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	<updated>2026-05-15T07:57:49Z</updated>
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		<title>Ziggurats</title>
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		<updated>2020-08-14T10:52:43Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Lakmu the Lyrist, Human, Wanderer, Rogue 1st lvl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
CN male human wizard (fire) 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength 11 (-)&lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Constitution 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom 11 (-)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 8&lt;br /&gt;
&lt;br /&gt;
Speed: 30’&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
Melee Attack: Quarterstaff +0, damage 1d6&lt;br /&gt;
&lt;br /&gt;
Ranged Attack: Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&lt;br /&gt;
Category	Total	Class	Ability	Misc&lt;br /&gt;
Fortitude	+2	+0	+2	-&lt;br /&gt;
Reflex	        +1	+0      +1	-&lt;br /&gt;
Will            +2	+2	+0	-&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
    Common&lt;br /&gt;
    High Talk&lt;br /&gt;
    Ancient&lt;br /&gt;
    Dead Talk&lt;br /&gt;
    Scribe Code&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
&lt;br /&gt;
    Club, dagger and quarterstaff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +4 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment:&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lakmu_the_Lyrist&amp;diff=386250</id>
		<title>Lakmu the Lyrist</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lakmu_the_Lyrist&amp;diff=386250"/>
		<updated>2020-08-14T10:50:44Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: Created page with &amp;quot;A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&amp;#039;t let his p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3) HD: d8 HP: 10 Armor Class: 17 Touch 14, Flatfooted 13 Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +4 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment: Waiwode: 3D6 → 3(1 +1 +1)#Wealth Roll Oh boy. A 3. I have 30 tin rods, the minimum amount. Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.&lt;br /&gt;
Lyre.&lt;br /&gt;
&lt;br /&gt;
Backpack -2/2&lt;br /&gt;
&lt;br /&gt;
Belt Pouch -1/3&lt;br /&gt;
&lt;br /&gt;
Waist Pouch -0.5/3.5&lt;br /&gt;
&lt;br /&gt;
Kit, Survival -5/8.5&lt;br /&gt;
&lt;br /&gt;
2 x Daggers -4/12.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sling -/8.5&lt;br /&gt;
&lt;br /&gt;
20 Sling Stones -0.2/12.7&lt;br /&gt;
&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&lt;br /&gt;
&lt;br /&gt;
String, 50ft -0.01/13.71&lt;br /&gt;
&lt;br /&gt;
Bedroll -0.5/14.21&lt;br /&gt;
&lt;br /&gt;
3 torches -0.03/14.24&lt;br /&gt;
&lt;br /&gt;
3 candles -0.03/14.27&lt;br /&gt;
&lt;br /&gt;
3 Trail rations -1.5/15.77&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
Masterwork Short bow.&lt;br /&gt;
&lt;br /&gt;
2 Quivers of arrows.&lt;br /&gt;
&lt;br /&gt;
Remaining Coin: 84.23&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivations:&lt;br /&gt;
&lt;br /&gt;
Key: Survival&lt;br /&gt;
&lt;br /&gt;
Important: Curiosity, Wanderlust&lt;br /&gt;
&lt;br /&gt;
Maybe: Wealth, Fame, Other (Revenge)&lt;br /&gt;
&lt;br /&gt;
Survival is what drove him to crime, set him to wandering, allowed him to focus on learning an instrument and catalogue of songs. Poverty has been a spectre over him all of his life. Great wealth might be nice, but for now a few more tin rods will help ensure he survives. Curiosity pulls him. Lakmu has only experienced a tiny sliver of the world, and after years in a copper mine he is eager to find more and more wondrous sights.&lt;br /&gt;
&lt;br /&gt;
Wanderlust pushes Lakmu. Part of it is his profession. Play a couple places, earn some tin, but there are new markets, new towns to visit, new hills to cross. But seeded in his wanderlust is a desire to find a home, something he&#039;s never really had and might not recognize when he finds it. But on that day, Lakmu hopes he can hang up his travelling pack.&lt;br /&gt;
Wealth, the parables and songs tell us that it can&#039;t buy happiness. Who hasn&#039;t heard the song about the king with the golden touch? Or the man with the chicken who laid eggs of gold? Both those tales end in woe. But Lakmu, who has tried to sleep without shelter as the winter storms drive rain from above, who has tightened his rope belt to quell his hunger pangs, and who has stolen many a loaf, fruit and vegetable during his days is sure that a bit of wealth might actually be quite nice.&lt;br /&gt;
Fame is one of the least of Lakmu&#039;s concerns. Still, he spent years learning to sing, to play. Gaining public acclaim, and recognition by those far his senior in the arts would be nice.&lt;br /&gt;
Revenge When you have nothing, revenge is nothing but a fantasy. For three years he laboured in an open-pit copper mine. Although the guards were not particularly cruel, neither was the experience free of corporal punishment.&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386209</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386209"/>
		<updated>2020-08-14T03:21:44Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Lakmu the Lyrist, Human, Wanderer, Rogue 1st lvl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
CN male human wizard (fire) 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength 11 (-)&lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Constitution 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom 11 (-)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 8&lt;br /&gt;
&lt;br /&gt;
Speed: 30’&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
Melee Attack: Quarterstaff +0, damage 1d6&lt;br /&gt;
&lt;br /&gt;
Ranged Attack: Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&lt;br /&gt;
Category	Total	Class	Ability	Misc&lt;br /&gt;
Fortitude	+2	+0	+2	-&lt;br /&gt;
Reflex	        +1	+0      +1	-&lt;br /&gt;
Will            +2	+2	+0	-&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
    Common&lt;br /&gt;
    High Talk&lt;br /&gt;
    Ancient&lt;br /&gt;
    Dead Talk&lt;br /&gt;
    Scribe Code&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
&lt;br /&gt;
    Club, dagger and quarterstaff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +4 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment: Waiwode: 3D6 → 3(1 +1 +1)#Wealth Roll Oh boy. A 3. I have 30 tin rods, the minimum amount.&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivations:&lt;br /&gt;
 Key: Survival&lt;br /&gt;
 Important: Curiosity, Wanderlust&lt;br /&gt;
 Maybe: Wealth, Fame, Other (Revenge)&lt;br /&gt;
&lt;br /&gt;
Survival is what drove him to crime, set him to wandering, allowed him to focus on learning an instrument and catalogue of songs. Poverty has been a spectre over him all of his life. Great wealth might be nice, but for now a few more tin rods will help ensure he survives.&lt;br /&gt;
Curiosity pulls him. Lakmu has only experienced a tiny sliver of the world, and after years in a copper mine he is eager to find more and more wondrous sights.&amp;lt;/br&amp;gt;&lt;br /&gt;
Wanderlust pushes Lakmu. Part of it is his profession. Play a couple places, earn some tin, but there are new markets, new towns to visit, new hills to cross. But seeded in his wanderlust is a desire to find a home, something he&#039;s never really had and might not recognize when he finds it. But on that day, Lakmu hopes he can hang up his travelling pack.&amp;lt;/br&amp;gt;&lt;br /&gt;
Wealth, the parables and songs tell us that it can&#039;t buy happiness. Who hasn&#039;t heard the song about the king with the golden touch? Or the man with the chicken who laid eggs of gold? Both those tales end in woe. But Lakmu, who has tried to sleep without shelter as the winter storms drive rain from above, who has tightened his rope belt to quell his hunger pangs, and who has stolen many a loaf, fruit and vegetable during his days is sure that a bit of wealth might actually be quite nice.&amp;lt;/br&amp;gt;&lt;br /&gt;
Fame is one of the least of Lakmu&#039;s concerns. Still, he spent years learning to sing, to play. Gaining public acclaim, and recognition by those far his senior in the arts would be nice.&amp;lt;/br&amp;gt;&lt;br /&gt;
Revenge When you have nothing, revenge is nothing but a fantasy. For three years he laboured in an open-pit copper mine. Although the guards were not particularly cruel, neither was the experience free of corporal punishment.&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=L5R_Distant_Thunder&amp;diff=378407</id>
		<title>L5R Distant Thunder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=L5R_Distant_Thunder&amp;diff=378407"/>
		<updated>2020-03-12T19:08:24Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Legend of the Five Rings, 4th Edition. A game starting pre-Scorpion Clan Coup, the default setting for the 1st edition of the RPG.&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for L5R Distant Thunder, a Play-by-Post that will be run on the rpg.net PbP forum. I&#039;m Waiwode, the GM. &lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
[[File:Distant Thunder Chibi Group 2.jpg | 400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Kakita Doijin]]===&lt;br /&gt;
&lt;br /&gt;
[[File:Kakita Doijin Chibi.jpg | right | 100px]]&lt;br /&gt;
&lt;br /&gt;
Crane Clan, Kakita Bushi, played by **lordmcdeath**&lt;br /&gt;
&lt;br /&gt;
Sister, Kakita Aneko, aide to Kakita Yoshi&lt;br /&gt;
&lt;br /&gt;
===[[Akodo Kumiko]]===&lt;br /&gt;
&lt;br /&gt;
[[File:Kumiko Chibi.jpg | right | 100px]]&lt;br /&gt;
&lt;br /&gt;
Lion Clan kuge, Akodo Bushi, played by **Angwa**&lt;br /&gt;
&lt;br /&gt;
Her father is Akodo Genji, her mother is Akodo no Kakita Miko, both deceased. &lt;br /&gt;
&lt;br /&gt;
She is betrothed to Hida Sukune and has a handmaiden called Miko. Also a pekingese Kawaii.&lt;br /&gt;
&lt;br /&gt;
Grandfather: Akodo Issei&lt;br /&gt;
&lt;br /&gt;
===[[Kakita Hayase]]===&lt;br /&gt;
&lt;br /&gt;
[[File:Kakita Hayase Chibi.jpg | right | 100px]]&lt;br /&gt;
&lt;br /&gt;
Crane Clan, Doji Magistrate, played by **Ebony**&lt;br /&gt;
&lt;br /&gt;
Parents: Zuikaku (Father, Retired Magistrate), Tomoe (Mother)&lt;br /&gt;
&lt;br /&gt;
Brothers: Shingen (Aide, Otusan Uichi), Noburo (Crossroads Castle)&lt;br /&gt;
&lt;br /&gt;
Sister: Haruko (LiW to Doji Aki)&lt;br /&gt;
&lt;br /&gt;
===[[Hiruma Jun&#039;Ai]]=== &lt;br /&gt;
&lt;br /&gt;
[[File:JunAi Chibi.jpg | right | 100px]]&lt;br /&gt;
&lt;br /&gt;
Crab Clan Hiruma Bushi, played by **ClassDunce**&lt;br /&gt;
&lt;br /&gt;
Jun’Ai’s father is Hiruma Kenji, he’s the Scout Commander of Shattered Peaks Castle. &lt;br /&gt;
&lt;br /&gt;
Afte Jun’Ai’s mother passed Kenji married a Hida named Chei. Chei is about a head and a half taller than Kenji who is not a large man. &lt;br /&gt;
&lt;br /&gt;
Jun’Ai’s oldest sister was named Rika and she didn’t survive her Gempukku, and her remains were never recovered. &lt;br /&gt;
&lt;br /&gt;
Her second sister is Yuko and she’s married to a Yasuki named Haru. &lt;br /&gt;
&lt;br /&gt;
Jun’Ai has three younger sister who are the daughters of Chei. They are, from oldest to youngest, Motoko 14, Yo 13and Ruri 12. They are all tall.&lt;br /&gt;
&lt;br /&gt;
[[File:Distant Thunder Chibi Group.jpg | 400px]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
==The Yoriki==&lt;br /&gt;
&lt;br /&gt;
After the Scorpion Clan Coup each of the new Magistrates was assigned a young yoriki, to assist the Magistrates, and for the Magistrates to mentor.&lt;br /&gt;
&lt;br /&gt;
===Doji Okada===&lt;br /&gt;
&lt;br /&gt;
Doji Okada, of the Crane Clan, is a student of the Doji Magistrate school, and is yoriki to Hiruma Jun&#039;AI.&lt;br /&gt;
&lt;br /&gt;
===Moto Narantsetseg===&lt;br /&gt;
&lt;br /&gt;
Moto Narantsetseg, or &amp;quot;Moto Hana&amp;quot; to those unfamiliar with barbaric languages, is a Moto Vindicator, and is the yoriki of Kakita Hayase.&lt;br /&gt;
&lt;br /&gt;
===Suzume Aiko===&lt;br /&gt;
&lt;br /&gt;
Suzume Aiko, of the Sparrow Clan (and the Sparrow Bushi School) is the yoriko of Kakita Doijin.&lt;br /&gt;
&lt;br /&gt;
===Sparrow===&lt;br /&gt;
&lt;br /&gt;
The young peasant boy Sparrow is Hiruma Jun&#039;Ai&#039;s budoka&lt;br /&gt;
&lt;br /&gt;
==The Empire of Rokugan==&lt;br /&gt;
&lt;br /&gt;
==Imperial Families==&lt;br /&gt;
&lt;br /&gt;
===The Emperor===&lt;br /&gt;
Hantei XXXVIII has, for the most part, kept the Empire at peace. His Miya heralds work tirelessly across Rokugan to diffuse tense situations, the Otomo carefully balance Clan against clan with a web of favours and debts, and his Seppun guards secure the Imperial City and lead a small standing army, the Imperial Legion.&lt;br /&gt;
&lt;br /&gt;
Married four times, and four times a widower, despite the attentions of a number of Imperial concubines he has one heir, Hantei Sotorii.&lt;br /&gt;
&lt;br /&gt;
====The Miya====&lt;br /&gt;
Daimyo Miya Yoto is an aging courtier, and a strong proponent of Imperial Edict enforced Peace. As Master of Heralds and Couriers he is one of the best-informed men in the Imperial City. His hunting birds are the envy of all, second in scope and pedigree only to the Emperor&#039;s birds.&lt;br /&gt;
&lt;br /&gt;
====The Otomo====&lt;br /&gt;
There are no unkind words said about Daimyo Otomo Sorai. As he is one of the most powerful courtiers in the Empire, responsible for maintaining the treacherous balance of Clan power, and a confident of Hantei XXXVIII, this is a good measure of exactly how well he mixes cunning and charm.&lt;br /&gt;
&lt;br /&gt;
Otomo Sorin - Topaz Championship Host&lt;br /&gt;
&lt;br /&gt;
Otomo O-Hana - Topaz Championship Host&lt;br /&gt;
&lt;br /&gt;
Otomo Setsura - Topaz Championship Host&lt;br /&gt;
&lt;br /&gt;
====The Seppun====&lt;br /&gt;
Daimyo Seppun Daiori is a vigilant warrior, befitting the master of the Imperial Bodyguard. he is haughty and distant, known to shun mere buke and keep only the company of other kuge. He is regarded as one of the finest Go masters in the capital.&lt;br /&gt;
&lt;br /&gt;
==The Great Clans==&lt;br /&gt;
&lt;br /&gt;
===The Crab===&lt;br /&gt;
For the past several years the Shadowlands have grown quiet. Although oni still infest lost Hiruma Castle, they rarely approach the Kaiu Wall in great numbers anymore. With warriors idling, the eyes of the Crab Clan now turn north.&lt;br /&gt;
&lt;br /&gt;
Champion: Hida Kisada, the Great Bear&lt;br /&gt;
&lt;br /&gt;
Hiruma Daimyo: Hiruma Yoshi&lt;br /&gt;
&lt;br /&gt;
Kiau Daimyo: Kaiu Suman  &lt;br /&gt;
&lt;br /&gt;
Kuni Daimyo: Kuni Yori&lt;br /&gt;
&lt;br /&gt;
Yasuki Daimyo: Yasuki Taka&lt;br /&gt;
&lt;br /&gt;
Kiau Jodan, Imperial Magistrate, senior Magistrate in southern Rokugan.&lt;br /&gt;
&lt;br /&gt;
===The Crane===&lt;br /&gt;
The Crane have defeated the Lion, but Doji Satsume, Master of the Crane Clan and Emerald Champion, seems unwilling to press the advantage. He has handed his young son, Kuwanan, over to the Akodo as a hostage.&lt;br /&gt;
&lt;br /&gt;
Clan Champion: Doji Satsume, Emerald Champion&lt;br /&gt;
&lt;br /&gt;
Asahina Patriarch: Asahina Tomo is &amp;quot;senior Shugenja&amp;quot; -- as close as the Asahina come to Daimyo.&lt;br /&gt;
&lt;br /&gt;
Daidoji Daimyo: Daidoji Uchida&lt;br /&gt;
&lt;br /&gt;
Kakita Daimyo: Kakita Yoshi&lt;br /&gt;
&lt;br /&gt;
Sensei Asahina Hisao, the Crane Clan master of Kaze-do&lt;br /&gt;
&lt;br /&gt;
===The Dragon===&lt;br /&gt;
With the death of Mirumoto Satsu in a duel with Hida Yakamo, the Dragon withdrew from the rest of the Empire, hiding behind the diplomatic services of the Dragonfly Clan. Now, it is said, they have emerged again.&lt;br /&gt;
&lt;br /&gt;
Clan Champion: Togashi Yokuni, an enigmatic armoured monk.&lt;br /&gt;
&lt;br /&gt;
Agasha Daimyo: Agasha Tomori&lt;br /&gt;
&lt;br /&gt;
Kitsuki Daimyo: Kitsuki Genjiro&lt;br /&gt;
&lt;br /&gt;
Mirumoto Daimyo: Mirumoto Shosan&lt;br /&gt;
&lt;br /&gt;
===The Lion===&lt;br /&gt;
Akodo Arasou was in the vanguard when they shattered the gates of Toshi Ranbo. What should have been a Lion victory was snatched from their hands by a crashing roar and foul smoke. The Lion are without a Champion, and the Matsu Daimyo Tsuko, Arasou&#039;s betrothed, is furious that the Council accepted the Imperial Peace Edict, and Crane hostages. Recently, Arasou&#039;s older brother Toturi was recalled from the monestary and made Champion of the Lion.&lt;br /&gt;
&lt;br /&gt;
Clan Champion: Akodo Toturi.&lt;br /&gt;
&lt;br /&gt;
Akodo Daimyo: Akodo Toturi. &lt;br /&gt;
&lt;br /&gt;
Ikoma Daimyo: Ikoma Ujiaki&lt;br /&gt;
&lt;br /&gt;
Kitsu Daimyo: Kitsu Omi&lt;br /&gt;
 &lt;br /&gt;
Matsu Daimyo: Matsu Tsuko.&lt;br /&gt;
&lt;br /&gt;
The Lion Tairō: Akodo &amp;quot;Ironhand&amp;quot; Nobukane, Akodo Yohime, Ikoma Hashizo, Kitsu Tokuzo, Matsu Shigemi&lt;br /&gt;
&lt;br /&gt;
Ikoma Morikumo, the Spider.&lt;br /&gt;
&lt;br /&gt;
===The Phoenix===&lt;br /&gt;
All the signs and portents point to a great disaster, the likes of which have not been seen. Yet the Empire is at peace, there are no serious external threats. Could the wisest sages, most learned astrologers, and the very Elemental masters be mistaken? The Phoenix search Rokugan for answers.&lt;br /&gt;
&lt;br /&gt;
Clan Champion: Shiba Ujimitsu&lt;br /&gt;
&lt;br /&gt;
Asako Daimyo: Asako Togama&lt;br /&gt;
&lt;br /&gt;
Master of Air: Isawa Eju&lt;br /&gt;
&lt;br /&gt;
Master of Earth: Isawa Rujo&lt;br /&gt;
&lt;br /&gt;
Master of Fire: Isawa Tsuke&lt;br /&gt;
&lt;br /&gt;
Master of Water: Isawa Kaiyoko&lt;br /&gt;
&lt;br /&gt;
Master of Void: Isawa Ujina&lt;br /&gt;
&lt;br /&gt;
===The Scorpion===&lt;br /&gt;
With Bayushi Kachiko as Imperial Hatamoto and Emperor&#039;s Favourite, the Scorpion may finally be in position to break the centuries-long Crane stranglehold on Imperial Favour. Are the Scorpion gloating? Who can say, behind those masks?&lt;br /&gt;
&lt;br /&gt;
Clan Champion: Bayushi Shoju&lt;br /&gt;
&lt;br /&gt;
Soshi Daimo: Soshi Bantaro&lt;br /&gt;
&lt;br /&gt;
Shosuro Daimyo: Shosuro Hametsu&lt;br /&gt;
&lt;br /&gt;
Yogo Daimyo: Yogo Junzo,&lt;br /&gt;
&lt;br /&gt;
Yogo Hiriko, Yogo Shugenja and Kuge.&lt;br /&gt;
&lt;br /&gt;
Shosuro Amagi, Hiriko&#039;s mute, shadowy yojimbo. (Handsome Yojimbo - Jun&#039;Ai)&lt;br /&gt;
&lt;br /&gt;
Bayushi Hashizo, Scorpion Spymaster.&lt;br /&gt;
&lt;br /&gt;
===The Unicorn===&lt;br /&gt;
Part of the Empire, yet apart. The Unicorn have recently had several key appointments to the Imperial Legion (all in the Cavalry). Their caravans visit every major city. Yet to many they remain foreigners still.&lt;br /&gt;
&lt;br /&gt;
Clan Champion: Shinjo Ujimitsu&lt;br /&gt;
&lt;br /&gt;
Horiuchi: Horiuchi Shoan, a Family of one.&lt;br /&gt;
&lt;br /&gt;
Ide Family: Ide Tadaji&lt;br /&gt;
&lt;br /&gt;
Iuchi Family: Iuchi Daiyu&lt;br /&gt;
&lt;br /&gt;
Moto Family: Moto Terumori&lt;br /&gt;
&lt;br /&gt;
Utaku Family: Otaku Tetsuko&lt;br /&gt;
&lt;br /&gt;
Shinjo Gatsu, Unicorn Magistrate.&lt;br /&gt;
&lt;br /&gt;
==The Minor Clans==&lt;br /&gt;
&lt;br /&gt;
===The Badger===&lt;br /&gt;
&lt;br /&gt;
===The Centipede===&lt;br /&gt;
&lt;br /&gt;
===The Dragonfly===&lt;br /&gt;
&lt;br /&gt;
===The Falcon===&lt;br /&gt;
&lt;br /&gt;
===The Fox===&lt;br /&gt;
&lt;br /&gt;
===The Hare===&lt;br /&gt;
&lt;br /&gt;
===The Mantis===&lt;br /&gt;
Despite being a minor clan, the Mantis control enough wealth to rival any Great Clan. Every year merchants fill the holds of Mantis ships with mainland silk, paid for in fresh silver, and sail it to the islands, returning with spices and the finest teak.&lt;br /&gt;
(Secret: The Mantis trade with Gaijin merchants, with Imperial blessing. And taxation.)&lt;br /&gt;
&lt;br /&gt;
===The Sparrow===&lt;br /&gt;
&lt;br /&gt;
===The Tortoise===&lt;br /&gt;
&lt;br /&gt;
===The Wasp===&lt;br /&gt;
&lt;br /&gt;
== Supporting Cast ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Important Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes  ==&lt;br /&gt;
&lt;br /&gt;
===Chapter I [[The Topaz Championship]]===&lt;br /&gt;
&lt;br /&gt;
===Chapter II [[The Shadowlands]]===&lt;br /&gt;
&lt;br /&gt;
===Chapter III [[The Isles of Silk and Spice]]===&lt;br /&gt;
&lt;br /&gt;
===Chapter IV [[The First Winter]]===&lt;br /&gt;
&lt;br /&gt;
===Chapter V [[The Sacred Valley]]===&lt;br /&gt;
&lt;br /&gt;
===Chapter VI [[The Storm Breaks]]===&lt;br /&gt;
&lt;br /&gt;
===Chapter VII [[The Scorpion Interregnum]]=== &lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?781080-L5R-4e-Distant-Thunder Distant Thunder IC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?781079-L5R-4e-Distant-Thunder Distant Thunder OOC Thread]&lt;br /&gt;
&lt;br /&gt;
=== House Rules ===&lt;br /&gt;
&lt;br /&gt;
====Spell Scrolls====&lt;br /&gt;
&lt;br /&gt;
Spell Scrolls are copies of ancient spirit contracts. Each clan&#039;s contract is different. Without the ability to commune with spirits a spell scroll is nothing but paper filled with confusing and often meaningless symbols. Holding the scroll in the caster&#039;s hand acts as a &amp;quot;spiritual legal reminder&amp;quot; and provides a free raise to any spell the shugenja has memorized.&lt;br /&gt;
&lt;br /&gt;
====Heavy armour====&lt;br /&gt;
&lt;br /&gt;
Anyone with Heavy armour can chose to wear parts of it only, and have it count as Light Armour. This mostly comes into play when time is of the essence.&lt;br /&gt;
&lt;br /&gt;
====Kyujutsu and Bows====&lt;br /&gt;
&lt;br /&gt;
3. Master of Kyu-jutsu have used a daikyu on foot without penalty to accuracy for centuries. There is no accuracy penalty to using a daikyu while dismounted. Due to it&#039;s unique shape, it cannot be used inside single story buildings, however.&lt;br /&gt;
&lt;br /&gt;
====Scorpion Shadow Brands====&lt;br /&gt;
&lt;br /&gt;
Scorpion Shadow Brands, or Kage Yakiin.&lt;br /&gt;
&lt;br /&gt;
1. Cap Void (1 brand limits Void to 5, 2 to 4, etc).&lt;br /&gt;
&lt;br /&gt;
2. Add +1k0 to Stealth or attacks from Stealth in dim light. But not &amp;quot;every action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Incur a +5 TN &amp;quot;Pain&amp;quot; penalty when exposed to sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh. Also, you&#039;re utterly damned. You will never be admitted to Tengoku (Celestial heaven) and will never be reincarnated.&lt;br /&gt;
&lt;br /&gt;
====The Topaz Armour====&lt;br /&gt;
&lt;br /&gt;
Each year&#039;s suit is unique (but has to be sized after the competition), and the winner can keep it, although it is custom to &amp;quot;retire&amp;quot; a set after one year. Only one person should wear Topaz Armour.&lt;br /&gt;
&lt;br /&gt;
It is high quality (no mechanical benefit) Heavy Armour (but see my notes on the game world: partial heavy suits count as light armour).&lt;br /&gt;
&lt;br /&gt;
Minor nemurani: The spirits of the sacred event, which goes back to the dawn of Rokugan, fill the armour. For one year the wearer may add their Glory to their TN to be hit or to any skill roll involving invoking authority. At the end of the year the spirits return to Tsuma, leaving the armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Jade Magistrates====&lt;br /&gt;
&lt;br /&gt;
One cannot begin to understand the need for Jade Magistrates without first knowing of Kuni Nakanu. In the first century of the Empire one man chronicled the changes, effects, and powers of the Shadowlands. He chronicled the spread of the Taint, not just in the land, but in living beings, performing dozens, if not hundreds of experiments.&lt;br /&gt;
&lt;br /&gt;
His death, at the hands of his own creations, and the wanton slaughter that followed served as a stark guide to the dangers of Kuni research.&lt;br /&gt;
&lt;br /&gt;
Centuries later his notes would be the catalyst that would allow a scholar (player lore, not character lore: Otomo Jama) to become Iuchiban in the late 5th c. &lt;br /&gt;
&lt;br /&gt;
After Iuchiban was destroyed (player lore: entombed, but not killed) in the early 6th c, concern grew, and a body of shugenja dedicated to detecting and defeating supernatural evil were pondered... ...but ensuing decades of peace saw the task fall to the few shugenja among the Emerald Magistrates.&lt;br /&gt;
&lt;br /&gt;
In 748 Iuchiban rose again, and rampaged across the Empire until his defeat in 750.&lt;br /&gt;
&lt;br /&gt;
After this battle Kuni Tokaji, the daimyo of the Kuni, declared that he would volunteer to stand as the Emperor&#039;s Jade Champion. He would unify Kuni Witch Hunters, Yogo Kuroiban, and Askao Inquisitors. However the Council of Five, the Phoenix Elemental Masters, protested the position.&lt;br /&gt;
&lt;br /&gt;
In the mid 8th c Phoenix shugenja discovered a Bloodspeaker cell hiding in the ranks of the Jade Magistrates. Their reputation tarnished, they lingered on in Court in increasingly ceremonial roles. Yogo Yoshi was the last Jade Champion, when he retired near the end of the 8th c the Emperor&#039;s functionaries stated that there would be no Test of the Jade Champion, and the office was retired as well.&lt;br /&gt;
&lt;br /&gt;
===[[The Prophesies of Uikku]]===&lt;br /&gt;
&lt;br /&gt;
===Retired Characters===&lt;br /&gt;
&lt;br /&gt;
====[[Ikoma Raionko]]====&lt;br /&gt;
&lt;br /&gt;
[[File:Ikoma Raionko.jpg | right | 100px]]&lt;br /&gt;
&lt;br /&gt;
====[[Yoritomo Tenkawa]]====&lt;br /&gt;
&lt;br /&gt;
Mantis Clan, Yoritomo Shugenja, played by **ronon40_4**&lt;br /&gt;
&lt;br /&gt;
====[[Ikoma Raionko]]====&lt;br /&gt;
&lt;br /&gt;
[[File:Ikoma Raionko.jpg | right | 100px]]&lt;br /&gt;
&lt;br /&gt;
Lion CLan Ikoma Lion&#039;s Shadow played by Ronin40_4&lt;br /&gt;
&lt;br /&gt;
====[[Asako Masahiro]]====&lt;br /&gt;
&lt;br /&gt;
[[File:Asako Masahiro Chibi.jpg | right | 100px]]&lt;br /&gt;
&lt;br /&gt;
Phoenix Clan, Isawa Shugenja, played by **The Doc**&lt;br /&gt;
&lt;br /&gt;
Askao Kanto, Father, and Hiruyo, Mother&lt;br /&gt;
&lt;br /&gt;
Asako Tanae, young sister.&lt;br /&gt;
&lt;br /&gt;
====[[Asako Shunsui]]====&lt;br /&gt;
&lt;br /&gt;
Phoenix Clan - Isawa Fire Shugenja, played by **Gamer940**&lt;br /&gt;
&lt;br /&gt;
====[[Kuni Daisuke]]====&lt;br /&gt;
&lt;br /&gt;
Crab Clan - Kuni Shugenja, played by **Nick The Lemming**&lt;br /&gt;
&lt;br /&gt;
====[[Yoritomo Uji]]====&lt;br /&gt;
&lt;br /&gt;
Mantis Clan, Yoritomo Shugenja, played by **Amaraxis**&lt;br /&gt;
&lt;br /&gt;
==Death Poems==&lt;br /&gt;
&lt;br /&gt;
===Matsu Tetsui===&lt;br /&gt;
&amp;quot;I never had time,&lt;br /&gt;
&lt;br /&gt;
To climb Mount Kaminari.&lt;br /&gt;
&lt;br /&gt;
Maybe my next life.&amp;quot;&lt;br /&gt;
===Lord Yabu===&lt;br /&gt;
&amp;quot;When young I sailed far.&lt;br /&gt;
&lt;br /&gt;
The great ocean still beckons.&lt;br /&gt;
&lt;br /&gt;
One last voyage, then.&amp;quot;&lt;br /&gt;
===(Soshi) Atsuko===&lt;br /&gt;
&amp;quot;The cold winds that howl,&lt;br /&gt;
&lt;br /&gt;
Care not which leaf on the tree&lt;br /&gt;
&lt;br /&gt;
Will be next to go.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Borderlands_Ballad&amp;diff=377631</id>
		<title>The Borderlands Ballad</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Borderlands_Ballad&amp;diff=377631"/>
		<updated>2020-02-15T02:51:10Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[OSRIC_Borderlands]]&lt;br /&gt;
&lt;br /&gt;
==The Second Expedition to the Tombs==&lt;br /&gt;
&lt;br /&gt;
1219.V.21 to 1219.V.24 so far.&lt;br /&gt;
&lt;br /&gt;
Four gilded chariot arms worth 200 gp each. (800)&lt;br /&gt;
&lt;br /&gt;
1500 silver coins (150)&lt;br /&gt;
&lt;br /&gt;
300 gold (300) &lt;br /&gt;
&lt;br /&gt;
small jade beads and decorative gold plaques inlaid with semi-precious stones. 10 pound pot is probably worth 1500gp! (1500)&lt;br /&gt;
&lt;br /&gt;
There are six of the possibly cursed stone tablets.&lt;br /&gt;
&lt;br /&gt;
3 Golden Bracelets (75)&lt;br /&gt;
&lt;br /&gt;
4 tarnished silver bracelets (3/20)&lt;br /&gt;
&lt;br /&gt;
88 curious jade coins (880/1320)&lt;br /&gt;
&lt;br /&gt;
Five canopic jars. (750)&lt;br /&gt;
&lt;br /&gt;
Five gold-lidden canopic jars (1500)&lt;br /&gt;
&lt;br /&gt;
Magic Bowstring&lt;br /&gt;
&lt;br /&gt;
Magic Spear&lt;br /&gt;
&lt;br /&gt;
Magic Bearskin Cape&lt;br /&gt;
&lt;br /&gt;
Magic Sword&lt;br /&gt;
&lt;br /&gt;
Magic Golden Mask&lt;br /&gt;
&lt;br /&gt;
Magic Bracelet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Altiokis&#039; Tomb==&lt;br /&gt;
1219.IV.14 to 15&lt;br /&gt;
&lt;br /&gt;
Scarabs 25xp&lt;br /&gt;
&lt;br /&gt;
7 mirror images 140xp&lt;br /&gt;
&lt;br /&gt;
17 skeletons 374xp&lt;br /&gt;
&lt;br /&gt;
Magic Pigments 500xp or 3000gp &amp;amp; xp&lt;br /&gt;
&lt;br /&gt;
Embalming tools 100gp&lt;br /&gt;
&lt;br /&gt;
Alabaster jars with golden lids (7) 2100gp&lt;br /&gt;
&lt;br /&gt;
Silver amulet 5gp&lt;br /&gt;
&lt;br /&gt;
12 helmets 720gp&lt;br /&gt;
&lt;br /&gt;
12 pommel stones 240gp&lt;br /&gt;
&lt;br /&gt;
===Totals===&lt;br /&gt;
&lt;br /&gt;
Either 1039 3165 or 3539 6165&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The First Expedition to the Barrows==&lt;br /&gt;
1219.IV.01 to 04&lt;br /&gt;
&lt;br /&gt;
3 Skeletons 66xp&lt;br /&gt;
&lt;br /&gt;
3 Barrow Warriors 258xp&lt;br /&gt;
&lt;br /&gt;
6 Ancient Helmets 150gp&lt;br /&gt;
&lt;br /&gt;
1 Gold Necklace 1400gp&lt;br /&gt;
&lt;br /&gt;
1 pr Bracers of Defence +1 3000gp (Sold)&lt;br /&gt;
&lt;br /&gt;
Some Funerary medallions 380gp&lt;br /&gt;
&lt;br /&gt;
2 silver/jade armbands 100gp&lt;br /&gt;
&lt;br /&gt;
89 gold coins, another 116 silver coins, 117 copper coins: 101.77gp&lt;br /&gt;
&lt;br /&gt;
2 clay tablets: ?&lt;br /&gt;
&lt;br /&gt;
3 jars of ancient honey: ?&lt;br /&gt;
&lt;br /&gt;
===Earned===&lt;br /&gt;
&lt;br /&gt;
909 Exp&lt;br /&gt;
&lt;br /&gt;
855.295&lt;br /&gt;
&lt;br /&gt;
===Pending===&lt;br /&gt;
&lt;br /&gt;
2 clay tablets: ?&lt;br /&gt;
&lt;br /&gt;
3 jars of ancient honey: ?&lt;br /&gt;
&lt;br /&gt;
==Allston&#039;s Wagon==&lt;br /&gt;
&lt;br /&gt;
Treasure 42 xp&lt;br /&gt;
&lt;br /&gt;
Wolves 210 xp&lt;br /&gt;
&lt;br /&gt;
Goblins 90 xp&lt;br /&gt;
&lt;br /&gt;
===Earned===&lt;br /&gt;
&lt;br /&gt;
57 xp each&lt;br /&gt;
&lt;br /&gt;
==Total==&lt;br /&gt;
&lt;br /&gt;
966 Exp each&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Last_Requests_ACKS&amp;diff=340989</id>
		<title>Last Requests ACKS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Last_Requests_ACKS&amp;diff=340989"/>
		<updated>2018-07-12T18:54:31Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* XP Awards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is for the Last Requests ACKS campaign.&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
==Player Characters and Henchmen==&lt;br /&gt;
[[Sir Lohenmark]] Human Fighter 6, AC 8 or 10 (shield), 31/31 HP, 8.15 Stone Enc, played by Waiwode.&lt;br /&gt;
** Lance 5+, 1d10+6 (2d10+6 while Charging) Initiative +1&lt;br /&gt;
** Magical Sword 4+ 1d6/1d8+6, Initiative +2 (1+ 1d6/1d8+8 vs Regenerating Creatures)&lt;br /&gt;
*[[Ganthas the Squire]] Human Rogue 4, AC 4, HP 10/10, 4.85 Stone&lt;br /&gt;
** Magical Bow 6+, 1d6, Init +2 &#039;&#039;Has Precise Shooting (10+, 1d6)&#039;&#039;&lt;br /&gt;
** Shortsword 9+, 1d6, Init +2&lt;br /&gt;
*[[Sister Mary the Confessor]] Human Cleric 4, AC 6, HP 19/19, 6.85 Stone Enc&lt;br /&gt;
** Mace 9+, 1d6, Init +0&lt;br /&gt;
[[Audrik Caspian]] Human Cleric 5, AC 5, 27/27 HP, 7.0 Stone, played by NoMessiah&lt;br /&gt;
*[[Adlai Abbingdon]] Human Bard 4, AC 2, 15/15 HP, 3.5 Stone&lt;br /&gt;
[[Septimus Seneca]] Human Fighter 5, AC 6/8, 32/32 HP, 7.5 Stone, played by Harrowed &lt;br /&gt;
* Sword 6+, 1d6+3/1d8+3&lt;br /&gt;
**[[Demicus Julius]] Human Explorer 3, AC 3, 18/18 HP, 5.5 Stone&lt;br /&gt;
*** Sword 9+, 1d6+2, Initiative +3, Surprise +1&lt;br /&gt;
*** Composite Bow 7+, 1d6+2, Initiative +3, Surprise +1&lt;br /&gt;
**[[Quintia Julius]] Human Venturer 4, AC 3, 5/5 HP, 6.0 Stone&lt;br /&gt;
*** Short sword 8+, 1d6+1, Initiative +1&lt;br /&gt;
*** Crossbow 8+, 1d6+1, Initiative +1&lt;br /&gt;
**[[Galla Palacidia]] Human Fighter 2, AC 7/7, 16/16 HP, 8.15 Stone&lt;br /&gt;
*** Sword 8+, 1d6+2/1d6+2, Initiative +1&lt;br /&gt;
*** Composite Bow 8+, 1d6+2, Initiative +1&lt;br /&gt;
[[Spica Alaraph]] Level 5 Mage, AC 3, 15/15 HP, played by Kacie&lt;br /&gt;
* Staff, 9+, 1d6 Initiative +0  (same for silver dagger and darts, except damage is 1d4)&lt;br /&gt;
** Battle Orders: &lt;br /&gt;
*** Lightning Bolt if looks bad and have a clear shot.  Phantom Image as backup/clever use.&lt;br /&gt;
*** Magic Missile if not clear.  Magic Missile if hitting things with a staff is not going to clear up things fast enough.  Or if hitting things with a staff is unlikely because she&#039;s a mage not a fighter.  (&amp;quot;I&#039;m a doctor, Jim, not a ...!&amp;quot;)  &lt;br /&gt;
*** Mirror Image if she is taking fire or the direct target.&lt;br /&gt;
* Mina (bat familiar): +1 to avoid Surprise.  +4 to hear noises and detect secret doors. 18+ can notice secret doors with casual observation. &lt;br /&gt;
&lt;br /&gt;
[[Vasha]] Bladedancer 6, AC 7, 23/23 HP, Frost Brand 4+ 1d8+4, 2s+4i played by Lysus &lt;br /&gt;
*[[Viktor the Woodsman]] Fighter 4, AC 11, 23/23 HP, Sword 7+ 1d6+1, 9s&lt;br /&gt;
*[[Lenir Five Fingers]] Thief 2, AC 5, 6/6 HP, Short Sword 8+ 1d6+1, 4s+2i &lt;br /&gt;
&lt;br /&gt;
PC&lt;br /&gt;
*Henchman&lt;br /&gt;
[[ACKS Sample Character Last Requests]]&lt;br /&gt;
&lt;br /&gt;
==The Host of Mercenaries==&lt;br /&gt;
[[Last Request Mercenaries]]&lt;br /&gt;
&lt;br /&gt;
*30 Heavy Infantry&lt;br /&gt;
*19 Longbowmen&lt;br /&gt;
*10 Medium Cavalry&lt;br /&gt;
*1 Armourer, to support the Mercenaries.&lt;br /&gt;
&lt;br /&gt;
*1 Permanent Garrison (Longbow) &lt;br /&gt;
&lt;br /&gt;
**A barn, to be constructed at Henbar&#039;s Reach&lt;br /&gt;
**A barn, to be constructed at Cornucopia&lt;br /&gt;
&lt;br /&gt;
==Tales of Heroes Past==&lt;br /&gt;
&lt;br /&gt;
[[Polesius]] Mystic 5, AC 3, 16/17 HP, 5 Stone, played by Safid&lt;br /&gt;
* Glaive 4+ 1d10+3, Initiative +1, Surprise +2 (note: stats assume meditative focus is active)&lt;br /&gt;
* Longbow 6+ 1d6+2&lt;br /&gt;
**[[Agon]] Barbarian 4, AC 5, 27/27 HP, 7 Stone&lt;br /&gt;
*** Greatsword 7+ 1d10+3, Initiative +2, Surprise +2, Enemy Surprise -1 (note: +4 to hit and 2x damage on surprise)&lt;br /&gt;
*** Shortbow 7+ 1d6&lt;br /&gt;
**[[Aceron]] Thief 4, AC 3, 19/19 HP, 5 Stone&lt;br /&gt;
*** Short Sword 9+, 1d6, Initiative +1&lt;br /&gt;
*** Short Bow 8+, 1d6+1&lt;br /&gt;
&lt;br /&gt;
==Watch Order, Proficiencies, Encumbrance==&lt;br /&gt;
*&lt;br /&gt;
* [[LastRequestsProficiencies | Proficiencies]]&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Treasure=&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21515175#post21515175 Salamander Treasure]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21542061#post21542061 Stirge Lair]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21552443#post21552443 Ooze Crater] &lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21562761#post21562761 Thieving From Gargoyles]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21690899#post21690899 Orc Ambush]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21796264#post21796264 Ancient Battlefield] Share: 1700gp&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21911637#post21911637 Lamia Treasure] Share: 2016gp&lt;br /&gt;
&lt;br /&gt;
==To Be Divided==&lt;br /&gt;
* 6 potion bottles [One Flying, One Invisibility. One Levitation, One Control Undead, One Polymorph, One Longevity]&lt;br /&gt;
* An arcane scroll [Transmute Rock to Mud, Wall of Fire].&lt;br /&gt;
* A divine scroll [Flame Strike, Detect Evil, Restore Life and Limb]&lt;br /&gt;
* A crystal wand of Magic Missiles&lt;br /&gt;
* A Frostbrand Sword&lt;br /&gt;
* A wand of metal detection&lt;br /&gt;
&lt;br /&gt;
==To Be IDed==&lt;br /&gt;
* 2 swords&lt;br /&gt;
&lt;br /&gt;
==To Be Sold==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
==In Storage==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=XP Awards=&lt;br /&gt;
*  [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21453767#post21453767 Giant Python 350 xp ] &lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21515175#post21515175 Salamanders 2200 xp]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21532440#post21532440 Treasure Awarded XP]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21932740#post21932740 Sale of Rubies XP]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21796264#post21796264 Ancient Battlefield XP]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21911637#post21911637 Lamia XP]&lt;br /&gt;
&lt;br /&gt;
=Maps and Locations=&lt;br /&gt;
* [[RegionMapLastRequests | Region Map]]&lt;br /&gt;
* [[Fort_Resolute | Fort Resolute]], a Class IV Market and Border to the Frontier&lt;br /&gt;
* [[Sannaris]], a Class II Market and Capital of the County of Iravis&lt;br /&gt;
* [[Cornucopia]], an outlying group of farms to the west of Henbar&#039;s Reach.&lt;br /&gt;
* [[Masbar River]]&lt;br /&gt;
* [[Henbar&#039;s Reach]]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21479407#post21479407 Possible lamia lair (Hex 44.82)]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21483668#post21483668 Gnoll Village (Hex 40.82)]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21487997#post21487997 The Crater (Hex 38.80)]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21532366#post21532366 Location of the Nightfallen Ritual (Hex 49.82)]&lt;br /&gt;
* The Ancient Battlefield&lt;br /&gt;
&lt;br /&gt;
=Beings of Note=&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request/page2&amp;amp;p=21575607#post21575607 The Black and Blues, a large group of bandits and brigands]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
Count Regar Ivaris is a young ambitious man who has, with the wise counsel of his father Sammus, expanded his holdings quite far. Still, his reach exceeds his grasp and he seeks established adventurers to venture into the borderlands and wilderness to increase his holdings. He has offered trade and title to those who can seize territory and tame it… but whispers of his hunger and ambition are disconcerting to those closest to him, and they may have other tasks which would serve the causes of Law and civilization better than the Count’s.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request IC] | [https://forum.rpg.net/showthread.php?816385-OOC-ACKS-Last-Requests OOC] | [https://forum.rpg.net/showthread.php?816387-Tracking-ACKS-Last-Requests Tracking] | [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread Logistics] | [https://wiki.rpg.net/index.php/Last_Requests_ACKS Wiki] | [https://forum.rpg.net/showthread.php?815098-Semi-Open-Recruitment-ACKS-Last-Requests Recruitment]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Last_Requests_ACKS&amp;diff=340988</id>
		<title>Last Requests ACKS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Last_Requests_ACKS&amp;diff=340988"/>
		<updated>2018-07-12T18:53:55Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Treasure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is for the Last Requests ACKS campaign.&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
==Player Characters and Henchmen==&lt;br /&gt;
[[Sir Lohenmark]] Human Fighter 6, AC 8 or 10 (shield), 31/31 HP, 8.15 Stone Enc, played by Waiwode.&lt;br /&gt;
** Lance 5+, 1d10+6 (2d10+6 while Charging) Initiative +1&lt;br /&gt;
** Magical Sword 4+ 1d6/1d8+6, Initiative +2 (1+ 1d6/1d8+8 vs Regenerating Creatures)&lt;br /&gt;
*[[Ganthas the Squire]] Human Rogue 4, AC 4, HP 10/10, 4.85 Stone&lt;br /&gt;
** Magical Bow 6+, 1d6, Init +2 &#039;&#039;Has Precise Shooting (10+, 1d6)&#039;&#039;&lt;br /&gt;
** Shortsword 9+, 1d6, Init +2&lt;br /&gt;
*[[Sister Mary the Confessor]] Human Cleric 4, AC 6, HP 19/19, 6.85 Stone Enc&lt;br /&gt;
** Mace 9+, 1d6, Init +0&lt;br /&gt;
[[Audrik Caspian]] Human Cleric 5, AC 5, 27/27 HP, 7.0 Stone, played by NoMessiah&lt;br /&gt;
*[[Adlai Abbingdon]] Human Bard 4, AC 2, 15/15 HP, 3.5 Stone&lt;br /&gt;
[[Septimus Seneca]] Human Fighter 5, AC 6/8, 32/32 HP, 7.5 Stone, played by Harrowed &lt;br /&gt;
* Sword 6+, 1d6+3/1d8+3&lt;br /&gt;
**[[Demicus Julius]] Human Explorer 3, AC 3, 18/18 HP, 5.5 Stone&lt;br /&gt;
*** Sword 9+, 1d6+2, Initiative +3, Surprise +1&lt;br /&gt;
*** Composite Bow 7+, 1d6+2, Initiative +3, Surprise +1&lt;br /&gt;
**[[Quintia Julius]] Human Venturer 4, AC 3, 5/5 HP, 6.0 Stone&lt;br /&gt;
*** Short sword 8+, 1d6+1, Initiative +1&lt;br /&gt;
*** Crossbow 8+, 1d6+1, Initiative +1&lt;br /&gt;
**[[Galla Palacidia]] Human Fighter 2, AC 7/7, 16/16 HP, 8.15 Stone&lt;br /&gt;
*** Sword 8+, 1d6+2/1d6+2, Initiative +1&lt;br /&gt;
*** Composite Bow 8+, 1d6+2, Initiative +1&lt;br /&gt;
[[Spica Alaraph]] Level 5 Mage, AC 3, 15/15 HP, played by Kacie&lt;br /&gt;
* Staff, 9+, 1d6 Initiative +0  (same for silver dagger and darts, except damage is 1d4)&lt;br /&gt;
** Battle Orders: &lt;br /&gt;
*** Lightning Bolt if looks bad and have a clear shot.  Phantom Image as backup/clever use.&lt;br /&gt;
*** Magic Missile if not clear.  Magic Missile if hitting things with a staff is not going to clear up things fast enough.  Or if hitting things with a staff is unlikely because she&#039;s a mage not a fighter.  (&amp;quot;I&#039;m a doctor, Jim, not a ...!&amp;quot;)  &lt;br /&gt;
*** Mirror Image if she is taking fire or the direct target.&lt;br /&gt;
* Mina (bat familiar): +1 to avoid Surprise.  +4 to hear noises and detect secret doors. 18+ can notice secret doors with casual observation. &lt;br /&gt;
&lt;br /&gt;
[[Vasha]] Bladedancer 6, AC 7, 23/23 HP, Frost Brand 4+ 1d8+4, 2s+4i played by Lysus &lt;br /&gt;
*[[Viktor the Woodsman]] Fighter 4, AC 11, 23/23 HP, Sword 7+ 1d6+1, 9s&lt;br /&gt;
*[[Lenir Five Fingers]] Thief 2, AC 5, 6/6 HP, Short Sword 8+ 1d6+1, 4s+2i &lt;br /&gt;
&lt;br /&gt;
PC&lt;br /&gt;
*Henchman&lt;br /&gt;
[[ACKS Sample Character Last Requests]]&lt;br /&gt;
&lt;br /&gt;
==The Host of Mercenaries==&lt;br /&gt;
[[Last Request Mercenaries]]&lt;br /&gt;
&lt;br /&gt;
*30 Heavy Infantry&lt;br /&gt;
*19 Longbowmen&lt;br /&gt;
*10 Medium Cavalry&lt;br /&gt;
*1 Armourer, to support the Mercenaries.&lt;br /&gt;
&lt;br /&gt;
*1 Permanent Garrison (Longbow) &lt;br /&gt;
&lt;br /&gt;
**A barn, to be constructed at Henbar&#039;s Reach&lt;br /&gt;
**A barn, to be constructed at Cornucopia&lt;br /&gt;
&lt;br /&gt;
==Tales of Heroes Past==&lt;br /&gt;
&lt;br /&gt;
[[Polesius]] Mystic 5, AC 3, 16/17 HP, 5 Stone, played by Safid&lt;br /&gt;
* Glaive 4+ 1d10+3, Initiative +1, Surprise +2 (note: stats assume meditative focus is active)&lt;br /&gt;
* Longbow 6+ 1d6+2&lt;br /&gt;
**[[Agon]] Barbarian 4, AC 5, 27/27 HP, 7 Stone&lt;br /&gt;
*** Greatsword 7+ 1d10+3, Initiative +2, Surprise +2, Enemy Surprise -1 (note: +4 to hit and 2x damage on surprise)&lt;br /&gt;
*** Shortbow 7+ 1d6&lt;br /&gt;
**[[Aceron]] Thief 4, AC 3, 19/19 HP, 5 Stone&lt;br /&gt;
*** Short Sword 9+, 1d6, Initiative +1&lt;br /&gt;
*** Short Bow 8+, 1d6+1&lt;br /&gt;
&lt;br /&gt;
==Watch Order, Proficiencies, Encumbrance==&lt;br /&gt;
*&lt;br /&gt;
* [[LastRequestsProficiencies | Proficiencies]]&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Treasure=&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21515175#post21515175 Salamander Treasure]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21542061#post21542061 Stirge Lair]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21552443#post21552443 Ooze Crater] &lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21562761#post21562761 Thieving From Gargoyles]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21690899#post21690899 Orc Ambush]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21796264#post21796264 Ancient Battlefield] Share: 1700gp&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21911637#post21911637 Lamia Treasure] Share: 2016gp&lt;br /&gt;
&lt;br /&gt;
==To Be Divided==&lt;br /&gt;
* 6 potion bottles [One Flying, One Invisibility. One Levitation, One Control Undead, One Polymorph, One Longevity]&lt;br /&gt;
* An arcane scroll [Transmute Rock to Mud, Wall of Fire].&lt;br /&gt;
* A divine scroll [Flame Strike, Detect Evil, Restore Life and Limb]&lt;br /&gt;
* A crystal wand of Magic Missiles&lt;br /&gt;
* A Frostbrand Sword&lt;br /&gt;
* A wand of metal detection&lt;br /&gt;
&lt;br /&gt;
==To Be IDed==&lt;br /&gt;
* 2 swords&lt;br /&gt;
&lt;br /&gt;
==To Be Sold==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
==In Storage==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=XP Awards=&lt;br /&gt;
*  [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21453767#post21453767 Giant Python 350 xp ] &lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21515175#post21515175 Salamanders 2200 xp]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21532440#post21532440 Treasure Awarded XP]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21932740#post21932740 Sale of Rubies XP]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21911637#post21911637 Lamia XP]&lt;br /&gt;
&lt;br /&gt;
=Maps and Locations=&lt;br /&gt;
* [[RegionMapLastRequests | Region Map]]&lt;br /&gt;
* [[Fort_Resolute | Fort Resolute]], a Class IV Market and Border to the Frontier&lt;br /&gt;
* [[Sannaris]], a Class II Market and Capital of the County of Iravis&lt;br /&gt;
* [[Cornucopia]], an outlying group of farms to the west of Henbar&#039;s Reach.&lt;br /&gt;
* [[Masbar River]]&lt;br /&gt;
* [[Henbar&#039;s Reach]]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21479407#post21479407 Possible lamia lair (Hex 44.82)]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21483668#post21483668 Gnoll Village (Hex 40.82)]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21487997#post21487997 The Crater (Hex 38.80)]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21532366#post21532366 Location of the Nightfallen Ritual (Hex 49.82)]&lt;br /&gt;
* The Ancient Battlefield&lt;br /&gt;
&lt;br /&gt;
=Beings of Note=&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request/page2&amp;amp;p=21575607#post21575607 The Black and Blues, a large group of bandits and brigands]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
Count Regar Ivaris is a young ambitious man who has, with the wise counsel of his father Sammus, expanded his holdings quite far. Still, his reach exceeds his grasp and he seeks established adventurers to venture into the borderlands and wilderness to increase his holdings. He has offered trade and title to those who can seize territory and tame it… but whispers of his hunger and ambition are disconcerting to those closest to him, and they may have other tasks which would serve the causes of Law and civilization better than the Count’s.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request IC] | [https://forum.rpg.net/showthread.php?816385-OOC-ACKS-Last-Requests OOC] | [https://forum.rpg.net/showthread.php?816387-Tracking-ACKS-Last-Requests Tracking] | [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread Logistics] | [https://wiki.rpg.net/index.php/Last_Requests_ACKS Wiki] | [https://forum.rpg.net/showthread.php?815098-Semi-Open-Recruitment-ACKS-Last-Requests Recruitment]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Last_Requests_ACKS&amp;diff=340986</id>
		<title>Last Requests ACKS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Last_Requests_ACKS&amp;diff=340986"/>
		<updated>2018-07-12T18:50:02Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* The Host of Mercenaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is for the Last Requests ACKS campaign.&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
==Player Characters and Henchmen==&lt;br /&gt;
[[Sir Lohenmark]] Human Fighter 6, AC 8 or 10 (shield), 31/31 HP, 8.15 Stone Enc, played by Waiwode.&lt;br /&gt;
** Lance 5+, 1d10+6 (2d10+6 while Charging) Initiative +1&lt;br /&gt;
** Magical Sword 4+ 1d6/1d8+6, Initiative +2 (1+ 1d6/1d8+8 vs Regenerating Creatures)&lt;br /&gt;
*[[Ganthas the Squire]] Human Rogue 4, AC 4, HP 10/10, 4.85 Stone&lt;br /&gt;
** Magical Bow 6+, 1d6, Init +2 &#039;&#039;Has Precise Shooting (10+, 1d6)&#039;&#039;&lt;br /&gt;
** Shortsword 9+, 1d6, Init +2&lt;br /&gt;
*[[Sister Mary the Confessor]] Human Cleric 4, AC 6, HP 19/19, 6.85 Stone Enc&lt;br /&gt;
** Mace 9+, 1d6, Init +0&lt;br /&gt;
[[Audrik Caspian]] Human Cleric 5, AC 5, 27/27 HP, 7.0 Stone, played by NoMessiah&lt;br /&gt;
*[[Adlai Abbingdon]] Human Bard 4, AC 2, 15/15 HP, 3.5 Stone&lt;br /&gt;
[[Septimus Seneca]] Human Fighter 5, AC 6/8, 32/32 HP, 7.5 Stone, played by Harrowed &lt;br /&gt;
* Sword 6+, 1d6+3/1d8+3&lt;br /&gt;
**[[Demicus Julius]] Human Explorer 3, AC 3, 18/18 HP, 5.5 Stone&lt;br /&gt;
*** Sword 9+, 1d6+2, Initiative +3, Surprise +1&lt;br /&gt;
*** Composite Bow 7+, 1d6+2, Initiative +3, Surprise +1&lt;br /&gt;
**[[Quintia Julius]] Human Venturer 4, AC 3, 5/5 HP, 6.0 Stone&lt;br /&gt;
*** Short sword 8+, 1d6+1, Initiative +1&lt;br /&gt;
*** Crossbow 8+, 1d6+1, Initiative +1&lt;br /&gt;
**[[Galla Palacidia]] Human Fighter 2, AC 7/7, 16/16 HP, 8.15 Stone&lt;br /&gt;
*** Sword 8+, 1d6+2/1d6+2, Initiative +1&lt;br /&gt;
*** Composite Bow 8+, 1d6+2, Initiative +1&lt;br /&gt;
[[Spica Alaraph]] Level 5 Mage, AC 3, 15/15 HP, played by Kacie&lt;br /&gt;
* Staff, 9+, 1d6 Initiative +0  (same for silver dagger and darts, except damage is 1d4)&lt;br /&gt;
** Battle Orders: &lt;br /&gt;
*** Lightning Bolt if looks bad and have a clear shot.  Phantom Image as backup/clever use.&lt;br /&gt;
*** Magic Missile if not clear.  Magic Missile if hitting things with a staff is not going to clear up things fast enough.  Or if hitting things with a staff is unlikely because she&#039;s a mage not a fighter.  (&amp;quot;I&#039;m a doctor, Jim, not a ...!&amp;quot;)  &lt;br /&gt;
*** Mirror Image if she is taking fire or the direct target.&lt;br /&gt;
* Mina (bat familiar): +1 to avoid Surprise.  +4 to hear noises and detect secret doors. 18+ can notice secret doors with casual observation. &lt;br /&gt;
&lt;br /&gt;
[[Vasha]] Bladedancer 6, AC 7, 23/23 HP, Frost Brand 4+ 1d8+4, 2s+4i played by Lysus &lt;br /&gt;
*[[Viktor the Woodsman]] Fighter 4, AC 11, 23/23 HP, Sword 7+ 1d6+1, 9s&lt;br /&gt;
*[[Lenir Five Fingers]] Thief 2, AC 5, 6/6 HP, Short Sword 8+ 1d6+1, 4s+2i &lt;br /&gt;
&lt;br /&gt;
PC&lt;br /&gt;
*Henchman&lt;br /&gt;
[[ACKS Sample Character Last Requests]]&lt;br /&gt;
&lt;br /&gt;
==The Host of Mercenaries==&lt;br /&gt;
[[Last Request Mercenaries]]&lt;br /&gt;
&lt;br /&gt;
*30 Heavy Infantry&lt;br /&gt;
*19 Longbowmen&lt;br /&gt;
*10 Medium Cavalry&lt;br /&gt;
*1 Armourer, to support the Mercenaries.&lt;br /&gt;
&lt;br /&gt;
*1 Permanent Garrison (Longbow) &lt;br /&gt;
&lt;br /&gt;
**A barn, to be constructed at Henbar&#039;s Reach&lt;br /&gt;
**A barn, to be constructed at Cornucopia&lt;br /&gt;
&lt;br /&gt;
==Tales of Heroes Past==&lt;br /&gt;
&lt;br /&gt;
[[Polesius]] Mystic 5, AC 3, 16/17 HP, 5 Stone, played by Safid&lt;br /&gt;
* Glaive 4+ 1d10+3, Initiative +1, Surprise +2 (note: stats assume meditative focus is active)&lt;br /&gt;
* Longbow 6+ 1d6+2&lt;br /&gt;
**[[Agon]] Barbarian 4, AC 5, 27/27 HP, 7 Stone&lt;br /&gt;
*** Greatsword 7+ 1d10+3, Initiative +2, Surprise +2, Enemy Surprise -1 (note: +4 to hit and 2x damage on surprise)&lt;br /&gt;
*** Shortbow 7+ 1d6&lt;br /&gt;
**[[Aceron]] Thief 4, AC 3, 19/19 HP, 5 Stone&lt;br /&gt;
*** Short Sword 9+, 1d6, Initiative +1&lt;br /&gt;
*** Short Bow 8+, 1d6+1&lt;br /&gt;
&lt;br /&gt;
==Watch Order, Proficiencies, Encumbrance==&lt;br /&gt;
*&lt;br /&gt;
* [[LastRequestsProficiencies | Proficiencies]]&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Treasure=&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21515175#post21515175 Salamander Treasure]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21542061#post21542061 Stirge Lair]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21552443#post21552443 Ooze Crater] &lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21562761#post21562761 Thieving From Gargoyles]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21690899#post21690899 Orc Ambush]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21911637#post21911637 Lamia Treasure] Share: 2016gp&lt;br /&gt;
&lt;br /&gt;
==To Be Divided==&lt;br /&gt;
* 6 potion bottles [One Flying, One Invisibility. One Levitation, One Control Undead, One Polymorph, One Longevity]&lt;br /&gt;
* An arcane scroll [Transmute Rock to Mud, Wall of Fire].&lt;br /&gt;
* A divine scroll [Flame Strike, Detect Evil, Restore Life and Limb]&lt;br /&gt;
* A crystal wand of Magic Missiles&lt;br /&gt;
* A Frostbrand Sword&lt;br /&gt;
* A wand of metal detection&lt;br /&gt;
&lt;br /&gt;
==To Be IDed==&lt;br /&gt;
* 2 swords&lt;br /&gt;
&lt;br /&gt;
==To Be Sold==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
==In Storage==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=XP Awards=&lt;br /&gt;
*  [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21453767#post21453767 Giant Python 350 xp ] &lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21515175#post21515175 Salamanders 2200 xp]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21532440#post21532440 Treasure Awarded XP]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21932740#post21932740 Sale of Rubies XP]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21911637#post21911637 Lamia XP]&lt;br /&gt;
&lt;br /&gt;
=Maps and Locations=&lt;br /&gt;
* [[RegionMapLastRequests | Region Map]]&lt;br /&gt;
* [[Fort_Resolute | Fort Resolute]], a Class IV Market and Border to the Frontier&lt;br /&gt;
* [[Sannaris]], a Class II Market and Capital of the County of Iravis&lt;br /&gt;
* [[Cornucopia]], an outlying group of farms to the west of Henbar&#039;s Reach.&lt;br /&gt;
* [[Masbar River]]&lt;br /&gt;
* [[Henbar&#039;s Reach]]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21479407#post21479407 Possible lamia lair (Hex 44.82)]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21483668#post21483668 Gnoll Village (Hex 40.82)]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21487997#post21487997 The Crater (Hex 38.80)]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21532366#post21532366 Location of the Nightfallen Ritual (Hex 49.82)]&lt;br /&gt;
* The Ancient Battlefield&lt;br /&gt;
&lt;br /&gt;
=Beings of Note=&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request/page2&amp;amp;p=21575607#post21575607 The Black and Blues, a large group of bandits and brigands]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
Count Regar Ivaris is a young ambitious man who has, with the wise counsel of his father Sammus, expanded his holdings quite far. Still, his reach exceeds his grasp and he seeks established adventurers to venture into the borderlands and wilderness to increase his holdings. He has offered trade and title to those who can seize territory and tame it… but whispers of his hunger and ambition are disconcerting to those closest to him, and they may have other tasks which would serve the causes of Law and civilization better than the Count’s.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request IC] | [https://forum.rpg.net/showthread.php?816385-OOC-ACKS-Last-Requests OOC] | [https://forum.rpg.net/showthread.php?816387-Tracking-ACKS-Last-Requests Tracking] | [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread Logistics] | [https://wiki.rpg.net/index.php/Last_Requests_ACKS Wiki] | [https://forum.rpg.net/showthread.php?815098-Semi-Open-Recruitment-ACKS-Last-Requests Recruitment]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Last_Requests_ACKS&amp;diff=340985</id>
		<title>Last Requests ACKS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Last_Requests_ACKS&amp;diff=340985"/>
		<updated>2018-07-12T18:49:04Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Player Characters and Henchmen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is for the Last Requests ACKS campaign.&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
==Player Characters and Henchmen==&lt;br /&gt;
[[Sir Lohenmark]] Human Fighter 6, AC 8 or 10 (shield), 31/31 HP, 8.15 Stone Enc, played by Waiwode.&lt;br /&gt;
** Lance 5+, 1d10+6 (2d10+6 while Charging) Initiative +1&lt;br /&gt;
** Magical Sword 4+ 1d6/1d8+6, Initiative +2 (1+ 1d6/1d8+8 vs Regenerating Creatures)&lt;br /&gt;
*[[Ganthas the Squire]] Human Rogue 4, AC 4, HP 10/10, 4.85 Stone&lt;br /&gt;
** Magical Bow 6+, 1d6, Init +2 &#039;&#039;Has Precise Shooting (10+, 1d6)&#039;&#039;&lt;br /&gt;
** Shortsword 9+, 1d6, Init +2&lt;br /&gt;
*[[Sister Mary the Confessor]] Human Cleric 4, AC 6, HP 19/19, 6.85 Stone Enc&lt;br /&gt;
** Mace 9+, 1d6, Init +0&lt;br /&gt;
[[Audrik Caspian]] Human Cleric 5, AC 5, 27/27 HP, 7.0 Stone, played by NoMessiah&lt;br /&gt;
*[[Adlai Abbingdon]] Human Bard 4, AC 2, 15/15 HP, 3.5 Stone&lt;br /&gt;
[[Septimus Seneca]] Human Fighter 5, AC 6/8, 32/32 HP, 7.5 Stone, played by Harrowed &lt;br /&gt;
* Sword 6+, 1d6+3/1d8+3&lt;br /&gt;
**[[Demicus Julius]] Human Explorer 3, AC 3, 18/18 HP, 5.5 Stone&lt;br /&gt;
*** Sword 9+, 1d6+2, Initiative +3, Surprise +1&lt;br /&gt;
*** Composite Bow 7+, 1d6+2, Initiative +3, Surprise +1&lt;br /&gt;
**[[Quintia Julius]] Human Venturer 4, AC 3, 5/5 HP, 6.0 Stone&lt;br /&gt;
*** Short sword 8+, 1d6+1, Initiative +1&lt;br /&gt;
*** Crossbow 8+, 1d6+1, Initiative +1&lt;br /&gt;
**[[Galla Palacidia]] Human Fighter 2, AC 7/7, 16/16 HP, 8.15 Stone&lt;br /&gt;
*** Sword 8+, 1d6+2/1d6+2, Initiative +1&lt;br /&gt;
*** Composite Bow 8+, 1d6+2, Initiative +1&lt;br /&gt;
[[Spica Alaraph]] Level 5 Mage, AC 3, 15/15 HP, played by Kacie&lt;br /&gt;
* Staff, 9+, 1d6 Initiative +0  (same for silver dagger and darts, except damage is 1d4)&lt;br /&gt;
** Battle Orders: &lt;br /&gt;
*** Lightning Bolt if looks bad and have a clear shot.  Phantom Image as backup/clever use.&lt;br /&gt;
*** Magic Missile if not clear.  Magic Missile if hitting things with a staff is not going to clear up things fast enough.  Or if hitting things with a staff is unlikely because she&#039;s a mage not a fighter.  (&amp;quot;I&#039;m a doctor, Jim, not a ...!&amp;quot;)  &lt;br /&gt;
*** Mirror Image if she is taking fire or the direct target.&lt;br /&gt;
* Mina (bat familiar): +1 to avoid Surprise.  +4 to hear noises and detect secret doors. 18+ can notice secret doors with casual observation. &lt;br /&gt;
&lt;br /&gt;
[[Vasha]] Bladedancer 6, AC 7, 23/23 HP, Frost Brand 4+ 1d8+4, 2s+4i played by Lysus &lt;br /&gt;
*[[Viktor the Woodsman]] Fighter 4, AC 11, 23/23 HP, Sword 7+ 1d6+1, 9s&lt;br /&gt;
*[[Lenir Five Fingers]] Thief 2, AC 5, 6/6 HP, Short Sword 8+ 1d6+1, 4s+2i &lt;br /&gt;
&lt;br /&gt;
PC&lt;br /&gt;
*Henchman&lt;br /&gt;
[[ACKS Sample Character Last Requests]]&lt;br /&gt;
&lt;br /&gt;
==The Host of Mercenaries==&lt;br /&gt;
[[Last Request Mercenaries]]&lt;br /&gt;
&lt;br /&gt;
*30 Heavy Infantry&lt;br /&gt;
*20 Longbowmen&lt;br /&gt;
*10 Medium Cavalry&lt;br /&gt;
*1 Armourer, to support the Mercenaries.&lt;br /&gt;
&lt;br /&gt;
**A barn, to be constructed at Henbar&#039;s Reach&lt;br /&gt;
**A barn, to be constructed at Cornucopia&lt;br /&gt;
&lt;br /&gt;
==Tales of Heroes Past==&lt;br /&gt;
&lt;br /&gt;
[[Polesius]] Mystic 5, AC 3, 16/17 HP, 5 Stone, played by Safid&lt;br /&gt;
* Glaive 4+ 1d10+3, Initiative +1, Surprise +2 (note: stats assume meditative focus is active)&lt;br /&gt;
* Longbow 6+ 1d6+2&lt;br /&gt;
**[[Agon]] Barbarian 4, AC 5, 27/27 HP, 7 Stone&lt;br /&gt;
*** Greatsword 7+ 1d10+3, Initiative +2, Surprise +2, Enemy Surprise -1 (note: +4 to hit and 2x damage on surprise)&lt;br /&gt;
*** Shortbow 7+ 1d6&lt;br /&gt;
**[[Aceron]] Thief 4, AC 3, 19/19 HP, 5 Stone&lt;br /&gt;
*** Short Sword 9+, 1d6, Initiative +1&lt;br /&gt;
*** Short Bow 8+, 1d6+1&lt;br /&gt;
&lt;br /&gt;
==Watch Order, Proficiencies, Encumbrance==&lt;br /&gt;
*&lt;br /&gt;
* [[LastRequestsProficiencies | Proficiencies]]&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Treasure=&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21515175#post21515175 Salamander Treasure]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21542061#post21542061 Stirge Lair]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21552443#post21552443 Ooze Crater] &lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21562761#post21562761 Thieving From Gargoyles]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21690899#post21690899 Orc Ambush]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21911637#post21911637 Lamia Treasure] Share: 2016gp&lt;br /&gt;
&lt;br /&gt;
==To Be Divided==&lt;br /&gt;
* 6 potion bottles [One Flying, One Invisibility. One Levitation, One Control Undead, One Polymorph, One Longevity]&lt;br /&gt;
* An arcane scroll [Transmute Rock to Mud, Wall of Fire].&lt;br /&gt;
* A divine scroll [Flame Strike, Detect Evil, Restore Life and Limb]&lt;br /&gt;
* A crystal wand of Magic Missiles&lt;br /&gt;
* A Frostbrand Sword&lt;br /&gt;
* A wand of metal detection&lt;br /&gt;
&lt;br /&gt;
==To Be IDed==&lt;br /&gt;
* 2 swords&lt;br /&gt;
&lt;br /&gt;
==To Be Sold==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
==In Storage==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=XP Awards=&lt;br /&gt;
*  [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21453767#post21453767 Giant Python 350 xp ] &lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21515175#post21515175 Salamanders 2200 xp]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21532440#post21532440 Treasure Awarded XP]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21932740#post21932740 Sale of Rubies XP]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread&amp;amp;p=21911637#post21911637 Lamia XP]&lt;br /&gt;
&lt;br /&gt;
=Maps and Locations=&lt;br /&gt;
* [[RegionMapLastRequests | Region Map]]&lt;br /&gt;
* [[Fort_Resolute | Fort Resolute]], a Class IV Market and Border to the Frontier&lt;br /&gt;
* [[Sannaris]], a Class II Market and Capital of the County of Iravis&lt;br /&gt;
* [[Cornucopia]], an outlying group of farms to the west of Henbar&#039;s Reach.&lt;br /&gt;
* [[Masbar River]]&lt;br /&gt;
* [[Henbar&#039;s Reach]]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21479407#post21479407 Possible lamia lair (Hex 44.82)]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21483668#post21483668 Gnoll Village (Hex 40.82)]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21487997#post21487997 The Crater (Hex 38.80)]&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request&amp;amp;p=21532366#post21532366 Location of the Nightfallen Ritual (Hex 49.82)]&lt;br /&gt;
* The Ancient Battlefield&lt;br /&gt;
&lt;br /&gt;
=Beings of Note=&lt;br /&gt;
* [https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request/page2&amp;amp;p=21575607#post21575607 The Black and Blues, a large group of bandits and brigands]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
Count Regar Ivaris is a young ambitious man who has, with the wise counsel of his father Sammus, expanded his holdings quite far. Still, his reach exceeds his grasp and he seeks established adventurers to venture into the borderlands and wilderness to increase his holdings. He has offered trade and title to those who can seize territory and tame it… but whispers of his hunger and ambition are disconcerting to those closest to him, and they may have other tasks which would serve the causes of Law and civilization better than the Count’s.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[https://forum.rpg.net/showthread.php?816388-IC-ACKS-Last-Request IC] | [https://forum.rpg.net/showthread.php?816385-OOC-ACKS-Last-Requests OOC] | [https://forum.rpg.net/showthread.php?816387-Tracking-ACKS-Last-Requests Tracking] | [https://forum.rpg.net/showthread.php?816386-Logistics-ACKS-Last-Requests-Logistics-Thread Logistics] | [https://wiki.rpg.net/index.php/Last_Requests_ACKS Wiki] | [https://forum.rpg.net/showthread.php?815098-Semi-Open-Recruitment-ACKS-Last-Requests Recruitment]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Verlane_Sector&amp;diff=332948</id>
		<title>Verlane Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Verlane_Sector&amp;diff=332948"/>
		<updated>2018-01-31T02:41:41Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Ryzan Mining Corporation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Factions==&lt;br /&gt;
&lt;br /&gt;
===Ryzan Mining Corporation===&lt;br /&gt;
&lt;br /&gt;
A sprawling multi-sector mining concern, it has seen several reverses in fortune as Empire policies aggressively favour Core Systems corporations and Human corporations, and it is neither.&lt;br /&gt;
&lt;br /&gt;
===The Empire===&lt;br /&gt;
&lt;br /&gt;
Moff Andal commands two Star Destroyers and a number of support and patrol vessels. Although the pirates have remained elusive, there is no organized resistance to the Empire here, yet.&lt;br /&gt;
&lt;br /&gt;
===The Rebellion===&lt;br /&gt;
&lt;br /&gt;
A few listening posts, and a few agents, none are named in the file. The Rebellions is watching and waiting in Verlane Sector. Gray Seven is detailed elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Pirates===&lt;br /&gt;
&lt;br /&gt;
The stellar nurseries in the sector inhibit long hyperspace jumps. Ships making frequent jumps, cooling drives and recalculating astrogation data, are easy prey for the sector&#039;s many pirates. The gas clouds no doubt conceal a number of pirate bases, safe from the scans of the Empire.&lt;br /&gt;
&lt;br /&gt;
==Stellar Phenomena==&lt;br /&gt;
&lt;br /&gt;
===The Cavita Stellar Gas Cloud===&lt;br /&gt;
&lt;br /&gt;
Sprawling across the sector in patches and clumps, the Cavista Stellar Gas Cloud is a massive stellar nursery. Ion storms are common, and the clouds are known to play havoc on Hyperspace Drives, FTL Comms, and scanning.&lt;br /&gt;
&lt;br /&gt;
===The Pitalca-Ludebs Hyperspace Lane===&lt;br /&gt;
&lt;br /&gt;
Running &amp;quot;North South&amp;quot; along the spine of the sector, it is the most heavily travelled hyperspace lane in the sector, despite intersecting none of the sector&#039;s systems. On the other hand it is completely free of gas clouds, and passes within a two day quick jump of most of the major centres.&lt;br /&gt;
&lt;br /&gt;
===The Garfon Hyperspace Lane===&lt;br /&gt;
&lt;br /&gt;
Running &amp;quot;East West&amp;quot; through the sector, the &amp;quot;eastern&amp;quot; branch will be the group&#039;s entry to the sector. The lane crosses Verlane System and Torina System on the far side of the sector. The lane does have a stellar cloud-created gap, known to locals as Black Star Pass, a common hunting ground for pirates.&lt;br /&gt;
&lt;br /&gt;
==Planets==&lt;br /&gt;
&lt;br /&gt;
===Verlane=== &lt;br /&gt;
&lt;br /&gt;
The capital world of the sector, Verlane is predominantly a trading and manufacturing center. Verlane also has the headquarters for the Ryzan Mining Corporation and enjoys the highest standard of Iiving in the sector.&lt;br /&gt;
&lt;br /&gt;
===Dega=== &lt;br /&gt;
&lt;br /&gt;
An old mining world long ago tapped-out by Ryzan Mining, Dega is a world devoid of life, with a poisoned atmosphere and a polluted ecosystem.&lt;br /&gt;
&lt;br /&gt;
===Derilyn=== &lt;br /&gt;
&lt;br /&gt;
Derilyn was once one ofthe major trading worlds of Verlane sector, but it&#039;s currently under Imperial martial law. Travel to and from the planet is restricted. Opposition to the Empire is not tolerated by the planet&#039;s Imperial military governor.&lt;br /&gt;
&lt;br /&gt;
===Korad=== &lt;br /&gt;
&lt;br /&gt;
Much of the surface of Korad is littered with starship and vehicle wrecks; the planet is essentially a salvage yard. Several bands of scavengers and refugees live&lt;br /&gt;
among the abandoned starship hulks.&lt;br /&gt;
&lt;br /&gt;
===Merisee=== &lt;br /&gt;
&lt;br /&gt;
Known as the &amp;quot;Bread-basket of Verlane Sector,&amp;quot; Merisee is an agriculture world. The planet is home to a humanoid alien species with two distinct races: the Teltiors&lt;br /&gt;
and the Meris.&lt;br /&gt;
&lt;br /&gt;
===Torina=== &lt;br /&gt;
&lt;br /&gt;
Torina is a planet on the Pit-Lu Run which boasts several starports and is a favored vacation world in the sector. With a pleasant climate, well-preserved natural habitats, clean cities, good starport facilities, and an abundance of hotels and casinos, Torina has much to offer, particularly for those who can&#039;t afford the splendor of a cruise aboard the Kuari Princess.&lt;br /&gt;
&lt;br /&gt;
==Gray Seven==&lt;br /&gt;
&lt;br /&gt;
Each file is very sparse. There is a grainy monochromatic holo, but no biological or biographic data.&lt;br /&gt;
&lt;br /&gt;
===Annara Yu=== &lt;br /&gt;
&lt;br /&gt;
Female Human Soldier.&lt;br /&gt;
&lt;br /&gt;
===Buann Tratree===&lt;br /&gt;
&lt;br /&gt;
Female Rodian Scout.&lt;br /&gt;
&lt;br /&gt;
===Dunn Kartol=== &lt;br /&gt;
&lt;br /&gt;
Male Human Slicer&lt;br /&gt;
&lt;br /&gt;
===Oro Otel=== &lt;br /&gt;
&lt;br /&gt;
Female Twi&#039;lek Pilot&lt;br /&gt;
&lt;br /&gt;
===Parek=== &lt;br /&gt;
&lt;br /&gt;
Male Bothan Scout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
https://wiki.rpg.net/index.php/Star_Wars_Desperate_Times&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Verlane_Sector&amp;diff=332947</id>
		<title>Verlane Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Verlane_Sector&amp;diff=332947"/>
		<updated>2018-01-31T02:38:37Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: Created page with &amp;quot;==Factions==  ===Ryzan Mining Corporation===  ===The Empire===  Moff Andal commands two Star Destroyers and a number of support and patrol vessels. Although the pirates have r...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Factions==&lt;br /&gt;
&lt;br /&gt;
===Ryzan Mining Corporation===&lt;br /&gt;
&lt;br /&gt;
===The Empire===&lt;br /&gt;
&lt;br /&gt;
Moff Andal commands two Star Destroyers and a number of support and patrol vessels. Although the pirates have remained elusive, there is no organized resistance to the Empire here, yet.&lt;br /&gt;
&lt;br /&gt;
===The Rebellion===&lt;br /&gt;
&lt;br /&gt;
A few listening posts, and a few agents, none are named in the file. The Rebellions is watching and waiting in Verlane Sector. Gray Seven is detailed elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Pirates===&lt;br /&gt;
&lt;br /&gt;
The stellar nurseries in the sector inhibit long hyperspace jumps. Ships making frequent jumps, cooling drives and recalculating astrogation data, are easy prey for the sector&#039;s many pirates. The gas clouds no doubt conceal a number of pirate bases, safe from the scans of the Empire.&lt;br /&gt;
&lt;br /&gt;
==Stellar Phenomena==&lt;br /&gt;
&lt;br /&gt;
===The Cavita Stellar Gas Cloud===&lt;br /&gt;
&lt;br /&gt;
Sprawling across the sector in patches and clumps, the Cavista Stellar Gas Cloud is a massive stellar nursery. Ion storms are common, and the clouds are known to play havoc on Hyperspace Drives, FTL Comms, and scanning.&lt;br /&gt;
&lt;br /&gt;
===The Pitalca-Ludebs Hyperspace Lane===&lt;br /&gt;
&lt;br /&gt;
Running &amp;quot;North South&amp;quot; along the spine of the sector, it is the most heavily travelled hyperspace lane in the sector, despite intersecting none of the sector&#039;s systems. On the other hand it is completely free of gas clouds, and passes within a two day quick jump of most of the major centres.&lt;br /&gt;
&lt;br /&gt;
===The Garfon Hyperspace Lane===&lt;br /&gt;
&lt;br /&gt;
Running &amp;quot;East West&amp;quot; through the sector, the &amp;quot;eastern&amp;quot; branch will be the group&#039;s entry to the sector. The lane crosses Verlane System and Torina System on the far side of the sector. The lane does have a stellar cloud-created gap, known to locals as Black Star Pass, a common hunting ground for pirates.&lt;br /&gt;
&lt;br /&gt;
==Planets==&lt;br /&gt;
&lt;br /&gt;
===Verlane=== &lt;br /&gt;
&lt;br /&gt;
The capital world of the sector, Verlane is predominantly a trading and manufacturing center. Verlane also has the headquarters for the Ryzan Mining Corporation and enjoys the highest standard of Iiving in the sector.&lt;br /&gt;
&lt;br /&gt;
===Dega=== &lt;br /&gt;
&lt;br /&gt;
An old mining world long ago tapped-out by Ryzan Mining, Dega is a world devoid of life, with a poisoned atmosphere and a polluted ecosystem.&lt;br /&gt;
&lt;br /&gt;
===Derilyn=== &lt;br /&gt;
&lt;br /&gt;
Derilyn was once one ofthe major trading worlds of Verlane sector, but it&#039;s currently under Imperial martial law. Travel to and from the planet is restricted. Opposition to the Empire is not tolerated by the planet&#039;s Imperial military governor.&lt;br /&gt;
&lt;br /&gt;
===Korad=== &lt;br /&gt;
&lt;br /&gt;
Much of the surface of Korad is littered with starship and vehicle wrecks; the planet is essentially a salvage yard. Several bands of scavengers and refugees live&lt;br /&gt;
among the abandoned starship hulks.&lt;br /&gt;
&lt;br /&gt;
===Merisee=== &lt;br /&gt;
&lt;br /&gt;
Known as the &amp;quot;Bread-basket of Verlane Sector,&amp;quot; Merisee is an agriculture world. The planet is home to a humanoid alien species with two distinct races: the Teltiors&lt;br /&gt;
and the Meris.&lt;br /&gt;
&lt;br /&gt;
===Torina=== &lt;br /&gt;
&lt;br /&gt;
Torina is a planet on the Pit-Lu Run which boasts several starports and is a favored vacation world in the sector. With a pleasant climate, well-preserved natural habitats, clean cities, good starport facilities, and an abundance of hotels and casinos, Torina has much to offer, particularly for those who can&#039;t afford the splendor of a cruise aboard the Kuari Princess.&lt;br /&gt;
&lt;br /&gt;
==Gray Seven==&lt;br /&gt;
&lt;br /&gt;
Each file is very sparse. There is a grainy monochromatic holo, but no biological or biographic data.&lt;br /&gt;
&lt;br /&gt;
===Annara Yu=== &lt;br /&gt;
&lt;br /&gt;
Female Human Soldier.&lt;br /&gt;
&lt;br /&gt;
===Buann Tratree===&lt;br /&gt;
&lt;br /&gt;
Female Rodian Scout.&lt;br /&gt;
&lt;br /&gt;
===Dunn Kartol=== &lt;br /&gt;
&lt;br /&gt;
Male Human Slicer&lt;br /&gt;
&lt;br /&gt;
===Oro Otel=== &lt;br /&gt;
&lt;br /&gt;
Female Twi&#039;lek Pilot&lt;br /&gt;
&lt;br /&gt;
===Parek=== &lt;br /&gt;
&lt;br /&gt;
Male Bothan Scout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
https://wiki.rpg.net/index.php/Star_Wars_Desperate_Times&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=GravStar&amp;diff=331782</id>
		<title>GravStar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=GravStar&amp;diff=331782"/>
		<updated>2018-01-10T02:34:48Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: Created page with &amp;quot; Hero Name 	Gravstar  Civilian ID 	Philip Pohl  Gender 	 	Male 	  Age 	 	27  	 Identity 	Secret ID  Origin 		Hi-Tech Wonder 						 Fighting 	20/6  Agility 	6/10  	 Strength 	4...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Hero Name 	Gravstar&lt;br /&gt;
&lt;br /&gt;
Civilian ID 	Philip Pohl&lt;br /&gt;
&lt;br /&gt;
Gender 	 	Male 	&lt;br /&gt;
&lt;br /&gt;
Age 	 	27&lt;br /&gt;
 	&lt;br /&gt;
Identity 	Secret ID&lt;br /&gt;
&lt;br /&gt;
Origin 		Hi-Tech Wonder&lt;br /&gt;
						&lt;br /&gt;
Fighting 	20/6&lt;br /&gt;
&lt;br /&gt;
Agility 	6/10 &lt;br /&gt;
	&lt;br /&gt;
Strength 	40/4 	&lt;br /&gt;
&lt;br /&gt;
Endurance 	20/10&lt;br /&gt;
&lt;br /&gt;
Reason 		20 	&lt;br /&gt;
&lt;br /&gt;
Intuition 	10 	&lt;br /&gt;
&lt;br /&gt;
Psyche 	 	30&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
						&lt;br /&gt;
Health 	 	96/30&lt;br /&gt;
 &lt;br /&gt;
Karma 	 	60 &lt;br /&gt;
	&lt;br /&gt;
Resources 	30 	&lt;br /&gt;
&lt;br /&gt;
Popularity 	00 	&lt;br /&gt;
&lt;br /&gt;
Movement 	2 areas 	&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
						&lt;br /&gt;
Power-1 &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; INCREDIBLE (40)&lt;br /&gt;
	 	&lt;br /&gt;
Power-2 &#039;&#039;&#039;Flight&#039;&#039;&#039; EXCELLENT (20)&lt;br /&gt;
 							&lt;br /&gt;
Talents: 	Engineering, Physics, Business, First Aid &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
background to follow.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
https://wiki.rpg.net/index.php/TSR_Marvel_Crisis_84&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TSR_Marvel_Crisis_84&amp;diff=331778</id>
		<title>TSR Marvel Crisis 84</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TSR_Marvel_Crisis_84&amp;diff=331778"/>
		<updated>2018-01-10T02:23:34Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: Created page with &amp;quot;== Introduction == &amp;#039;&amp;#039;&amp;#039;Crisis &amp;#039;84&amp;#039;&amp;#039;&amp;#039; is a PbP using TSR&amp;#039;s Marvel Superheroes.  Timbuktu is the GM.  == Player Characters ==  ===Doctor Lamia===  Doctor Lee Chen is a Mutant...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Crisis &#039;84&#039;&#039;&#039; is a PbP using TSR&#039;s Marvel Superheroes.&lt;br /&gt;
&lt;br /&gt;
Timbuktu is the GM.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
===[[Doctor Lamia]]===&lt;br /&gt;
&lt;br /&gt;
Doctor Lee Chen is a Mutant, played by ScottL&lt;br /&gt;
&lt;br /&gt;
===[[Geode]]===&lt;br /&gt;
&lt;br /&gt;
George Morgans is an Altered Human, played by Talisman&lt;br /&gt;
&lt;br /&gt;
===[[GravStar]]===&lt;br /&gt;
&lt;br /&gt;
Philip Pohl is GravStar a High-Tech Wonder, played by Waiwode&lt;br /&gt;
&lt;br /&gt;
===[[Holster]]===&lt;br /&gt;
&lt;br /&gt;
Burton bavard is a High Tech Wonder, played by DeeCee&lt;br /&gt;
&lt;br /&gt;
===[[Ice Rose]]=== &lt;br /&gt;
&lt;br /&gt;
Hidori Akii is an Altered Human, played by Stormraven&lt;br /&gt;
&lt;br /&gt;
===[[Pyroclast]]===&lt;br /&gt;
&lt;br /&gt;
Martin Kailani is a Mutant, played by Random Task&lt;br /&gt;
&lt;br /&gt;
==Important NPCs==&lt;br /&gt;
&lt;br /&gt;
===Obadiah Stane===&lt;br /&gt;
&lt;br /&gt;
==Important Places==&lt;br /&gt;
&lt;br /&gt;
===The Unisphere, Queens NY===&lt;br /&gt;
&lt;br /&gt;
Site of the &#039;84 International Expo.&lt;br /&gt;
&lt;br /&gt;
-----&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kathandry_Kassawell&amp;diff=326042</id>
		<title>Kathandry Kassawell</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kathandry_Kassawell&amp;diff=326042"/>
		<updated>2017-08-31T20:18:08Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Sheryl2.jpg|right]]&lt;br /&gt;
* &#039;&#039;&#039;Name:&#039;&#039;&#039; Kathandry Kassawell&lt;br /&gt;
* &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&lt;br /&gt;
* &#039;&#039;&#039;Theme:&#039;&#039;&#039; Icon&lt;br /&gt;
* &#039;&#039;&#039;Class:&#039;&#039;&#039; Envoy&lt;br /&gt;
* &#039;&#039;&#039;Diety:&#039;&#039;&#039; Shaelyn&lt;br /&gt;
====Attributes:====&lt;br /&gt;
Str 10 (+0)&lt;br /&gt;
&lt;br /&gt;
Dex 16 (+3) &lt;br /&gt;
&lt;br /&gt;
Con 14 (+2) &lt;br /&gt;
&lt;br /&gt;
Int 12 (+1) &lt;br /&gt;
&lt;br /&gt;
Wis 10 (+0) &lt;br /&gt;
&lt;br /&gt;
Cha 18  (+4)&lt;br /&gt;
&lt;br /&gt;
====Skills:====&lt;br /&gt;
Acrobatics +6&lt;br /&gt;
Athletics +4&lt;br /&gt;
Bluff +8&lt;br /&gt;
Computers +5&lt;br /&gt;
Diplomacy +8&lt;br /&gt;
Disguse +4&lt;br /&gt;
Engineering +5&lt;br /&gt;
Intimidate +8&lt;br /&gt;
Medicine +1&lt;br /&gt;
Perception +1&lt;br /&gt;
Piloting +6&lt;br /&gt;
Profession (Singer) +8&lt;br /&gt;
Sense Motive +4&lt;br /&gt;
Sleight of Hand +2&lt;br /&gt;
Stealth +2&lt;br /&gt;
Culture +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Improved Feint, Veiled Threat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EAC:&#039;&#039;&#039; 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KAC:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve Points:&#039;&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stamina Points:&#039;&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Knife - Survival (1D4 S) - 95&lt;br /&gt;
Laser Pistol, Azimuth (1D4 F) - 350&lt;br /&gt;
Second Skin Armor (+1 EAC, +2 KAC) - 250&lt;br /&gt;
Comm Unit - 7&lt;br /&gt;
Tool Kit - 20&lt;br /&gt;
Medkit, Basic 100&lt;br /&gt;
2 medpatches - 100&lt;br /&gt;
Computer Tier 1 - 50&lt;br /&gt;
module - Secure Data, Average - 10&lt;br /&gt;
Module - Wipe - 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Credits:&#039;&#039;&#039; 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item Bulk:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Sheryl2.jpg&amp;diff=326041</id>
		<title>File:Sheryl2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Sheryl2.jpg&amp;diff=326041"/>
		<updated>2017-08-31T20:16:21Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Starfinder_Absolom_Station&amp;diff=325745</id>
		<title>Starfinder Absolom Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Starfinder_Absolom_Station&amp;diff=325745"/>
		<updated>2017-08-27T15:25:12Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: Created page with &amp;quot;== Introduction == Starfinder is a Science Fantasy game based on the Pathfinder/d20 rules set.  This is the wiki page for &amp;#039;Absolom Station&amp;#039;, a Play-by-Post that will be run on...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Starfinder is a Science Fantasy game based on the Pathfinder/d20 rules set.&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for &#039;Absolom Station&#039;, a Play-by-Post that will be run on the rpg.net PbP forum. I&#039;m Waiwode, the GM. We&#039;re at barebones right now, but more will be added as things get rolling.&lt;br /&gt;
&lt;br /&gt;
== Absolom Station ==&lt;br /&gt;
&lt;br /&gt;
No one knows who, or when Absolom Station was built. But over the last century it has become a port of call, the first but no longer last refuge of humanity, a home away from home for diplomats, hustlers, entrepreneurs, and wanderers. Humans and aliens wrapped in two million, five hundred thousand tons of spinning metal, all alone in the night. &lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
===[[Player 1]]===&lt;br /&gt;
&lt;br /&gt;
Player 1&lt;br /&gt;
&lt;br /&gt;
===[[Player 2]]=== &lt;br /&gt;
&lt;br /&gt;
Player 2&lt;br /&gt;
&lt;br /&gt;
===[[Player 3]]===&lt;br /&gt;
&lt;br /&gt;
Player 3&lt;br /&gt;
&lt;br /&gt;
===[[Player 4]]===&lt;br /&gt;
&lt;br /&gt;
Player 4&lt;br /&gt;
&lt;br /&gt;
===[[Player 5]]===&lt;br /&gt;
&lt;br /&gt;
Player 5&lt;br /&gt;
&lt;br /&gt;
===[[Player 6]]===&lt;br /&gt;
&lt;br /&gt;
Player 6&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lost_In_M_Space&amp;diff=325744</id>
		<title>Lost In M Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lost_In_M_Space&amp;diff=325744"/>
		<updated>2017-08-27T15:09:56Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LOM-4x_aka_Lomax&amp;diff=312585</id>
		<title>LOM-4x aka Lomax</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LOM-4x_aka_Lomax&amp;diff=312585"/>
		<updated>2017-01-17T22:22:40Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: Created page with &amp;quot;LOM-4x aka Lomax  Brawn 	        3 Agility 	1 Intelligence 	2 Cunning 	3 Willpower 	1 Presence 	3  Cool- 1: Knowledge (Lore)- 1: Kn (Outer Rim)- 1: Perception- 2: Kn (Xeno)- 1...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;LOM-4x aka Lomax&lt;br /&gt;
&lt;br /&gt;
Brawn 	        3&lt;br /&gt;
Agility 	1&lt;br /&gt;
Intelligence 	2&lt;br /&gt;
Cunning 	3&lt;br /&gt;
Willpower 	1&lt;br /&gt;
Presence 	3&lt;br /&gt;
&lt;br /&gt;
Cool- 1: Knowledge (Lore)- 1: Kn (Outer Rim)- 1: Perception- 2: Kn (Xeno)- 1: &lt;br /&gt;
Deception- 1: Negotiation- 1: Kn (Underworld)- 1&lt;br /&gt;
Brawl- 1: Streetwise- 1&lt;br /&gt;
&lt;br /&gt;
LOM-4x was owned by Kelora Scown, a shady businesswoman. Over time, the droid picked up a lot of business tricks and contacts, and when Kelora was killed by the Empire, Lomax took to trying to run her business, wearing crossed bandoleers as she used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Debt (5): Services not Rendered to (crime syndicate) due to current captivity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dutybound (5): Member of a guild that requires occasional services in return for contacts, deals, and favours.&lt;br /&gt;
&lt;br /&gt;
Talents: Convincing Demeanour 1, Know Somebody, Wheel &amp;amp; Deal&lt;br /&gt;
&lt;br /&gt;
Equipment: fists count as Brass Knuckles.&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_Desperate_Times&amp;diff=312584</id>
		<title>Star Wars Desperate Times</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_Desperate_Times&amp;diff=312584"/>
		<updated>2017-01-17T22:22:19Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* LOM-4x aka Lomax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Desperate Times is a Star Wars game using the FFG Edge of the Empire Rules-set&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for &#039;Desperate Times&#039;, a Play-by-Post that will be run on the rpg.net PbP forum. I&#039;m Waiwode, the GM. We&#039;re at barebones right now, but more will be added as things get rolling.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
===[[Barsheeba Valens]]===&lt;br /&gt;
&lt;br /&gt;
Barsheeba Valens, Human Hired Gun/Mercenary, played by Muskrat&lt;br /&gt;
&lt;br /&gt;
===[[Kurava]]=== &lt;br /&gt;
&lt;br /&gt;
Ordamirku&#039;rav&#039;abrithon (Kurava) Chiss Smuggler/Gunslinger played by Markov&lt;br /&gt;
&lt;br /&gt;
===[[The Haggard Witch]]===&lt;br /&gt;
&lt;br /&gt;
The Haggard Witch, Human Explorer/Scout &amp;amp; Force Sensitive played by Stormraven&lt;br /&gt;
&lt;br /&gt;
===[[Mongo the Hutt]]===&lt;br /&gt;
&lt;br /&gt;
Mongo the Hutt, Hutt Colonist/Entrepreneur, played by vilainn6&lt;br /&gt;
&lt;br /&gt;
===[[Kenna Cychu]]===&lt;br /&gt;
&lt;br /&gt;
Kenna Cychu, a Pantoran Bounty Hunter/Gadgeteer, played by Lysus&lt;br /&gt;
&lt;br /&gt;
===[[Hakmi Vloy]]===&lt;br /&gt;
&lt;br /&gt;
Hakmi Vloy a Weequay Bounty Hunter/Assassin, played by HardKore Keltoid&lt;br /&gt;
&lt;br /&gt;
===[[LOM-4x aka Lomax]]===&lt;br /&gt;
&lt;br /&gt;
Lomax a Droid Explorer/Trader, played by Mr Teufel&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==The Crawl==&lt;br /&gt;
&lt;br /&gt;
::::: &#039;&#039;&#039;STAR WARS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::: &#039;&#039;&#039;Desperate Times&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Clone Wars are over and the EMPIRE has&lt;br /&gt;
&lt;br /&gt;
: risen from the ashes of the REPUBLIC. Now&lt;br /&gt;
&lt;br /&gt;
: purges and arrests are sweeping up any who &lt;br /&gt;
&lt;br /&gt;
: raise their voice against the new regime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Arrested and deported without trial, you &lt;br /&gt;
&lt;br /&gt;
: find yourselves slaving in the Spice Desert &lt;br /&gt;
&lt;br /&gt;
: of Nar Molub for a meagre daily ration. &lt;br /&gt;
&lt;br /&gt;
: Life expectancy here is very short.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Saboteurs have crippled the Spice Crawler, &lt;br /&gt;
&lt;br /&gt;
: and confusion reigns in the night. Flight &lt;br /&gt;
&lt;br /&gt;
: across the desert is a desperate ploy, but &lt;br /&gt;
&lt;br /&gt;
: it may be your only hope...&lt;br /&gt;
&lt;br /&gt;
==Game Notes==&lt;br /&gt;
&lt;br /&gt;
===[[Nar Molob]]===&lt;br /&gt;
&lt;br /&gt;
A forgotten and inhospitable planet in Hutt space, Nar Molub was an orbital refuelling station above a planet left alone until the recent discovery of Molub Spice. Molub Spice is a silicate compound found in the sand that, with the proper treatment, compares favourably to glitterdust, a Kessel Spice.&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_Desperate_Times&amp;diff=310869</id>
		<title>Star Wars Desperate Times</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_Desperate_Times&amp;diff=310869"/>
		<updated>2016-12-28T19:15:08Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Desperate Times is a Star Wars game using the FFG Edge of the Empire Rules-set&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for &#039;Desperate Times&#039;, a Play-by-Post that will be run on the rpg.net PbP forum. I&#039;m Waiwode, the GM. We&#039;re at barebones right now, but more will be added as things get rolling.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note to players: When you enter your character&#039;s name, please edit the headers first. That will create a page with your character&#039;s name, instead of &amp;quot;SW DT Player X&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[SW DT Player 1]]===&lt;br /&gt;
&lt;br /&gt;
SW DT Player 1&lt;br /&gt;
&lt;br /&gt;
===[[SW DT Player 2]]=== &lt;br /&gt;
&lt;br /&gt;
SW DT Player 2&lt;br /&gt;
&lt;br /&gt;
===[[SW DT Player 3]]===&lt;br /&gt;
&lt;br /&gt;
SW DT Player 3&lt;br /&gt;
&lt;br /&gt;
===[[SW DT Player 4]]===&lt;br /&gt;
&lt;br /&gt;
SW DT Player 4&lt;br /&gt;
&lt;br /&gt;
===[[SW DT Player 5]]===&lt;br /&gt;
&lt;br /&gt;
SW DT Player 5&lt;br /&gt;
&lt;br /&gt;
===[[SW DT Player 6]]===&lt;br /&gt;
&lt;br /&gt;
SW DT Player 6&lt;br /&gt;
&lt;br /&gt;
-----&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_Desperate_Times&amp;diff=310868</id>
		<title>Star Wars Desperate Times</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_Desperate_Times&amp;diff=310868"/>
		<updated>2016-12-28T19:11:05Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Desperate Times is a Star Wars game using the FFG Edge of the Empire Rules-set&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for &#039;Desperate Times&#039;, a Play-by-Post that will be run on the rpg.net PbP forum. I&#039;m Waiwode, the GM. We&#039;re at barebones right now, but more will be added as things get rolling.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
&#039;Note to players: When you enter your character&#039;s name, please edit the headers first. That will create a page with your character&#039;s name, instead of &amp;quot;SW DT Player X&amp;quot;.&#039;&lt;br /&gt;
&lt;br /&gt;
===[[SW DT Player 1]]===&lt;br /&gt;
&lt;br /&gt;
SW DT Player 1&lt;br /&gt;
&lt;br /&gt;
===[[SW DT Player 2]]=== &lt;br /&gt;
&lt;br /&gt;
SW DT Player 2&lt;br /&gt;
&lt;br /&gt;
===[[SW DT Player 3]]===&lt;br /&gt;
&lt;br /&gt;
SW DT Player 3&lt;br /&gt;
&lt;br /&gt;
===[[SW DT Player 4]]===&lt;br /&gt;
&lt;br /&gt;
SW DT Player 4&lt;br /&gt;
&lt;br /&gt;
===[[SW DT Player 5]]===&lt;br /&gt;
&lt;br /&gt;
SW DT Player 5&lt;br /&gt;
&lt;br /&gt;
===[[SW DT Player 6]]===&lt;br /&gt;
&lt;br /&gt;
SW DT Player 6&lt;br /&gt;
&lt;br /&gt;
-----&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_Desperate_Times&amp;diff=310867</id>
		<title>Star Wars Desperate Times</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_Desperate_Times&amp;diff=310867"/>
		<updated>2016-12-28T19:07:05Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: Created page with &amp;quot;== Introduction == Desperate Times is a Star Wars game using the FFG Edge of the Empire Rules-set  This is the wiki page for &amp;#039;Desperate Times&amp;#039;, a Play-by-Post that will be run...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Desperate Times is a Star Wars game using the FFG Edge of the Empire Rules-set&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for &#039;Desperate Times&#039;, a Play-by-Post that will be run on the rpg.net PbP forum. I&#039;m Waiwode, the GM. We&#039;re at barebones right now, but more will be added as things get rolling.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
===[[Player 1]]===&lt;br /&gt;
&lt;br /&gt;
Player 1&lt;br /&gt;
&lt;br /&gt;
===[[Player 2]]=== &lt;br /&gt;
&lt;br /&gt;
Player 2&lt;br /&gt;
&lt;br /&gt;
===[[Player 3]]===&lt;br /&gt;
&lt;br /&gt;
Player 3&lt;br /&gt;
&lt;br /&gt;
===[[Player 4]]===&lt;br /&gt;
&lt;br /&gt;
Player 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lost_In_M_Space&amp;diff=308441</id>
		<title>Lost In M Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lost_In_M_Space&amp;diff=308441"/>
		<updated>2016-11-02T17:20:58Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: Created page with &amp;quot;== Introduction == M-Space is a Science Fiction game using the RQ6/Mythras Rules-set  This is the wiki page for &amp;#039;Lost in M-Space&amp;#039;, a Play-by-Post that will be run on the rpg.n...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
M-Space is a Science Fiction game using the RQ6/Mythras Rules-set&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for &#039;Lost in M-Space&#039;, a Play-by-Post that will be run on the rpg.net PbP forum. I&#039;m Waiwode, the GM. We&#039;re at barebones right now, but more will be added as things get rolling.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
===[[Player 1]]===&lt;br /&gt;
&lt;br /&gt;
Player 1&lt;br /&gt;
&lt;br /&gt;
===[[Player 2]]=== &lt;br /&gt;
&lt;br /&gt;
Player 2&lt;br /&gt;
&lt;br /&gt;
===[[Player 3]]===&lt;br /&gt;
&lt;br /&gt;
Player 3&lt;br /&gt;
&lt;br /&gt;
===[[Player 4]]===&lt;br /&gt;
&lt;br /&gt;
Player 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==La Galaksia Konfederacion==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Emperor===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Miya====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Otomo====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Seppun====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Crab===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Crane===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dragon===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Lion===&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Swordsandsandals&amp;diff=294862</id>
		<title>Swordsandsandals</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Swordsandsandals&amp;diff=294862"/>
		<updated>2016-01-20T17:25:43Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Kleon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Stragglers&#039; Odyssey ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[File:Scorpion Dungeon-Scary Gate.jpg| 200px]]&lt;br /&gt;
&lt;br /&gt;
== Ireneus ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Agility d8&lt;br /&gt;
&lt;br /&gt;
Smarts d8&lt;br /&gt;
&lt;br /&gt;
Spirit d8&lt;br /&gt;
&lt;br /&gt;
Strength d4&lt;br /&gt;
&lt;br /&gt;
Vigor d4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fighting d6&lt;br /&gt;
&lt;br /&gt;
Healing d8&lt;br /&gt;
&lt;br /&gt;
Knowledge (medicine) d8&lt;br /&gt;
&lt;br /&gt;
Notice d8&lt;br /&gt;
&lt;br /&gt;
Riding d4&lt;br /&gt;
&lt;br /&gt;
Swimming d4&lt;br /&gt;
&lt;br /&gt;
Throwing d6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clueless&lt;br /&gt;
&lt;br /&gt;
Pacifist (minor)&lt;br /&gt;
&lt;br /&gt;
Vow (minor): The Hippocratic Oath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
&lt;br /&gt;
Steady Hands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4 knives&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Leather armour&lt;br /&gt;
&lt;br /&gt;
Medium shield&lt;br /&gt;
&lt;br /&gt;
Bandages&lt;br /&gt;
&lt;br /&gt;
Needle and thread&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ireneus is a man of comfortable birth and once-great prospects, who looked forward to a life of affluence and respect after he completed his apprenticeship as a healer. He was horrified to be sent to the front as a field medic, knowing all too well that his life of study and care for the sick hadn&#039;t in any way prepared him to fight for his life. He was relieved that the war was over almost immediately, but now there is a long stretch of wilderness infested with bandits and beasts between him and his comfortable bed...&lt;br /&gt;
&lt;br /&gt;
He is slight, pale and tends to look somewhat lost when the conversation is on anything but diseases and the treatment of injuries, on which he is all the more confident in his opinions. He tries to remember the teachings and high standards of Hippocrates and apply them to his life, but he suspects that the Father of Medicine did not have quite so many people throwing javelins on him, nor such trouble getting hold of his daily bread. When caring for patients, he is calm, gentle and businesslike; when in battle, he fights with desperate determination to survive but also unhappily, feeling that there is something fundamentally wrong with sticking sharp objects through the divine miracle that is the human body.&lt;br /&gt;
&lt;br /&gt;
== Petros ==&lt;br /&gt;
A fisher and aspiring wrestling champion from a small coastal village, a loudmouthed braggart who would be obnoxious if not for his gregarious affability and genuine selflessness. Went to war for the loot and the glory after a storm wrecked his boat.&lt;br /&gt;
&lt;br /&gt;
* Wounds: 0&lt;br /&gt;
* Bennies: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Attributes &#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d8&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Skills &#039;&#039;&#039;&lt;br /&gt;
* Boating d8&lt;br /&gt;
* Climbing d4&lt;br /&gt;
* Fighting d8&lt;br /&gt;
* Intimidation d4&lt;br /&gt;
* Notice d4&lt;br /&gt;
* Persuasion d4&lt;br /&gt;
* Shooting d4&lt;br /&gt;
* Swimming d6&lt;br /&gt;
* Taunt d4&lt;br /&gt;
* Throwing d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Edges &#039;&#039;&#039;&lt;br /&gt;
* Brawny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hindrances &#039;&#039;&#039;&lt;br /&gt;
* Big Mouth&lt;br /&gt;
* Heroic&lt;br /&gt;
* Loyal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Derived Statistics &#039;&#039;&#039;&lt;br /&gt;
* Charisma 0&lt;br /&gt;
* Pace 6&amp;quot;&lt;br /&gt;
* Parry 6 (+2 with shield)&lt;br /&gt;
* Toughness 6 (+1 Armor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Gear &#039;&#039;&#039; (load limit 64lbs)&lt;br /&gt;
* Medium shield (+2 Parry, light cover, weight 6)&lt;br /&gt;
* Sword (Str+d6+1 damage, weight 2)&lt;br /&gt;
* Quilted coat (+1 Armor on torso and limbs, weight 12)&lt;br /&gt;
* Armoured cap (+1 Armor on head, weight 1)&lt;br /&gt;
* Blanket (weight 4)&lt;br /&gt;
* Flint and steel (weight 1)&lt;br /&gt;
* Knife (weight 1)&lt;br /&gt;
* Waterskin (weight 1)&lt;br /&gt;
* $80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Experience &#039;&#039;&#039;&lt;br /&gt;
* Rank: Novice&lt;br /&gt;
* XP: 0&lt;br /&gt;
&lt;br /&gt;
== Kleon ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kleon&#039;&#039;&#039;, son of the Great Kleitos&lt;br /&gt;
&lt;br /&gt;
Exp: 0 Bennies: 3 Wounds: 0&lt;br /&gt;
&lt;br /&gt;
A slender youth with not a whisker on his chin, wearing a black lion-mane mantled cloak far too long for him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d6&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
*Charisma 0&lt;br /&gt;
* Pace 8&amp;quot; (+1d10&amp;quot; on Run)* &lt;br /&gt;
* Parry 5&lt;br /&gt;
* Toughness 4*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
* Boating d4&lt;br /&gt;
* Climbing d4&lt;br /&gt;
* Fighting d6&lt;br /&gt;
* Knowledge: Myths &amp;amp; Legends d4&lt;br /&gt;
* Notice d6&lt;br /&gt;
* Persuasion d4&lt;br /&gt;
* Stealth d6&lt;br /&gt;
* Survival d6&lt;br /&gt;
* Swimming d4&lt;br /&gt;
* Throwing d8&lt;br /&gt;
* Tracking d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
* Fleet-footed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
* Small (&#039;&#039;Major&#039;&#039;)&lt;br /&gt;
* Outsider (Non-Adult)(&#039;&#039;Minor&#039;&#039;)&lt;br /&gt;
* Loyal (&#039;&#039;Minor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
* Dagger Str+1d4 AP2 3/6/12 w1 c100&lt;br /&gt;
* Javelins (3) Str+1d6 AP1 6/12/24 w2 (6) c75 (225)&lt;br /&gt;
* Small Shield Parry+1 w2 c25&lt;br /&gt;
* Quilted Coat Toughness+1 Torso &amp;amp; Limbs w12 c120&lt;br /&gt;
* Thick Phyrgian Cap Toughness+1 Head w1 c30&lt;br /&gt;
* Father&#039;s Black Lion Mane Cloak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Kleon is 15 or 16, no longer a child, yet he has not yet grown into a man. He has practiced the ways of war for years with his father, and others, but has never fought in battle. Faster than anyone else in his camp, he throws well and frequently hunts the arid hills for a rabbit or bird to add to the communal pots, yet he is not big enough to wield the long spear and shield yet. &lt;br /&gt;
&lt;br /&gt;
He is determined to return to his fathers lands, to see his mother again, and to one day take up the spear and shield and live up to the memory of his father&#039;s deeds. &lt;br /&gt;
&lt;br /&gt;
Due to his age and size, his opinion rarely carries much weight, but he is determined to give it anyway. &lt;br /&gt;
&lt;br /&gt;
More about [[Kleon]]&lt;br /&gt;
&lt;br /&gt;
== Shamshir-Addad ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Agility d6&lt;br /&gt;
&lt;br /&gt;
*Smarts d10&lt;br /&gt;
&lt;br /&gt;
*Spirit d6&lt;br /&gt;
&lt;br /&gt;
*Strength d4&lt;br /&gt;
&lt;br /&gt;
*Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fighting d4&lt;br /&gt;
*Guts d4&lt;br /&gt;
*Investigation d8&lt;br /&gt;
*Knowledge [History and Religion] d6&lt;br /&gt;
*Knowledge [Battle] d6&lt;br /&gt;
*Notice d6&lt;br /&gt;
*Persuasion d4&lt;br /&gt;
*Stealth d4&lt;br /&gt;
*Shoot d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Curious [major]&lt;br /&gt;
*Loyal [minor]&lt;br /&gt;
*Enemy [minor]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Jack of All Trades [roll untrained Smarts skills at d4 instead of d4-2]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
*Dagger		[Str+d4, AP 2, thrown 3/6/12, weight 1, cost 100]&lt;br /&gt;
*Bow with 30 Bronze Arrows and Quiver [Str+d6+1, 12/24/48, cost 150]&lt;br /&gt;
&lt;br /&gt;
*Quilted coat	[+1 torso &amp;amp; limbs, weight 12, cost 120]&lt;br /&gt;
&lt;br /&gt;
*Normal Clothing [cost 20]&lt;br /&gt;
*Lantern with oil [cost 30]&lt;br /&gt;
*Pen and Inkwell with ink [cost 30?]&lt;br /&gt;
*Several Scrolls [cost 10]&lt;br /&gt;
&lt;br /&gt;
*$40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shamshir-addad was always very bright - but also a little too curious. While serving as a junior scribe in the household of the King of Hattusas, Shamshir came across some irregularities in the King&#039;s accounts. Investigating, Shamshir determined that the irregularities were due to one of the King&#039;s cousins hording tax returns instead of passing them on to the king. Thinking this revelation would bring him fame and honor, Shamshir revealed his findings to the King.&lt;br /&gt;
&lt;br /&gt;
Things went...poorly, and Shamshir found himself exiled from his homeland and with a powerful enemy - Suppiluliuma, cousin of the King of the Hittites. Now in the company of a crew of sailors and mercenaries, Shamshir plies his skills and knowledge in the service of his newfound friends.&lt;br /&gt;
&lt;br /&gt;
== NPC Crew ==&lt;br /&gt;
Bion, a simple man but a swift runner&lt;br /&gt;
 &lt;br /&gt;
Penelope, a youth who accompanied the soldiers to seek her husband and brothers at Troy.&lt;br /&gt;
 &lt;br /&gt;
Glaucos, a skillful fixer but also a coward and back-stabber&lt;br /&gt;
&lt;br /&gt;
Demos, a philosopher but a good rower as well&lt;br /&gt;
&lt;br /&gt;
Teknos an eccentric craftsman/ smith/ inventor&lt;br /&gt;
&lt;br /&gt;
Thales, a harpist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Shields&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot;| Type !! Damage !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Small shield || Str+d4 || +1 Parry || 2 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Medium shield || Str+d4 || +2 Parry, light cover || 6 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Large shield || Str+d4 || +2 Parry, medium cover || 15 || 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A shield slung on one&#039;s back provides cover (but no Parry bonus) to its wearer.&lt;br /&gt;
&lt;br /&gt;
The hand holding the shield can also hold up to 4 pounds of other items, like javelins, which can be &amp;quot;drawn&amp;quot; as a free action.&lt;br /&gt;
&lt;br /&gt;
A shield can be sacrificed instead of a Benny to soak damage; it becomes unusable until repaired (which costs the same as a new shield).&lt;br /&gt;
&lt;br /&gt;
Hunkering down behind a shield (spend an action, halve your Pace) increases its cover by one step (light to medium, medium to heavy).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Type !! Damage !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Club || Str+d4 || nonlethal at will || 2 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || Str+d4 || AP 2, thrown 3/6/12 || 1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Str+d6+1 ||  || 2 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Axe || Str+d8 ||  || 2 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Mace || Str+d6 || Str req d8, Shaken enemies roll to recover at -1 || 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Staff || Str+d6 || Reach 1&amp;quot;, nonlethal at will || 4 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Spear || Str+d8 || Reach 1&amp;quot;, AP 1, thrown 4/8/16 || 4 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Str+d8 || Reach 2&amp;quot;, AP 1, 2-handed only || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Maul || Str+d10 || Str req d12, Shaken enemies roll to recover at -1, -1 Parry || 10 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When using a melee weapon in two hands, your Strength die type is increased by one step for purposes of Str requirements and damage rolls.&lt;br /&gt;
&lt;br /&gt;
Any weapon without a listed range can be thrown with a range of 2/4/8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Type !! Range !! Damage !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Sling || 8/16/32 || Str+d4 ||  || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Bow || 12/24/48 || Str+d6 ||  || 3 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 6/12/24 || Str+d6 || AP 1 || 2 || 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ammunition&lt;br /&gt;
! Type !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Sling stones ||  || 1/4 || free&lt;br /&gt;
|-&lt;br /&gt;
| Sling bullets || +1 damage || 1/4 || 1/4&lt;br /&gt;
|-&lt;br /&gt;
| Stone arrows ||  || 1/5 || 1/2&lt;br /&gt;
|-&lt;br /&gt;
| Bronze arrows || +1 damage || 1/5 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slings and bows cannot be used in close combat or while prone.&lt;br /&gt;
&lt;br /&gt;
Javelins cannot be thrown while prone.&lt;br /&gt;
&lt;br /&gt;
Bows require two hands to use.&lt;br /&gt;
&lt;br /&gt;
Slings require two hands to load, but a hand holding a shield can also hold and load sling stones or bullets (see Shields, above).&lt;br /&gt;
&lt;br /&gt;
Slingstones can be found on shores and riverbanks; spend fifteen minutes and make a Notice roll to find a number of suitable stones equal to your roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Armor&lt;br /&gt;
! Type !! Toughness!! Locations !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Quilted coat || +1 || torso &amp;amp; limbs ||  || 12 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Scaled coat || +2 || torso &amp;amp; limbs || -2 Stealth || 17 || 175&lt;br /&gt;
|-&lt;br /&gt;
| Plate cuirass || +3 || torso || -2 Stealth || 22 || 350&lt;br /&gt;
|-&lt;br /&gt;
| Bracers || +3 || arms || -1 Stealth || 6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Greaves || +3 || legs || -1 Stealth || 6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Thick cap || +1 || head ||  || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Light helmet || +2 || head || -1 Notice || 3 || 75&lt;br /&gt;
|-&lt;br /&gt;
| Full helmet || +3  || head || -2 Notice || 6 || 150&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Swordsandsandals&amp;diff=294784</id>
		<title>Swordsandsandals</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Swordsandsandals&amp;diff=294784"/>
		<updated>2016-01-19T13:58:51Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Kleon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Stragglers&#039; Odyssey ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[File:Scorpion Dungeon-Scary Gate.jpg| 200px]]&lt;br /&gt;
&lt;br /&gt;
== Ireneus ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Agility d8&lt;br /&gt;
&lt;br /&gt;
Smarts d8&lt;br /&gt;
&lt;br /&gt;
Spirit d8&lt;br /&gt;
&lt;br /&gt;
Strength d4&lt;br /&gt;
&lt;br /&gt;
Vigor d4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fighting d6&lt;br /&gt;
&lt;br /&gt;
Healing d8&lt;br /&gt;
&lt;br /&gt;
Knowledge (medicine) d8&lt;br /&gt;
&lt;br /&gt;
Notice d8&lt;br /&gt;
&lt;br /&gt;
Riding d4&lt;br /&gt;
&lt;br /&gt;
Swimming d4&lt;br /&gt;
&lt;br /&gt;
Throwing d6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clueless&lt;br /&gt;
&lt;br /&gt;
Pacifist (minor)&lt;br /&gt;
&lt;br /&gt;
Vow (minor): The Hippocratic Oath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
&lt;br /&gt;
Steady Hands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4 knives&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Leather armour&lt;br /&gt;
&lt;br /&gt;
Medium shield&lt;br /&gt;
&lt;br /&gt;
Bandages&lt;br /&gt;
&lt;br /&gt;
Needle and thread&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ireneus is a man of comfortable birth and once-great prospects, who looked forward to a life of affluence and respect after he completed his apprenticeship as a healer. He was horrified to be sent to the front as a field medic, knowing all too well that his life of study and care for the sick hadn&#039;t in any way prepared him to fight for his life. He was relieved that the war was over almost immediately, but now there is a long stretch of wilderness infested with bandits and beasts between him and his comfortable bed...&lt;br /&gt;
&lt;br /&gt;
He is slight, pale and tends to look somewhat lost when the conversation is on anything but diseases and the treatment of injuries, on which he is all the more confident in his opinions. He tries to remember the teachings and high standards of Hippocrates and apply them to his life, but he suspects that the Father of Medicine did not have quite so many people throwing javelins on him, nor such trouble getting hold of his daily bread. When caring for patients, he is calm, gentle and businesslike; when in battle, he fights with desperate determination to survive but also unhappily, feeling that there is something fundamentally wrong with sticking sharp objects through the divine miracle that is the human body.&lt;br /&gt;
&lt;br /&gt;
== Petros ==&lt;br /&gt;
A fisher and aspiring wrestling champion from a small coastal village, a loudmouthed braggart who would be obnoxious if not for his gregarious affability and genuine selflessness. Went to war for the loot and the glory after a storm wrecked his boat.&lt;br /&gt;
&lt;br /&gt;
* Wounds: 0&lt;br /&gt;
* Bennies: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Attributes &#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d8&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Skills &#039;&#039;&#039;&lt;br /&gt;
* Boating d8&lt;br /&gt;
* Climbing d4&lt;br /&gt;
* Fighting d8&lt;br /&gt;
* Intimidation d4&lt;br /&gt;
* Notice d4&lt;br /&gt;
* Persuasion d4&lt;br /&gt;
* Shooting d4&lt;br /&gt;
* Swimming d6&lt;br /&gt;
* Taunt d4&lt;br /&gt;
* Throwing d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Edges &#039;&#039;&#039;&lt;br /&gt;
* Brawny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hindrances &#039;&#039;&#039;&lt;br /&gt;
* Big Mouth&lt;br /&gt;
* Heroic&lt;br /&gt;
* Loyal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Derived Statistics &#039;&#039;&#039;&lt;br /&gt;
* Charisma 0&lt;br /&gt;
* Pace 6&amp;quot;&lt;br /&gt;
* Parry 6 (+2 with shield)&lt;br /&gt;
* Toughness 6 (+1 Armor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Gear &#039;&#039;&#039; (load limit 64lbs)&lt;br /&gt;
* Medium shield (+2 Parry, light cover, weight 6)&lt;br /&gt;
* Sword (Str+d6+1 damage, weight 2)&lt;br /&gt;
* Quilted coat (+1 Armor on torso and limbs, weight 12)&lt;br /&gt;
* Armoured cap (+1 Armor on head, weight 1)&lt;br /&gt;
* Blanket (weight 4)&lt;br /&gt;
* Flint and steel (weight 1)&lt;br /&gt;
* Knife (weight 1)&lt;br /&gt;
* Waterskin (weight 1)&lt;br /&gt;
* $80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Experience &#039;&#039;&#039;&lt;br /&gt;
* Rank: Novice&lt;br /&gt;
* XP: 0&lt;br /&gt;
&lt;br /&gt;
== Kleon ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kleon&#039;&#039;&#039;, son of the Great Kleitos&lt;br /&gt;
&lt;br /&gt;
Exp: 0 Bennies: 1 Wounds: 0&lt;br /&gt;
&lt;br /&gt;
A slender youth with not a whisker on his chin, wearing a black lion-mane mantled cloak far too long for him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d6&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
*Charisma 0&lt;br /&gt;
* Pace 8&amp;quot; (+1d10&amp;quot; on Run)* &lt;br /&gt;
* Parry 5&lt;br /&gt;
* Toughness 4*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
* Boating d4&lt;br /&gt;
* Climbing d4&lt;br /&gt;
* Fighting d6&lt;br /&gt;
* Knowledge: Myths &amp;amp; Legends d4&lt;br /&gt;
* Notice d6&lt;br /&gt;
* Persuasion d4&lt;br /&gt;
* Stealth d6&lt;br /&gt;
* Survival d6&lt;br /&gt;
* Swimming d4&lt;br /&gt;
* Throwing d8&lt;br /&gt;
* Tracking d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
* Fleet-footed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
* Small (&#039;&#039;Major&#039;&#039;)&lt;br /&gt;
* Outsider (Non-Adult)(&#039;&#039;Minor&#039;&#039;)&lt;br /&gt;
* Loyal (&#039;&#039;Minor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
* Dagger Str+1d4 AP2 3/6/12 w1 c100&lt;br /&gt;
* Javelins (3) Str+1d6 AP1 6/12/24 w2 (6) c75 (225)&lt;br /&gt;
* Small Shield Parry+1 w2 c25&lt;br /&gt;
* Quilted Coat Toughness+1 Torso &amp;amp; Limbs w12 c120&lt;br /&gt;
* Thick Phyrgian Cap Toughness+1 Head w1 c30&lt;br /&gt;
* Father&#039;s Black Lion Mane Cloak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Kleon is 15 or 16, no longer a child, yet he has not yet grown into a man. He has practiced the ways of war for years with his father, and others, but has never fought in battle. Faster than anyone else in his camp, he throws well and frequently hunts the arid hills for a rabbit or bird to add to the communal pots, yet he is not big enough to wield the long spear and shield yet. &lt;br /&gt;
&lt;br /&gt;
He is determined to return to his fathers lands, to see his mother again, and to one day take up the spear and shield and live up to the memory of his father&#039;s deeds. &lt;br /&gt;
&lt;br /&gt;
Due to his age and size, his opinion rarely carries much weight, but he is determined to give it anyway. &lt;br /&gt;
&lt;br /&gt;
More about [[Kleon]]&lt;br /&gt;
&lt;br /&gt;
== Shamshir-Addad ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Agility d6&lt;br /&gt;
&lt;br /&gt;
*Smarts d10&lt;br /&gt;
&lt;br /&gt;
*Spirit d6&lt;br /&gt;
&lt;br /&gt;
*Strength d4&lt;br /&gt;
&lt;br /&gt;
*Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fighting d4&lt;br /&gt;
*Guts d4&lt;br /&gt;
*Investigation d8&lt;br /&gt;
*Knowledge [History and Religion] d6&lt;br /&gt;
*Knowledge [Battle] d6&lt;br /&gt;
*Notice d6&lt;br /&gt;
*Persuasion d4&lt;br /&gt;
*Stealth d4&lt;br /&gt;
*Shoot d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Curious [major]&lt;br /&gt;
*Loyal [minor]&lt;br /&gt;
*Enemy [minor]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Jack of All Trades [roll untrained Smarts skills at d4 instead of d4-2]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
*Dagger		[Str+d4, AP 2, thrown 3/6/12, weight 1, cost 100]&lt;br /&gt;
*Bow with 30 Bronze Arrows and Quiver [Str+d6+1, 12/24/48, cost 150]&lt;br /&gt;
&lt;br /&gt;
*Quilted coat	[+1 torso &amp;amp; limbs, weight 12, cost 120]&lt;br /&gt;
&lt;br /&gt;
*Normal Clothing [cost 20]&lt;br /&gt;
*Lantern with oil [cost 30]&lt;br /&gt;
*Pen and Inkwell with ink [cost 30?]&lt;br /&gt;
*Several Scrolls [cost 10]&lt;br /&gt;
&lt;br /&gt;
*$40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shamshir-addad was always very bright - but also a little too curious. While serving as a junior scribe in the household of the King of Hattusas, Shamshir came across some irregularities in the King&#039;s accounts. Investigating, Shamshir determined that the irregularities were due to one of the King&#039;s cousins hording tax returns instead of passing them on to the king. Thinking this revelation would bring him fame and honor, Shamshir revealed his findings to the King.&lt;br /&gt;
&lt;br /&gt;
Things went...poorly, and Shamshir found himself exiled from his homeland and with a powerful enemy - Suppiluliuma, cousin of the King of the Hittites. Now in the company of a crew of sailors and mercenaries, Shamshir plies his skills and knowledge in the service of his newfound friends.&lt;br /&gt;
&lt;br /&gt;
== NPC Crew ==&lt;br /&gt;
Bion, a simple man but a swift runner&lt;br /&gt;
 &lt;br /&gt;
Penelope, a youth who accompanied the soldiers to seek her husband and brothers at Troy.&lt;br /&gt;
 &lt;br /&gt;
Glaucos, a skillful fixer but also a coward and back-stabber&lt;br /&gt;
&lt;br /&gt;
Demos, a philosopher but a good rower as well&lt;br /&gt;
&lt;br /&gt;
Teknos an eccentric craftsman/ smith/ inventor&lt;br /&gt;
&lt;br /&gt;
Thales, a harpist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Shields&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot;| Type !! Damage !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Small shield || Str+d4 || +1 Parry || 2 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Medium shield || Str+d4 || +2 Parry, light cover || 6 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Large shield || Str+d4 || +2 Parry, medium cover || 15 || 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A shield slung on one&#039;s back provides cover (but no Parry bonus) to its wearer.&lt;br /&gt;
&lt;br /&gt;
The hand holding the shield can also hold up to 4 pounds of other items, like javelins, which can be &amp;quot;drawn&amp;quot; as a free action.&lt;br /&gt;
&lt;br /&gt;
A shield can be sacrificed instead of a Benny to soak damage; it becomes unusable until repaired (which costs the same as a new shield).&lt;br /&gt;
&lt;br /&gt;
Hunkering down behind a shield (spend an action, halve your Pace) increases its cover by one step (light to medium, medium to heavy).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Type !! Damage !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Club || Str+d4 || nonlethal at will || 2 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || Str+d4 || AP 2, thrown 3/6/12 || 1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Str+d6+1 ||  || 2 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Axe || Str+d8 ||  || 2 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Mace || Str+d6 || Shaken enemies roll to recover at -1 || 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Staff || Str+d6 || Reach 1&amp;quot;, nonlethal at will || 4 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Spear || Str+d8 || Reach 1&amp;quot;, AP 1, thrown 4/8/16 || 4 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Str+d8 || Reach 2&amp;quot;, AP 1, 2-handed only || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Maul || Str+d10 || Shaken enemies roll to recover at -1, -1 Parry , 2-handed only || 10 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When using a melee weapon in two hands, your Strength die type is increased by one step for purposes of Str requirements and damage rolls.&lt;br /&gt;
&lt;br /&gt;
Any weapon without a listed range can be thrown with a range of 2/4/8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Type !! Range !! Damage !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Sling || 8/16/32 || Str+d4 ||  || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Bow || 12/24/48 || Str+d6 ||  || 3 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 6/12/24 || Str+d6 || AP 1 || 2 || 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ammunition&lt;br /&gt;
! Type !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Sling stones ||  || 1/4 || free&lt;br /&gt;
|-&lt;br /&gt;
| Sling bullets || +1 damage || 1/4 || 1/4&lt;br /&gt;
|-&lt;br /&gt;
| Stone arrows ||  || 1/5 || 1/2&lt;br /&gt;
|-&lt;br /&gt;
| Bronze arrows || +1 damage || 1/5 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slings and bows cannot be used in close combat or while prone.&lt;br /&gt;
&lt;br /&gt;
Javelins cannot be thrown while prone.&lt;br /&gt;
&lt;br /&gt;
Bows require two hands to use.&lt;br /&gt;
&lt;br /&gt;
Slings require two hands to load, but a hand holding a shield can also hold and load sling stones or bullets (see Shields, above).&lt;br /&gt;
&lt;br /&gt;
Slingstones can be found on shores and riverbanks; spend fifteen minutes and make a Notice roll to find a number of suitable stones equal to your roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Armor&lt;br /&gt;
! Type !! Toughness!! Locations !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Quilted coat || +1 || torso &amp;amp; limbs ||  || 12 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Scaled coat || +2 || torso &amp;amp; limbs || -2 Stealth || 17 || 175&lt;br /&gt;
|-&lt;br /&gt;
| Plate cuirass || +3 || torso || -2 Stealth || 22 || 350&lt;br /&gt;
|-&lt;br /&gt;
| Bracers || +3 || arms || -1 Stealth || 6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Greaves || +3 || legs || -1 Stealth || 6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Thick cap || +1 || head ||  || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Light helmet || +2 || head || -1 Notice || 3 || 75&lt;br /&gt;
|-&lt;br /&gt;
| Full helmet || +3  || head || -2 Notice || 6 || 150&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Swordsandsandals&amp;diff=294783</id>
		<title>Swordsandsandals</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Swordsandsandals&amp;diff=294783"/>
		<updated>2016-01-19T13:50:27Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Kleon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Stragglers&#039; Odyssey ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[File:Scorpion Dungeon-Scary Gate.jpg| 200px]]&lt;br /&gt;
&lt;br /&gt;
== Ireneus ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Agility d8&lt;br /&gt;
&lt;br /&gt;
Smarts d8&lt;br /&gt;
&lt;br /&gt;
Spirit d8&lt;br /&gt;
&lt;br /&gt;
Strength d4&lt;br /&gt;
&lt;br /&gt;
Vigor d4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fighting d6&lt;br /&gt;
&lt;br /&gt;
Healing d8&lt;br /&gt;
&lt;br /&gt;
Knowledge (medicine) d8&lt;br /&gt;
&lt;br /&gt;
Notice d8&lt;br /&gt;
&lt;br /&gt;
Riding d4&lt;br /&gt;
&lt;br /&gt;
Swimming d4&lt;br /&gt;
&lt;br /&gt;
Throwing d6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clueless&lt;br /&gt;
&lt;br /&gt;
Pacifist (minor)&lt;br /&gt;
&lt;br /&gt;
Vow (minor): The Hippocratic Oath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
&lt;br /&gt;
Steady Hands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4 knives&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Leather armour&lt;br /&gt;
&lt;br /&gt;
Medium shield&lt;br /&gt;
&lt;br /&gt;
Bandages&lt;br /&gt;
&lt;br /&gt;
Needle and thread&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ireneus is a man of comfortable birth and once-great prospects, who looked forward to a life of affluence and respect after he completed his apprenticeship as a healer. He was horrified to be sent to the front as a field medic, knowing all too well that his life of study and care for the sick hadn&#039;t in any way prepared him to fight for his life. He was relieved that the war was over almost immediately, but now there is a long stretch of wilderness infested with bandits and beasts between him and his comfortable bed...&lt;br /&gt;
&lt;br /&gt;
He is slight, pale and tends to look somewhat lost when the conversation is on anything but diseases and the treatment of injuries, on which he is all the more confident in his opinions. He tries to remember the teachings and high standards of Hippocrates and apply them to his life, but he suspects that the Father of Medicine did not have quite so many people throwing javelins on him, nor such trouble getting hold of his daily bread. When caring for patients, he is calm, gentle and businesslike; when in battle, he fights with desperate determination to survive but also unhappily, feeling that there is something fundamentally wrong with sticking sharp objects through the divine miracle that is the human body.&lt;br /&gt;
&lt;br /&gt;
== Petros ==&lt;br /&gt;
A fisher and aspiring wrestling champion from a small coastal village, a loudmouthed braggart who would be obnoxious if not for his gregarious affability and genuine selflessness. Went to war for the loot and the glory after a storm wrecked his boat.&lt;br /&gt;
&lt;br /&gt;
* Wounds: 0&lt;br /&gt;
* Bennies: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Attributes &#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d8&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Skills &#039;&#039;&#039;&lt;br /&gt;
* Boating d8&lt;br /&gt;
* Climbing d4&lt;br /&gt;
* Fighting d8&lt;br /&gt;
* Intimidation d4&lt;br /&gt;
* Notice d4&lt;br /&gt;
* Persuasion d4&lt;br /&gt;
* Shooting d4&lt;br /&gt;
* Swimming d6&lt;br /&gt;
* Taunt d4&lt;br /&gt;
* Throwing d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Edges &#039;&#039;&#039;&lt;br /&gt;
* Brawny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hindrances &#039;&#039;&#039;&lt;br /&gt;
* Big Mouth&lt;br /&gt;
* Heroic&lt;br /&gt;
* Loyal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Derived Statistics &#039;&#039;&#039;&lt;br /&gt;
* Charisma 0&lt;br /&gt;
* Pace 6&amp;quot;&lt;br /&gt;
* Parry 6 (+2 with shield)&lt;br /&gt;
* Toughness 6 (+1 Armor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Gear &#039;&#039;&#039; (load limit 64lbs)&lt;br /&gt;
* Medium shield (+2 Parry, light cover, weight 6)&lt;br /&gt;
* Sword (Str+d6+1 damage, weight 2)&lt;br /&gt;
* Quilted coat (+1 Armor on torso and limbs, weight 12)&lt;br /&gt;
* Armoured cap (+1 Armor on head, weight 1)&lt;br /&gt;
* Blanket (weight 4)&lt;br /&gt;
* Flint and steel (weight 1)&lt;br /&gt;
* Knife (weight 1)&lt;br /&gt;
* Waterskin (weight 1)&lt;br /&gt;
* $80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Experience &#039;&#039;&#039;&lt;br /&gt;
* Rank: Novice&lt;br /&gt;
* XP: 0&lt;br /&gt;
&lt;br /&gt;
== Kleon ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kleon&#039;&#039;&#039;, son of the Great Kleitos&lt;br /&gt;
&lt;br /&gt;
Exp: 0 Bennies: 2 Wounds:&lt;br /&gt;
&lt;br /&gt;
A slender youth with not a whisker on his chin, wearing a black lion-mane mantled cloak far too long for him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d6&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
*Charisma 0&lt;br /&gt;
* Pace 8&amp;quot; (+1d10&amp;quot; on Run)* &lt;br /&gt;
* Parry 5&lt;br /&gt;
* Toughness 4*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
* Boating d4&lt;br /&gt;
* Climbing d4&lt;br /&gt;
* Fighting d6&lt;br /&gt;
* Knowledge: Myths &amp;amp; Legends d4&lt;br /&gt;
* Notice d6&lt;br /&gt;
* Persuasion d4&lt;br /&gt;
* Stealth d6&lt;br /&gt;
* Survival d6&lt;br /&gt;
* Swimming d4&lt;br /&gt;
* Throwing d8&lt;br /&gt;
* Tracking d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
* Fleet-footed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
* Small (&#039;&#039;Major&#039;&#039;)&lt;br /&gt;
* Outsider (Non-Adult)(&#039;&#039;Minor&#039;&#039;)&lt;br /&gt;
* Loyal (&#039;&#039;Minor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
* Dagger Str+1d4 AP2 3/6/12 w1 c100&lt;br /&gt;
* Javelins (3) Str+1d6 AP1 6/12/24 w2 (6) c75 (225)&lt;br /&gt;
* Small Shield Parry+1 w2 c25&lt;br /&gt;
* Quilted Coat Toughness+1 Torso &amp;amp; Limbs w12 c120&lt;br /&gt;
* Thick Phyrgian Cap Toughness+1 Head w1 c30&lt;br /&gt;
* Father&#039;s Black Lion Mane Cloak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Kleon is 15 or 16, no longer a child, yet he has not yet grown into a man. He has practiced the ways of war for years with his father, and others, but has never fought in battle. Faster than anyone else in his camp, he throws well and frequently hunts the arid hills for a rabbit or bird to add to the communal pots, yet he is not big enough to wield the long spear and shield yet. &lt;br /&gt;
&lt;br /&gt;
He is determined to return to his fathers lands, to see his mother again, and to one day take up the spear and shield and live up to the memory of his father&#039;s deeds. &lt;br /&gt;
&lt;br /&gt;
Due to his age and size, his opinion rarely carries much weight, but he is determined to give it anyway. &lt;br /&gt;
&lt;br /&gt;
More about [[Kleon]]&lt;br /&gt;
&lt;br /&gt;
== Shamshir-Addad ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Agility d6&lt;br /&gt;
&lt;br /&gt;
*Smarts d10&lt;br /&gt;
&lt;br /&gt;
*Spirit d6&lt;br /&gt;
&lt;br /&gt;
*Strength d4&lt;br /&gt;
&lt;br /&gt;
*Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fighting d4&lt;br /&gt;
*Guts d4&lt;br /&gt;
*Investigation d8&lt;br /&gt;
*Knowledge [History and Religion] d6&lt;br /&gt;
*Knowledge [Battle] d6&lt;br /&gt;
*Notice d6&lt;br /&gt;
*Persuasion d4&lt;br /&gt;
*Stealth d4&lt;br /&gt;
*Shoot d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Curious [major]&lt;br /&gt;
*Loyal [minor]&lt;br /&gt;
*Enemy [minor]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Jack of All Trades [roll untrained Smarts skills at d4 instead of d4-2]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
*Dagger		[Str+d4, AP 2, thrown 3/6/12, weight 1, cost 100]&lt;br /&gt;
*Bow with 30 Bronze Arrows and Quiver [Str+d6+1, 12/24/48, cost 150]&lt;br /&gt;
&lt;br /&gt;
*Quilted coat	[+1 torso &amp;amp; limbs, weight 12, cost 120]&lt;br /&gt;
&lt;br /&gt;
*Normal Clothing [cost 20]&lt;br /&gt;
*Lantern with oil [cost 30]&lt;br /&gt;
*Pen and Inkwell with ink [cost 30?]&lt;br /&gt;
*Several Scrolls [cost 10]&lt;br /&gt;
&lt;br /&gt;
*$40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shamshir-addad was always very bright - but also a little too curious. While serving as a junior scribe in the household of the King of Hattusas, Shamshir came across some irregularities in the King&#039;s accounts. Investigating, Shamshir determined that the irregularities were due to one of the King&#039;s cousins hording tax returns instead of passing them on to the king. Thinking this revelation would bring him fame and honor, Shamshir revealed his findings to the King.&lt;br /&gt;
&lt;br /&gt;
Things went...poorly, and Shamshir found himself exiled from his homeland and with a powerful enemy - Suppiluliuma, cousin of the King of the Hittites. Now in the company of a crew of sailors and mercenaries, Shamshir plies his skills and knowledge in the service of his newfound friends.&lt;br /&gt;
&lt;br /&gt;
== NPC Crew ==&lt;br /&gt;
Bion, a simple man but a swift runner&lt;br /&gt;
 &lt;br /&gt;
Penelope, a youth who accompanied the soldiers to seek her husband and brothers at Troy.&lt;br /&gt;
 &lt;br /&gt;
Glaucos, a skillful fixer but also a coward and back-stabber&lt;br /&gt;
&lt;br /&gt;
Demos, a philosopher but a good rower as well&lt;br /&gt;
&lt;br /&gt;
Teknos an eccentric craftsman/ smith/ inventor&lt;br /&gt;
&lt;br /&gt;
Thales, a harpist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Shields&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot;| Type !! Damage !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Small shield || Str+d4 || +1 Parry || 2 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Medium shield || Str+d4 || +2 Parry, light cover || 6 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Large shield || Str+d4 || +2 Parry, medium cover || 15 || 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A shield slung on one&#039;s back provides cover (but no Parry bonus) to its wearer.&lt;br /&gt;
&lt;br /&gt;
The hand holding the shield can also hold up to 4 pounds of other items, like javelins, which can be &amp;quot;drawn&amp;quot; as a free action.&lt;br /&gt;
&lt;br /&gt;
A shield can be sacrificed instead of a Benny to soak damage; it becomes unusable until repaired (which costs the same as a new shield).&lt;br /&gt;
&lt;br /&gt;
Hunkering down behind a shield (spend an action, halve your Pace) increases its cover by one step (light to medium, medium to heavy).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Type !! Damage !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Club || Str+d4 || nonlethal at will || 2 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || Str+d4 || AP 2, thrown 3/6/12 || 1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Str+d6+1 ||  || 2 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Axe || Str+d8 ||  || 2 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Mace || Str+d6 || Shaken enemies roll to recover at -1 || 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Staff || Str+d6 || Reach 1&amp;quot;, nonlethal at will || 4 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Spear || Str+d8 || Reach 1&amp;quot;, AP 1, thrown 4/8/16 || 4 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Str+d8 || Reach 2&amp;quot;, AP 1, 2-handed only || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Maul || Str+d10 || Shaken enemies roll to recover at -1, -1 Parry , 2-handed only || 10 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When using a melee weapon in two hands, your Strength die type is increased by one step for purposes of Str requirements and damage rolls.&lt;br /&gt;
&lt;br /&gt;
Any weapon without a listed range can be thrown with a range of 2/4/8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Type !! Range !! Damage !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Sling || 8/16/32 || Str+d4 ||  || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Bow || 12/24/48 || Str+d6 ||  || 3 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 6/12/24 || Str+d6 || AP 1 || 2 || 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ammunition&lt;br /&gt;
! Type !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Sling stones ||  || 1/4 || free&lt;br /&gt;
|-&lt;br /&gt;
| Sling bullets || +1 damage || 1/4 || 1/4&lt;br /&gt;
|-&lt;br /&gt;
| Stone arrows ||  || 1/5 || 1/2&lt;br /&gt;
|-&lt;br /&gt;
| Bronze arrows || +1 damage || 1/5 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slings and bows cannot be used in close combat or while prone.&lt;br /&gt;
&lt;br /&gt;
Javelins cannot be thrown while prone.&lt;br /&gt;
&lt;br /&gt;
Bows require two hands to use.&lt;br /&gt;
&lt;br /&gt;
Slings require two hands to load, but a hand holding a shield can also hold and load sling stones or bullets (see Shields, above).&lt;br /&gt;
&lt;br /&gt;
Slingstones can be found on shores and riverbanks; spend fifteen minutes and make a Notice roll to find a number of suitable stones equal to your roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Armor&lt;br /&gt;
! Type !! Toughness!! Locations !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Quilted coat || +1 || torso &amp;amp; limbs ||  || 12 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Scaled coat || +2 || torso &amp;amp; limbs || -2 Stealth || 17 || 175&lt;br /&gt;
|-&lt;br /&gt;
| Plate cuirass || +3 || torso || -2 Stealth || 22 || 350&lt;br /&gt;
|-&lt;br /&gt;
| Bracers || +3 || arms || -1 Stealth || 6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Greaves || +3 || legs || -1 Stealth || 6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Thick cap || +1 || head ||  || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Light helmet || +2 || head || -1 Notice || 3 || 75&lt;br /&gt;
|-&lt;br /&gt;
| Full helmet || +3  || head || -2 Notice || 6 || 150&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Swordsandsandals&amp;diff=294694</id>
		<title>Swordsandsandals</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Swordsandsandals&amp;diff=294694"/>
		<updated>2016-01-17T22:07:28Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Kleon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Stragglers&#039; Odyssey ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[File:Scorpion Dungeon-Scary Gate.jpg| 200px]]&lt;br /&gt;
&lt;br /&gt;
== Ireneus ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Agility d8&lt;br /&gt;
&lt;br /&gt;
Smarts d8&lt;br /&gt;
&lt;br /&gt;
Spirit d8&lt;br /&gt;
&lt;br /&gt;
Strength d4&lt;br /&gt;
&lt;br /&gt;
Vigor d4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fighting d6&lt;br /&gt;
&lt;br /&gt;
Healing d8&lt;br /&gt;
&lt;br /&gt;
Knowledge (medicine) d8&lt;br /&gt;
&lt;br /&gt;
Notice d8&lt;br /&gt;
&lt;br /&gt;
Riding d4&lt;br /&gt;
&lt;br /&gt;
Swimming d4&lt;br /&gt;
&lt;br /&gt;
Throwing d6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clueless&lt;br /&gt;
&lt;br /&gt;
Pacifist (minor)&lt;br /&gt;
&lt;br /&gt;
Vow (minor): The Hippocratic Oath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
&lt;br /&gt;
Steady Hands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4 knives&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Leather armour&lt;br /&gt;
&lt;br /&gt;
Medium shield&lt;br /&gt;
&lt;br /&gt;
Bandages&lt;br /&gt;
&lt;br /&gt;
Needle and thread&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ireneus is a man of comfortable birth and once-great prospects, who looked forward to a life of affluence and respect after he completed his apprenticeship as a healer. He was horrified to be sent to the front as a field medic, knowing all too well that his life of study and care for the sick hadn&#039;t in any way prepared him to fight for his life. He was relieved that the war was over almost immediately, but now there is a long stretch of wilderness infested with bandits and beasts between him and his comfortable bed...&lt;br /&gt;
&lt;br /&gt;
He is slight, pale and tends to look somewhat lost when the conversation is on anything but diseases and the treatment of injuries, on which he is all the more confident in his opinions. He tries to remember the teachings and high standards of Hippocrates and apply them to his life, but he suspects that the Father of Medicine did not have quite so many people throwing javelins on him, nor such trouble getting hold of his daily bread. When caring for patients, he is calm, gentle and businesslike; when in battle, he fights with desperate determination to survive but also unhappily, feeling that there is something fundamentally wrong with sticking sharp objects through the divine miracle that is the human body.&lt;br /&gt;
&lt;br /&gt;
== Petros ==&lt;br /&gt;
A fisher and aspiring wrestling champion from a small coastal village, a loudmouthed braggart who would be obnoxious if not for his gregarious affability and genuine selflessness. Went to war for the loot and the glory after a storm wrecked his boat.&lt;br /&gt;
&lt;br /&gt;
* Wounds: 0&lt;br /&gt;
* Bennies: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Attributes &#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d8&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Skills &#039;&#039;&#039;&lt;br /&gt;
* Boating d8&lt;br /&gt;
* Climbing d4&lt;br /&gt;
* Fighting d8&lt;br /&gt;
* Intimidation d4&lt;br /&gt;
* Notice d4&lt;br /&gt;
* Persuasion d4&lt;br /&gt;
* Shooting d4&lt;br /&gt;
* Swimming d6&lt;br /&gt;
* Taunt d4&lt;br /&gt;
* Throwing d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Edges &#039;&#039;&#039;&lt;br /&gt;
* Brawny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hindrances &#039;&#039;&#039;&lt;br /&gt;
* Big Mouth&lt;br /&gt;
* Heroic&lt;br /&gt;
* Loyal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Derived Statistics &#039;&#039;&#039;&lt;br /&gt;
* Charisma 0&lt;br /&gt;
* Pace 6&amp;quot;&lt;br /&gt;
* Parry 6 (+2 with shield)&lt;br /&gt;
* Toughness 6 (+1 Armor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Gear &#039;&#039;&#039; (load limit 64lbs)&lt;br /&gt;
* Medium shield (+2 Parry, light cover, weight 6)&lt;br /&gt;
* Sword (Str+d6+1 damage, weight 2)&lt;br /&gt;
* Quilted coat (+1 Armor on torso and limbs, weight 12)&lt;br /&gt;
* Armoured cap (+1 Armor on head, weight 1)&lt;br /&gt;
* Blanket (weight 4)&lt;br /&gt;
* Flint and steel (weight 1)&lt;br /&gt;
* Knife (weight 1)&lt;br /&gt;
* Waterskin (weight 1)&lt;br /&gt;
* $80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Experience &#039;&#039;&#039;&lt;br /&gt;
* Rank: Novice&lt;br /&gt;
* XP: 0&lt;br /&gt;
&lt;br /&gt;
== Kleon ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kleon&#039;&#039;&#039;, son of the Great Kleitos&lt;br /&gt;
&lt;br /&gt;
A slender youth with not a whisker on his chin, wearing a black lion-mane mantled cloak far too long for him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d6&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
*Charisma 0&lt;br /&gt;
* Pace 8&amp;quot; (+1d10&amp;quot; on Run)* &lt;br /&gt;
* Parry 5&lt;br /&gt;
* Toughness 4*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
* Boating d4&lt;br /&gt;
* Climbing d4&lt;br /&gt;
* Fighting d6&lt;br /&gt;
* Knowledge: Myths &amp;amp; Legends d4&lt;br /&gt;
* Notice d6&lt;br /&gt;
* Persuasion d4&lt;br /&gt;
* Stealth d6&lt;br /&gt;
* Survival d6&lt;br /&gt;
* Swimming d4&lt;br /&gt;
* Throwing d8&lt;br /&gt;
* Tracking d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
* Fleet-footed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
* Small (&#039;&#039;Major&#039;&#039;)&lt;br /&gt;
* Outsider (Non-Adult)(&#039;&#039;Minor&#039;&#039;)&lt;br /&gt;
* Loyal (&#039;&#039;Minor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
* Dagger Str+1d4 AP2 3/6/12 w1 c100&lt;br /&gt;
* Javelins (3) Str+1d6 AP1 6/12/24 w2 (6) c75 (225)&lt;br /&gt;
* Small Shield Parry+1 w2 c25&lt;br /&gt;
* Quilted Coat Toughness+1 Torso &amp;amp; Limbs w12 c120&lt;br /&gt;
* Thick Phyrgian Cap Toughness+1 Head w1 c30&lt;br /&gt;
* Father&#039;s Black Lion Mane Cloak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Kleon is 15 or 16, no longer a child, yet he has not yet grown into a man. He has practiced the ways of war for years with his father, and others, but has never fought in battle. Faster than anyone else in his camp, he throws well and frequently hunts the arid hills for a rabbit or bird to add to the communal pots, yet he is not big enough to wield the long spear and shield yet. &lt;br /&gt;
&lt;br /&gt;
He is determined to return to his fathers lands, to see his mother again, and to one day take up the spear and shield and live up to the memory of his father&#039;s deeds. &lt;br /&gt;
&lt;br /&gt;
Due to his age and size, his opinion rarely carries much weight, but he is determined to give it anyway. &lt;br /&gt;
&lt;br /&gt;
More about [[Kleon]]&lt;br /&gt;
&lt;br /&gt;
== Shamshir-Addad ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Agility d6&lt;br /&gt;
&lt;br /&gt;
*Smarts d10&lt;br /&gt;
&lt;br /&gt;
*Spirit d6&lt;br /&gt;
&lt;br /&gt;
*Strength d4&lt;br /&gt;
&lt;br /&gt;
*Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fighting d4&lt;br /&gt;
*Guts d4&lt;br /&gt;
*Investigation d8&lt;br /&gt;
*Knowledge [History and Religion] d6&lt;br /&gt;
*Knowledge [Battle] d6&lt;br /&gt;
*Notice d6&lt;br /&gt;
*Persuasion d4&lt;br /&gt;
*Stealth d4&lt;br /&gt;
*Shoot d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Curious [major]&lt;br /&gt;
*Loyal [minor]&lt;br /&gt;
*Enemy [minor]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Jack of All Trades [roll untrained Smarts skills at d4 instead of d4-2]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
*Dagger		[Str+d4, AP 2, thrown 3/6/12, weight 1, cost 100]&lt;br /&gt;
*Bow with 30 Bronze Arrows and Quiver [Str+d6+1, 12/24/48, cost 150]&lt;br /&gt;
&lt;br /&gt;
*Quilted coat	[+1 torso &amp;amp; limbs, weight 12, cost 120]&lt;br /&gt;
&lt;br /&gt;
*Normal Clothing [cost 20]&lt;br /&gt;
*Lantern with oil [cost 30]&lt;br /&gt;
*Pen and Inkwell with ink [cost 30?]&lt;br /&gt;
*Several Scrolls [cost 10]&lt;br /&gt;
&lt;br /&gt;
*$40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shamshir-addad was always very bright - but also a little too curious. While serving as a junior scribe in the household of the King of Hattusas, Shamshir came across some irregularities in the King&#039;s accounts. Investigating, Shamshir determined that the irregularities were due to one of the King&#039;s cousins hording tax returns instead of passing them on to the king. Thinking this revelation would bring him fame and honor, Shamshir revealed his findings to the King.&lt;br /&gt;
&lt;br /&gt;
Things went...poorly, and Shamshir found himself exiled from his homeland and with a powerful enemy - Suppiluliuma, cousin of the King of the Hittites. Now in the company of a crew of sailors and mercenaries, Shamshir plies his skills and knowledge in the service of his newfound friends.&lt;br /&gt;
&lt;br /&gt;
== NPC Crew ==&lt;br /&gt;
Bion, a simple man but a swift runner&lt;br /&gt;
 &lt;br /&gt;
Penelope, a youth who accompanied the soldiers to seek her husband and brothers at Troy.&lt;br /&gt;
 &lt;br /&gt;
Glaucos, a skillful fixer but also a coward and back-stabber&lt;br /&gt;
&lt;br /&gt;
Demos, a philosopher but a good rower as well&lt;br /&gt;
&lt;br /&gt;
Teknos an eccentric craftsman/ smith/ inventor&lt;br /&gt;
&lt;br /&gt;
Thales, a harpist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Shields&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot;| Type !! Damage !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Small shield || Str+d4 || +1 Parry || 2 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Medium shield || Str+d4 || +2 Parry, light cover || 6 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Large shield || Str+d4 || +2 Parry, medium cover || 15 || 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A shield slung on one&#039;s back provides cover (but no Parry bonus) to its wearer.&lt;br /&gt;
&lt;br /&gt;
The hand holding the shield can also hold up to 4 pounds of other items, like javelins, which can be &amp;quot;drawn&amp;quot; as a free action.&lt;br /&gt;
&lt;br /&gt;
A shield can be sacrificed instead of a Benny to soak damage; it becomes unusable until repaired (which costs the same as a new shield).&lt;br /&gt;
&lt;br /&gt;
Hunkering down behind a shield (spend an action, halve your Pace) increases its cover by one step (light to medium, medium to heavy).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Type !! Damage !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Club || Str+d4 || nonlethal at will || 2 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || Str+d4 || AP 2, thrown 3/6/12 || 1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Str+d6+1 ||  || 2 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Axe || Str+d8 ||  || 2 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Mace || Str+d6 || Shaken enemies roll to recover at -1 || 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Staff || Str+d6 || Reach 1&amp;quot;, nonlethal at will || 4 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Spear || Str+d8 || Reach 1&amp;quot;, AP 1, thrown 4/8/16 || 4 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Str+d8 || Reach 2&amp;quot;, AP 1, 2-handed only || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Maul || Str+d10 || Shaken enemies roll to recover at -1, -1 Parry , 2-handed only || 10 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When using a melee weapon in two hands, your Strength die type is increased by one step for purposes of Str requirements and damage rolls.&lt;br /&gt;
&lt;br /&gt;
Any weapon without a listed range can be thrown with a range of 2/4/8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Type !! Range !! Damage !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Sling || 8/16/32 || Str+d4 ||  || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Bow || 12/24/48 || Str+d6 ||  || 3 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 6/12/24 || Str+d6 || AP 1 || 2 || 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ammunition&lt;br /&gt;
! Type !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Sling stones ||  || 1/4 || free&lt;br /&gt;
|-&lt;br /&gt;
| Sling bullets || +1 damage || 1/4 || 1/4&lt;br /&gt;
|-&lt;br /&gt;
| Stone arrows ||  || 1/5 || 1/2&lt;br /&gt;
|-&lt;br /&gt;
| Bronze arrows || +1 damage || 1/5 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slings and bows cannot be used in close combat or while prone.&lt;br /&gt;
&lt;br /&gt;
Javelins cannot be thrown while prone.&lt;br /&gt;
&lt;br /&gt;
Bows require two hands to use.&lt;br /&gt;
&lt;br /&gt;
Slings require two hands to load, but a hand holding a shield can also hold and load sling stones or bullets (see Shields, above).&lt;br /&gt;
&lt;br /&gt;
Slingstones can be found on shores and riverbanks; spend fifteen minutes and make a Notice roll to find a number of suitable stones equal to your roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Armor&lt;br /&gt;
! Type !! Toughness!! Locations !! Special !! Weight !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Quilted coat || +1 || torso &amp;amp; limbs ||  || 12 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Scaled coat || +2 || torso &amp;amp; limbs || -2 Stealth || 17 || 175&lt;br /&gt;
|-&lt;br /&gt;
| Plate cuirass || +3 || torso || -2 Stealth || 22 || 350&lt;br /&gt;
|-&lt;br /&gt;
| Bracers || +3 || arms || -1 Stealth || 6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Greaves || +3 || legs || -1 Stealth || 6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Thick cap || +1 || head ||  || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Light helmet || +2 || head || -1 Notice || 3 || 75&lt;br /&gt;
|-&lt;br /&gt;
| Full helmet || +3  || head || -2 Notice || 6 || 150&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PbP_Games_of_the_Past&amp;diff=294598</id>
		<title>PbP Games of the Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PbP_Games_of_the_Past&amp;diff=294598"/>
		<updated>2016-01-16T22:57:27Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Add Links to Games You&amp;#039;ve Run in the Past Here */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Add Links to Games You&#039;ve Run in the Past Here=&lt;br /&gt;
&lt;br /&gt;
==Bremen==&lt;br /&gt;
*[[Negima: High School Magical]]&lt;br /&gt;
*[[Little Horse on the Prairie: Main Page]]&lt;br /&gt;
*[[My Little Mahou Shoujo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shawn Hagen==&lt;br /&gt;
[http://forum.rpg.net/showthread.php?593589 DC Manga Imprint]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?615467 DC Manga Imprint: The Fox&#039;s Wedding]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?658612 DC Manga Imprint: Battle On The Shoulders Of Orion]&lt;br /&gt;
&lt;br /&gt;
==thirdkingdom==&lt;br /&gt;
*[[Barrowmaze]]&lt;br /&gt;
*[[Stonehell Campaign]]&lt;br /&gt;
&lt;br /&gt;
==Waiwode==&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?624516 ACKS:Outpost on the Marches]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?640654 Pendragon: The Great Pendragon Campaign]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?740075 D&amp;amp;D5e Between Shadow and Flame]&lt;br /&gt;
&lt;br /&gt;
==Walkie Talkie Noise Decoder==&lt;br /&gt;
*[[It&#039;s dark in here]]&lt;br /&gt;
*[[Attack of the Pentan mummies]]&lt;br /&gt;
**[[A walk on the wild side]]&lt;br /&gt;
*[[Savage Prax]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Off site&lt;br /&gt;
**Three Feathered Rivals: Making a bad thing good. On rpol.net&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kleon&amp;diff=294269</id>
		<title>Kleon</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kleon&amp;diff=294269"/>
		<updated>2016-01-15T01:31:46Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: Created page with &amp;quot;&amp;#039;&amp;#039;Journal 1&amp;#039;&amp;#039;  There he lies. The Great Kleitos, hero of dozens of battles. Across his chest lay his sharp sword and his long-shadowed spear. His beard is freshly oiled, his a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Journal 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There he lies. The Great Kleitos, hero of dozens of battles. Across his chest lay his sharp sword and his long-shadowed spear. His beard is freshly oiled, his armour polished, he is anointed with sacred oils, laid upon a crude bier covered in palm leaves, hoisted upon the shoulders of six of his closest comrades. There he lies, the warrior who bragged no arrow nor spear nor sword would rob him of life, for he had sacrificed a white bull in his youth and the Oracle had told him than no weapon crafted by Hephaestus&#039; arts would slay him. There he lies, a man who survived the Great Siege of Troy, only to die in a drunken brawl, felled during the wine-soaked revels of victory by a clay jug smashed over his head. There lies my father.&lt;br /&gt;
&lt;br /&gt;
And what of me? I have grown up in this camp. Echios and Darus, my childhood friends, now stand among the men, each of them a foot taller than I, now, each leaning on their freshly painted hoplon, their spears against their shoulders as the procession passes. They do not meet my gaze as I pass Yet I? I run and fetch for the men. I have polished and sharpened, mended and cleaned. In the fall of Troy, surely the greatest battle in our lifetimes, I did as my father bade me, and remained by his tent watching for jackals with four, or even two legs.  &lt;br /&gt;
&lt;br /&gt;
This morning, as the men gathered to carry my father to his burial ground beneath the walls of Troy, our captain came to me. He lay this black cloak, my father&#039;s pride possession, upon my shoulders and informed me that the men had diced for my father&#039;s possessions. The captain, not without mercy, had secured for me passage home on one of the many vessels that bob like corks in the emerald waters. &lt;br /&gt;
&lt;br /&gt;
Would I not have my father&#039;s tent and war chest? A place in the company I had grown up in?&lt;br /&gt;
&lt;br /&gt;
The captain explained that I was but a boy. Who knows what a few more years may bring? Some grow late, it is true, perhaps in another few seasons I would stand along side him with my own hoplon on my arm. I blinked back tears and nodded, glad I had tucked a few items away in a bundle, as he beckoned me to join them for the funeral. I went to see my father one last time.&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Swordsandsandals&amp;diff=294268</id>
		<title>Swordsandsandals</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Swordsandsandals&amp;diff=294268"/>
		<updated>2016-01-15T01:31:11Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Kleon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Stragglers&#039; Odyssey ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[File:Scorpion Dungeon-Scary Gate.jpg| 200px]]&lt;br /&gt;
&lt;br /&gt;
== Character 1 name ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character 2 name ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character 3 name ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kleon ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kleon&#039;&#039;&#039;, son of the Great Kleitos&lt;br /&gt;
&lt;br /&gt;
A slender youth with not a whisker on his chin, wearing a black lion-mane mantled cloak far too long for him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
Agility d8&lt;br /&gt;
Smarts d6&lt;br /&gt;
Spirit d6&lt;br /&gt;
Strength d6&lt;br /&gt;
Vigor d6&lt;br /&gt;
&lt;br /&gt;
Charisma 0&lt;br /&gt;
Pace 8&amp;quot; (+1d10&amp;quot; on Run)* &lt;br /&gt;
Parry 5&lt;br /&gt;
Toughness 4*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
Boating d4&lt;br /&gt;
Climbing d4&lt;br /&gt;
Fighting d6&lt;br /&gt;
Knowledge: Myths &amp;amp; Legends d4&lt;br /&gt;
Notice d6&lt;br /&gt;
Persuasion d4&lt;br /&gt;
Stealth d6&lt;br /&gt;
Survival d6&lt;br /&gt;
Swimming d4&lt;br /&gt;
Throwing d8&lt;br /&gt;
Tracking d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
Fleet-footed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
Small (&#039;&#039;Major&#039;&#039;)&lt;br /&gt;
Outsider (Non-Adult)(&#039;&#039;Minor&#039;&#039;)&lt;br /&gt;
Loyal (&#039;&#039;Minor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Kleon is 15 or 16, no longer a child, yet he has not yet grown into a man. He has practiced the ways of war for years with his father, and others, but has never fought in battle. Faster than anyone else in his camp, he throws well and frequently hunts the arid hills for a rabbit or bird to add to the communal pots, yet he is not big enough to wield the long spear and shield yet. &lt;br /&gt;
&lt;br /&gt;
He is determined to return to his fathers lands, to see his mother again, and to one day take up the spear and shield and live up to the memory of his father&#039;s deeds. &lt;br /&gt;
&lt;br /&gt;
Due to his age and size, his opinion rarely carries much weight, but he is determined to give it anyway. [/sblock]&lt;br /&gt;
&lt;br /&gt;
More about [[Kleon]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Swordsandsandals&amp;diff=294265</id>
		<title>Swordsandsandals</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Swordsandsandals&amp;diff=294265"/>
		<updated>2016-01-15T01:23:50Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Character 4 name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Stragglers&#039; Odyssey ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[File:Scorpion Dungeon-Scary Gate.jpg| 200px]]&lt;br /&gt;
&lt;br /&gt;
== Character 1 name ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character 2 name ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character 3 name ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kleon ==&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MnM_Redemption&amp;diff=287646</id>
		<title>MnM Redemption</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MnM_Redemption&amp;diff=287646"/>
		<updated>2015-08-19T13:21:16Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Supporting Cast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
It started when The Terror proposed Utopia, but only on his terms. It ended when he destroyed the world. It&#039;s July 15th, 2014, and Earth, our only home, is a glowing cinder in the sky below us.&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for M&amp;amp;M3e Redemption, a Play-by-Post in planning, that will be run on the rpg.net PbP forum. I&#039;m Waiwode, the GM. We&#039;re at barebones right now, but more will be added as things get rolling.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Important Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
===Villains===&lt;br /&gt;
&lt;br /&gt;
[[The Terror]]&lt;br /&gt;
&lt;br /&gt;
[[Teams Alpha through Zeta]]&lt;br /&gt;
&lt;br /&gt;
[[Redemption Buzzkill|Buzzkill]]&lt;br /&gt;
&lt;br /&gt;
[[Redemption Catalyst|Catalyst]]&lt;br /&gt;
&lt;br /&gt;
[[The King in Yellow]]&lt;br /&gt;
&lt;br /&gt;
[[Monsoon]]&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
[[The Freedom League]]&lt;br /&gt;
&lt;br /&gt;
[[Infinity]] played by Funkadelic&lt;br /&gt;
&lt;br /&gt;
[[Talos]] played by t@nya&lt;br /&gt;
&lt;br /&gt;
[[Hellhound]] played by Strange Visitor&lt;br /&gt;
&lt;br /&gt;
[[La Nina]] played by The Snark&lt;br /&gt;
&lt;br /&gt;
=== Supporting Cast ===&lt;br /&gt;
&lt;br /&gt;
Michael Gordon Barkley - Ex-CIA Agent&lt;br /&gt;
&lt;br /&gt;
Desmond Lettam, known as Toy Boy&lt;br /&gt;
&lt;br /&gt;
== Important Places ==&lt;br /&gt;
&lt;br /&gt;
[[Iron Island]] Edgar G. Blackstone Federal Penitentiary for the Containment of Meta-humans&lt;br /&gt;
&lt;br /&gt;
[[The Eye]]&lt;br /&gt;
&lt;br /&gt;
[[The Lonely Point Secret Base]]&lt;br /&gt;
&lt;br /&gt;
[[The African Union]]&lt;br /&gt;
&lt;br /&gt;
[[Terror Island]]&lt;br /&gt;
&lt;br /&gt;
== Notes  ==&lt;br /&gt;
&lt;br /&gt;
[[The Case of the Cleaning Lady and the District Attorney]]&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?730932-M-amp-M3e-Redemption The IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?730931-M-amp-M3e-Redemption The OOC Thread]&lt;br /&gt;
&lt;br /&gt;
=== House Rules ===&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MnM_Redemption&amp;diff=287638</id>
		<title>MnM Redemption</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MnM_Redemption&amp;diff=287638"/>
		<updated>2015-08-19T12:49:07Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Supporting Cast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
It started when The Terror proposed Utopia, but only on his terms. It ended when he destroyed the world. It&#039;s July 15th, 2014, and Earth, our only home, is a glowing cinder in the sky below us.&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for M&amp;amp;M3e Redemption, a Play-by-Post in planning, that will be run on the rpg.net PbP forum. I&#039;m Waiwode, the GM. We&#039;re at barebones right now, but more will be added as things get rolling.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Important Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
===Villains===&lt;br /&gt;
&lt;br /&gt;
[[The Terror]]&lt;br /&gt;
&lt;br /&gt;
[[Teams Alpha through Zeta]]&lt;br /&gt;
&lt;br /&gt;
[[Redemption Buzzkill|Buzzkill]]&lt;br /&gt;
&lt;br /&gt;
[[Redemption Catalyst|Catalyst]]&lt;br /&gt;
&lt;br /&gt;
[[The King in Yellow]]&lt;br /&gt;
&lt;br /&gt;
[[Monsoon]]&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
[[The Freedom League]]&lt;br /&gt;
&lt;br /&gt;
[[Infinity]] played by Funkadelic&lt;br /&gt;
&lt;br /&gt;
[[Talos]] played by t@nya&lt;br /&gt;
&lt;br /&gt;
[[Hellhound]] played by Strange Visitor&lt;br /&gt;
&lt;br /&gt;
[[La Nina]] played by The Snark&lt;br /&gt;
&lt;br /&gt;
=== Supporting Cast ===&lt;br /&gt;
&lt;br /&gt;
Michael Gordon Barkley - Ex-CIA Agent&lt;br /&gt;
&lt;br /&gt;
== Important Places ==&lt;br /&gt;
&lt;br /&gt;
[[Iron Island]] Edgar G. Blackstone Federal Penitentiary for the Containment of Meta-humans&lt;br /&gt;
&lt;br /&gt;
[[The Eye]]&lt;br /&gt;
&lt;br /&gt;
[[The Lonely Point Secret Base]]&lt;br /&gt;
&lt;br /&gt;
[[The African Union]]&lt;br /&gt;
&lt;br /&gt;
[[Terror Island]]&lt;br /&gt;
&lt;br /&gt;
== Notes  ==&lt;br /&gt;
&lt;br /&gt;
[[The Case of the Cleaning Lady and the District Attorney]]&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?730932-M-amp-M3e-Redemption The IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?730931-M-amp-M3e-Redemption The OOC Thread]&lt;br /&gt;
&lt;br /&gt;
=== House Rules ===&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rurik_Fireforge&amp;diff=272450</id>
		<title>Rurik Fireforge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rurik_Fireforge&amp;diff=272450"/>
		<updated>2014-10-28T13:50:39Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rurik Fireforge&lt;br /&gt;
Mountain Dwarf Paladin (eventual Oath of the Ancients)&lt;br /&gt;
Background: Soldier (standard bearer)&lt;br /&gt;
Neutral Good&lt;br /&gt;
&lt;br /&gt;
Trait: I can always find a reason for joy.&lt;br /&gt;
Ideal: It is through our ties to one another that we drive back the dark.&lt;br /&gt;
Bond: Those who fight beside me are worth dying for.&lt;br /&gt;
Flaw: I have no patience for those who won&#039;t say what they mean.&lt;br /&gt;
&lt;br /&gt;
Str: 17 (+3)&lt;br /&gt;
Dex: 12 (+1)&lt;br /&gt;
Con: 15 (+2)&lt;br /&gt;
Int: 8 (-1)&lt;br /&gt;
Wis: 10 (0)&lt;br /&gt;
Cha: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
HP:12&lt;br /&gt;
AC: 18&lt;br /&gt;
Languages: Gelini (Common), Dwarvish&lt;br /&gt;
Proficient saves: Wisdom, Charisma&lt;br /&gt;
&lt;br /&gt;
Proficiencies:&lt;br /&gt;
All armor and shields&lt;br /&gt;
Simple and martial weapons&lt;br /&gt;
Brewer&#039;s Supplies&lt;br /&gt;
Athletics&lt;br /&gt;
Intimidation&lt;br /&gt;
Vehicles (land)&lt;br /&gt;
Gaming set: cards&lt;br /&gt;
Insight&lt;br /&gt;
Persuasion&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Warhammer and shield&lt;br /&gt;
5 javelins&lt;br /&gt;
chainmail&lt;br /&gt;
holy symbol&lt;br /&gt;
explorer&#039;s pack&lt;br /&gt;
insignia of rank&lt;br /&gt;
piece of a torn banner from a fallen enemy&lt;br /&gt;
deck of cards&lt;br /&gt;
common clothes&lt;br /&gt;
belt pouch with 10 gp&lt;br /&gt;
trinket: silver spoon with &amp;quot;M&amp;quot; engraved on the handle (#49)&lt;br /&gt;
&lt;br /&gt;
Brief backstory:&lt;br /&gt;
Rurik came from a brewing family, but like many dwarves he also spent some time in the in the guard keeping the Iron Mountain safe from wandering orcs, goblins, and other nasties. Over time though, he noticed that the longer his comrades were on the battle field, the less civilized they became. It was during this time that he realized that resisting the forces of the dark with arms was necessary, but not sufficient. In order to preserve the light of peace and civilization, someone had to champion hope, love, laughter, and beauty. Otherwise, there would be no point in driving back the hordes. Shortly after his return from service a horned knight took Rurik under her wing as her squire and trained him in their ways.&lt;br /&gt;
&lt;br /&gt;
The Dreadwood sounded like the kind of place that a guardian of the light ought to look into, for the sake of everyone living nearby. Rurik was more than happy to find others interested in venturing inside and asked to join them. &lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
[[http://wiki.rpg.net/index.php/D%26D_5E_Between_Shadow_And_Flame:Main_Page Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272432</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272432"/>
		<updated>2014-10-27T14:39:17Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* The Resort */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
These remote facilities handle uplinks and external communications. Internal communication is based on a wi-fi nodes that are connected via hard-line, with no external connection. It is probable that they are responsible for the electronic &amp;quot;stealth&amp;quot; bubble over the island as well.&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
Like most facilities, the Quarantined Base, properly known as Primary Bioresearch Facility, is subterranean. The base has been closed since the 1980&#039;s. No one knows why, but the installation was sealed, only the Terror has access to it. The access point is guarded by two fully staffed towers with mounted weaponry and rigorously cleared fields of fire.&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
The main facility, it is subterranean, constructed around a central shaft. Including living quarters and labratories, the facility could probably house several hundred scientists, engineers, technicians, and support staff, but the facility had about one hundred people there when you stayed on the island.&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
Smaller than the main lab, this facility is designed to house two dozen staff. This is the Terror&#039;s personal labs, and only persons of the highest clearance work there. Transfer there is a permanent position, so to speak.&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
Each facility is a subterranean barracks, training hall, and armoury. Each could hold a modern company of infantry (about one-hundred twenty), but in practice they have about thirty of Terror&#039;s soldiers each.&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
Half subterranean complex, half mountainside resort, this was your main quarters during your stay. Roomy, with a certain 1960&#039;s curves and bubble style that seems to belong in a Bond movie, it is an almost empty &amp;quot;five star hotel&amp;quot;  designed to allow six or seven teams in relative isolation from each other to have access to anything one needs, complete with shops, theatres, gymnasiums, hologram and mechanical system training rooms, much of it designed around metahumans.&lt;br /&gt;
&lt;br /&gt;
There were a couple common areas where the teams could mingle, the big pool, the par three gold course, but it was rare to have more than two teams on site at any one time.&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
Movement around the islands is handled by subterranean &amp;quot;bullet trains&amp;quot; moving on two lines, Green and Yellow. The trains can move down either line.&lt;br /&gt;
&lt;br /&gt;
The Yellow Line stops at central island destinations. The Green Line serves the outer islands and the undersea geothermal plant.&lt;br /&gt;
&lt;br /&gt;
Green Line Stations come complete with several electric off-road vehicles (quads and jeeps). The tube platforms resemble subway stations with a number of parked train-cars. Each car is lowered into the &amp;quot;trough&amp;quot; and moves on a magnetic rail system around the course, lifting up to its destination station. Transit is always clockwise.&lt;br /&gt;
&lt;br /&gt;
If you were to purposefully transit past every station and return to your destination it would take less than ten minutes -- the trains are moving a little more than half the speed of sound.&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
A facility with a dozen permanent staff, and a half dozen guards, this sea-tower has a wide flat landing zone on top suitable for any VTOL capable craft. The hangars below used to store dozens of Terrorwings, now there are one or two on site, the hangar space is mostly empty. There is a transit station under the sea-line connecting the centre to the islands.&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
It may have been the Terror who convinced the native population to resettle. Or it may have occurred during World War II, when the Island was used by the US Navy as a refuelling and resupply centre. But their village remains, looking more worn down and dilapidated every year. It is a popular site for staff to take a day trip to, in the cliff walls near the village are a series of carvings and funerary niches that don&#039;t match traditions from other Polynesian cultures, instead being similar to Mesoamerican cultures, Mayan in particular. The islanders were, by all accounts, a fairly typical Island culture, with lingual drift from other Polynesian languages that would be appropriate given their isolation.&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
Old warehouses, Quonset huts, cement piers, a rusting tank-farm of squat cylinders for fuel, a runway -- all covered in ivy now. This was a naval station built early in WWII, and abandoned sometime in the late fifties or early sixties. Souvenir hunters have taken a number of objects, but the &amp;quot;O Club&amp;quot; for Officers has been left sort of as a shrine -- tiki theme, fading photographs, a cracked bar mirror with several (empty) bottles still in front of it. &lt;br /&gt;
&lt;br /&gt;
The strange thing is, this nameless base doesn&#039;t appear anywhere on existing Government records, or maps or charts. It might have been secret, but it seems like someone went to great lengths to make the base disappear over the last fifty years.&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
Everyone needs to get out, once in a while. The Science Village, sprawling out under the Villa, is where most of the island staff get their time off. Little cottages, like a Greek villa in the Pacific, with tennis courts, pools, automated shops, indoor and outdoor theatres, beer gardens and a wide patio restaurant, all serve to help the staff relax. Electric vehicles whisk them off to beaches, or to tour the main island -- access across the bridge to T&#039;Pao is tightly controlled.&lt;br /&gt;
&lt;br /&gt;
The Science Village is often empty, psychological work shows that letting larger groups vacation together is more healthy than allowing one or two persons to vacation in an empty village.&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
The Resort is a permanent facility for staff who have given years of service to the Terror, but for security reasons cannot be let go. A quaint sea-side village with a rustic English look, it is quietly and near invisibly maintained, and is normally host to a dozen or so aging scientists and the occasional resigned spy.&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272431</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272431"/>
		<updated>2014-10-27T14:36:00Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Science Village */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
These remote facilities handle uplinks and external communications. Internal communication is based on a wi-fi nodes that are connected via hard-line, with no external connection. It is probable that they are responsible for the electronic &amp;quot;stealth&amp;quot; bubble over the island as well.&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
Like most facilities, the Quarantined Base, properly known as Primary Bioresearch Facility, is subterranean. The base has been closed since the 1980&#039;s. No one knows why, but the installation was sealed, only the Terror has access to it. The access point is guarded by two fully staffed towers with mounted weaponry and rigorously cleared fields of fire.&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
The main facility, it is subterranean, constructed around a central shaft. Including living quarters and labratories, the facility could probably house several hundred scientists, engineers, technicians, and support staff, but the facility had about one hundred people there when you stayed on the island.&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
Smaller than the main lab, this facility is designed to house two dozen staff. This is the Terror&#039;s personal labs, and only persons of the highest clearance work there. Transfer there is a permanent position, so to speak.&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
Each facility is a subterranean barracks, training hall, and armoury. Each could hold a modern company of infantry (about one-hundred twenty), but in practice they have about thirty of Terror&#039;s soldiers each.&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
Half subterranean complex, half mountainside resort, this was your main quarters during your stay. Roomy, with a certain 1960&#039;s curves and bubble style that seems to belong in a Bond movie, it is an almost empty &amp;quot;five star hotel&amp;quot;  designed to allow six or seven teams in relative isolation from each other to have access to anything one needs, complete with shops, theatres, gymnasiums, hologram and mechanical system training rooms, much of it designed around metahumans.&lt;br /&gt;
&lt;br /&gt;
There were a couple common areas where the teams could mingle, the big pool, the par three gold course, but it was rare to have more than two teams on site at any one time.&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
Movement around the islands is handled by subterranean &amp;quot;bullet trains&amp;quot; moving on two lines, Green and Yellow. The trains can move down either line.&lt;br /&gt;
&lt;br /&gt;
The Yellow Line stops at central island destinations. The Green Line serves the outer islands and the undersea geothermal plant.&lt;br /&gt;
&lt;br /&gt;
Green Line Stations come complete with several electric off-road vehicles (quads and jeeps). The tube platforms resemble subway stations with a number of parked train-cars. Each car is lowered into the &amp;quot;trough&amp;quot; and moves on a magnetic rail system around the course, lifting up to its destination station. Transit is always clockwise.&lt;br /&gt;
&lt;br /&gt;
If you were to purposefully transit past every station and return to your destination it would take less than ten minutes -- the trains are moving a little more than half the speed of sound.&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
A facility with a dozen permanent staff, and a half dozen guards, this sea-tower has a wide flat landing zone on top suitable for any VTOL capable craft. The hangars below used to store dozens of Terrorwings, now there are one or two on site, the hangar space is mostly empty. There is a transit station under the sea-line connecting the centre to the islands.&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
It may have been the Terror who convinced the native population to resettle. Or it may have occurred during World War II, when the Island was used by the US Navy as a refuelling and resupply centre. But their village remains, looking more worn down and dilapidated every year. It is a popular site for staff to take a day trip to, in the cliff walls near the village are a series of carvings and funerary niches that don&#039;t match traditions from other Polynesian cultures, instead being similar to Mesoamerican cultures, Mayan in particular. The islanders were, by all accounts, a fairly typical Island culture, with lingual drift from other Polynesian languages that would be appropriate given their isolation.&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
Old warehouses, Quonset huts, cement piers, a rusting tank-farm of squat cylinders for fuel, a runway -- all covered in ivy now. This was a naval station built early in WWII, and abandoned sometime in the late fifties or early sixties. Souvenir hunters have taken a number of objects, but the &amp;quot;O Club&amp;quot; for Officers has been left sort of as a shrine -- tiki theme, fading photographs, a cracked bar mirror with several (empty) bottles still in front of it. &lt;br /&gt;
&lt;br /&gt;
The strange thing is, this nameless base doesn&#039;t appear anywhere on existing Government records, or maps or charts. It might have been secret, but it seems like someone went to great lengths to make the base disappear over the last fifty years.&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
Everyone needs to get out, once in a while. The Science Village, sprawling out under the Villa, is where most of the island staff get their time off. Little cottages, like a Greek villa in the Pacific, with tennis courts, pools, automated shops, indoor and outdoor theatres, beer gardens and a wide patio restaurant, all serve to help the staff relax. Electric vehicles whisk them off to beaches, or to tour the main island -- access across the bridge to T&#039;Pao is tightly controlled.&lt;br /&gt;
&lt;br /&gt;
The Science Village is often empty, psychological work shows that letting larger groups vacation together is more healthy than allowing one or two persons to vacation in an empty village.&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272430</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272430"/>
		<updated>2014-10-27T14:30:17Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* The Port */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
These remote facilities handle uplinks and external communications. Internal communication is based on a wi-fi nodes that are connected via hard-line, with no external connection. It is probable that they are responsible for the electronic &amp;quot;stealth&amp;quot; bubble over the island as well.&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
Like most facilities, the Quarantined Base, properly known as Primary Bioresearch Facility, is subterranean. The base has been closed since the 1980&#039;s. No one knows why, but the installation was sealed, only the Terror has access to it. The access point is guarded by two fully staffed towers with mounted weaponry and rigorously cleared fields of fire.&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
The main facility, it is subterranean, constructed around a central shaft. Including living quarters and labratories, the facility could probably house several hundred scientists, engineers, technicians, and support staff, but the facility had about one hundred people there when you stayed on the island.&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
Smaller than the main lab, this facility is designed to house two dozen staff. This is the Terror&#039;s personal labs, and only persons of the highest clearance work there. Transfer there is a permanent position, so to speak.&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
Each facility is a subterranean barracks, training hall, and armoury. Each could hold a modern company of infantry (about one-hundred twenty), but in practice they have about thirty of Terror&#039;s soldiers each.&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
Half subterranean complex, half mountainside resort, this was your main quarters during your stay. Roomy, with a certain 1960&#039;s curves and bubble style that seems to belong in a Bond movie, it is an almost empty &amp;quot;five star hotel&amp;quot;  designed to allow six or seven teams in relative isolation from each other to have access to anything one needs, complete with shops, theatres, gymnasiums, hologram and mechanical system training rooms, much of it designed around metahumans.&lt;br /&gt;
&lt;br /&gt;
There were a couple common areas where the teams could mingle, the big pool, the par three gold course, but it was rare to have more than two teams on site at any one time.&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
Movement around the islands is handled by subterranean &amp;quot;bullet trains&amp;quot; moving on two lines, Green and Yellow. The trains can move down either line.&lt;br /&gt;
&lt;br /&gt;
The Yellow Line stops at central island destinations. The Green Line serves the outer islands and the undersea geothermal plant.&lt;br /&gt;
&lt;br /&gt;
Green Line Stations come complete with several electric off-road vehicles (quads and jeeps). The tube platforms resemble subway stations with a number of parked train-cars. Each car is lowered into the &amp;quot;trough&amp;quot; and moves on a magnetic rail system around the course, lifting up to its destination station. Transit is always clockwise.&lt;br /&gt;
&lt;br /&gt;
If you were to purposefully transit past every station and return to your destination it would take less than ten minutes -- the trains are moving a little more than half the speed of sound.&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
A facility with a dozen permanent staff, and a half dozen guards, this sea-tower has a wide flat landing zone on top suitable for any VTOL capable craft. The hangars below used to store dozens of Terrorwings, now there are one or two on site, the hangar space is mostly empty. There is a transit station under the sea-line connecting the centre to the islands.&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
It may have been the Terror who convinced the native population to resettle. Or it may have occurred during World War II, when the Island was used by the US Navy as a refuelling and resupply centre. But their village remains, looking more worn down and dilapidated every year. It is a popular site for staff to take a day trip to, in the cliff walls near the village are a series of carvings and funerary niches that don&#039;t match traditions from other Polynesian cultures, instead being similar to Mesoamerican cultures, Mayan in particular. The islanders were, by all accounts, a fairly typical Island culture, with lingual drift from other Polynesian languages that would be appropriate given their isolation.&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
Old warehouses, Quonset huts, cement piers, a rusting tank-farm of squat cylinders for fuel, a runway -- all covered in ivy now. This was a naval station built early in WWII, and abandoned sometime in the late fifties or early sixties. Souvenir hunters have taken a number of objects, but the &amp;quot;O Club&amp;quot; for Officers has been left sort of as a shrine -- tiki theme, fading photographs, a cracked bar mirror with several (empty) bottles still in front of it. &lt;br /&gt;
&lt;br /&gt;
The strange thing is, this nameless base doesn&#039;t appear anywhere on existing Government records, or maps or charts. It might have been secret, but it seems like someone went to great lengths to make the base disappear over the last fifty years.&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272429</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272429"/>
		<updated>2014-10-27T14:24:59Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Abandoned Village */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
These remote facilities handle uplinks and external communications. Internal communication is based on a wi-fi nodes that are connected via hard-line, with no external connection. It is probable that they are responsible for the electronic &amp;quot;stealth&amp;quot; bubble over the island as well.&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
Like most facilities, the Quarantined Base, properly known as Primary Bioresearch Facility, is subterranean. The base has been closed since the 1980&#039;s. No one knows why, but the installation was sealed, only the Terror has access to it. The access point is guarded by two fully staffed towers with mounted weaponry and rigorously cleared fields of fire.&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
The main facility, it is subterranean, constructed around a central shaft. Including living quarters and labratories, the facility could probably house several hundred scientists, engineers, technicians, and support staff, but the facility had about one hundred people there when you stayed on the island.&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
Smaller than the main lab, this facility is designed to house two dozen staff. This is the Terror&#039;s personal labs, and only persons of the highest clearance work there. Transfer there is a permanent position, so to speak.&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
Each facility is a subterranean barracks, training hall, and armoury. Each could hold a modern company of infantry (about one-hundred twenty), but in practice they have about thirty of Terror&#039;s soldiers each.&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
Half subterranean complex, half mountainside resort, this was your main quarters during your stay. Roomy, with a certain 1960&#039;s curves and bubble style that seems to belong in a Bond movie, it is an almost empty &amp;quot;five star hotel&amp;quot;  designed to allow six or seven teams in relative isolation from each other to have access to anything one needs, complete with shops, theatres, gymnasiums, hologram and mechanical system training rooms, much of it designed around metahumans.&lt;br /&gt;
&lt;br /&gt;
There were a couple common areas where the teams could mingle, the big pool, the par three gold course, but it was rare to have more than two teams on site at any one time.&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
Movement around the islands is handled by subterranean &amp;quot;bullet trains&amp;quot; moving on two lines, Green and Yellow. The trains can move down either line.&lt;br /&gt;
&lt;br /&gt;
The Yellow Line stops at central island destinations. The Green Line serves the outer islands and the undersea geothermal plant.&lt;br /&gt;
&lt;br /&gt;
Green Line Stations come complete with several electric off-road vehicles (quads and jeeps). The tube platforms resemble subway stations with a number of parked train-cars. Each car is lowered into the &amp;quot;trough&amp;quot; and moves on a magnetic rail system around the course, lifting up to its destination station. Transit is always clockwise.&lt;br /&gt;
&lt;br /&gt;
If you were to purposefully transit past every station and return to your destination it would take less than ten minutes -- the trains are moving a little more than half the speed of sound.&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
A facility with a dozen permanent staff, and a half dozen guards, this sea-tower has a wide flat landing zone on top suitable for any VTOL capable craft. The hangars below used to store dozens of Terrorwings, now there are one or two on site, the hangar space is mostly empty. There is a transit station under the sea-line connecting the centre to the islands.&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
It may have been the Terror who convinced the native population to resettle. Or it may have occurred during World War II, when the Island was used by the US Navy as a refuelling and resupply centre. But their village remains, looking more worn down and dilapidated every year. It is a popular site for staff to take a day trip to, in the cliff walls near the village are a series of carvings and funerary niches that don&#039;t match traditions from other Polynesian cultures, instead being similar to Mesoamerican cultures, Mayan in particular. The islanders were, by all accounts, a fairly typical Island culture, with lingual drift from other Polynesian languages that would be appropriate given their isolation.&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272428</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272428"/>
		<updated>2014-10-27T14:18:33Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* The Transit Centre */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
These remote facilities handle uplinks and external communications. Internal communication is based on a wi-fi nodes that are connected via hard-line, with no external connection. It is probable that they are responsible for the electronic &amp;quot;stealth&amp;quot; bubble over the island as well.&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
Like most facilities, the Quarantined Base, properly known as Primary Bioresearch Facility, is subterranean. The base has been closed since the 1980&#039;s. No one knows why, but the installation was sealed, only the Terror has access to it. The access point is guarded by two fully staffed towers with mounted weaponry and rigorously cleared fields of fire.&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
The main facility, it is subterranean, constructed around a central shaft. Including living quarters and labratories, the facility could probably house several hundred scientists, engineers, technicians, and support staff, but the facility had about one hundred people there when you stayed on the island.&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
Smaller than the main lab, this facility is designed to house two dozen staff. This is the Terror&#039;s personal labs, and only persons of the highest clearance work there. Transfer there is a permanent position, so to speak.&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
Each facility is a subterranean barracks, training hall, and armoury. Each could hold a modern company of infantry (about one-hundred twenty), but in practice they have about thirty of Terror&#039;s soldiers each.&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
Half subterranean complex, half mountainside resort, this was your main quarters during your stay. Roomy, with a certain 1960&#039;s curves and bubble style that seems to belong in a Bond movie, it is an almost empty &amp;quot;five star hotel&amp;quot;  designed to allow six or seven teams in relative isolation from each other to have access to anything one needs, complete with shops, theatres, gymnasiums, hologram and mechanical system training rooms, much of it designed around metahumans.&lt;br /&gt;
&lt;br /&gt;
There were a couple common areas where the teams could mingle, the big pool, the par three gold course, but it was rare to have more than two teams on site at any one time.&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
Movement around the islands is handled by subterranean &amp;quot;bullet trains&amp;quot; moving on two lines, Green and Yellow. The trains can move down either line.&lt;br /&gt;
&lt;br /&gt;
The Yellow Line stops at central island destinations. The Green Line serves the outer islands and the undersea geothermal plant.&lt;br /&gt;
&lt;br /&gt;
Green Line Stations come complete with several electric off-road vehicles (quads and jeeps). The tube platforms resemble subway stations with a number of parked train-cars. Each car is lowered into the &amp;quot;trough&amp;quot; and moves on a magnetic rail system around the course, lifting up to its destination station. Transit is always clockwise.&lt;br /&gt;
&lt;br /&gt;
If you were to purposefully transit past every station and return to your destination it would take less than ten minutes -- the trains are moving a little more than half the speed of sound.&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
A facility with a dozen permanent staff, and a half dozen guards, this sea-tower has a wide flat landing zone on top suitable for any VTOL capable craft. The hangars below used to store dozens of Terrorwings, now there are one or two on site, the hangar space is mostly empty. There is a transit station under the sea-line connecting the centre to the islands.&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272427</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272427"/>
		<updated>2014-10-27T14:14:14Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* The Transit Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
These remote facilities handle uplinks and external communications. Internal communication is based on a wi-fi nodes that are connected via hard-line, with no external connection. It is probable that they are responsible for the electronic &amp;quot;stealth&amp;quot; bubble over the island as well.&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
Like most facilities, the Quarantined Base, properly known as Primary Bioresearch Facility, is subterranean. The base has been closed since the 1980&#039;s. No one knows why, but the installation was sealed, only the Terror has access to it. The access point is guarded by two fully staffed towers with mounted weaponry and rigorously cleared fields of fire.&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
The main facility, it is subterranean, constructed around a central shaft. Including living quarters and labratories, the facility could probably house several hundred scientists, engineers, technicians, and support staff, but the facility had about one hundred people there when you stayed on the island.&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
Smaller than the main lab, this facility is designed to house two dozen staff. This is the Terror&#039;s personal labs, and only persons of the highest clearance work there. Transfer there is a permanent position, so to speak.&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
Each facility is a subterranean barracks, training hall, and armoury. Each could hold a modern company of infantry (about one-hundred twenty), but in practice they have about thirty of Terror&#039;s soldiers each.&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
Half subterranean complex, half mountainside resort, this was your main quarters during your stay. Roomy, with a certain 1960&#039;s curves and bubble style that seems to belong in a Bond movie, it is an almost empty &amp;quot;five star hotel&amp;quot;  designed to allow six or seven teams in relative isolation from each other to have access to anything one needs, complete with shops, theatres, gymnasiums, hologram and mechanical system training rooms, much of it designed around metahumans.&lt;br /&gt;
&lt;br /&gt;
There were a couple common areas where the teams could mingle, the big pool, the par three gold course, but it was rare to have more than two teams on site at any one time.&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
Movement around the islands is handled by subterranean &amp;quot;bullet trains&amp;quot; moving on two lines, Green and Yellow. The trains can move down either line.&lt;br /&gt;
&lt;br /&gt;
The Yellow Line stops at central island destinations. The Green Line serves the outer islands and the undersea geothermal plant.&lt;br /&gt;
&lt;br /&gt;
Green Line Stations come complete with several electric off-road vehicles (quads and jeeps). The tube platforms resemble subway stations with a number of parked train-cars. Each car is lowered into the &amp;quot;trough&amp;quot; and moves on a magnetic rail system around the course, lifting up to its destination station. Transit is always clockwise.&lt;br /&gt;
&lt;br /&gt;
If you were to purposefully transit past every station and return to your destination it would take less than ten minutes -- the trains are moving a little more than half the speed of sound.&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272424</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272424"/>
		<updated>2014-10-27T13:59:52Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* The Villa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
These remote facilities handle uplinks and external communications. Internal communication is based on a wi-fi nodes that are connected via hard-line, with no external connection. It is probable that they are responsible for the electronic &amp;quot;stealth&amp;quot; bubble over the island as well.&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
Like most facilities, the Quarantined Base, properly known as Primary Bioresearch Facility, is subterranean. The base has been closed since the 1980&#039;s. No one knows why, but the installation was sealed, only the Terror has access to it. The access point is guarded by two fully staffed towers with mounted weaponry and rigorously cleared fields of fire.&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
The main facility, it is subterranean, constructed around a central shaft. Including living quarters and labratories, the facility could probably house several hundred scientists, engineers, technicians, and support staff, but the facility had about one hundred people there when you stayed on the island.&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
Smaller than the main lab, this facility is designed to house two dozen staff. This is the Terror&#039;s personal labs, and only persons of the highest clearance work there. Transfer there is a permanent position, so to speak.&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
Each facility is a subterranean barracks, training hall, and armoury. Each could hold a modern company of infantry (about one-hundred twenty), but in practice they have about thirty of Terror&#039;s soldiers each.&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
Half subterranean complex, half mountainside resort, this was your main quarters during your stay. Roomy, with a certain 1960&#039;s curves and bubble style that seems to belong in a Bond movie, it is an almost empty &amp;quot;five star hotel&amp;quot;  designed to allow six or seven teams in relative isolation from each other to have access to anything one needs, complete with shops, theatres, gymnasiums, hologram and mechanical system training rooms, much of it designed around metahumans.&lt;br /&gt;
&lt;br /&gt;
There were a couple common areas where the teams could mingle, the big pool, the par three gold course, but it was rare to have more than two teams on site at any one time.&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272423</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272423"/>
		<updated>2014-10-27T13:53:04Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Garrison 1 and 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
These remote facilities handle uplinks and external communications. Internal communication is based on a wi-fi nodes that are connected via hard-line, with no external connection. It is probable that they are responsible for the electronic &amp;quot;stealth&amp;quot; bubble over the island as well.&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
Like most facilities, the Quarantined Base, properly known as Primary Bioresearch Facility, is subterranean. The base has been closed since the 1980&#039;s. No one knows why, but the installation was sealed, only the Terror has access to it. The access point is guarded by two fully staffed towers with mounted weaponry and rigorously cleared fields of fire.&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
The main facility, it is subterranean, constructed around a central shaft. Including living quarters and labratories, the facility could probably house several hundred scientists, engineers, technicians, and support staff, but the facility had about one hundred people there when you stayed on the island.&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
Smaller than the main lab, this facility is designed to house two dozen staff. This is the Terror&#039;s personal labs, and only persons of the highest clearance work there. Transfer there is a permanent position, so to speak.&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
Each facility is a subterranean barracks, training hall, and armoury. Each could hold a modern company of infantry (about one-hundred twenty), but in practice they have about thirty of Terror&#039;s soldiers each.&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272422</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272422"/>
		<updated>2014-10-27T13:50:08Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Science Base 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
These remote facilities handle uplinks and external communications. Internal communication is based on a wi-fi nodes that are connected via hard-line, with no external connection. It is probable that they are responsible for the electronic &amp;quot;stealth&amp;quot; bubble over the island as well.&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
Like most facilities, the Quarantined Base, properly known as Primary Bioresearch Facility, is subterranean. The base has been closed since the 1980&#039;s. No one knows why, but the installation was sealed, only the Terror has access to it. The access point is guarded by two fully staffed towers with mounted weaponry and rigorously cleared fields of fire.&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
The main facility, it is subterranean, constructed around a central shaft. Including living quarters and labratories, the facility could probably house several hundred scientists, engineers, technicians, and support staff, but the facility had about one hundred people there when you stayed on the island.&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
Smaller than the main lab, this facility is designed to house two dozen staff. This is the Terror&#039;s personal labs, and only persons of the highest clearance work there. Transfer there is a permanent position, so to speak.&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272421</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272421"/>
		<updated>2014-10-27T13:46:50Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Science Base 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
These remote facilities handle uplinks and external communications. Internal communication is based on a wi-fi nodes that are connected via hard-line, with no external connection. It is probable that they are responsible for the electronic &amp;quot;stealth&amp;quot; bubble over the island as well.&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
Like most facilities, the Quarantined Base, properly known as Primary Bioresearch Facility, is subterranean. The base has been closed since the 1980&#039;s. No one knows why, but the installation was sealed, only the Terror has access to it. The access point is guarded by two fully staffed towers with mounted weaponry and rigorously cleared fields of fire.&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
The main facility, it is subterranean, constructed around a central shaft. Including living quarters and labratories, the facility could probably house several hundred scientists, engineers, technicians, and support staff, but the facility had about one hundred people there when you stayed on the island.&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272420</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272420"/>
		<updated>2014-10-27T13:44:13Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Quarantined Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
These remote facilities handle uplinks and external communications. Internal communication is based on a wi-fi nodes that are connected via hard-line, with no external connection. It is probable that they are responsible for the electronic &amp;quot;stealth&amp;quot; bubble over the island as well.&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
Like most facilities, the Quarantined Base, properly known as Primary Bioresearch Facility, is subterranean. The base has been closed since the 1980&#039;s. No one knows why, but the installation was sealed, only the Terror has access to it. The access point is guarded by two fully staffed towers with mounted weaponry and rigorously cleared fields of fire.&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272419</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272419"/>
		<updated>2014-10-27T13:40:04Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Comsat 1 2 and 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
These remote facilities handle uplinks and external communications. Internal communication is based on a wi-fi nodes that are connected via hard-line, with no external connection. It is probable that they are responsible for the electronic &amp;quot;stealth&amp;quot; bubble over the island as well.&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272418</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272418"/>
		<updated>2014-10-27T13:27:23Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Purple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Village====&lt;br /&gt;
&lt;br /&gt;
====The Port====&lt;br /&gt;
&lt;br /&gt;
====Science Village====&lt;br /&gt;
&lt;br /&gt;
====The Resort====&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272416</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272416"/>
		<updated>2014-10-27T13:25:43Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Blue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
====The Transit Centre====&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272414</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272414"/>
		<updated>2014-10-27T13:25:14Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Green */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
====The Transit Stations====&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272413</id>
		<title>Terror Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Terror_Island&amp;diff=272413"/>
		<updated>2014-10-27T13:18:26Z</updated>

		<summary type="html">&lt;p&gt;Waiwode: /* Yellow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terror Island==&lt;br /&gt;
===Map===&lt;br /&gt;
[http://i.imgur.com/Mx3XxLa.jpg Terror island]&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
&lt;br /&gt;
====Comsat 1 2 and 3====&lt;br /&gt;
&lt;br /&gt;
====Quarantined Base====&lt;br /&gt;
&lt;br /&gt;
====Science Base 1====&lt;br /&gt;
&lt;br /&gt;
====Science Base 2====&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
&lt;br /&gt;
====Garrison 1 and 2====&lt;br /&gt;
&lt;br /&gt;
====The Villa====&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
[[MnM_Redemption|Main Page]]&lt;/div&gt;</summary>
		<author><name>Waiwode</name></author>
	</entry>
</feed>