes is usually resolved without serious violence. The communal system has been widely established on the planet for about two centuries, after several governments of varying levels of tyranny were dismantled.&lt;br /&gt;
*Magic and psionics are widely-known (with misconceptions: like ska musicians, or mayors), and it’s not difficult to find training by joining the appropriate commune-school. Like deafness, MES is generally seen as a different way of experiencing the world, not a mysterious gift or curse. Individuals have a right to their own magic, but like other valuable skills, there is a strong sense of community obligation. In bygone days, magicians were associated with martial rebels and tyrants, but the modern stereotype is of a performer or creative type. Psychics have consistently been seen as disciplined community workers: telepathy, healing, and disaster preparedness for example.&lt;br /&gt;
*Jungles, river caves, and the hidden corners of cities have hosted magical beings called Shadows (and sometimes their mortal followers) since the time of the Weave. Not all Shadows are malevolent, but they usually aren’t part of public life. Some communes and individuals have long-established patron or guardian Shadows, or other ritualized relationships. Others ask strong fighters and canny magicians to clear out the cruel spirits that bedevil them.&lt;br /&gt;
&lt;br /&gt;
==Prismatic Spray Sector==&lt;br /&gt;
&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/3cV6HufZMAKvEZLIAQEJ Sector Map]&lt;br /&gt;
&lt;br /&gt;
This is only a local map - now that the Metastorm&#039;s subsided, there are always further places to come from or seek out star maps to.&lt;br /&gt;
&lt;br /&gt;
===Some Notable Worlds===&lt;br /&gt;
*The engineered gardens of &#039;&#039;&#039;Amity&#039;&#039;&#039; are overseen by the grand magical academy of the Lieges of the Real, drawing students and social climbers from across the sector.&lt;br /&gt;
*The asteroid habitats of &#039;&#039;&#039;Evergreen&#039;&#039;&#039; have turned a shattered planet into a rich trade hub and popular refuge from interplanetary chaos. &lt;br /&gt;
*The floating islands of &#039;&#039;&#039;Hanseong&#039;&#039;&#039; see nomadic Harpies and other cyber-magical societies bickering high above the toxic cloud sea that buried the surface.&lt;br /&gt;
*The defeated world of &#039;&#039;&#039;Grace&#039;&#039;&#039; has been blockaded by the Prism, banning all passage on or off the populous former suzerain-planet of the State of Grace.&lt;br /&gt;
*The ocean planet of &#039;&#039;&#039;Aeaea&#039;&#039;&#039; hosts surface platforms and itinerant sailors, but the reclusive Nereid group-mind is most active in the gleaming world beneath the waves.&lt;br /&gt;
*The bubble cities of &#039;&#039;&#039;Vuor&#039;&#039;&#039; have at last ended their bitter civil war, leaving the new generation to piece something together from the wreckage.&lt;br /&gt;
*The frigid desert of &#039;&#039;&#039;Stoke&#039;&#039;&#039; powers massive industrial complexes from its underground canyon cities, manufacturing best-quality tech with artifact machinery.&lt;br /&gt;
*The gas giant of &#039;&#039;&#039;Cirfant&#039;&#039;&#039; fuels the sector, and the greed of its ruling families and pirate vassals, with its irreplaceable web of floating dioxis distilleries.&lt;br /&gt;
*The Gaolers of &#039;&#039;&#039;Tayn&#039;&#039;&#039; keep their own company, and the sector breathes a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
====Notes from Chargen====&lt;br /&gt;
One inspiration for &#039;&#039;&#039;Vuor&#039;&#039;&#039; was Yugoslavia and its spomenici architecture, working to define a new shared culture that escapes previous divisions among and between the bubble cities. They developed war magic to try to minimize collateral damage in their cramped and irreplaceable habitats. They used to provide elite troops to the State of Grace. A fate-based religion might be a fatalist response to persistent war, a new religious movement inspired by the unification culture, or a tradition carried on from one of the seed cultures of the bubble cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cirfant&#039;&#039;&#039; is a gas giant populated by Cloud Cities, and there&#039;s probably moon bases and space stations in the system, too. Rival families of hydraulic nobility scheming for advantage and barely keeping pirate fleets inside the tent by giving them stipends and honors. It&#039;s very inspired by the first act of Return of the Jedi, especially the campy costumed and puppeteered villains bringing them out on a skiff to be executed - but not before they taunt the so-called &amp;quot;heroes&amp;quot; one last time!! I&#039;m sure they have ritual combat beam-fencing traditions, practical anti/pro-piracy measures, and a rebellious underclass running the mines. TOS episode The Cloud Minders was also on my mind when I rolled the tags.&lt;br /&gt;
&lt;br /&gt;
A hotshot thrillseeker without magic or psi might be from &#039;&#039;&#039;Evergreen&#039;&#039;&#039;. The sense in my notes is kinda like a European impression of JFK-era America: they came off well after a damaging war, there&#039;s both big wealthy cities and rural billboard malt shop towns (or asteroid habitats), they like games and casinos and amusement parks, the past is over, you can always just get on the highway and enjoy the open road, there&#039;s a Lynchian underbelly to the comfort and prosperity, their self-image is unimpeachably innocent and can never do or suffer wrong, everyone there is a narcissistic lunatic who thinks they&#039;re the protagonist of history, etc.&lt;br /&gt;
&lt;br /&gt;
I imagine &#039;&#039;&#039;Prismatics&#039;&#039;&#039; as colorful, otherworldly, almost planar or elemental beings who might really come around on organic life after they try pancakes and have a musical number or two. (&amp;quot;begin producing more pancakes at once, my pets!&amp;quot;) Prismatic PCs are probably detached from the hierarchy in some way: long-term scouting mission, semi-approved quest for knowledge, crash-landed, got sick of all the fighting and stopped clocking in for work but haven&#039;t actually quit yet, openly in rebellion, etc.&lt;br /&gt;
&lt;br /&gt;
A tenure-seeking &#039;&#039;&#039;Liege&#039;&#039;&#039; would be fun, and a great excuse to seek out/study/loot magical lore in the cosmos! I think of them sorta like the institutionalized Jedi Order, but more like your Ars Magica, Order of Hermes type institution with different traditions and specialties. They&#039;re also very heavily about Oxbridge and the Ivies as engines and reinforcers of the elite and the status quo. Aeaea and Hanseong are within Amity&#039;s sphere of influence and send many students there for magical and administrative training with the Lieges.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; (Montagnards?) are a dishonored and sorta Boba Fett-y one who use revolvers as their sacred weapon. Moresnetes are forever grateful to the &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, an old Sunblade order and allies whose archer adepts (like magical International Brigades) helped free their planet from local tyranny after the Scream, but they don&#039;t know what&#039;s become of them now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rectifiers&#039;&#039;&#039; have a big presence across the sector, manifesting in different local traditions, especially among posthuman-curious cultures like Hanseong and Aeaea. On top of body-shaping for fun and profit, they&#039;ve been healers for generations, including in the recent war. A large contingent of Rectifiers have aligned themselves with the Prism as a symbol of transhuman possibility, making the Lieges&#039; monocles pop out.&lt;br /&gt;
&lt;br /&gt;
In this sector, &#039;&#039;&#039;Pacters&#039;&#039;&#039; are an old, old tradition of magic that had powerful users before the Scream, but were supplanted by more accessible styles like the Arcanists and Rectifiers. The old tyrants of Moresnet were Pacters, and they left a lot of their great works and freed servants behind when they were toppled - mostly benign Shadow devotion is in the air in a way it&#039;s not on other worlds, even wizard-city Amity, although there are always dangerous ones.&lt;br /&gt;
&lt;br /&gt;
=====Hanseong=====&lt;br /&gt;
Hanseong is in the tradition of floating island archipelagos suspended over a &amp;quot;lost continent&amp;quot; cloud sea. Big inspirations are the game/setting Inverse World and an incredible zine called the Doodle Factory in the Skies. Sometime between the Scream and now, someone&#039;s technomagical terraforming project got all screwed up, and now stuff floats. It&#039;s difficult to just zip around in a standard gravflyer (what with the energy currents), so local forms of flight are more widely used. I think there&#039;s an inner orbit of larger islands that&#039;ve been made more culturally legible to offworlders, maybe even locked into place or surrounding a stable mountain whose peak pierces the clouds, and then increasingly further-flung outer orbits where the worldlets and their cultures get real strange: checkerboard sky castles with warring bishops and their mercenaries, floating junkyards, lost vampire prisons. Brave/stupid treasure hunters and archaeologists can wear a pressure mask and dip below the clouds to dig through ancient ruins, like Weave-era settlements or the Statue of Liberty halfway sticking out of a beach.&lt;br /&gt;
&lt;br /&gt;
Sedentary islands and nomadic groups have their own practices, but there are overarching cultural norms, including that people use cybernetics and Rectifier (or Biopsion) body augmentation to fulfill their social roles, which aren&#039;t static throughout life. I don&#039;t wanna write a whole anthropology before the players even visit, but I&#039;m picturing The Left Hand of Darkness, and for that matter lots of LeGuin&#039;s Hainish and Earthsea books. Harpies are people who travel often between islands as couriers, messengers, and explorers, which is why they have wings, and keen eyes to pierce the clouds and see danger and opportunity at a distance. Not coincidentally, Hanseongin who leave the planet to seek their fortune on further islands are usually Harpies. There are other broad and niche roles: Shepherds with drone control implants, Delvers who breathe toxic air freely, various warriors and sectarians with retractable claws and beam cannons. And of course your caregivers and farmers and doctors and technicians and teachers, who might augment their bodies to more durable, patient, careful, or tender.&lt;br /&gt;
&lt;br /&gt;
Hanseong is officially a protectorate of Amity and the Lieges of the Real - they were close enough for regular travel during the Metastorm. The Lieges take students for prestigious and high-quality magical and administrative training, which has been impacting Hanseong cultures as their ideas filter back, especially on the more sedentary inner islands. They would like to translate Hanseongin cultures (and resources) into a form more legible to their way of understanding and controlling the world - the Real.&lt;br /&gt;
&lt;br /&gt;
==Tone and Genre==&lt;br /&gt;
Prismatic Spray is space fantasy! There&#039;s room for different styles on different planets, but here are some rules of thumb:&lt;br /&gt;
*Space travel is relatively accessible. Individuals and small groups can acquire spacecraft of their own, not only merchants and trading companies.&lt;br /&gt;
*Worlds that are fully cut off from the wider sector are uncommon. The overall tech level is usually high, even aside from psi and magic. Most systems have their own culture, but shared interstellar cultures exist; empires and magical orders have come and gone.&lt;br /&gt;
*Spellcasters often exist in formal groups with a known presence in the sector, even if they&#039;re small or scattered. Like Jedi, worldly people broadly know what magic and magicians are. Sunblades always have an order, but Arcanists and Magisters have teachers and schools of thought as well.&lt;br /&gt;
*Earth does not loom large in most peoples&#039; imagination. Humanity and posthumanity has grown in new directions, including the possibility of deep physical changes through magic and tech, and encounters with fully nonhuman Shadows and now AI. A lot has happened since the Scream.&lt;br /&gt;
*Think: possibilities, curiosity, escaping cycles, making something new with what you&#039;ve been given. And laser swords.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Languages are mostly by planet. Planets and cultures not on the starting map also have languages. Here are some standouts:&lt;br /&gt;
*Gracious, the language of the former State of Grace, is still widely used in the Hodler, Nitobe, Gauntlett, and Auld systems.&lt;br /&gt;
*Aerial Cirfant is used by noble houses, dioxis traders, and social climbers of the Lagrange system; Terrestrial Cirfant is used by its miners, laborers, rebels, and the pirates of its own and other worlds, including the Mountain.&lt;br /&gt;
*The Lieges of the Real promote the use of Novesperanto in their sphere, which presently includes the Zamenhof, Anacreon, and Seok systems.&lt;br /&gt;
*The Nereids of Aeaea use a post-linguistic telepathy among themselves, but their travelers can apparently understand any language.&lt;br /&gt;
*Less centralized worlds have more local languages. Vuor has a few (no majority), Hanseong has several (majority Hano), Evergreen has many (majority Gracious).&lt;br /&gt;
*Iris, an ancient academic language useful for discussing magic, communicating with elder Shadows, and describing colors in vivid detail.&lt;br /&gt;
*If you pick a new language, name it and say who uses it.&lt;br /&gt;
&lt;br /&gt;
===Language Rules Free Throw Zone===&lt;br /&gt;
&lt;br /&gt;
Every PC knows Novesperanto, the interstellar auxiliary and technical language known by worldly people on all planets, and also knows their native language(s): we&#039;ll assume 1 for the following numbers, but it&#039;s more for some people.&lt;br /&gt;
*If you have Know/Connect-0, you know those ones, plus one more. (3 languages total)&lt;br /&gt;
*If you have Know/Connect-1, you know those ones, plus three more. (5 languages total)&lt;br /&gt;
*If you have Know/Connect-2, you know those ones, plus six more. (8 languages total)&lt;br /&gt;
You may leave a number of languages up to your skill rating undefined and declare that you know them when they arise during play.&lt;br /&gt;
&lt;br /&gt;
If you have Know Magic-0, you also know Iris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Caption gloves&#039;&#039; are an accessibility tool developed on Moresnet to help signers and non-signers communicate. This somewhat stylish system of elbow-length gloves and rings produces holographic closed captioning between the wearer&#039;s arms. The text is produced by either signing in Wika or &amp;quot;typing&amp;quot; in the air as if on a TL4 Novesperanto keyboard. Caption gloves function as the translator torc on page 70-71, but cost only 50 credits or AFB.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
&lt;br /&gt;
*[[Ji-Ho Cloud Hopper 17]], merchant and pilot, HP 15/15 | System Shock 0 | AC 14 | Initiative +2, low-light/thermal vision, Expert Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Lami Haidor]], Sword Prodigy, HP XX/XX | System Shock 0 | AC XX | Initiative +X, Warrior Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Uwais]], Chosen Pacter of UltraViolet, HP 11/11 | System Shock X | AC 17 | Initiative +1 | Spell Casts: L1: 5/5 L2: 2/2&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
As per the 2E/Revised rulebook (Page 4), with these changes.&lt;br /&gt;
*Roll 4d6 drop lowest for attributes, arranged as you like.&lt;br /&gt;
*Instead of rolling HP at level 1, set your first d6 to 6 and modify with Constitution as normal. When you reroll HP on level up, continue using 6 in place of that first d6. Reroll further hit dice that roll 1.&lt;br /&gt;
*All PCs know Novesperanto, the auxiliary and technical language of the old Weave. You also know the language(s) of your home culture(s). You may know additional languages as per page 24.&lt;br /&gt;
&lt;br /&gt;
==Character Options==&lt;br /&gt;
You can spend one of your starting foci to play a posthuman character, like a Harpy or Nereid, or a nonhuman Prismatic AI.&lt;br /&gt;
&lt;br /&gt;
===Human===&lt;br /&gt;
Adaptable folk who live on many different worlds. Humans may or may not modify themselves with magic, cybernetics, or gengineering, but more often as individuals than whole cultures. They effectively have one extra focus to spend however they like.&lt;br /&gt;
&lt;br /&gt;
===Harpy===&lt;br /&gt;
Winged folk from Hanseong who live among diverse and squabbling floating islands. In their home societies, wings are given to travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their move action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
&lt;br /&gt;
===Nereid===&lt;br /&gt;
Sea-dwelling folk from Aeaea who are connected to a powerful psychic group-entity in their home ocean. They prize their collective and rarely travel alone, but some have the urge to leave. Nereids can breathe and move freely underwater as well as on land. They can naturally communicate telepathically with one willing person per scene, as per Telepathy-1: Transmit Thought. They are automatically aware when their minds are targeted by psi or magic.&lt;br /&gt;
&lt;br /&gt;
===Prismatic===&lt;br /&gt;
Purpose-built synthetic minds from the Prism who move their core between bodies. They take colors as their names, which reflect their personality and function within the stratified Prism. Some Prismatics desert their posts, or even rebel against their own makers, to &amp;quot;protect organic life&amp;quot; and &amp;quot;pursue peace and love,&amp;quot; if you can believe that. True AI are created as per Revised Edition page 285. Choose Jack or Synth (page 257) as your starting armature.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Available classes are (Arcane) Expert, (Arcane) Warrior, Psychic, Arcanist, Magister (any), Sunblade, Yama King, and Adventurer (combining any of the above). Note that Arcane Expert and Arcane Warrior are exactly the same as the core versions of those classes, just with the option to choose Arcane Foci to represent minor magical talents.&lt;br /&gt;
&lt;br /&gt;
Prismatic characters are True AI, or may be Adventurers with Partial AI and Partial Expert, Warrior, Psychic, or Arcanist.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Your Deal?==&lt;br /&gt;
Write about 150 words of backstory. It can be a bit more or less. It&#039;s usually more fun to expand and improvise once we start playing and know the world, anyway. Think about goals, wants, and open questions. Concise doesn&#039;t have to mean humble or mundane origins!&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
This game will adapt the advancement system from The Black Hack, in which the party gains an Experience each time something specific happens in play. Characters level up once they have Experiences equal to the new level. These things count as a defining Experience:&lt;br /&gt;
* Defeating a powerful ‘named’ enemy either in combat or by thwarting their schemes.&lt;br /&gt;
* Discovering the entrance - or a newer, deeper level - of a ‘dungeon’ or lair and beginning to exploring it.&lt;br /&gt;
* Recovering a unique artifact such as an arcanotech device, notable starship, or Weave-era installation.&lt;br /&gt;
* Overcoming, disabling, or surviving a deadly and powerful threat such as a magical trap or enemy capture.&lt;br /&gt;
* Completing a mission for someone else.&lt;br /&gt;
* Achieving a defined goal, shared or personal, of the characters.&lt;br /&gt;
&lt;br /&gt;
=Style and Posting=&lt;br /&gt;
*When taking action, post both &#039;&#039;what&#039;&#039; you want to do and &#039;&#039;how&#039;&#039; you want to do it. The Wyzard wrote a great guide to this [https://forum.rpg.net/index.php?threads/stars-without-number-volume-iii-lets-kill-the-pope.728999/page-30#post-18078156 here.]&lt;br /&gt;
*Aim for concise posts that focus on things that other people can see and respond to. Inner monologues and flashbacks aren&#039;t verboten, but try reframing them as things that are said or done out loud.&lt;br /&gt;
*Be bold! To do it, do it! Play to find out what happens! Take action and narrate up to the point that you don&#039;t know what happens next. Avoid &#039;&#039;if-then&#039;&#039; instructions. If you&#039;re not sure whether the group will want to do something that affects everyone, ask in the OOC thread first - but if it fits, plunge ahead and drive the action forward.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uwais&amp;diff=377938</id>
		<title>Uwais</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uwais&amp;diff=377938"/>
		<updated>2020-02-19T22:34:55Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uwais was a waster, living on Moresnet without much direction or drive. Smart and charismatic, he found it easier to glide through life, often taking advantage of hospitality he could convince others to provide or fast talk his way out of trouble. But while on a return spike drill back from a minor delivery job that also involved traveling with a minor noble&#039;s son, Uwais was pulled from reality by the being who introduced themself as &#039;&#039;&#039;Ultraviolet&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Ultraviolet spoke of how they had a long history guiding humanity through times of trouble. They also spoke of that time coming again, and that they had chosen Uwais as one of the key figures that would be needed in the coming conflict. Through a series of increasingly painful rituals, Ultraviolet infused Uwais with the power of Shadow. Ultraviolet instructed Uwais to return to Moresnet and seek out the small magical school, where individuals would not fear Shadows. And the caves nearby held a place where the barrier between the Real and the Shadow felt thin. &lt;br /&gt;
&lt;br /&gt;
That was ten years ago. Not much of the carefree partier is left in Uwais. He is still bright and well spoken, but he now thinks mostly of how he can help others. And the way he feels he can best help others is by gaining as much knowledge and power as he can. To wield the power of Shadow is to be in control of the fate of oneself. Sometimes, when he sleeps, he dreams of standing at the head of a great host of Shadow-soldiers, marching across world after world, bringing what he thinks of as justice. But then he wakes, tidily rolls up his meditation mat, and prepares a breakfast for some of the students of the school.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
* Class: Human Pacter&lt;br /&gt;
* Level: 3&lt;br /&gt;
* XP: 6/12&lt;br /&gt;
* Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
* Strength: 6 [-1]&lt;br /&gt;
* Constitution: 8 [+0]&lt;br /&gt;
* Dexterity: 10 [+0]&lt;br /&gt;
* Intelligence: 14 [+1]&lt;br /&gt;
* Wisdom: 7 [-1]&lt;br /&gt;
* Charisma: 17 [+1]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
* Background: Pacter Chosen&lt;br /&gt;
* Goal: Seek power and prepare for the coming conflict.&lt;br /&gt;
* Homeworld: Moresnet&lt;br /&gt;
* Languages: Novesperanto, Wika, Iris, Gracious (+1 from Know-0, +Iris from Know Magic)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Cast Magic-1 (Free Background + 2 skill points)&lt;br /&gt;
* Connect-0&lt;br /&gt;
* Stab-0 (Any Combat)&lt;br /&gt;
* Know Magic-0 (Any Skill)&lt;br /&gt;
* Talk-1 (3 skill points)&lt;br /&gt;
* Notice-0 (1 skill point)&lt;br /&gt;
* Know-0 (Free choice)&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
* Initiate of Healing&lt;br /&gt;
** Level 1&lt;br /&gt;
** The user may expend a spell slot to heal a visible ally within 30 meters for 1d6 points of damage per spell level expended, plus the caster’s Cast Magic skill. Invoking this healing takes a Main Action, but it is not a spell and cannot be interrupted.&lt;br /&gt;
* Savage Sorcery&lt;br /&gt;
** Level 1&lt;br /&gt;
** As a Main Action invocation, the spellcaster can blast a visible target within 100 meters with a bolt that does 1d8 damage plus their character level if it successfully hits, with the hit roll modified by their Cast Magic skill. They may use this bolt as often as they wish. Any spell they cast that rolls hit point damage does an additional +1 damage per die&lt;br /&gt;
* Ironhide&lt;br /&gt;
** Level 1&lt;br /&gt;
** You have an innate Armor Class of 15 plus half your character level, rounded up.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Spells per day:&lt;br /&gt;
** 1st level: 5&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
* Spells known&lt;br /&gt;
** 1st level: 3&lt;br /&gt;
*** Put Down&lt;br /&gt;
*** Analyze Shadow&lt;br /&gt;
*** Call Lesser Servitor&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
*** Call Myrmidon&lt;br /&gt;
*** Shadow Cyst&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine: [shoot roll houserule?]&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Ironhide&lt;br /&gt;
**AC: 17&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 11 (https://orokos.com/roll/788728)&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 17 (Iron Hide)&lt;br /&gt;
*Base Attack Bonus: +0&lt;br /&gt;
*Saves (-1 per level)&lt;br /&gt;
**Physical: 13 (+0 for CON)&lt;br /&gt;
**Mental: 13 (+1 for CHA)&lt;br /&gt;
**Evasion: 13 (+1 for INT)&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 2/3&lt;br /&gt;
**Stowed: 3/6&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; (3 max)&lt;br /&gt;
** Monoblade knife (1d6 damage)&lt;br /&gt;
** Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039; (6 max)&lt;br /&gt;
** Data slab&lt;br /&gt;
** Meditation mat&lt;br /&gt;
** Lazarus patch x3&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
** Compad&lt;br /&gt;
** Shadow Fetish and Prayer equipment&lt;br /&gt;
** 165 AnarchoFunBucks&lt;br /&gt;
** 400 credits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchases:&amp;lt;tt&amp;gt;&lt;br /&gt;
* +700 Civilian starting equipment&lt;br /&gt;
* +300 Sold Secure Clothing&lt;br /&gt;
* - 40 Monoblade Knife&lt;br /&gt;
* -300 Data slab&lt;br /&gt;
* -  5 Backpack&lt;br /&gt;
* - 90 Lazarus Patches&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Uwais&amp;diff=377905</id>
		<title>Uwais</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Uwais&amp;diff=377905"/>
		<updated>2020-02-18T15:22:32Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: Created page with &amp;quot;What’s your story, spacer?  ==Advancement== * Class: Human Pacter * Level: 3 * XP: 6/12 * Skill Points Unspent: 0  ==Attributes== * Strength: 6 [-1] * Dexterity: 10 [+0] * C...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What’s your story, spacer?&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
* Class: Human Pacter&lt;br /&gt;
* Level: 3&lt;br /&gt;
* XP: 6/12&lt;br /&gt;
* Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
* Strength: 6 [-1]&lt;br /&gt;
* Dexterity: 10 [+0]&lt;br /&gt;
* Constitution: 8 [+0]&lt;br /&gt;
* Intelligence: 14 [+1]&lt;br /&gt;
* Wisdom: 7 [-1]&lt;br /&gt;
* Charisma: 17 [+1]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
* Background: Pacter Chosen&lt;br /&gt;
* Goal:&lt;br /&gt;
* Homeworld:&lt;br /&gt;
* Languages:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Cast Magic-1 (Free Background + 2 skill points)&lt;br /&gt;
* Connect-0&lt;br /&gt;
* Stab-0 (Any Combat)&lt;br /&gt;
* Know Magic-0 (Any Skill)&lt;br /&gt;
* Talk-1 (3 skill points)&lt;br /&gt;
* Notice-0 (1 skill point)&lt;br /&gt;
* Know-0 (Free choice)&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
* Initiate of Healing&lt;br /&gt;
** Level 1&lt;br /&gt;
** The user may expend a spell slot to heal a visible ally within 30 meters for 1d6 points of damage per spell level expended, plus the caster’s Cast Magic skill. Invoking this healing takes a Main Action, but it is not a spell and cannot be interrupted.&lt;br /&gt;
* Savage Sorcery&lt;br /&gt;
** Level 1&lt;br /&gt;
** As a Main Action invocation, the spellcaster can blast a visible target within 100 meters with a bolt that does 1d8 damage plus their character level if it successfully hits, with the hit roll modified by their Cast Magic skill. They may use this bolt as often as they wish. Any spell they cast that rolls hit point damage does an additional +1 damage per die&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Spells per day:&lt;br /&gt;
** 1st level: 5&lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
* Spells known&lt;br /&gt;
** 1st level: 3&lt;br /&gt;
*** &lt;br /&gt;
*** &lt;br /&gt;
** 2nd level: 2&lt;br /&gt;
*** &lt;br /&gt;
*** &lt;br /&gt;
*** &lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine: [shoot roll houserule?]&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:&lt;br /&gt;
**AC:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP:&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC:&lt;br /&gt;
*Base Attack Bonus:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: &lt;br /&gt;
**Mental: &lt;br /&gt;
**Evasion: &lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 0/(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=377849</id>
		<title>SWN: Prismatic Spray</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Prismatic_Spray&amp;diff=377849"/>
		<updated>2020-02-18T00:42:04Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prismatic Spray is a Stars Without Number (Revised) game using the Codex of the Black Sun supplement.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-recruitment-stars-without-number-revised-codex-of-the-black-sun-space-fantasy-final-destination.858933/ Recruitment] | OOC | IC&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==Opening Crawl==&lt;br /&gt;
It&#039;s been 15 years since the &#039;&#039;&#039;Third Great Metastorm&#039;&#039;&#039; subsided, since the &#039;&#039;&#039;State of Grace&#039;&#039;&#039; was defeated, since the &#039;&#039;&#039;Prism&#039;&#039;&#039; arrived from their distant star.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lieges of the Real&#039;&#039;&#039; are ascendant after the war, academic Arcanists who promise a return to a more civilized age of magic and good government.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; lurks in the shadows, fallen Sunblades who have pledged their magical guns to bounty hunting and criminality while holding to a heartless code.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Prism&#039;&#039;&#039; stands poised to break the old cycles. Self-created synthetic beings with strict discipline and seemingly endless resources, their transhuman potential and striking fashion sense inspires and frightens humanity and posthumanity alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moresnet&#039;&#039;&#039; still remembers its fight for freedom with the help of the bygone &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, champions of the later Weave, and wonders what&#039;s become of them now...&lt;br /&gt;
&lt;br /&gt;
==A Moresnet Gazetteer==&lt;br /&gt;
[https://curiator.com/art/simon-stalenhag/44 Moresnet looks like this.] &lt;br /&gt;
&lt;br /&gt;
32 million people, breathable atmosphere, hybrid biosphere, temperate-to-warm climate, TL4. Relatively isolated from the wider sector due to metadimensional &amp;quot;bad weather.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Picture humid air, three moons in the sky, rocky coastlines and volcanic islands, jungles dense with hybrid ecosystems and nonhuman others, pastel-colored settlements connected by silent maglev train, cloaked sages meeting with hard-hatted technicians in a rural factory courtyard, revelers holding fans and colorful glass cups to feel the bass-heavy music at a festival, teens in padded armor practicing stick fighting under their teacher&#039;s eye, and megalithic pretech installations looming on the horizon.&lt;br /&gt;
*The common language is Wika, which grew from Filipino Sign Language, and many other signed and oral languages are used at the community level. It is considered polite to sign or use text in public settings, out of consideration for language variation and widespread deafness. Filipino names are typical.&lt;br /&gt;
*Moresnet has no central government. Communes and convocations representing dozens to hundred-thousands of people are a vehicle for collective decision making, resource management, and mutual aid. Trade syndicates emerge from individual factories and workshops, regional communes from villages and settlements, city assemblies from neighborhoods, and so on into the night. Conflict between communes is usually resolved without serious violence. The communal system has been widely established on the planet for about two centuries, after several governments of varying levels of tyranny were dismantled.&lt;br /&gt;
*Magic and psionics are widely-known (with misconceptions: like ska musicians, or mayors), and it’s not difficult to find training by joining the appropriate commune-school. Like deafness, MES is generally seen as a different way of experiencing the world, not a mysterious gift or curse. Individuals have a right to their own magic, but like other valuable skills, there is a strong sense of community obligation. In bygone days, magicians were associated with martial rebels and tyrants, but the modern stereotype is of a performer or creative type. Psychics have consistently been seen as disciplined community workers: telepathy, healing, and disaster preparedness for example.&lt;br /&gt;
*Jungles, river caves, and the hidden corners of cities have hosted magical beings called Shadows (and sometimes their mortal followers) since the time of the Weave. Not all Shadows are malevolent, but they usually aren’t part of public life. Some communes and individuals have long-established patron or guardian Shadows, or other ritualized relationships. Others ask strong fighters and canny magicians to clear out the cruel spirits that bedevil them.&lt;br /&gt;
&lt;br /&gt;
==Prismatic Spray Sector==&lt;br /&gt;
&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/3cV6HufZMAKvEZLIAQEJ Sector Map]&lt;br /&gt;
&lt;br /&gt;
This is only a local map - now that the Metastorm&#039;s subsided, there are always further places to come from or seek out star maps to.&lt;br /&gt;
&lt;br /&gt;
===Some Notable Worlds===&lt;br /&gt;
*The engineered gardens of &#039;&#039;&#039;Amity&#039;&#039;&#039; are overseen by the grand magical academy of the Lieges of the Real, drawing students and social climbers from across the sector.&lt;br /&gt;
*The asteroid habitats of &#039;&#039;&#039;Evergreen&#039;&#039;&#039; have turned a shattered planet into a rich trade hub and popular refuge from interplanetary chaos. &lt;br /&gt;
*The floating islands of &#039;&#039;&#039;Hanseong&#039;&#039;&#039; see nomadic Harpies and other cyber-magical societies bickering high above the toxic cloud sea that buried the surface.&lt;br /&gt;
*The defeated world of &#039;&#039;&#039;Grace&#039;&#039;&#039; has been blockaded by the Prism, banning all passage on or off the populous former suzerain-planet of the State of Grace.&lt;br /&gt;
*The ocean planet of &#039;&#039;&#039;Aeaea&#039;&#039;&#039; hosts surface platforms and itinerant sailors, but the reclusive Nereid group-mind is most active in the gleaming world beneath the waves.&lt;br /&gt;
*The bubble cities of &#039;&#039;&#039;Vuor&#039;&#039;&#039; have at last ended their bitter civil war, leaving the new generation to piece something together from the wreckage.&lt;br /&gt;
*The frigid desert of &#039;&#039;&#039;Stoke&#039;&#039;&#039; powers massive industrial complexes from its underground canyon cities, manufacturing best-quality tech with artifact machinery.&lt;br /&gt;
*The gas giant of &#039;&#039;&#039;Cirfant&#039;&#039;&#039; fuels the sector, and the greed of its ruling families and pirate vassals, with its irreplaceable web of floating dioxis distilleries.&lt;br /&gt;
*The Gaolers of &#039;&#039;&#039;Tayn&#039;&#039;&#039; keep their own company, and the sector breathes a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
====Notes from Chargen====&lt;br /&gt;
One inspiration for &#039;&#039;&#039;Vuor&#039;&#039;&#039; was Yugoslavia and its spomenici architecture, working to define a new shared culture that escapes previous divisions among and between the bubble cities. They developed war magic to try to minimize collateral damage in their cramped and irreplaceable habitats. They used to provide elite troops to the State of Grace. A fate-based religion might be a fatalist response to persistent war, a new religious movement inspired by the unification culture, or a tradition carried on from one of the seed cultures of the bubble cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cirfant&#039;&#039;&#039; is a gas giant populated by Cloud Cities, and there&#039;s probably moon bases and space stations in the system, too. Rival families of hydraulic nobility scheming for advantage and barely keeping pirate fleets inside the tent by giving them stipends and honors. It&#039;s very inspired by the first act of Return of the Jedi, especially the campy costumed and puppeteered villains bringing them out on a skiff to be executed - but not before they taunt the so-called &amp;quot;heroes&amp;quot; one last time!! I&#039;m sure they have ritual combat beam-fencing traditions, practical anti/pro-piracy measures, and a rebellious underclass running the mines. TOS episode The Cloud Minders was also on my mind when I rolled the tags.&lt;br /&gt;
&lt;br /&gt;
A hotshot thrillseeker without magic or psi might be from &#039;&#039;&#039;Evergreen&#039;&#039;&#039;. The sense in my notes is kinda like a European impression of JFK-era America: they came off well after a damaging war, there&#039;s both big wealthy cities and rural billboard malt shop towns (or asteroid habitats), they like games and casinos and amusement parks, the past is over, you can always just get on the highway and enjoy the open road, there&#039;s a Lynchian underbelly to the comfort and prosperity, their self-image is unimpeachably innocent and can never do or suffer wrong, everyone there is a narcissistic lunatic who thinks they&#039;re the protagonist of history, etc.&lt;br /&gt;
&lt;br /&gt;
I imagine &#039;&#039;&#039;Prismatics&#039;&#039;&#039; as colorful, otherworldly, almost planar or elemental beings who might really come around on organic life after they try pancakes and have a musical number or two. (&amp;quot;begin producing more pancakes at once, my pets!&amp;quot;) Prismatic PCs are probably detached from the hierarchy in some way: long-term scouting mission, semi-approved quest for knowledge, crash-landed, got sick of all the fighting and stopped clocking in for work but haven&#039;t actually quit yet, openly in rebellion, etc.&lt;br /&gt;
&lt;br /&gt;
A tenure-seeking &#039;&#039;&#039;Liege&#039;&#039;&#039; would be fun, and a great excuse to seek out/study/loot magical lore in the cosmos! I think of them sorta like the institutionalized Jedi Order, but more like your Ars Magica, Order of Hermes type institution with different traditions and specialties. They&#039;re also very heavily about Oxbridge and the Ivies as engines and reinforcers of the elite and the status quo. Aeaea and Hanseong are within Amity&#039;s sphere of influence and send many students there for magical and administrative training with the Lieges.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mountain&#039;&#039;&#039; (Montagnards?) are a dishonored and sorta Boba Fett-y one who use revolvers as their sacred weapon. Moresnetes are forever grateful to the &#039;&#039;&#039;Iris Arrows&#039;&#039;&#039;, an old Sunblade order and allies whose archer adepts (like magical International Brigades) helped free their planet from local tyranny after the Scream, but they don&#039;t know what&#039;s become of them now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rectifiers&#039;&#039;&#039; have a big presence across the sector, manifesting in different local traditions, especially among posthuman-curious cultures like Hanseong and Aeaea. On top of body-shaping for fun and profit, they&#039;ve been healers for generations, including in the recent war. A large contingent of Rectifiers have aligned themselves with the Prism as a symbol of transhuman possibility, making the Lieges&#039; monocles pop out.&lt;br /&gt;
&lt;br /&gt;
In this sector, &#039;&#039;&#039;Pacters&#039;&#039;&#039; are an old, old tradition of magic that had powerful users before the Scream, but were supplanted by more accessible styles like the Arcanists and Rectifiers. The old tyrants of Moresnet were Pacters, and they left a lot of their great works and freed servants behind when they were toppled - mostly benign Shadow devotion is in the air in a way it&#039;s not on other worlds, even wizard-city Amity, although there are always dangerous ones.&lt;br /&gt;
&lt;br /&gt;
=====Hanseong=====&lt;br /&gt;
Hanseong is in the tradition of floating island archipelagos suspended over a &amp;quot;lost continent&amp;quot; cloud sea. Big inspirations are the game/setting Inverse World and an incredible zine called the Doodle Factory in the Skies. Sometime between the Scream and now, someone&#039;s technomagical terraforming project got all screwed up, and now stuff floats. It&#039;s difficult to just zip around in a standard gravflyer (what with the energy currents), so local forms of flight are more widely used. I think there&#039;s an inner orbit of larger islands that&#039;ve been made more culturally legible to offworlders, maybe even locked into place or surrounding a stable mountain whose peak pierces the clouds, and then increasingly further-flung outer orbits where the worldlets and their cultures get real strange: checkerboard sky castles with warring bishops and their mercenaries, floating junkyards, lost vampire prisons. Brave/stupid treasure hunters and archaeologists can wear a pressure mask and dip below the clouds to dig through ancient ruins, like Weave-era settlements or the Statue of Liberty halfway sticking out of a beach.&lt;br /&gt;
&lt;br /&gt;
Sedentary islands and nomadic groups have their own practices, but there are overarching cultural norms, including that people use cybernetics and Rectifier (or Biopsion) body augmentation to fulfill their social roles, which aren&#039;t static throughout life. I don&#039;t wanna write a whole anthropology before the players even visit, but I&#039;m picturing The Left Hand of Darkness, and for that matter lots of LeGuin&#039;s Hainish and Earthsea books. Harpies are people who travel often between islands as couriers, messengers, and explorers, which is why they have wings, and keen eyes to pierce the clouds and see danger and opportunity at a distance. Not coincidentally, Hanseongin who leave the planet to seek their fortune on further islands are usually Harpies. There are other broad and niche roles: Shepherds with drone control implants, Delvers who breathe toxic air freely, various warriors and sectarians with retractable claws and beam cannons. And of course your caregivers and farmers and doctors and technicians and teachers, who might augment their bodies to more durable, patient, careful, or tender.&lt;br /&gt;
&lt;br /&gt;
Hanseong is officially a protectorate of Amity and the Lieges of the Real - they were close enough for regular travel during the Metastorm. The Lieges take students for prestigious and high-quality magical and administrative training, which has been impacting Hanseong cultures as their ideas filter back, especially on the more sedentary inner islands. They would like to translate Hanseongin cultures (and resources) into a form more legible to their way of understanding and controlling the world - the Real.&lt;br /&gt;
&lt;br /&gt;
==Tone and Genre==&lt;br /&gt;
Prismatic Spray is space fantasy! There&#039;s room for different styles on different planets, but here are some rules of thumb:&lt;br /&gt;
*Space travel is relatively accessible. Individuals and small groups can acquire spacecraft of their own, not only merchants and trading companies.&lt;br /&gt;
*Worlds that are fully cut off from the wider sector are uncommon. The overall tech level is usually high, even aside from psi and magic. Most systems have their own culture, but shared interstellar cultures exist; empires and magical orders have come and gone.&lt;br /&gt;
*Spellcasters often exist in formal groups with a known presence in the sector, even if they&#039;re small or scattered. Like Jedi, worldly people broadly know what magic and magicians are. Sunblades always have an order, but Arcanists and Magisters have teachers and schools of thought as well.&lt;br /&gt;
*Earth does not loom large in most peoples&#039; imagination. Humanity and posthumanity has grown in new directions, including the possibility of deep physical changes through magic and tech, and encounters with fully nonhuman Shadows and now AI. A lot has happened since the Scream.&lt;br /&gt;
*Think: possibilities, curiosity, escaping cycles, making something new with what you&#039;ve been given. And laser swords.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Languages are mostly by planet. Planets and cultures not on the starting map also have languages. Here are some standouts:&lt;br /&gt;
*Gracious, the language of the former State of Grace, is still widely used in the Hodler, Nitobe, Gauntlett, and Auld systems.&lt;br /&gt;
*Aerial Cirfant is used by noble houses, dioxis traders, and social climbers of the Lagrange system; Terrestrial Cirfant is used by its miners, laborers, rebels, and the pirates of its own and other worlds, including the Mountain.&lt;br /&gt;
*The Lieges of the Real promote the use of Novesperanto in their sphere, which presently includes the Zamenhof, Anacreon, and Seok systems.&lt;br /&gt;
*The Nereids of Aeaea use a post-linguistic telepathy among themselves, but their travelers can apparently understand any language.&lt;br /&gt;
*Less centralized worlds have more local languages. Vuor has a few (no majority), Hanseong has several (majority Hano), Evergreen has many (majority Gracious).&lt;br /&gt;
*Iris, an ancient academic language useful for discussing magic, communicating with elder Shadows, and describing colors in vivid detail.&lt;br /&gt;
*If you pick a new language, name it and say who uses it.&lt;br /&gt;
&lt;br /&gt;
===Language Rules Free Throw Zone===&lt;br /&gt;
&lt;br /&gt;
Every PC knows Novesperanto, the interstellar auxiliary and technical language known by worldly people on all planets, and also knows their native language(s): we&#039;ll assume 1 for the following numbers, but it&#039;s more for some people.&lt;br /&gt;
*If you have Know/Connect-0, you know those ones, plus one more. (3 languages total)&lt;br /&gt;
*If you have Know/Connect-1, you know those ones, plus three more. (5 languages total)&lt;br /&gt;
*If you have Know/Connect-2, you know those ones, plus six more. (8 languages total)&lt;br /&gt;
You may leave a number of languages up to your skill rating undefined and declare that you know them when they arise during play.&lt;br /&gt;
&lt;br /&gt;
If you have Know Magic-0, you also know Iris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Caption gloves&#039;&#039; are an accessibility tool developed on Moresnet to help signers and non-signers communicate. This somewhat stylish system of elbow-length gloves and rings produces holographic closed captioning between the wearer&#039;s arms. The text is produced by either signing in Wika or &amp;quot;typing&amp;quot; in the air as if on a TL4 Novesperanto keyboard. Caption gloves function as the translator torc on page 70-71, but cost only 50 credits or AFB.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
&lt;br /&gt;
*[[Ji-Ho Cloud Hopper 17]], merchant and pilot, HP 15/15 | System Shock 0 | AC 14 | Initiative +2, low-light/thermal vision, Expert Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Lami Haidor]], Sword Prodigy, HP XX/XX | System Shock 0 | AC XX | Initiative +X, Warrior Ability 1/1&lt;br /&gt;
&lt;br /&gt;
*[[Uwais]], Chosen Pacter of UltraViolet&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
As per the 2E/Revised rulebook (Page 4), with these changes.&lt;br /&gt;
*Roll 4d6 drop lowest for attributes, arranged as you like.&lt;br /&gt;
*Instead of rolling HP at level 1, set your first d6 to 6 and modify with Constitution as normal. When you reroll HP on level up, continue using 6 in place of that first d6. Reroll further hit dice that roll 1.&lt;br /&gt;
*All PCs know Novesperanto, the auxiliary and technical language of the old Weave. You also know the language(s) of your home culture(s). You may know additional languages as per page 24.&lt;br /&gt;
&lt;br /&gt;
==Character Options==&lt;br /&gt;
You can spend one of your starting foci to play a posthuman character, like a Harpy or Nereid, or a nonhuman Prismatic AI.&lt;br /&gt;
&lt;br /&gt;
===Human===&lt;br /&gt;
Adaptable folk who live on many different worlds. Humans may or may not modify themselves with magic, cybernetics, or gengineering, but more often as individuals than whole cultures. They effectively have one extra focus to spend however they like.&lt;br /&gt;
&lt;br /&gt;
===Harpy===&lt;br /&gt;
Winged folk from Hanseong who live among diverse and squabbling floating islands. In their home societies, wings are given to travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their move action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
&lt;br /&gt;
===Nereid===&lt;br /&gt;
Sea-dwelling folk from Aeaea who are connected to a powerful psychic group-entity in their home ocean. They prize their collective and rarely travel alone, but some have the urge to leave. Nereids can breathe and move freely underwater as well as on land. They can naturally communicate telepathically with one willing person per scene, as per Telepathy-1: Transmit Thought. They are automatically aware when their minds are targeted by psi or magic.&lt;br /&gt;
&lt;br /&gt;
===Prismatic===&lt;br /&gt;
Purpose-built synthetic minds from the Prism who move their core between bodies. They take colors as their names, which reflect their personality and function within the stratified Prism. Some Prismatics desert their posts, or even rebel against their own makers, to &amp;quot;protect organic life&amp;quot; and &amp;quot;pursue peace and love,&amp;quot; if you can believe that. True AI are created as per Revised Edition page 285. Choose Jack or Synth (page 257) as your starting armature.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Available classes are (Arcane) Expert, (Arcane) Warrior, Psychic, Arcanist, Magister (any), Sunblade, Yama King, and Adventurer (combining any of the above). Note that Arcane Expert and Arcane Warrior are exactly the same as the core versions of those classes, just with the option to choose Arcane Foci to represent minor magical talents.&lt;br /&gt;
&lt;br /&gt;
Prismatic characters are True AI, or may be Adventurers with Partial AI and Partial Expert, Warrior, Psychic, or Arcanist.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Your Deal?==&lt;br /&gt;
Write about 150 words of backstory. It can be a bit more or less. It&#039;s usually more fun to expand and improvise once we start playing and know the world, anyway. Think about goals, wants, and open questions. Concise doesn&#039;t have to mean humble or mundane origins!&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
We&#039;re using SWN Revised experience points as written, but I want to adapt the guidelines of Mark Hulmes (@sherlock_hulmes on Twitter) for when XP is awarded. This is currently a work in progress, but it will look something like this:&lt;br /&gt;
&lt;br /&gt;
When one of the following happens during a session, the party gets 1 XP. Each item can only give XP once per session.&lt;br /&gt;
*a character completed a short-term goal&lt;br /&gt;
*a character attuned to a new magic item&lt;br /&gt;
*a character invoked their bond, ideal, or flaw to make a meaningful impact during gameplay&lt;br /&gt;
*a character developed a new or existing relationship in a meaningful way&lt;br /&gt;
*a character discovered a piece of interesting, useful, and/or secret lore about the world or an NPC&lt;br /&gt;
*a character used a skill or spell to solve a problem in an interesting or meaningful way&lt;br /&gt;
*the party undertook a perilous journey that took time to complete&lt;br /&gt;
*a character took actions that made a major impact in the world or local area - for better or worse&lt;br /&gt;
&lt;br /&gt;
=Style and Posting=&lt;br /&gt;
*When taking action, post both &#039;&#039;what&#039;&#039; you want to do and &#039;&#039;how&#039;&#039; you want to do it. The Wyzard wrote a great guide to this [https://forum.rpg.net/index.php?threads/stars-without-number-volume-iii-lets-kill-the-pope.728999/page-30#post-18078156 here.]&lt;br /&gt;
*Aim for concise posts that focus on things that other people can see and respond to. Inner monologues and flashbacks aren&#039;t verboten, but try reframing them as things that are said or done out loud.&lt;br /&gt;
*Be bold! To do it, do it! Play to find out what happens! Take action and narrate up to the point that you don&#039;t know what happens next. Avoid &#039;&#039;if-then&#039;&#039; instructions. If you&#039;re not sure whether the group will want to do something that affects everyone, ask in the OOC thread first - but if it fits, plunge ahead and drive the action forward.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Morgansfort&amp;diff=362931</id>
		<title>Morgansfort</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Morgansfort&amp;diff=362931"/>
		<updated>2019-06-10T15:25:07Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Marching Order */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Morgansfort zpsor3xjn3c.JPG]]&lt;br /&gt;
&lt;br /&gt;
==PCs==&lt;br /&gt;
*Use double brackets [[]] around your characters name to link to the character page.&lt;br /&gt;
*[[Rewyn]] Mage 3, AC -1, HP 8/8.  Quarterstaff 10, 1d6, Darts (18) 11, 1d4. 1 2nd level, 2 1st level left.&lt;br /&gt;
**[[Albrett]] Fighter 1 (20% Share), AC 3, HP 0/4.  Battleaxe 9, 1d8+2, Sling (30) 12, 1d4+1.&lt;br /&gt;
**[[Patransa]] Level 0 (15% Share), AC 4, HP 2/5.  Spear 10, 1d8+1&lt;br /&gt;
*[[Jelaina]] Paladin 3, AC 8, HP 10/10. Sword 7 (6 vs. spellcasters), 1d6+4 (+5), Cleave 3.  Lay on Hands unused.&lt;br /&gt;
&lt;br /&gt;
*[[Aldereth the Cunning]] Mage 2, AC 0, HP 6/7.  Quarterstaff 10, 1d6, Darts (6) 10, 1d4.  1 1st level left.  &lt;br /&gt;
**[[Lyman]] Thief 1 (25% Share), AC 5, HP -2/4.  Short Sword 10, 1d6, Sling (30) 7, 1d4.&lt;br /&gt;
**[[Tallad]] Level 0 (15% Share), AC 4, HP 3/3.  Spear 10, 1d8+1.&lt;br /&gt;
*[[Dieterich the Blessed]] Cleric 1. AC 7, HP 4/4. Mace 8, 1d6+2, Sling (20) 9, 1d4.&lt;br /&gt;
*[[Morgansfort Blank Sheet]]&lt;br /&gt;
&lt;br /&gt;
==Deceased and Retired==&lt;br /&gt;
*[[Grigory Thinbeard]] Choked to death in a cloud of poison gas.&lt;br /&gt;
*[[Eldrin]] Poisoned by a giant spider.&lt;br /&gt;
*[[Calixa]] Mandibled in half by a gi-ant.&lt;br /&gt;
*[[Darl]] Ripped apart by a ghoul.  &lt;br /&gt;
*[[Fredde Beneathbluff]] Cleft in twain by a gnoll&#039;s axe.&lt;br /&gt;
*[[Bwalin Dampknocker]] Bisected by a gnoll&#039;s axe.&lt;br /&gt;
*[[Sheela-Na-Gig]] Decapitated by a hobgoblin&#039;s sword.&lt;br /&gt;
*[[Cezar]] Torn asunder by a carnivorous ape.&lt;br /&gt;
*[[Evro]] Impaled on a goblin&#039;s spear.&lt;br /&gt;
*[[Baldri Orelode]] Skull fractured by a giant spider.&lt;br /&gt;
*[[Deryk the Strong Willed]] Stung to death in the eye by a bee.&lt;br /&gt;
*[[Jimbo Leafcutter]] Crushed under burning debris.&lt;br /&gt;
*[[Yor]] Burned to death in a fiery trap.&lt;br /&gt;
*[[Eldran the Shady]] Bitten in the face by a giant spider.&lt;br /&gt;
*[[Aerylon]] Left the party with Serc the Nimble.&lt;br /&gt;
*[[Konrad]] Left the party.&lt;br /&gt;
*[[Romanus]] Left the party. &lt;br /&gt;
*[[Dwala Nkondlwane]] Left the party.&lt;br /&gt;
*[[Vicar Thaharinenhalassa]] Left the party.&lt;br /&gt;
*[[Eamon Falstaff]] Left the party.&lt;br /&gt;
*[[Brodie Broadcloak]] Left the party.&lt;br /&gt;
*[[Lagren the Lurching]] Left the party.&lt;br /&gt;
*[[Altheadora &amp;quot;Thea&amp;quot; Brensaeth]] Left the party.&lt;br /&gt;
*[[Walter]] Retired after losing his legs&lt;br /&gt;
*[[Dohram]] Left the party to serve the Church elsewhere.&lt;br /&gt;
&#039;&#039;&#039;Henchmen (only started recording these 11/18/18)&#039;&#039;&#039;&lt;br /&gt;
*[[Galatea the Cleric]] Left the party after Grigory died.&lt;br /&gt;
*[[Orivel]] Choked by poison gas.&lt;br /&gt;
*[[Aubrey]] Choked by poison gas.&lt;br /&gt;
*[[Valdia]] Choked on poison gas.&lt;br /&gt;
*[[Zaira the Beautiful]] Choked on poison gas.&lt;br /&gt;
*[[Locson]] Choked by poison gas.&lt;br /&gt;
*[[Quintus the Rager]] Choked on poison gas.&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
*Current Marching order:&lt;br /&gt;
**Albrett (AC 3, 4hp, fighter)&lt;br /&gt;
**Jelaina (AC 7, 10hp, paladin)&lt;br /&gt;
**Rewyn (AC -1, 6hp, wizard)&lt;br /&gt;
**Aldereth (AC 0, 7hp, mage)&lt;br /&gt;
**Lyman (AC 5,4 hp, thief)&lt;br /&gt;
**Dieterich (AC 7, 4hp, cleric)&lt;br /&gt;
**Tallad (AC 4, 3hp, hireling)&lt;br /&gt;
**Patransa (AC 4, 5hp, hireling)&lt;br /&gt;
&lt;br /&gt;
*Party Speed: 60&#039;/turn&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
&#039;&#039;&#039;Nuromen&#039;&#039;&#039;&lt;br /&gt;
*Nuromen https://drive.google.com/file/d/1YF9lVhvTOA5vW87lhesszRFbnYSXAVhp/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stonehell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stonehell Maps Folder - https://drive.google.com/folderview?id=0B_io591KyT2Ta1J2NnVOeW9lTEU&amp;amp;usp=sharing&lt;br /&gt;
*Dungeon Notes - https://docs.google.com/document/d/14R8S1yflgZvLzbKNFz1FcfF87MIxZHaftrqfLlzKx-A/edit?usp=sharing&lt;br /&gt;
*Map Key - https://drive.google.com/file/d/0B_io591KyT2TeEw5X2FzdkVjdWc/view?usp=sharing&lt;br /&gt;
*Canyon - https://drive.google.com/file/d/0B_io591KyT2TdVJ1dVJndDNKQ1E/view?usp=sharing&lt;br /&gt;
*Floor 1 - https://drive.google.com/open?id=0B_io591KyT2TVUdKY3JJTlFyWUE&lt;br /&gt;
*Floor 1 keyed - https://drive.google.com/file/d/0B_io591KyT2TaHhzVXRxT2dVNU0/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turos&#039;&#039;&#039;&lt;br /&gt;
*Turos Cave - https://drive.google.com/open?id=1qjh_CaEGXg3McHWcOsWY3GllPr0RtIJr&lt;br /&gt;
*Turos Cave Keyed - https://drive.google.com/open?id=0B_io591KyT2TV3lmbVdnVzZQanc&lt;br /&gt;
*Turos Cave Level 2 Keyed - https://drive.google.com/open?id=17tVaC2jnzeFTvOLmtEJJTvo4dmqujfv9&lt;br /&gt;
*Turos Cave Level 2 - https://drive.google.com/open?id=16xjtk8JLZs47fw1ktNv2xIWNjZBrxKL-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Area Map&#039;&#039;&#039;&lt;br /&gt;
https://drive.google.com/file/d/0B-kXA69sPgglNVVnMVo1LUptWnM/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Old Maps Folder - https://drive.google.com/open?id=0B_io591KyT2TX1lYVDBxU3NWT2c&lt;br /&gt;
&lt;br /&gt;
==Campaign Docs==&lt;br /&gt;
*Cosmology: https://drive.google.com/file/d/0B-kXA69sPggldVVMelVXdVl1dUE/view?usp=sharing&lt;br /&gt;
*Class Notes: https://drive.google.com/file/d/0B-clYzF5rX8VUFZ6NE5LeElqZk1pS3BrRk5RQkwya3RsLWVr/view?usp=sharing&lt;br /&gt;
*Starting Area Notes: https://drive.google.com/file/d/0B-clYzF5rX8VMHdCNGF5T0RsZlZ0T0FxR3lFWG5zczJ1d2Fj/view?usp=sharing&lt;br /&gt;
*Area Map: https://drive.google.com/file/d/0B-clYzF5rX8VVDlPWldGWUpJMDA/view?usp=sharing&lt;br /&gt;
*Quests and Rumors: https://drive.google.com/file/d/0B-kXA69sPgglX01ZeGhTazFxaTQ/view?usp=sharing&lt;br /&gt;
*World Notes: https://drive.google.com/open?id=1dUzp-hHrH10X2V_Ef4aoDIXYkR31eRX3bNMYVnr3aJk&lt;br /&gt;
&lt;br /&gt;
==Finances Not on Person==&lt;br /&gt;
*[[Dohram]] 1057 gp (Silverhollow) (Left the party)&lt;br /&gt;
*[[Grigory Thinbeard]] (Dead - received by Rewyn)&lt;br /&gt;
*[[Rewyn]] 2851 gp (Turos)&lt;br /&gt;
*[[Aldereth]] 1961 gp (Turos)&lt;br /&gt;
*[[Jelaina]] 1961 gp (Turos)&lt;br /&gt;
&lt;br /&gt;
==Time Passed==&lt;br /&gt;
&lt;br /&gt;
*Last updated:5/19&lt;br /&gt;
*Total time in campaign up to 3/13/18 is unknown (probably only a year or so).&lt;br /&gt;
*Since 3/13: About 15 days (11/30/18)&lt;br /&gt;
*1 day in Sakkara, then 2 weeks selling, finding a crusader, hiring henchmen, and learning new spells. (Living Expenses paid)&lt;br /&gt;
*1 day in Sakkara, 2 days healing, 3 days travel to Loria, 2 weeks in Loria selling and hiring, 3 days back to Turos, 1 day in Turos&lt;br /&gt;
*1 day in Sakkara, 28 days healing (Living Expenses paid; due again in 3 days)&lt;br /&gt;
&lt;br /&gt;
==Magic Items Unclaimed==&lt;br /&gt;
Mysterious Umbrella (unidentified)&lt;br /&gt;
&lt;br /&gt;
Scroll of Ward Against Elementals&lt;br /&gt;
&lt;br /&gt;
Scroll of Choking Grasp, Animate Dead, and Web&lt;br /&gt;
&lt;br /&gt;
Scroll of Cure Light Wounds, Bless, Cure Disease&lt;br /&gt;
&lt;br /&gt;
==Treasure Unsold==&lt;br /&gt;
*7 Amethysts worth 100 gp each&lt;br /&gt;
*6 Gems worth 100 gp each&lt;br /&gt;
*10 Bone Fetishes - 32 gp each&lt;br /&gt;
&lt;br /&gt;
==Treasure Found==&lt;br /&gt;
* mace with a six-flanged, spiked head set on an iron shaft carved with glyphs (Dieterich )&lt;br /&gt;
&lt;br /&gt;
==Reserve XP==&lt;br /&gt;
* Dohram: 100 (left the party)&lt;br /&gt;
* Rewyn: 81&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Morgansfort&amp;diff=362668</id>
		<title>Morgansfort</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Morgansfort&amp;diff=362668"/>
		<updated>2019-06-05T17:52:16Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* PCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Morgansfort zpsor3xjn3c.JPG]]&lt;br /&gt;
&lt;br /&gt;
==PCs==&lt;br /&gt;
*Use double brackets [[]] around your characters name to link to the character page.&lt;br /&gt;
*[[Rewyn]] Mage 3, AC -1, HP 8/8.  Quarterstaff 10, 1d6, Darts (18) 11, 1d4. 1 2nd level, 2 1st level left.&lt;br /&gt;
**[[Albrett]] Fighter 1 (20% Share), AC 3, HP 0/4.  Battleaxe 9, 1d8+2, Sling (30) 12, 1d4+1.&lt;br /&gt;
**[[Patransa]] Level 0 (15% Share), AC 4, HP 2/5.  Spear 10, 1d8+1&lt;br /&gt;
*[[Jelaina]] Paladin 3, AC 8, HP 10/10. Sword 7 (6 vs. spellcasters), 1d6+4 (+5), Cleave 3.  Lay on Hands unused.&lt;br /&gt;
&lt;br /&gt;
*[[Aldereth the Cunning]] Mage 2, AC 0, HP 6/7.  Quarterstaff 10, 1d6, Darts (7) 10, 1d4.  1 1st level left.  &lt;br /&gt;
**[[Lyman]] Thief 1 (25% Share), AC 5, HP -2/4.  Short Sword 10, 1d6, Sling (30) 7, 1d4.&lt;br /&gt;
**[[Tallad]] Level 0 (15% Share), AC 4, HP 3/3.  Spear 10, 1d8+1.&lt;br /&gt;
*[[Dieterich the Blessed]] Cleric 1. AC 7, HP 4/4. Mace 8, 1d6+2, Sling (20) 9, 1d4.&lt;br /&gt;
*[[Morgansfort Blank Sheet]]&lt;br /&gt;
&lt;br /&gt;
==Deceased and Retired==&lt;br /&gt;
*[[Grigory Thinbeard]] Choked to death in a cloud of poison gas.&lt;br /&gt;
*[[Eldrin]] Poisoned by a giant spider.&lt;br /&gt;
*[[Calixa]] Mandibled in half by a gi-ant.&lt;br /&gt;
*[[Darl]] Ripped apart by a ghoul.  &lt;br /&gt;
*[[Fredde Beneathbluff]] Cleft in twain by a gnoll&#039;s axe.&lt;br /&gt;
*[[Bwalin Dampknocker]] Bisected by a gnoll&#039;s axe.&lt;br /&gt;
*[[Sheela-Na-Gig]] Decapitated by a hobgoblin&#039;s sword.&lt;br /&gt;
*[[Cezar]] Torn asunder by a carnivorous ape.&lt;br /&gt;
*[[Evro]] Impaled on a goblin&#039;s spear.&lt;br /&gt;
*[[Baldri Orelode]] Skull fractured by a giant spider.&lt;br /&gt;
*[[Deryk the Strong Willed]] Stung to death in the eye by a bee.&lt;br /&gt;
*[[Jimbo Leafcutter]] Crushed under burning debris.&lt;br /&gt;
*[[Yor]] Burned to death in a fiery trap.&lt;br /&gt;
*[[Eldran the Shady]] Bitten in the face by a giant spider.&lt;br /&gt;
*[[Aerylon]] Left the party with Serc the Nimble.&lt;br /&gt;
*[[Konrad]] Left the party.&lt;br /&gt;
*[[Romanus]] Left the party. &lt;br /&gt;
*[[Dwala Nkondlwane]] Left the party.&lt;br /&gt;
*[[Vicar Thaharinenhalassa]] Left the party.&lt;br /&gt;
*[[Eamon Falstaff]] Left the party.&lt;br /&gt;
*[[Brodie Broadcloak]] Left the party.&lt;br /&gt;
*[[Lagren the Lurching]] Left the party.&lt;br /&gt;
*[[Altheadora &amp;quot;Thea&amp;quot; Brensaeth]] Left the party.&lt;br /&gt;
*[[Walter]] Retired after losing his legs&lt;br /&gt;
*[[Dohram]] Left the party to serve the Church elsewhere.&lt;br /&gt;
&#039;&#039;&#039;Henchmen (only started recording these 11/18/18)&#039;&#039;&#039;&lt;br /&gt;
*[[Galatea the Cleric]] Left the party after Grigory died.&lt;br /&gt;
*[[Orivel]] Choked by poison gas.&lt;br /&gt;
*[[Aubrey]] Choked by poison gas.&lt;br /&gt;
*[[Valdia]] Choked on poison gas.&lt;br /&gt;
*[[Zaira the Beautiful]] Choked on poison gas.&lt;br /&gt;
*[[Locson]] Choked by poison gas.&lt;br /&gt;
*[[Quintus the Rager]] Choked on poison gas.&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
*Current Marching order:&lt;br /&gt;
**Albrett (AC 3, 4hp, fighter)&lt;br /&gt;
**Jelaina (AC 7, 10hp, paladin)&lt;br /&gt;
**Rewyn (AC -1, 6hp, wizard)&lt;br /&gt;
**Aldereth (AC 0, 7hp, mage)&lt;br /&gt;
**Lyman (AC 5,4 hp, thief)&lt;br /&gt;
**Dieterich (AC 7, 1hp, cleric)&lt;br /&gt;
**Tallad (AC 4, 3hp, hireling)&lt;br /&gt;
**Patransa (AC 4, 5hp, hireling)&lt;br /&gt;
&lt;br /&gt;
*Party Speed: 60&#039;/turn&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
&#039;&#039;&#039;Nuromen&#039;&#039;&#039;&lt;br /&gt;
*Nuromen https://drive.google.com/file/d/1YF9lVhvTOA5vW87lhesszRFbnYSXAVhp/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stonehell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stonehell Maps Folder - https://drive.google.com/folderview?id=0B_io591KyT2Ta1J2NnVOeW9lTEU&amp;amp;usp=sharing&lt;br /&gt;
*Dungeon Notes - https://docs.google.com/document/d/14R8S1yflgZvLzbKNFz1FcfF87MIxZHaftrqfLlzKx-A/edit?usp=sharing&lt;br /&gt;
*Map Key - https://drive.google.com/file/d/0B_io591KyT2TeEw5X2FzdkVjdWc/view?usp=sharing&lt;br /&gt;
*Canyon - https://drive.google.com/file/d/0B_io591KyT2TdVJ1dVJndDNKQ1E/view?usp=sharing&lt;br /&gt;
*Floor 1 - https://drive.google.com/open?id=0B_io591KyT2TVUdKY3JJTlFyWUE&lt;br /&gt;
*Floor 1 keyed - https://drive.google.com/file/d/0B_io591KyT2TaHhzVXRxT2dVNU0/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turos&#039;&#039;&#039;&lt;br /&gt;
*Turos Cave - https://drive.google.com/open?id=1qjh_CaEGXg3McHWcOsWY3GllPr0RtIJr&lt;br /&gt;
*Turos Cave Keyed - https://drive.google.com/open?id=0B_io591KyT2TV3lmbVdnVzZQanc&lt;br /&gt;
*Turos Cave Level 2 Keyed - https://drive.google.com/open?id=17tVaC2jnzeFTvOLmtEJJTvo4dmqujfv9&lt;br /&gt;
*Turos Cave Level 2 - https://drive.google.com/open?id=16xjtk8JLZs47fw1ktNv2xIWNjZBrxKL-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Area Map&#039;&#039;&#039;&lt;br /&gt;
https://drive.google.com/file/d/0B-kXA69sPgglNVVnMVo1LUptWnM/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Old Maps Folder - https://drive.google.com/open?id=0B_io591KyT2TX1lYVDBxU3NWT2c&lt;br /&gt;
&lt;br /&gt;
==Campaign Docs==&lt;br /&gt;
*Cosmology: https://drive.google.com/file/d/0B-kXA69sPggldVVMelVXdVl1dUE/view?usp=sharing&lt;br /&gt;
*Class Notes: https://drive.google.com/file/d/0B-clYzF5rX8VUFZ6NE5LeElqZk1pS3BrRk5RQkwya3RsLWVr/view?usp=sharing&lt;br /&gt;
*Starting Area Notes: https://drive.google.com/file/d/0B-clYzF5rX8VMHdCNGF5T0RsZlZ0T0FxR3lFWG5zczJ1d2Fj/view?usp=sharing&lt;br /&gt;
*Area Map: https://drive.google.com/file/d/0B-clYzF5rX8VVDlPWldGWUpJMDA/view?usp=sharing&lt;br /&gt;
*Quests and Rumors: https://drive.google.com/file/d/0B-kXA69sPgglX01ZeGhTazFxaTQ/view?usp=sharing&lt;br /&gt;
*World Notes: https://drive.google.com/open?id=1dUzp-hHrH10X2V_Ef4aoDIXYkR31eRX3bNMYVnr3aJk&lt;br /&gt;
&lt;br /&gt;
==Finances Not on Person==&lt;br /&gt;
*[[Dohram]] 1057 gp (Silverhollow) (Left the party)&lt;br /&gt;
*[[Grigory Thinbeard]] (Dead - received by Rewyn)&lt;br /&gt;
*[[Rewyn]] 2851 gp (Turos)&lt;br /&gt;
*[[Aldereth]] 1961 gp (Turos)&lt;br /&gt;
*[[Jelaina]] 1961 gp (Turos)&lt;br /&gt;
&lt;br /&gt;
==Time Passed==&lt;br /&gt;
&lt;br /&gt;
*Last updated:5/19&lt;br /&gt;
*Total time in campaign up to 3/13/18 is unknown (probably only a year or so).&lt;br /&gt;
*Since 3/13: About 15 days (11/30/18)&lt;br /&gt;
*1 day in Sakkara, then 2 weeks selling, finding a crusader, hiring henchmen, and learning new spells. (Living Expenses paid)&lt;br /&gt;
*1 day in Sakkara, 2 days healing, 3 days travel to Loria, 2 weeks in Loria selling and hiring, 3 days back to Turos, 1 day in Turos&lt;br /&gt;
*1 day in Sakkara, 28 days healing (Living Expenses paid; due again in 3 days)&lt;br /&gt;
&lt;br /&gt;
==Magic Items Unclaimed==&lt;br /&gt;
Mysterious Umbrella (unidentified)&lt;br /&gt;
&lt;br /&gt;
Scroll of Ward Against Elementals&lt;br /&gt;
&lt;br /&gt;
Scroll of Choking Grasp, Animate Dead, and Web&lt;br /&gt;
&lt;br /&gt;
Scroll of Cure Light Wounds, Bless, Cure Disease&lt;br /&gt;
&lt;br /&gt;
==Treasure Unsold==&lt;br /&gt;
*7 Amethysts worth 100 gp each&lt;br /&gt;
*6 Gems worth 100 gp each&lt;br /&gt;
*10 Bone Fetishes - 32 gp each&lt;br /&gt;
&lt;br /&gt;
==Treasure Found==&lt;br /&gt;
* mace with a six-flanged, spiked head set on an iron shaft carved with glyphs (Dieterich )&lt;br /&gt;
&lt;br /&gt;
==Reserve XP==&lt;br /&gt;
* Dohram: 100 (left the party)&lt;br /&gt;
* Rewyn: 81&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dieterich_the_Blessed&amp;diff=362667</id>
		<title>Dieterich the Blessed</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dieterich_the_Blessed&amp;diff=362667"/>
		<updated>2019-06-05T17:48:58Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in the [[Morgansfort]] campaign.&lt;br /&gt;
* Cleric L2 (Acolyte)&lt;br /&gt;
* XP: 1654/3000&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
 STR 16   +2&lt;br /&gt;
 INT 14   +1&lt;br /&gt;
 WIS  6   -1&lt;br /&gt;
 DEX 15   +1&lt;br /&gt;
 CON  7   -1&lt;br /&gt;
 CHA 10   +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Link to google sheet&#039;&#039;&#039;&lt;br /&gt;
https://docs.google.com/spreadsheets/d/1dSTIrhIk_Sn4Fv-2vys5rpY2uxrOPuyAM6WMddY-Wf0/edit?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
* Adventuring - General adventure capability&lt;br /&gt;
* Divine Blessing - +2 to all saves&lt;br /&gt;
* Lay on hands - Once per day, can heal 2x level hp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 7&lt;br /&gt;
* Melee Attack Throw: 8+ (Cleave 0)&lt;br /&gt;
* Damage Bonus: +2&lt;br /&gt;
&lt;br /&gt;
*Ranged Attack Throw: 9+&lt;br /&gt;
&lt;br /&gt;
*Move: 20&#039; per round&lt;br /&gt;
&lt;br /&gt;
Saving Throws (all get +2 due to Divine Blessing):&lt;br /&gt;
*Paralysis/Petrify: 13 (+2)&lt;br /&gt;
*Death/Poison: 10 (+2)&lt;br /&gt;
*Dragon Breath: 16 (+2)&lt;br /&gt;
*Wands: 13 (+2)&lt;br /&gt;
*Spells: 15 (+2) (-1 for WIS)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*1st Level Spells: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold on Hand:&#039;&#039;&#039; 614&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Items:&#039;&#039;&#039; Staff of Healing - Can only be used by a divine caster. This staff does not employ charges. It heals any creature touched 1d6+1 hit points. The staff can only be used one time per creature per day, but may heal an unlimited number of creatures in a day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| style=&amp;quot;width:800px; border-style: solid; border-width: 3px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gear&#039;&#039;&#039;||&#039;&#039;&#039;Cost&#039;&#039;&#039;||&#039;&#039;&#039;Weight&#039;&#039;&#039;||&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Plate Armor || 60 || 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 10 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 5 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Sling w Bullets || 2 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol || 25 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Holy book || 10 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Iron Rations (2 wks) || 6 || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
| Backpack || 2 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:solid 1px black;&amp;quot; | &#039;&#039;&#039;Total:&#039;&#039;&#039; || 120 || 8.1 Stone ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039;  stone&lt;br /&gt;
&lt;br /&gt;
===Planned Proficiency Purchases===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Motivation===&lt;br /&gt;
&lt;br /&gt;
Rid the taint of Chaos from the world. Repay Tiarn for the blessings Dieterich has received through founding a church to push the influence of law into the lawless lands.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dieterich_the_Blessed&amp;diff=359189</id>
		<title>Dieterich the Blessed</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dieterich_the_Blessed&amp;diff=359189"/>
		<updated>2019-04-22T21:11:06Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in the [[Morgansfort]] campaign.&lt;br /&gt;
* Cleric L1 (Catechist)&lt;br /&gt;
* XP: 1425/1500&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
 STR 16   +2&lt;br /&gt;
 INT 14   +1&lt;br /&gt;
 WIS  6   -1&lt;br /&gt;
 DEX 15   +1&lt;br /&gt;
 CON  7   -1&lt;br /&gt;
 CHA 10   +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Link to google sheet&#039;&#039;&#039;&lt;br /&gt;
https://docs.google.com/spreadsheets/d/1dSTIrhIk_Sn4Fv-2vys5rpY2uxrOPuyAM6WMddY-Wf0/edit?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
* Adventuring - General adventure capability&lt;br /&gt;
* Divine Blessing - +2 to all saves&lt;br /&gt;
* Lay on hands - Once per day, can heal 2x level hp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*HP: 1/1&lt;br /&gt;
*AC: 7&lt;br /&gt;
* Melee Attack Throw: 8+ (Cleave 0)&lt;br /&gt;
* Damage Bonus: +2&lt;br /&gt;
&lt;br /&gt;
*Ranged Attack Throw: 9+&lt;br /&gt;
&lt;br /&gt;
*Move: 20&#039; per round&lt;br /&gt;
&lt;br /&gt;
Saving Throws (all get +2 due to Divine Blessing):&lt;br /&gt;
*Paralysis/Petrify: 13 (+2)&lt;br /&gt;
*Death/Poison: 10 (+2)&lt;br /&gt;
*Dragon Breath: 16 (+2)&lt;br /&gt;
*Wands: 13 (+2)&lt;br /&gt;
*Spells: 15 (+2) (-1 for WIS)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold on Hand:&#039;&#039;&#039; 614&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Items:&#039;&#039;&#039; Staff of Healing - Can only be used by a divine caster. This staff does not employ charges. It heals any creature touched 1d6+1 hit points. The staff can only be used one time per creature per day, but may heal an unlimited number of creatures in a day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| style=&amp;quot;width:800px; border-style: solid; border-width: 3px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gear&#039;&#039;&#039;||&#039;&#039;&#039;Cost&#039;&#039;&#039;||&#039;&#039;&#039;Weight&#039;&#039;&#039;||&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Plate Armor || 60 || 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 10 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 5 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Sling w Bullets || 2 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol || 25 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Holy book || 10 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Iron Rations (2 wks) || 6 || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
| Backpack || 2 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:solid 1px black;&amp;quot; | &#039;&#039;&#039;Total:&#039;&#039;&#039; || 120 || 8.1 Stone ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039;  stone&lt;br /&gt;
&lt;br /&gt;
===Planned Proficiency Purchases===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Motivation===&lt;br /&gt;
&lt;br /&gt;
Rid the taint of Chaos from the world. Repay Tiarn for the blessings Dieterich has received through founding a church to push the influence of law into the lawless lands.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dieterich_the_Blessed&amp;diff=359188</id>
		<title>Dieterich the Blessed</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dieterich_the_Blessed&amp;diff=359188"/>
		<updated>2019-04-22T21:10:50Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in the [[Morgansfort]] campaign.&lt;br /&gt;
* Cleric L1 (Catechist)&lt;br /&gt;
* XP: 1425/1500&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
 STR 16   +2&lt;br /&gt;
 INT 14   +1&lt;br /&gt;
 WIS  6   -1&lt;br /&gt;
 DEX 15   +1&lt;br /&gt;
 CON  7   -1&lt;br /&gt;
 CHA 10   +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Link to google sheet&#039;&#039;&#039;&lt;br /&gt;
https://docs.google.com/spreadsheets/d/1dSTIrhIk_Sn4Fv-2vys5rpY2uxrOPuyAM6WMddY-Wf0/edit?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
* Adventuring - General adventure capability&lt;br /&gt;
* Divine Blessing - +2 to all saves&lt;br /&gt;
* Lay on hands - Once per day, can heal 2x level hp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*HP: 1/1&lt;br /&gt;
*AC: 7&lt;br /&gt;
* Melee Attack Throw: 8+ (Cleave 0)&lt;br /&gt;
* Damage Bonus: +2&lt;br /&gt;
&lt;br /&gt;
*Ranged Attack Throw: 9+&lt;br /&gt;
&lt;br /&gt;
*Move: 20&#039; per round&lt;br /&gt;
&lt;br /&gt;
Saving Throws (all get +2 due to Divine Blessing):&lt;br /&gt;
*Paralysis/Petrify: 13 (+2)&lt;br /&gt;
*Death/Poison: 10 (+2)&lt;br /&gt;
*Dragon Breath: 16 (+2)&lt;br /&gt;
*Wands: 13 (+2)&lt;br /&gt;
*Spells: 15 (+2) (-1 for WIS)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold on Hand:&#039;&#039;&#039; 614&lt;br /&gt;
&#039;&#039;&#039;Magic Items:&#039;&#039;&#039; Staff of Healing - Can only be used by a divine caster. This staff does not employ charges. It heals any creature touched 1d6+1 hit points. The staff can only be used one time per creature per day, but may heal an unlimited number of creatures in a day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| style=&amp;quot;width:800px; border-style: solid; border-width: 3px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gear&#039;&#039;&#039;||&#039;&#039;&#039;Cost&#039;&#039;&#039;||&#039;&#039;&#039;Weight&#039;&#039;&#039;||&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Plate Armor || 60 || 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 10 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 5 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Sling w Bullets || 2 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol || 25 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Holy book || 10 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Iron Rations (2 wks) || 6 || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
| Backpack || 2 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:solid 1px black;&amp;quot; | &#039;&#039;&#039;Total:&#039;&#039;&#039; || 120 || 8.1 Stone ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039;  stone&lt;br /&gt;
&lt;br /&gt;
===Planned Proficiency Purchases===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Motivation===&lt;br /&gt;
&lt;br /&gt;
Rid the taint of Chaos from the world. Repay Tiarn for the blessings Dieterich has received through founding a church to push the influence of law into the lawless lands.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dieterich_the_Blessed&amp;diff=356729</id>
		<title>Dieterich the Blessed</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dieterich_the_Blessed&amp;diff=356729"/>
		<updated>2019-03-22T14:00:15Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in the [[Morgansfort]] campaign.&lt;br /&gt;
* Cleric L1 (Catechist)&lt;br /&gt;
* XP: 1425/1500&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
 STR 16   +2&lt;br /&gt;
 INT 14   +1&lt;br /&gt;
 WIS  6   -1&lt;br /&gt;
 DEX 15   +1&lt;br /&gt;
 CON  7   -1&lt;br /&gt;
 CHA 10   +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Link to google sheet&#039;&#039;&#039;&lt;br /&gt;
https://docs.google.com/spreadsheets/d/1dSTIrhIk_Sn4Fv-2vys5rpY2uxrOPuyAM6WMddY-Wf0/edit?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
* Adventuring - General adventure capability&lt;br /&gt;
* Divine Blessing - +2 to all saves&lt;br /&gt;
* Lay on hands - Once per day, can heal 2x level hp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*HP: 1/1&lt;br /&gt;
*AC: 7&lt;br /&gt;
* Melee Attack Throw: 8+ (Cleave 0)&lt;br /&gt;
* Damage Bonus: +2&lt;br /&gt;
&lt;br /&gt;
*Ranged Attack Throw: 9+&lt;br /&gt;
&lt;br /&gt;
*Move: 20&#039; per round&lt;br /&gt;
&lt;br /&gt;
Saving Throws (all get +2 due to Divine Blessing):&lt;br /&gt;
*Paralysis/Petrify: 13 (+2)&lt;br /&gt;
*Death/Poison: 10 (+2)&lt;br /&gt;
*Dragon Breath: 16 (+2)&lt;br /&gt;
*Wands: 13 (+2)&lt;br /&gt;
*Spells: 15 (+2) (-1 for WIS)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold on Hand:&#039;&#039;&#039; 614&lt;br /&gt;
&#039;&#039;&#039;Magic Items:&#039;&#039;&#039; Staff of Healing&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| style=&amp;quot;width:800px; border-style: solid; border-width: 3px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gear&#039;&#039;&#039;||&#039;&#039;&#039;Cost&#039;&#039;&#039;||&#039;&#039;&#039;Weight&#039;&#039;&#039;||&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Plate Armor || 60 || 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 10 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 5 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Sling w Bullets || 2 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol || 25 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Holy book || 10 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| Iron Rations (2 wks) || 6 || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
| Backpack || 2 || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:solid 1px black;&amp;quot; | &#039;&#039;&#039;Total:&#039;&#039;&#039; || 120 || 8.1 Stone ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039;  stone&lt;br /&gt;
&lt;br /&gt;
===Planned Proficiency Purchases===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Motivation===&lt;br /&gt;
&lt;br /&gt;
Rid the taint of Chaos from the world. Repay Tiarn for the blessings Dieterich has received through founding a church to push the influence of law into the lawless lands.&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349891</id>
		<title>DandD5eEastMarches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349891"/>
		<updated>2019-01-07T18:20:39Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click &#039;Edit&#039; above to add items to this.&lt;br /&gt;
&lt;br /&gt;
NOTE: you don&#039;t have to create an account, but if you don&#039;t your IP will be visible as a contributor.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;              ||&#039;&#039;&#039;Class/Race&#039;&#039;&#039;               ||&#039;&#039;&#039;Player&#039;&#039;&#039;||&#039;&#039;&#039;Character Sheet&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Zephon                 ||  Aasimar Bard (Lore College)  || Mike       || [https://ddb.ac/characters/7479846/9I2qFW Link]&lt;br /&gt;
|-&lt;br /&gt;
| Felicity Polypus       ||  Wizard                       || Adrian     || &lt;br /&gt;
|-&lt;br /&gt;
| Meepo                  ||  Kobold Monk (Drunken Master) || Alex       || &lt;br /&gt;
|-&lt;br /&gt;
| Harrison Belmont       ||  Ex-professor                 || Ramon      || &lt;br /&gt;
|-&lt;br /&gt;
| Lady Kara Serpenthelm  ||  Runaway bride?               || Aleksandra ||&lt;br /&gt;
|-&lt;br /&gt;
| Roghnóir Avery         ||  Non-magical combat           || Peter      ||&lt;br /&gt;
|-&lt;br /&gt;
| Clavrus                ||  Yuan ti bard                 || Alexander  ||&lt;br /&gt;
|-&lt;br /&gt;
| Nampi Beerknuckles     ||  Halfling Monk (Drunken Master) || Dan        ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Currently Available Missions and Rumours==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The land north of Stromsburg needs to be farmed for us to survive, unfortunately a colony of unusually aggressive giant weasels seem to have moved in. Drive the beasts out of their warrens and into their graves! REWARD: 800gp to any group so bold enough to succeed!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A new goblin raid leader nick named Four Leaf has been leading a recent rash of raids against Stromsburg. Him and his gang are hidden somewhere in the Termite Woods, hunt down this devilish cretin and put an end to him! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; Potions of water breathing are needed desperately to wage war against the vicious lizard folk. Addleworst Gallipot has been charged with the creation of these potions but requires an armed escort to collect various reagents beyond the safety of Stromsburg. 800gp to the vigilant group of adventurers who can escort him on his task and return him to Stromsburg alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A delegation of dignity and tact are needed to deliver a gift and well wishes to King Treeacle of the Fey Orchard. What is needed is a commitment from him to remain neutral in our conflict with the goblins and the lizard people. The royal gift will be provided to the delegation by the magistrate of Stromsburg. REWARD: 800gp to any group so cunning as to succeed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The unsinkable vessel HMS Endeavor has been dashed against the rocks south of Stromsburg. The vessel was loaded with urgently needed supplies and weapons. The Magistrate will pay for any salvage that can be obtained from the wreckage. Haste is needed before the Goblins or Lizard Folk beat us to it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...So&#039;s I hears them talking &#039;bout some kinda map what&#039;s they&#039;ve found on Cap&#039; Green Beard&#039;s boat. Thems skallywags be spittin&#039; such words as it&#039;s some kind of map&#039;s got treasure on the other end! I knows these blokes be in the un-honerable inclinations so&#039;s I knows without no doubts they be planning on keeping these treasures all on they&#039;selves without a sharin&#039; what wit the crew and all. So&#039;s I says to meself some man&#039;o&#039;principles best teach them an error on their ways and I takes that map from thems. So&#039;s I do it, only they catch me up in a ditch just east o&#039; here. I gives them such a fightin&#039; but they takes the map from me and leaves me, they&#039;s own true shipmate, fer dead!...&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;The magistrate&#039;s daughter was abducted by giant spiders just a stone&#039;s throw from town. What a horrible way to go... I wonder if there&#039;s a chance she&#039;s still alive...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...arrogant Pelorites built that Monastery south east out of town with barely a wall. Said something about their faith protecting them. Well they paid the price for that, now their holy place is a nest for evil! What a shameful disgrace!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...Lost! In the Termite Woods I was! In desperation I closed my eyes and prayed for a sign. When I opened my eyes I saw a perfectly snow white rabbit staring at me from the grass. Thinking my prayers were answered I followed the creature until eventually it took me to a deep hole in the ground. I looked down that hole and I saw a twisting vision of riches of every variety! I was thrilled until I had a sort of chill come over me. A kind of fairy feelin&#039; if you know what I mean. I knew then that I had to get away just as quick as I could! I ran hard for days until finally I made it back to Stromsburg. I can&#039;t help the feeling that I only got away by the skin of my teeth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Intro text==&lt;br /&gt;
&lt;br /&gt;
Hello everyone and welcome to my upcoming Westmarches style D&amp;amp;D game. I invite you to start playing in January. This style of D&amp;amp;D is different because there is a large pool of players rather than one regular group. This should make scheduling a lot less painful.&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
The way scheduling will work is that using this mailing group players will organize themselves into a group of about 4-5 and propose an adventure they would like to go on. For instance they could ask, &amp;quot;Hey, who wants to explore the sunken fort this Friday?&amp;quot; If there are enough people available then you would form a group and off to the fort we&#039;d go. The intention would be to complete the adventure in a single sitting.&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
This campaign takes place in the wild and unexplored frontier of The Eastmarches where danger and treasure are two sides of the same face eating monster. The sole bulwark of civilization there is fledgling Fort Stromsburg which is abutted by The Blood Highlands to the North and The Termite Woods to the East. From there you will set out for adventure, but be warned, The Eastmarches have repelled colonizing forces before and seems bent on doing so again! HMS Endeavor has been wrecked upon the treacherous coast, goblins and lizardfolk assail the fort&#039;s palisades, and supplies dwindle with every passing day. &lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
We will be using this email group to coordinate and schedule the game. It&#039;s important that we use this email group to keep the game interesting and inclusive. &lt;br /&gt;
&lt;br /&gt;
After every session there will be bonus experience points for the group if someone from the session writes a satisfying after action report and emails it to the group.&lt;br /&gt;
&lt;br /&gt;
There will be no map or compiling of information done by me. It is up to the players to pool their knowledge and build a sense of the land.&lt;br /&gt;
&lt;br /&gt;
===Roll20===&lt;br /&gt;
It&#039;s possible some games might take place in person but I anticipate most will happen online. We will be using the Roll20 platform, so please make a free account.&lt;br /&gt;
&lt;br /&gt;
Once you have an account please follow this link to join the game. I will then be able to give you a digital character sheet.&lt;br /&gt;
https://app.roll20.net/join/3993166/TIqmnA &lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
Please feel free to create your character at any time. When you finish please send an introduction of your character to the group email. Consider describing them as they first arrive at the boisterous bar of The Grim Totem Inn and perhaps mention why they have come to the godforsaken Eastmarches.&lt;br /&gt;
- Characters start at lvl 3&lt;br /&gt;
- Gain 1 bonus feat, on the house!&lt;br /&gt;
- Please use the features from any of the official books when creating your character. (no flying races tho)&lt;br /&gt;
- For your starting equipment, ignore the starting equipment in your class section and instead use the following chart to determine how much money you have to buy equipment:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starting Class&#039;&#039;&#039;||&#039;&#039;&#039;Starting Wealth&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian      ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Bard           ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Cleric         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Druid          ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Fighter        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Monk           ||  38gp&lt;br /&gt;
|-&lt;br /&gt;
| Paladin        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Ranger         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Rogue          ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer       ||  225gp&lt;br /&gt;
|-&lt;br /&gt;
| Warlock        ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Wizard         ||  300gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===More Info===&lt;br /&gt;
Here is some optional information about Westmarches style D&amp;amp;D games:&lt;br /&gt;
http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349856</id>
		<title>DandD5eEastMarches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349856"/>
		<updated>2019-01-07T02:59:22Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click &#039;Edit&#039; above to add items to this.&lt;br /&gt;
&lt;br /&gt;
NOTE: you don&#039;t have to create an account, but if you don&#039;t your IP will be visible as a contributor.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;              ||&#039;&#039;&#039;Class/Race&#039;&#039;&#039;               ||&#039;&#039;&#039;Player&#039;&#039;&#039;||&#039;&#039;&#039;Character Sheet&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Zephon                 ||  Aasimar Bard (Lore College)  || Mike       || [https://ddb.ac/characters/7479846/9I2qFW Link]&lt;br /&gt;
|-&lt;br /&gt;
| Felicity Polypus       ||  Wizard                       || Adrian     || &lt;br /&gt;
|-&lt;br /&gt;
| Meepo                  ||  Kobold                       || Alex       || &lt;br /&gt;
|-&lt;br /&gt;
| Harrison Belmont       ||  Ex-professor                 || Ramon      || &lt;br /&gt;
|-&lt;br /&gt;
| Lady Kara Serpenthelm  ||  Runaway bride?               || Aleksandra ||&lt;br /&gt;
|-&lt;br /&gt;
| Roghnóir Avery         ||  Non-magical combat           || Peter      ||&lt;br /&gt;
|-&lt;br /&gt;
| Clavrus                ||  Yuan ti bard                 || Alexander  ||&lt;br /&gt;
|-&lt;br /&gt;
| Nampi Beerknuckles     ||  Halfling Monk(?)             || Dan        ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Currently Available Missions and Rumours==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The land north of Stromsburg needs to be farmed for us to survive, unfortunately a colony of unusually aggressive giant weasels seem to have moved in. Drive the beasts out of their warrens and into their graves! REWARD: 800gp to any group so bold enough to succeed!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A new goblin raid leader nick named Four Leaf has been leading a recent rash of raids against Stromsburg. Him and his gang are hidden somewhere in the Termite Woods, hunt down this devilish cretin and put an end to him! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; Potions of water breathing are needed desperately to wage war against the vicious lizard folk. Addleworst Gallipot has been charged with the creation of these potions but requires an armed escort to collect various reagents beyond the safety of Stromsburg. 800gp to the vigilant group of adventurers who can escort him on his task and return him to Stromsburg alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A delegation of dignity and tact are needed to deliver a gift and well wishes to King Treeacle of the Fey Orchard. What is needed is a commitment from him to remain neutral in our conflict with the goblins and the lizard people. The royal gift will be provided to the delegation by the magistrate of Stromsburg. REWARD: 800gp to any group so cunning as to succeed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The unsinkable vessel HMS Endeavor has been dashed against the rocks south of Stromsburg. The vessel was loaded with urgently needed supplies and weapons. The Magistrate will pay for any salvage that can be obtained from the wreckage. Haste is needed before the Goblins or Lizard Folk beat us to it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...So&#039;s I hears them talking &#039;bout some kinda map what&#039;s they&#039;ve found on Cap&#039; Green Beard&#039;s boat. Thems skallywags be spittin&#039; such words as it&#039;s some kind of map&#039;s got treasure on the other end! I knows these blokes be in the un-honerable inclinations so&#039;s I knows without no doubts they be planning on keeping these treasures all on they&#039;selves without a sharin&#039; what wit the crew and all. So&#039;s I says to meself some man&#039;o&#039;principles best teach them an error on their ways and I takes that map from thems. So&#039;s I do it, only they catch me up in a ditch just east o&#039; here. I gives them such a fightin&#039; but they takes the map from me and leaves me, they&#039;s own true shipmate, fer dead!...&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;The magistrate&#039;s daughter was abducted by giant spiders just a stone&#039;s throw from town. What a horrible way to go... I wonder if there&#039;s a chance she&#039;s still alive...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...arrogant Pelorites built that Monastery south east out of town with barely a wall. Said something about their faith protecting them. Well they paid the price for that, now their holy place is a nest for evil! What a shameful disgrace!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...Lost! In the Termite Woods I was! In desperation I closed my eyes and prayed for a sign. When I opened my eyes I saw a perfectly snow white rabbit staring at me from the grass. Thinking my prayers were answered I followed the creature until eventually it took me to a deep hole in the ground. I looked down that hole and I saw a twisting vision of riches of every variety! I was thrilled until I had a sort of chill come over me. A kind of fairy feelin&#039; if you know what I mean. I knew then that I had to get away just as quick as I could! I ran hard for days until finally I made it back to Stromsburg. I can&#039;t help the feeling that I only got away by the skin of my teeth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Intro text==&lt;br /&gt;
&lt;br /&gt;
Hello everyone and welcome to my upcoming Westmarches style D&amp;amp;D game. I invite you to start playing in January. This style of D&amp;amp;D is different because there is a large pool of players rather than one regular group. This should make scheduling a lot less painful.&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
The way scheduling will work is that using this mailing group players will organize themselves into a group of about 4-5 and propose an adventure they would like to go on. For instance they could ask, &amp;quot;Hey, who wants to explore the sunken fort this Friday?&amp;quot; If there are enough people available then you would form a group and off to the fort we&#039;d go. The intention would be to complete the adventure in a single sitting.&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
This campaign takes place in the wild and unexplored frontier of The Eastmarches where danger and treasure are two sides of the same face eating monster. The sole bulwark of civilization there is fledgling Fort Stromsburg which is abutted by The Blood Highlands to the North and The Termite Woods to the East. From there you will set out for adventure, but be warned, The Eastmarches have repelled colonizing forces before and seems bent on doing so again! HMS Endeavor has been wrecked upon the treacherous coast, goblins and lizardfolk assail the fort&#039;s palisades, and supplies dwindle with every passing day. &lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
We will be using this email group to coordinate and schedule the game. It&#039;s important that we use this email group to keep the game interesting and inclusive. &lt;br /&gt;
&lt;br /&gt;
After every session there will be bonus experience points for the group if someone from the session writes a satisfying after action report and emails it to the group.&lt;br /&gt;
&lt;br /&gt;
There will be no map or compiling of information done by me. It is up to the players to pool their knowledge and build a sense of the land.&lt;br /&gt;
&lt;br /&gt;
===Roll20===&lt;br /&gt;
It&#039;s possible some games might take place in person but I anticipate most will happen online. We will be using the Roll20 platform, so please make a free account.&lt;br /&gt;
&lt;br /&gt;
Once you have an account please follow this link to join the game. I will then be able to give you a digital character sheet.&lt;br /&gt;
https://app.roll20.net/join/3993166/TIqmnA &lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
Please feel free to create your character at any time. When you finish please send an introduction of your character to the group email. Consider describing them as they first arrive at the boisterous bar of The Grim Totem Inn and perhaps mention why they have come to the godforsaken Eastmarches.&lt;br /&gt;
- Characters start at lvl 3&lt;br /&gt;
- Gain 1 bonus feat, on the house!&lt;br /&gt;
- Please use the features from any of the official books when creating your character. (no flying races tho)&lt;br /&gt;
- For your starting equipment, ignore the starting equipment in your class section and instead use the following chart to determine how much money you have to buy equipment:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starting Class&#039;&#039;&#039;||&#039;&#039;&#039;Starting Wealth&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian      ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Bard           ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Cleric         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Druid          ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Fighter        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Monk           ||  38gp&lt;br /&gt;
|-&lt;br /&gt;
| Paladin        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Ranger         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Rogue          ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer       ||  225gp&lt;br /&gt;
|-&lt;br /&gt;
| Warlock        ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Wizard         ||  300gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===More Info===&lt;br /&gt;
Here is some optional information about Westmarches style D&amp;amp;D games:&lt;br /&gt;
http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349755</id>
		<title>DandD5eEastMarches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349755"/>
		<updated>2019-01-06T18:07:54Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click &#039;Edit&#039; above to add items to this.&lt;br /&gt;
&lt;br /&gt;
NOTE: you don&#039;t have to create an account, but if you don&#039;t your IP will be visible as a contributor.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;              ||&#039;&#039;&#039;Class/Race&#039;&#039;&#039;               ||&#039;&#039;&#039;Player&#039;&#039;&#039;||&#039;&#039;&#039;Character Sheet&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Zephon                 ||  Aasimar Bard (Lore College)  || Mike       || [https://ddb.ac/characters/7479846/9I2qFW Link]&lt;br /&gt;
|-&lt;br /&gt;
| Felicity Polypus       ||  Wizard                       || Adrian     || &lt;br /&gt;
|-&lt;br /&gt;
| Meepo                  ||  Kobold                       || Alex       || &lt;br /&gt;
|-&lt;br /&gt;
| Harrison Belmont       ||  Ex-professor                 || Ramon      || &lt;br /&gt;
|-&lt;br /&gt;
| Lady Kara Serpenthelm  ||  Runaway bride?               || Aleksandra ||&lt;br /&gt;
|-&lt;br /&gt;
| Roghnóir Avery         ||  Non-magical combat           || Peter      ||&lt;br /&gt;
|-&lt;br /&gt;
| Clavrus                ||  Yuan ti bard                 || Alexander    ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Currently Available Missions and Rumours==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The land north of Stromsburg needs to be farmed for us to survive, unfortunately a colony of unusually aggressive giant weasels seem to have moved in. Drive the beasts out of their warrens and into their graves! REWARD: 800gp to any group so bold enough to succeed!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A new goblin raid leader nick named Four Leaf has been leading a recent rash of raids against Stromsburg. Him and his gang are hidden somewhere in the Termite Woods, hunt down this devilish cretin and put an end to him! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; Potions of water breathing are needed desperately to wage war against the vicious lizard folk. Addleworst Gallipot has been charged with the creation of these potions but requires an armed escort to collect various reagents beyond the safety of Stromsburg. 800gp to the vigilant group of adventurers who can escort him on his task and return him to Stromsburg alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A delegation of dignity and tact are needed to deliver a gift and well wishes to King Treeacle of the Fey Orchard. What is needed is a commitment from him to remain neutral in our conflict with the goblins and the lizard people. The royal gift will be provided to the delegation by the magistrate of Stromsburg. REWARD: 800gp to any group so cunning as to succeed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The unsinkable vessel HMS Endeavor has been dashed against the rocks south of Stromsburg. The vessel was loaded with urgently needed supplies and weapons. The Magistrate will pay for any salvage that can be obtained from the wreckage. Haste is needed before the Goblins or Lizard Folk beat us to it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...So&#039;s I hears them talking &#039;bout some kinda map what&#039;s they&#039;ve found on Cap&#039; Green Beard&#039;s boat. Thems skallywags be spittin&#039; such words as it&#039;s some kind of map&#039;s got treasure on the other end! I knows these blokes be in the un-honerable inclinations so&#039;s I knows without no doubts they be planning on keeping these treasures all on they&#039;selves without a sharin&#039; what wit the crew and all. So&#039;s I says to meself some man&#039;o&#039;principles best teach them an error on their ways and I takes that map from thems. So&#039;s I do it, only they catch me up in a ditch just east o&#039; here. I gives them such a fightin&#039; but they takes the map from me and leaves me, they&#039;s own true shipmate, fer dead!...&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;The magistrate&#039;s daughter was abducted by giant spiders just a stone&#039;s throw from town. What a horrible way to go... I wonder if there&#039;s a chance she&#039;s still alive...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...arrogant Pelorites built that Monastery south east out of town with barely a wall. Said something about their faith protecting them. Well they paid the price for that, now their holy place is a nest for evil! What a shameful disgrace!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...Lost! In the Termite Woods I was! In desperation I closed my eyes and prayed for a sign. When I opened my eyes I saw a perfectly snow white rabbit staring at me from the grass. Thinking my prayers were answered I followed the creature until eventually it took me to a deep hole in the ground. I looked down that hole and I saw a twisting vision of riches of every variety! I was thrilled until I had a sort of chill come over me. A kind of fairy feelin&#039; if you know what I mean. I knew then that I had to get away just as quick as I could! I ran hard for days until finally I made it back to Stromsburg. I can&#039;t help the feeling that I only got away by the skin of my teeth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Intro text==&lt;br /&gt;
&lt;br /&gt;
Hello everyone and welcome to my upcoming Westmarches style D&amp;amp;D game. I invite you to start playing in January. This style of D&amp;amp;D is different because there is a large pool of players rather than one regular group. This should make scheduling a lot less painful.&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
The way scheduling will work is that using this mailing group players will organize themselves into a group of about 4-5 and propose an adventure they would like to go on. For instance they could ask, &amp;quot;Hey, who wants to explore the sunken fort this Friday?&amp;quot; If there are enough people available then you would form a group and off to the fort we&#039;d go. The intention would be to complete the adventure in a single sitting.&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
This campaign takes place in the wild and unexplored frontier of The Eastmarches where danger and treasure are two sides of the same face eating monster. The sole bulwark of civilization there is fledgling Fort Stromsburg which is abutted by The Blood Highlands to the North and The Termite Woods to the East. From there you will set out for adventure, but be warned, The Eastmarches have repelled colonizing forces before and seems bent on doing so again! HMS Endeavor has been wrecked upon the treacherous coast, goblins and lizardfolk assail the fort&#039;s palisades, and supplies dwindle with every passing day. &lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
We will be using this email group to coordinate and schedule the game. It&#039;s important that we use this email group to keep the game interesting and inclusive. &lt;br /&gt;
&lt;br /&gt;
After every session there will be bonus experience points for the group if someone from the session writes a satisfying after action report and emails it to the group.&lt;br /&gt;
&lt;br /&gt;
There will be no map or compiling of information done by me. It is up to the players to pool their knowledge and build a sense of the land.&lt;br /&gt;
&lt;br /&gt;
===Roll20===&lt;br /&gt;
It&#039;s possible some games might take place in person but I anticipate most will happen online. We will be using the Roll20 platform, so please make a free account.&lt;br /&gt;
&lt;br /&gt;
Once you have an account please follow this link to join the game. I will then be able to give you a digital character sheet.&lt;br /&gt;
https://app.roll20.net/join/3993166/TIqmnA &lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
Please feel free to create your character at any time. When you finish please send an introduction of your character to the group email. Consider describing them as they first arrive at the boisterous bar of The Grim Totem Inn and perhaps mention why they have come to the godforsaken Eastmarches.&lt;br /&gt;
- Characters start at lvl 3&lt;br /&gt;
- Gain 1 bonus feat, on the house!&lt;br /&gt;
- Please use the features from any of the official books when creating your character. (no flying races tho)&lt;br /&gt;
- For your starting equipment, ignore the starting equipment in your class section and instead use the following chart to determine how much money you have to buy equipment:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starting Class&#039;&#039;&#039;||&#039;&#039;&#039;Starting Wealth&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian      ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Bard           ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Cleric         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Druid          ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Fighter        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Monk           ||  38gp&lt;br /&gt;
|-&lt;br /&gt;
| Paladin        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Ranger         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Rogue          ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer       ||  225gp&lt;br /&gt;
|-&lt;br /&gt;
| Warlock        ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Wizard         ||  300gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===More Info===&lt;br /&gt;
Here is some optional information about Westmarches style D&amp;amp;D games:&lt;br /&gt;
http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349751</id>
		<title>DandD5eEastMarches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349751"/>
		<updated>2019-01-06T17:57:56Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click &#039;Edit&#039; above to add items to this.&lt;br /&gt;
&lt;br /&gt;
NOTE: you don&#039;t have to create an account, but if you don&#039;t your IP will be visible as a contributor.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:800px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;              ||&#039;&#039;&#039;Class/Race&#039;&#039;&#039;               ||&#039;&#039;&#039;Player&#039;&#039;&#039;||&#039;&#039;&#039;Character Sheet&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Zephon                 ||  Aasimar Bard (Lore College)  || Mike       || [https://ddb.ac/characters/7479846/9I2qFW Link]&lt;br /&gt;
|-&lt;br /&gt;
| Felicity Polypus       ||  Wizard                       || Adrian     || &lt;br /&gt;
|-&lt;br /&gt;
| Meepo                  ||  Kobold                       || Alex       || &lt;br /&gt;
|-&lt;br /&gt;
| Harrison Belmont       ||  Ex-professor                 || Ramon      || &lt;br /&gt;
|-&lt;br /&gt;
| Lady Kara Serpenthelm  ||  Runaway bride?               || Aleksandra ||&lt;br /&gt;
|-&lt;br /&gt;
| Roghnóir Avery         ||  Non-magical combat           || Peter      ||&lt;br /&gt;
|-&lt;br /&gt;
| Clavrus                ||  Yuan ti bard                 || Alexander    ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Currently Available Missions and Rumours==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The land north of Stromsburg needs to be farmed for us to survive, unfortunately a colony of unusually aggressive giant weasels seem to have moved in. Drive the beasts out of their warrens and into their graves! REWARD: 800gp to any group so bold enough to succeed!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A new goblin raid leader nick named Four Leaf has been leading a recent rash of raids against Stromsburg. Him and his gang are hidden somewhere in the Termite Woods, hunt down this devilish cretin and put an end to him! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; Potions of water breathing are needed desperately to wage war against the vicious lizard folk. Addleworst Gallipot has been charged with the creation of these potions but requires an armed escort to collect various reagents beyond the safety of Stromsburg. 800gp to the vigilant group of adventurers who can escort him on his task and return him to Stromsburg alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A delegation of dignity and tact are needed to deliver a gift and well wishes to King Treeacle of the Fey Orchard. What is needed is a commitment from him to remain neutral in our conflict with the goblins and the lizard people. The royal gift will be provided to the delegation by the magistrate of Stromsburg. REWARD: 800gp to any group so cunning as to succeed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The unsinkable vessel HMS Endeavor has been dashed against the rocks south of Stromsburg. The vessel was loaded with urgently needed supplies and weapons. The Magistrate will pay for any salvage that can be obtained from the wreckage. Haste is needed before the Goblins or Lizard Folk beat us to it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...So&#039;s I hears them talking &#039;bout some kinda map what&#039;s they&#039;ve found on Cap&#039; Green Beard&#039;s boat. Thems skallywags be spittin&#039; such words as it&#039;s some kind of map&#039;s got treasure on the other end! I knows these blokes be in the un-honerable inclinations so&#039;s I knows without no doubts they be planning on keeping these treasures all on they&#039;selves without a sharin&#039; what wit the crew and all. So&#039;s I says to meself some man&#039;o&#039;principles best teach them an error on their ways and I takes that map from thems. So&#039;s I do it, only they catch me up in a ditch just east o&#039; here. I gives them such a fightin&#039; but they takes the map from me and leaves me, they&#039;s own true shipmate, fer dead!...&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;The magistrate&#039;s daughter was abducted by giant spiders just a stone&#039;s throw from town. What a horrible way to go... I wonder if there&#039;s a chance she&#039;s still alive...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...arrogant Pelorites built that Monastery south east out of town with barely a wall. Said something about their faith protecting them. Well they paid the price for that, now their holy place is a nest for evil! What a shameful disgrace!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...Lost! In the Termite Woods I was! In desperation I closed my eyes and prayed for a sign. When I opened my eyes I saw a perfectly snow white rabbit staring at me from the grass. Thinking my prayers were answered I followed the creature until eventually it took me to a deep hole in the ground. I looked down that hole and I saw a twisting vision of riches of every variety! I was thrilled until I had a sort of chill come over me. A kind of fairy feelin&#039; if you know what I mean. I knew then that I had to get away just as quick as I could! I ran hard for days until finally I made it back to Stromsburg. I can&#039;t help the feeling that I only got away by the skin of my teeth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Intro text==&lt;br /&gt;
&lt;br /&gt;
Hello everyone and welcome to my upcoming Westmarches style D&amp;amp;D game. I invite you to start playing in January. This style of D&amp;amp;D is different because there is a large pool of players rather than one regular group. This should make scheduling a lot less painful.&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
The way scheduling will work is that using this mailing group players will organize themselves into a group of about 4-5 and propose an adventure they would like to go on. For instance they could ask, &amp;quot;Hey, who wants to explore the sunken fort this Friday?&amp;quot; If there are enough people available then you would form a group and off to the fort we&#039;d go. The intention would be to complete the adventure in a single sitting.&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
This campaign takes place in the wild and unexplored frontier of The Eastmarches where danger and treasure are two sides of the same face eating monster. The sole bulwark of civilization there is fledgling Fort Stromsburg which is abutted by The Blood Highlands to the North and The Termite Woods to the East. From there you will set out for adventure, but be warned, The Eastmarches have repelled colonizing forces before and seems bent on doing so again! HMS Endeavor has been wrecked upon the treacherous coast, goblins and lizardfolk assail the fort&#039;s palisades, and supplies dwindle with every passing day. &lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
We will be using this email group to coordinate and schedule the game. It&#039;s important that we use this email group to keep the game interesting and inclusive. &lt;br /&gt;
&lt;br /&gt;
After every session there will be bonus experience points for the group if someone from the session writes a satisfying after action report and emails it to the group.&lt;br /&gt;
&lt;br /&gt;
There will be no map or compiling of information done by me. It is up to the players to pool their knowledge and build a sense of the land.&lt;br /&gt;
&lt;br /&gt;
===Roll20===&lt;br /&gt;
It&#039;s possible some games might take place in person but I anticipate most will happen online. We will be using the Roll20 platform, so please make a free account.&lt;br /&gt;
&lt;br /&gt;
Once you have an account please follow this link to join the game. I will then be able to give you a digital character sheet.&lt;br /&gt;
https://app.roll20.net/join/3993166/TIqmnA &lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
Please feel free to create your character at any time. When you finish please send an introduction of your character to the group email. Consider describing them as they first arrive at the boisterous bar of The Grim Totem Inn and perhaps mention why they have come to the godforsaken Eastmarches.&lt;br /&gt;
- Characters start at lvl 3&lt;br /&gt;
- Gain 1 bonus feat, on the house!&lt;br /&gt;
- Please use the features from any of the official books when creating your character. (no flying races tho)&lt;br /&gt;
- For your starting equipment, ignore the starting equipment in your class section and instead use the following chart to determine how much money you have to buy equipment:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starting Class&#039;&#039;&#039;||&#039;&#039;&#039;Starting Wealth&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian      ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Bard           ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Cleric         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Druid          ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Fighter        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Monk           ||  38gp&lt;br /&gt;
|-&lt;br /&gt;
| Paladin        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Ranger         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Rogue          ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer       ||  225gp&lt;br /&gt;
|-&lt;br /&gt;
| Warlock        ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Wizard         ||  300gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===More Info===&lt;br /&gt;
Here is some optional information about Westmarches style D&amp;amp;D games:&lt;br /&gt;
http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349750</id>
		<title>DandD5eEastMarches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349750"/>
		<updated>2019-01-06T17:57:35Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: Undo revision 349748&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click &#039;Edit&#039; above to add items to this.&lt;br /&gt;
&lt;br /&gt;
NOTE: you don&#039;t have to create an account, but if you don&#039;t your IP will be visible as a contributor.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:800px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;              ||&#039;&#039;&#039;Class/Race&#039;&#039;&#039;               ||&#039;&#039;&#039;Player&#039;&#039;&#039;||&#039;&#039;&#039;Character Sheet&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Zephon                 ||  Aasimar Bard (Lore College)  || Mike       || [https://ddb.ac/characters/7479846/9I2qFW Link]&lt;br /&gt;
|-&lt;br /&gt;
| Felicity Polypus       ||  Wizard                       || Adrian     || &lt;br /&gt;
|-&lt;br /&gt;
| Meepo                  ||  Kobold                       || Alex       || &lt;br /&gt;
|-&lt;br /&gt;
| Harrison Belmont       ||  Ex-professor                 || Ramon      || &lt;br /&gt;
|-&lt;br /&gt;
| Lady Kara Serpenthelm  ||  Runaway bride?               || Aleksandra ||&lt;br /&gt;
|-&lt;br /&gt;
| Roghnóir Avery         ||  Non-magical combat           || Peter      ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Currently Available Missions and Rumours==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The land north of Stromsburg needs to be farmed for us to survive, unfortunately a colony of unusually aggressive giant weasels seem to have moved in. Drive the beasts out of their warrens and into their graves! REWARD: 800gp to any group so bold enough to succeed!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A new goblin raid leader nick named Four Leaf has been leading a recent rash of raids against Stromsburg. Him and his gang are hidden somewhere in the Termite Woods, hunt down this devilish cretin and put an end to him! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; Potions of water breathing are needed desperately to wage war against the vicious lizard folk. Addleworst Gallipot has been charged with the creation of these potions but requires an armed escort to collect various reagents beyond the safety of Stromsburg. 800gp to the vigilant group of adventurers who can escort him on his task and return him to Stromsburg alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A delegation of dignity and tact are needed to deliver a gift and well wishes to King Treeacle of the Fey Orchard. What is needed is a commitment from him to remain neutral in our conflict with the goblins and the lizard people. The royal gift will be provided to the delegation by the magistrate of Stromsburg. REWARD: 800gp to any group so cunning as to succeed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The unsinkable vessel HMS Endeavor has been dashed against the rocks south of Stromsburg. The vessel was loaded with urgently needed supplies and weapons. The Magistrate will pay for any salvage that can be obtained from the wreckage. Haste is needed before the Goblins or Lizard Folk beat us to it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...So&#039;s I hears them talking &#039;bout some kinda map what&#039;s they&#039;ve found on Cap&#039; Green Beard&#039;s boat. Thems skallywags be spittin&#039; such words as it&#039;s some kind of map&#039;s got treasure on the other end! I knows these blokes be in the un-honerable inclinations so&#039;s I knows without no doubts they be planning on keeping these treasures all on they&#039;selves without a sharin&#039; what wit the crew and all. So&#039;s I says to meself some man&#039;o&#039;principles best teach them an error on their ways and I takes that map from thems. So&#039;s I do it, only they catch me up in a ditch just east o&#039; here. I gives them such a fightin&#039; but they takes the map from me and leaves me, they&#039;s own true shipmate, fer dead!...&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;The magistrate&#039;s daughter was abducted by giant spiders just a stone&#039;s throw from town. What a horrible way to go... I wonder if there&#039;s a chance she&#039;s still alive...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...arrogant Pelorites built that Monastery south east out of town with barely a wall. Said something about their faith protecting them. Well they paid the price for that, now their holy place is a nest for evil! What a shameful disgrace!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...Lost! In the Termite Woods I was! In desperation I closed my eyes and prayed for a sign. When I opened my eyes I saw a perfectly snow white rabbit staring at me from the grass. Thinking my prayers were answered I followed the creature until eventually it took me to a deep hole in the ground. I looked down that hole and I saw a twisting vision of riches of every variety! I was thrilled until I had a sort of chill come over me. A kind of fairy feelin&#039; if you know what I mean. I knew then that I had to get away just as quick as I could! I ran hard for days until finally I made it back to Stromsburg. I can&#039;t help the feeling that I only got away by the skin of my teeth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Intro text==&lt;br /&gt;
&lt;br /&gt;
Hello everyone and welcome to my upcoming Westmarches style D&amp;amp;D game. I invite you to start playing in January. This style of D&amp;amp;D is different because there is a large pool of players rather than one regular group. This should make scheduling a lot less painful.&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
The way scheduling will work is that using this mailing group players will organize themselves into a group of about 4-5 and propose an adventure they would like to go on. For instance they could ask, &amp;quot;Hey, who wants to explore the sunken fort this Friday?&amp;quot; If there are enough people available then you would form a group and off to the fort we&#039;d go. The intention would be to complete the adventure in a single sitting.&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
This campaign takes place in the wild and unexplored frontier of The Eastmarches where danger and treasure are two sides of the same face eating monster. The sole bulwark of civilization there is fledgling Fort Stromsburg which is abutted by The Blood Highlands to the North and The Termite Woods to the East. From there you will set out for adventure, but be warned, The Eastmarches have repelled colonizing forces before and seems bent on doing so again! HMS Endeavor has been wrecked upon the treacherous coast, goblins and lizardfolk assail the fort&#039;s palisades, and supplies dwindle with every passing day. &lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
We will be using this email group to coordinate and schedule the game. It&#039;s important that we use this email group to keep the game interesting and inclusive. &lt;br /&gt;
&lt;br /&gt;
After every session there will be bonus experience points for the group if someone from the session writes a satisfying after action report and emails it to the group.&lt;br /&gt;
&lt;br /&gt;
There will be no map or compiling of information done by me. It is up to the players to pool their knowledge and build a sense of the land.&lt;br /&gt;
&lt;br /&gt;
===Roll20===&lt;br /&gt;
It&#039;s possible some games might take place in person but I anticipate most will happen online. We will be using the Roll20 platform, so please make a free account.&lt;br /&gt;
&lt;br /&gt;
Once you have an account please follow this link to join the game. I will then be able to give you a digital character sheet.&lt;br /&gt;
https://app.roll20.net/join/3993166/TIqmnA &lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
Please feel free to create your character at any time. When you finish please send an introduction of your character to the group email. Consider describing them as they first arrive at the boisterous bar of The Grim Totem Inn and perhaps mention why they have come to the godforsaken Eastmarches.&lt;br /&gt;
- Characters start at lvl 3&lt;br /&gt;
- Gain 1 bonus feat, on the house!&lt;br /&gt;
- Please use the features from any of the official books when creating your character. (no flying races tho)&lt;br /&gt;
- For your starting equipment, ignore the starting equipment in your class section and instead use the following chart to determine how much money you have to buy equipment:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starting Class&#039;&#039;&#039;||&#039;&#039;&#039;Starting Wealth&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian      ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Bard           ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Cleric         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Druid          ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Fighter        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Monk           ||  38gp&lt;br /&gt;
|-&lt;br /&gt;
| Paladin        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Ranger         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Rogue          ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer       ||  225gp&lt;br /&gt;
|-&lt;br /&gt;
| Warlock        ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Wizard         ||  300gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===More Info===&lt;br /&gt;
Here is some optional information about Westmarches style D&amp;amp;D games:&lt;br /&gt;
http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349367</id>
		<title>DandD5eEastMarches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349367"/>
		<updated>2019-01-03T20:06:10Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click &#039;Edit&#039; above to add items to this.&lt;br /&gt;
&lt;br /&gt;
NOTE: you don&#039;t have to create an account, but if you don&#039;t your IP will be visible as a contributor.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:800px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;              ||&#039;&#039;&#039;Class/Race&#039;&#039;&#039;               ||&#039;&#039;&#039;Player&#039;&#039;&#039;||&#039;&#039;&#039;Character Sheet&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Zephon                 ||  Aasimar Bard (Lore College)  || Mike       || [https://ddb.ac/characters/7479846/9I2qFW Link]&lt;br /&gt;
|-&lt;br /&gt;
| Felicity Polypus       ||  Wizard                       || Adrian     || &lt;br /&gt;
|-&lt;br /&gt;
| Meepo                  ||  Kobold                       || Alex       || &lt;br /&gt;
|-&lt;br /&gt;
| Harrison Belmont       ||  Ex-professor                 || Ramon      || &lt;br /&gt;
|-&lt;br /&gt;
| Lady Kara Serpenthelm  ||  Runaway bride?               || Aleksandra ||&lt;br /&gt;
|-&lt;br /&gt;
| Roghnóir Avery         ||  Non-magical combat           || Peter      ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Currently Available Missions and Rumours==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The land north of Stromsburg needs to be farmed for us to survive, unfortunately a colony of unusually aggressive giant weasels seem to have moved in. Drive the beasts out of their warrens and into their graves! REWARD: 800gp to any group so bold enough to succeed!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A new goblin raid leader nick named Four Leaf has been leading a recent rash of raids against Stromsburg. Him and his gang are hidden somewhere in the Termite Woods, hunt down this devilish cretin and put an end to him! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; Potions of water breathing are needed desperately to wage war against the vicious lizard folk. Addleworst Gallipot has been charged with the creation of these potions but requires an armed escort to collect various reagents beyond the safety of Stromsburg. 800gp to the vigilant group of adventurers who can escort him on his task and return him to Stromsburg alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A delegation of dignity and tact are needed to deliver a gift and well wishes to King Treeacle of the Fey Orchard. What is needed is a commitment from him to remain neutral in our conflict with the goblins and the lizard people. The royal gift will be provided to the delegation by the magistrate of Stromsburg. REWARD: 800gp to any group so cunning as to succeed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The unsinkable vessel HMS Endeavor has been dashed against the rocks south of Stromsburg. The vessel was loaded with urgently needed supplies and weapons. The Magistrate will pay for any salvage that can be obtained from the wreckage. Haste is needed before the Goblins or Lizard Folk beat us to it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...So&#039;s I hears them talking &#039;bout some kinda map what&#039;s they&#039;ve found on Cap&#039; Green Beard&#039;s boat. Thems skallywags be spittin&#039; such words as it&#039;s some kind of map&#039;s got treasure on the other end! I knows these blokes be in the un-honerable inclinations so&#039;s I knows without no doubts they be planning on keeping these treasures all on they&#039;selves without a sharin&#039; what wit the crew and all. So&#039;s I says to meself some man&#039;o&#039;principles best teach them an error on their ways and I takes that map from thems. So&#039;s I do it, only they catch me up in a ditch just east o&#039; here. I gives them such a fightin&#039; but they takes the map from me and leaves me, they&#039;s own true shipmate, fer dead!...&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;The magistrate&#039;s daughter was abducted by giant spiders just a stone&#039;s throw from town. What a horrible way to go... I wonder if there&#039;s a chance she&#039;s still alive...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...arrogant Pelorites built that Monastery south east out of town with barely a wall. Said something about their faith protecting them. Well they paid the price for that, now their holy place is a nest for evil! What a shameful disgrace!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...Lost! In the Termite Woods I was! In desperation I closed my eyes and prayed for a sign. When I opened my eyes I saw a perfectly snow white rabbit staring at me from the grass. Thinking my prayers were answered I followed the creature until eventually it took me to a deep hole in the ground. I looked down that hole and I saw a twisting vision of riches of every variety! I was thrilled until I had a sort of chill come over me. A kind of fairy feelin&#039; if you know what I mean. I knew then that I had to get away just as quick as I could! I ran hard for days until finally I made it back to Stromsburg. I can&#039;t help the feeling that I only got away by the skin of my teeth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Intro text==&lt;br /&gt;
&lt;br /&gt;
Hello everyone and welcome to my upcoming Westmarches style D&amp;amp;D game. I invite you to start playing in January. This style of D&amp;amp;D is different because there is a large pool of players rather than one regular group. This should make scheduling a lot less painful.&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
The way scheduling will work is that using this mailing group players will organize themselves into a group of about 4-5 and propose an adventure they would like to go on. For instance they could ask, &amp;quot;Hey, who wants to explore the sunken fort this Friday?&amp;quot; If there are enough people available then you would form a group and off to the fort we&#039;d go. The intention would be to complete the adventure in a single sitting.&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
This campaign takes place in the wild and unexplored frontier of The Eastmarches where danger and treasure are two sides of the same face eating monster. The sole bulwark of civilization there is fledgling Fort Stromsburg which is abutted by The Blood Highlands to the North and The Termite Woods to the East. From there you will set out for adventure, but be warned, The Eastmarches have repelled colonizing forces before and seems bent on doing so again! HMS Endeavor has been wrecked upon the treacherous coast, goblins and lizardfolk assail the fort&#039;s palisades, and supplies dwindle with every passing day. &lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
We will be using this email group to coordinate and schedule the game. It&#039;s important that we use this email group to keep the game interesting and inclusive. &lt;br /&gt;
&lt;br /&gt;
After every session there will be bonus experience points for the group if someone from the session writes a satisfying after action report and emails it to the group.&lt;br /&gt;
&lt;br /&gt;
There will be no map or compiling of information done by me. It is up to the players to pool their knowledge and build a sense of the land.&lt;br /&gt;
&lt;br /&gt;
===Roll20===&lt;br /&gt;
It&#039;s possible some games might take place in person but I anticipate most will happen online. We will be using the Roll20 platform, so please make a free account.&lt;br /&gt;
&lt;br /&gt;
Once you have an account please follow this link to join the game. I will then be able to give you a digital character sheet.&lt;br /&gt;
https://app.roll20.net/join/3993166/TIqmnA &lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
Please feel free to create your character at any time. When you finish please send an introduction of your character to the group email. Consider describing them as they first arrive at the boisterous bar of The Grim Totem Inn and perhaps mention why they have come to the godforsaken Eastmarches.&lt;br /&gt;
- Characters start at lvl 3&lt;br /&gt;
- Gain 1 bonus feat, on the house!&lt;br /&gt;
- Please use the features from any of the official books when creating your character. (no flying races tho)&lt;br /&gt;
- For your starting equipment, ignore the starting equipment in your class section and instead use the following chart to determine how much money you have to buy equipment:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starting Class&#039;&#039;&#039;||&#039;&#039;&#039;Starting Wealth&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian      ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Bard           ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Cleric         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Druid          ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Fighter        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Monk           ||  38gp&lt;br /&gt;
|-&lt;br /&gt;
| Paladin        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Ranger         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Rogue          ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer       ||  225gp&lt;br /&gt;
|-&lt;br /&gt;
| Warlock        ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Wizard         ||  300gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===More Info===&lt;br /&gt;
Here is some optional information about Westmarches style D&amp;amp;D games:&lt;br /&gt;
http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349358</id>
		<title>DandD5eEastMarches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DandD5eEastMarches&amp;diff=349358"/>
		<updated>2019-01-03T18:49:47Z</updated>

		<summary type="html">&lt;p&gt;Hedonismbot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click &#039;Edit&#039; above to add items to this.&lt;br /&gt;
&lt;br /&gt;
NOTE: you don&#039;t have to create an account, but if you don&#039;t your IP will be visible as a contributor.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:800px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;              ||&#039;&#039;&#039;Class/Race&#039;&#039;&#039;               ||&#039;&#039;&#039;Player&#039;&#039;&#039;||&#039;&#039;&#039;Character Sheet&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Zephon                 ||  Aasimar Bard (Lore College)  || Mike       || [https://ddb.ac/characters/7479846/9I2qFW Link]&lt;br /&gt;
|-&lt;br /&gt;
| Felicity Polypus       ||  Wizard                       || Adrian     || &lt;br /&gt;
|-&lt;br /&gt;
| Meepo                  ||  Kobold                       || Alex       || &lt;br /&gt;
|-&lt;br /&gt;
| Harrison Belmont       ||  Ex-professor                 || Ramon      || &lt;br /&gt;
|-&lt;br /&gt;
| Lady Kara Serpenthelm  ||  Runaway bride?               || Aleksandra ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Currently Available Missions and Rumours==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The land north of Stromsburg needs to be farmed for us to survive, unfortunately a colony of unusually aggressive giant weasels seem to have moved in. Drive the beasts out of their warrens and into their graves! REWARD: 800gp to any group so bold enough to succeed!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A new goblin raid leader nick named Four Leaf has been leading a recent rash of raids against Stromsburg. Him and his gang are hidden somewhere in the Termite Woods, hunt down this devilish cretin and put an end to him! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; Potions of water breathing are needed desperately to wage war against the vicious lizard folk. Addleworst Gallipot has been charged with the creation of these potions but requires an armed escort to collect various reagents beyond the safety of Stromsburg. 800gp to the vigilant group of adventurers who can escort him on his task and return him to Stromsburg alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A delegation of dignity and tact are needed to deliver a gift and well wishes to King Treeacle of the Fey Orchard. What is needed is a commitment from him to remain neutral in our conflict with the goblins and the lizard people. The royal gift will be provided to the delegation by the magistrate of Stromsburg. REWARD: 800gp to any group so cunning as to succeed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The unsinkable vessel HMS Endeavor has been dashed against the rocks south of Stromsburg. The vessel was loaded with urgently needed supplies and weapons. The Magistrate will pay for any salvage that can be obtained from the wreckage. Haste is needed before the Goblins or Lizard Folk beat us to it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...So&#039;s I hears them talking &#039;bout some kinda map what&#039;s they&#039;ve found on Cap&#039; Green Beard&#039;s boat. Thems skallywags be spittin&#039; such words as it&#039;s some kind of map&#039;s got treasure on the other end! I knows these blokes be in the un-honerable inclinations so&#039;s I knows without no doubts they be planning on keeping these treasures all on they&#039;selves without a sharin&#039; what wit the crew and all. So&#039;s I says to meself some man&#039;o&#039;principles best teach them an error on their ways and I takes that map from thems. So&#039;s I do it, only they catch me up in a ditch just east o&#039; here. I gives them such a fightin&#039; but they takes the map from me and leaves me, they&#039;s own true shipmate, fer dead!...&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;The magistrate&#039;s daughter was abducted by giant spiders just a stone&#039;s throw from town. What a horrible way to go... I wonder if there&#039;s a chance she&#039;s still alive...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...arrogant Pelorites built that Monastery south east out of town with barely a wall. Said something about their faith protecting them. Well they paid the price for that, now their holy place is a nest for evil! What a shameful disgrace!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumor:&#039;&#039;&#039; &amp;quot;...Lost! In the Termite Woods I was! In desperation I closed my eyes and prayed for a sign. When I opened my eyes I saw a perfectly snow white rabbit staring at me from the grass. Thinking my prayers were answered I followed the creature until eventually it took me to a deep hole in the ground. I looked down that hole and I saw a twisting vision of riches of every variety! I was thrilled until I had a sort of chill come over me. A kind of fairy feelin&#039; if you know what I mean. I knew then that I had to get away just as quick as I could! I ran hard for days until finally I made it back to Stromsburg. I can&#039;t help the feeling that I only got away by the skin of my teeth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Intro text==&lt;br /&gt;
&lt;br /&gt;
Hello everyone and welcome to my upcoming Westmarches style D&amp;amp;D game. I invite you to start playing in January. This style of D&amp;amp;D is different because there is a large pool of players rather than one regular group. This should make scheduling a lot less painful.&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
The way scheduling will work is that using this mailing group players will organize themselves into a group of about 4-5 and propose an adventure they would like to go on. For instance they could ask, &amp;quot;Hey, who wants to explore the sunken fort this Friday?&amp;quot; If there are enough people available then you would form a group and off to the fort we&#039;d go. The intention would be to complete the adventure in a single sitting.&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
This campaign takes place in the wild and unexplored frontier of The Eastmarches where danger and treasure are two sides of the same face eating monster. The sole bulwark of civilization there is fledgling Fort Stromsburg which is abutted by The Blood Highlands to the North and The Termite Woods to the East. From there you will set out for adventure, but be warned, The Eastmarches have repelled colonizing forces before and seems bent on doing so again! HMS Endeavor has been wrecked upon the treacherous coast, goblins and lizardfolk assail the fort&#039;s palisades, and supplies dwindle with every passing day. &lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
We will be using this email group to coordinate and schedule the game. It&#039;s important that we use this email group to keep the game interesting and inclusive. &lt;br /&gt;
&lt;br /&gt;
After every session there will be bonus experience points for the group if someone from the session writes a satisfying after action report and emails it to the group.&lt;br /&gt;
&lt;br /&gt;
There will be no map or compiling of information done by me. It is up to the players to pool their knowledge and build a sense of the land.&lt;br /&gt;
&lt;br /&gt;
===Roll20===&lt;br /&gt;
It&#039;s possible some games might take place in person but I anticipate most will happen online. We will be using the Roll20 platform, so please make a free account.&lt;br /&gt;
&lt;br /&gt;
Once you have an account please follow this link to join the game. I will then be able to give you a digital character sheet.&lt;br /&gt;
https://app.roll20.net/join/3993166/TIqmnA &lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
Please feel free to create your character at any time. When you finish please send an introduction of your character to the group email. Consider describing them as they first arrive at the boisterous bar of The Grim Totem Inn and perhaps mention why they have come to the godforsaken Eastmarches.&lt;br /&gt;
- Characters start at lvl 3&lt;br /&gt;
- Gain 1 bonus feat, on the house!&lt;br /&gt;
- Please use the features from any of the official books when creating your character. (no flying races tho)&lt;br /&gt;
- For your starting equipment, ignore the starting equipment in your class section and instead use the following chart to determine how much money you have to buy equipment:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; border-style: solid; border-width: 1px; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Starting Class&#039;&#039;&#039;||&#039;&#039;&#039;Starting Wealth&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian      ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Bard           ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Cleric         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Druid          ||  150gp&lt;br /&gt;
|-&lt;br /&gt;
| Fighter        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Monk           ||  38gp&lt;br /&gt;
|-&lt;br /&gt;
| Paladin        ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Ranger         ||  375gp&lt;br /&gt;
|-&lt;br /&gt;
| Rogue          ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer       ||  225gp&lt;br /&gt;
|-&lt;br /&gt;
| Warlock        ||  300gp&lt;br /&gt;
|-&lt;br /&gt;
| Wizard         ||  300gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===More Info===&lt;br /&gt;
Here is some optional information about Westmarches style D&amp;amp;D games:&lt;br /&gt;
http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/&lt;/div&gt;</summary>
		<author><name>Hedonismbot</name></author>
	</entry>
</feed>