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	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2009-10-02&amp;diff=1803</id>
		<title>Notes for Game 2009-10-02</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2009-10-02&amp;diff=1803"/>
		<updated>2009-10-03T05:22:45Z</updated>

		<summary type="html">&lt;p&gt;12.235.165.130: /* In Our Last Episode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Questing ==&lt;br /&gt;
=== In Our Last Episode ===&lt;br /&gt;
See email: [[Notes from Email-Post Game 2009-07-31]]&lt;br /&gt;
&lt;br /&gt;
=== This Episode ===&lt;br /&gt;
{{timestamp|&lt;br /&gt;
XXXX?, 1400|&lt;br /&gt;
Climate: After snow?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* The whole party stayed in the Halfling Landing through the winter. Some people got different experience and additional things. [http://pics.gd/2009-10-02_2034.png Note: The Long Winter]&lt;br /&gt;
* Mose got back from traveling and had heard some rumors. ([http://pics.gd/2009-10-02_2049.png News from Mose])&lt;br /&gt;
** Iros forge is okay it seems now&lt;br /&gt;
** Bad evilness inside of the forge caused rains, was killed be Odessan adventurers&lt;br /&gt;
* Germain heard from Edrell that&lt;br /&gt;
** The Mayor is keeping poor refugees out of town with an entrance tax&lt;br /&gt;
** The party is in trouble because they&#039;re accused of having forged a wizard sigil on documents (Kimika says that&#039;s not possible)&lt;br /&gt;
** There are lots of real estate disputes and the Mayor is making a land grab of land from the charred warrens&lt;br /&gt;
* Squad decides to head back to town&lt;br /&gt;
* Bethnalay gave out some awesome gear in thanks for helping in the Landing ([http://pics.gd/2009-10-02_2120.png Slides packages to party])&lt;br /&gt;
** LE got a cloak (half-cloak) that gives +1 Charisma and can do invis 1/day (but loses Charisma bonus that day)&lt;br /&gt;
** Germain got an earring of +1 to Int-based Skill checks and can do Fox&#039;s Cunning 1/day (but loses skill bonus that day)&lt;br /&gt;
** Kimika got Alexandria&#039;s Star (ivory and obsidian)&lt;br /&gt;
*** Powered by turn undead uses&lt;br /&gt;
*** Full round action: Turn Evil Outside as if it were Undead&lt;br /&gt;
*** Standard action: One healing-type Touch spell becomes Ranged Touch (30 ft radius)&lt;br /&gt;
*** Swift action: Target auto-stabilizes for the next hour&lt;br /&gt;
* Mose prays for his celestial steed to be chosen for his Special Mount-- [[Mose#Way.2C_Special_Mount|Way]] is his name.&lt;br /&gt;
* The party journeys back to Wydmoor&lt;br /&gt;
* The party sneaks over the town walls using shadows and fog (and rope). ([http://pics.gd/2009-10-02_2210.png Plan to sneak into city])&lt;br /&gt;
* The party goes to visit Edrell, who tells them that &lt;br /&gt;
** LE&#039;s sigil somehow matches with the sigil of Melkior Dregdidor, a wizard from 236 years ago&lt;br /&gt;
** One of Germain&#039;s friends has gone missing.&lt;br /&gt;
** Edrell&#039;s been trying to work with his diviner Darnell to track down info on the fire. The fire was definitely arson, but they can&#039;t tell who caused it. Only a few possibilities of people who could hide their tracks that way, but could be outsider so who knows.&lt;br /&gt;
* Party decides to try the Bog Wraiths for more info&lt;br /&gt;
* Quin meets with the Bog Wraiths and they discuss:&lt;br /&gt;
** The Traveler&#039;s Outpost has been approved, Mose ain&#039;t running it&lt;br /&gt;
** Mose got a commendation for his work, though.&lt;br /&gt;
*** Mose&#039;s bracers &amp;quot;Mayto&#039;s Defense&amp;quot; have +2 Deflection AC vs Missiles and Ranged Touch attacks, also grant +1d6 lawful damage and +1d4 good damage on each Smite Evil attack.&lt;br /&gt;
* The party decides to head back to the swamp and get more silver to bring back to pay the taxes and let the refugees back into the city.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME ADJOURNED.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [http://pics.gd/2009-10-02_2314.png Current Wydmoor]&lt;br /&gt;
* [http://pics.gd/2009-10-02_2211.png Charred warrens]&lt;br /&gt;
* [http://pics.gd/return_to_wydmoor.png High-level Wydmoor]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Final GM message ==&lt;br /&gt;
[[Category: Quest Notes]]&lt;br /&gt;
[[Category: Haversack]]&lt;/div&gt;</summary>
		<author><name>12.235.165.130</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2009-10-02&amp;diff=1802</id>
		<title>Notes for Game 2009-10-02</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2009-10-02&amp;diff=1802"/>
		<updated>2009-10-03T05:22:01Z</updated>

		<summary type="html">&lt;p&gt;12.235.165.130: /* This Episode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Questing ==&lt;br /&gt;
=== In Our Last Episode ===&lt;br /&gt;
See email&lt;br /&gt;
=== This Episode ===&lt;br /&gt;
{{timestamp|&lt;br /&gt;
XXXX?, 1400|&lt;br /&gt;
Climate: After snow?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* The whole party stayed in the Halfling Landing through the winter. Some people got different experience and additional things. [http://pics.gd/2009-10-02_2034.png Note: The Long Winter]&lt;br /&gt;
* Mose got back from traveling and had heard some rumors. ([http://pics.gd/2009-10-02_2049.png News from Mose])&lt;br /&gt;
** Iros forge is okay it seems now&lt;br /&gt;
** Bad evilness inside of the forge caused rains, was killed be Odessan adventurers&lt;br /&gt;
* Germain heard from Edrell that&lt;br /&gt;
** The Mayor is keeping poor refugees out of town with an entrance tax&lt;br /&gt;
** The party is in trouble because they&#039;re accused of having forged a wizard sigil on documents (Kimika says that&#039;s not possible)&lt;br /&gt;
** There are lots of real estate disputes and the Mayor is making a land grab of land from the charred warrens&lt;br /&gt;
* Squad decides to head back to town&lt;br /&gt;
* Bethnalay gave out some awesome gear in thanks for helping in the Landing ([http://pics.gd/2009-10-02_2120.png Slides packages to party])&lt;br /&gt;
** LE got a cloak (half-cloak) that gives +1 Charisma and can do invis 1/day (but loses Charisma bonus that day)&lt;br /&gt;
** Germain got an earring of +1 to Int-based Skill checks and can do Fox&#039;s Cunning 1/day (but loses skill bonus that day)&lt;br /&gt;
** Kimika got Alexandria&#039;s Star (ivory and obsidian)&lt;br /&gt;
*** Powered by turn undead uses&lt;br /&gt;
*** Full round action: Turn Evil Outside as if it were Undead&lt;br /&gt;
*** Standard action: One healing-type Touch spell becomes Ranged Touch (30 ft radius)&lt;br /&gt;
*** Swift action: Target auto-stabilizes for the next hour&lt;br /&gt;
* Mose prays for his celestial steed to be chosen for his Special Mount-- [[Mose#Way.2C_Special_Mount|Way]] is his name.&lt;br /&gt;
* The party journeys back to Wydmoor&lt;br /&gt;
* The party sneaks over the town walls using shadows and fog (and rope). ([http://pics.gd/2009-10-02_2210.png Plan to sneak into city])&lt;br /&gt;
* The party goes to visit Edrell, who tells them that &lt;br /&gt;
** LE&#039;s sigil somehow matches with the sigil of Melkior Dregdidor, a wizard from 236 years ago&lt;br /&gt;
** One of Germain&#039;s friends has gone missing.&lt;br /&gt;
** Edrell&#039;s been trying to work with his diviner Darnell to track down info on the fire. The fire was definitely arson, but they can&#039;t tell who caused it. Only a few possibilities of people who could hide their tracks that way, but could be outsider so who knows.&lt;br /&gt;
* Party decides to try the Bog Wraiths for more info&lt;br /&gt;
* Quin meets with the Bog Wraiths and they discuss:&lt;br /&gt;
** The Traveler&#039;s Outpost has been approved, Mose ain&#039;t running it&lt;br /&gt;
** Mose got a commendation for his work, though.&lt;br /&gt;
*** Mose&#039;s bracers &amp;quot;Mayto&#039;s Defense&amp;quot; have +2 Deflection AC vs Missiles and Ranged Touch attacks, also grant +1d6 lawful damage and +1d4 good damage on each Smite Evil attack.&lt;br /&gt;
* The party decides to head back to the swamp and get more silver to bring back to pay the taxes and let the refugees back into the city.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME ADJOURNED.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [http://pics.gd/2009-10-02_2314.png Current Wydmoor]&lt;br /&gt;
* [http://pics.gd/2009-10-02_2211.png Charred warrens]&lt;br /&gt;
* [http://pics.gd/return_to_wydmoor.png High-level Wydmoor]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Final GM message ==&lt;br /&gt;
[[Category: Quest Notes]]&lt;br /&gt;
[[Category: Haversack]]&lt;/div&gt;</summary>
		<author><name>12.235.165.130</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2009-10-02&amp;diff=1801</id>
		<title>Notes for Game 2009-10-02</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2009-10-02&amp;diff=1801"/>
		<updated>2009-10-03T05:18:37Z</updated>

		<summary type="html">&lt;p&gt;12.235.165.130: /* Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Questing ==&lt;br /&gt;
=== In Our Last Episode ===&lt;br /&gt;
See email&lt;br /&gt;
=== This Episode ===&lt;br /&gt;
{{timestamp|&lt;br /&gt;
XXXX?, 1400|&lt;br /&gt;
Climate: After snow?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* The whole party stayed in the Halfling Landing through the winter. Some people got different experience and additional things.&lt;br /&gt;
* Mose got back from traveling and had heard some rumors.&lt;br /&gt;
** Iros forge is okay it seems now&lt;br /&gt;
** Bad evilness inside of the forge caused rains, was killed be Odessan adventurers&lt;br /&gt;
* Germain heard from Edrell that&lt;br /&gt;
** The Mayor is keeping poor refugees out of town with an entrance tax&lt;br /&gt;
** The party is in trouble because they&#039;re accused of having forged a wizard sigil on documents (Kimika says that&#039;s not possible)&lt;br /&gt;
** There are lots of real estate disputes and the Mayor is making a land grab of land from the charred warrens&lt;br /&gt;
* Squad decides to head back to town&lt;br /&gt;
* Bethnalay gave out some awesome gear in thanks for helping in the Landing&lt;br /&gt;
** LE got a cloak (half-cloak) that gives +1 Charisma and can do invis 1/day (but loses Charisma bonus that day)&lt;br /&gt;
** Germain got an earring of +1 to Int-based Skill checks and can do Fox&#039;s Cunning 1/day (but loses skill bonus that day)&lt;br /&gt;
** Kimika got Alexandria&#039;s Star (ivory and obsidian)&lt;br /&gt;
*** Powered by turn undead uses&lt;br /&gt;
*** Full round action: Turn Evil Outside as if it were Undead&lt;br /&gt;
*** Standard action: One healing-type Touch spell becomes Ranged Touch (30 ft radius)&lt;br /&gt;
*** Swift action: Target auto-stabilizes for the next hour&lt;br /&gt;
* Mose prays for his celestial steed to be chosen for his Special Mount-- [[Mose#Way.2C_Special_Mount|Way]] is his name.&lt;br /&gt;
* The party journeys back to Wydmoor&lt;br /&gt;
* The party sneaks over the town walls using shadows and fog (and rope)&lt;br /&gt;
* The party goes to visit Edrell, who tells them that &lt;br /&gt;
** LE&#039;s sigil somehow matches with the sigil of Melkior Dregdidor, a wizard from 236 years ago&lt;br /&gt;
** One of Germain&#039;s friends has gone missing.&lt;br /&gt;
** Edrell&#039;s been trying to work with his diviner Darnell to track down info on the fire. The fire was definitely arson, but they can&#039;t tell who caused it. Only a few possibilities of people who could hide their tracks that way, but could be outsider so who knows.&lt;br /&gt;
* Party decides to try the Bog Wraiths for more info&lt;br /&gt;
* Quin meets with the Bog Wraiths and they discuss:&lt;br /&gt;
** The Traveler&#039;s Outpost has been approved, Mose ain&#039;t running it&lt;br /&gt;
** Mose got a commendation for his work, though.&lt;br /&gt;
*** Mose&#039;s bracers &amp;quot;Mayto&#039;s Defense&amp;quot; have +2 Deflection AC vs Missiles and Ranged Touch attacks, also grant +1d6 lawful damage and +1d4 good damage on each Smite Evil attack.&lt;br /&gt;
* The party decides to head back to the swamp and get more silver to bring back to pay the taxes and let the refugees back into the city.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME ADJOURNED.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [http://pics.gd/2009-10-02_2314.png Current Wydmoor]&lt;br /&gt;
* [http://pics.gd/2009-10-02_2211.png Charred warrens]&lt;br /&gt;
* [http://pics.gd/return_to_wydmoor.png High-level Wydmoor]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Final GM message ==&lt;br /&gt;
[[Category: Quest Notes]]&lt;br /&gt;
[[Category: Haversack]]&lt;/div&gt;</summary>
		<author><name>12.235.165.130</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2009-10-02&amp;diff=1800</id>
		<title>Notes for Game 2009-10-02</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2009-10-02&amp;diff=1800"/>
		<updated>2009-10-03T05:16:46Z</updated>

		<summary type="html">&lt;p&gt;12.235.165.130: added first pass of notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Questing ==&lt;br /&gt;
=== In Our Last Episode ===&lt;br /&gt;
See email&lt;br /&gt;
=== This Episode ===&lt;br /&gt;
{{timestamp|&lt;br /&gt;
XXXX?, 1400|&lt;br /&gt;
Climate: After snow?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* The whole party stayed in the Halfling Landing through the winter. Some people got different experience and additional things.&lt;br /&gt;
* Mose got back from traveling and had heard some rumors.&lt;br /&gt;
** Iros forge is okay it seems now&lt;br /&gt;
** Bad evilness inside of the forge caused rains, was killed be Odessan adventurers&lt;br /&gt;
* Germain heard from Edrell that&lt;br /&gt;
** The Mayor is keeping poor refugees out of town with an entrance tax&lt;br /&gt;
** The party is in trouble because they&#039;re accused of having forged a wizard sigil on documents (Kimika says that&#039;s not possible)&lt;br /&gt;
** There are lots of real estate disputes and the Mayor is making a land grab of land from the charred warrens&lt;br /&gt;
* Squad decides to head back to town&lt;br /&gt;
* Bethnalay gave out some awesome gear in thanks for helping in the Landing&lt;br /&gt;
** LE got a cloak (half-cloak) that gives +1 Charisma and can do invis 1/day (but loses Charisma bonus that day)&lt;br /&gt;
** Germain got an earring of +1 to Int-based Skill checks and can do Fox&#039;s Cunning 1/day (but loses skill bonus that day)&lt;br /&gt;
** Kimika got Alexandria&#039;s Star (ivory and obsidian)&lt;br /&gt;
*** Powered by turn undead uses&lt;br /&gt;
*** Full round action: Turn Evil Outside as if it were Undead&lt;br /&gt;
*** Standard action: One healing-type Touch spell becomes Ranged Touch (30 ft radius)&lt;br /&gt;
*** Swift action: Target auto-stabilizes for the next hour&lt;br /&gt;
* Mose prays for his celestial steed to be chosen for his Special Mount-- [[Mose#Way.2C_Special_Mount|Way]] is his name.&lt;br /&gt;
* The party journeys back to Wydmoor&lt;br /&gt;
* The party sneaks over the town walls using shadows and fog (and rope)&lt;br /&gt;
* The party goes to visit Edrell, who tells them that &lt;br /&gt;
** LE&#039;s sigil somehow matches with the sigil of Melkior Dregdidor, a wizard from 236 years ago&lt;br /&gt;
** One of Germain&#039;s friends has gone missing.&lt;br /&gt;
** Edrell&#039;s been trying to work with his diviner Darnell to track down info on the fire. The fire was definitely arson, but they can&#039;t tell who caused it. Only a few possibilities of people who could hide their tracks that way, but could be outsider so who knows.&lt;br /&gt;
* Party decides to try the Bog Wraiths for more info&lt;br /&gt;
* Quin meets with the Bog Wraiths and they discuss:&lt;br /&gt;
** The Traveler&#039;s Outpost has been approved, Mose ain&#039;t running it&lt;br /&gt;
** Mose got a commendation for his work, though.&lt;br /&gt;
*** Mose&#039;s bracers &amp;quot;Mayto&#039;s Defense&amp;quot; have +2 Deflection AC vs Missiles and Ranged Touch attacks, also grant +1d6 lawful damage and +1d4 good damage on each Smite Evil attack.&lt;br /&gt;
* The party decides to head back to the swamp and get more silver to bring back to pay the taxes and let the refugees back into the city.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME ADJOURNED.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Back at ziggurat.jpg|Back at the Ziggurat&lt;br /&gt;
Image:This is the landing halfling.jpg|Halfling Landing&lt;br /&gt;
Image:Bethnalays chapel.jpg|Bethnalay&#039;s Chapel&lt;br /&gt;
Image:Overhead map halfling landing.jpg|Overhead map.&lt;br /&gt;
Image:Full_ziggurat_map.jpg|Pretty much the entire Ziggurat ruins.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Final GM message ==&lt;br /&gt;
[[Category: Quest Notes]]&lt;br /&gt;
[[Category: Haversack]]&lt;/div&gt;</summary>
		<author><name>12.235.165.130</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mose&amp;diff=1799</id>
		<title>Mose</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mose&amp;diff=1799"/>
		<updated>2009-10-03T03:22:20Z</updated>

		<summary type="html">&lt;p&gt;12.235.165.130: /* Way, Special Mount */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mose looks like =&lt;br /&gt;
Mose is a dwarf. Mose&#039;s black beard and thick eyebrows are cut to be as smooth and rounded as possible. Average dwarf height. Average dwarf weight. Mose has a dagger&#039;s hilt on a leather strap around his neck.&lt;br /&gt;
&lt;br /&gt;
Mose carries a finely crafted Dwarven Axe.&lt;br /&gt;
&lt;br /&gt;
= Mose&#039;s background. =&lt;br /&gt;
Mose was raised in a believably relevant city (4th biggest better than 3rd biggest) where dwarves have a big community. He was the son of a wealthy merchant who had fallen on hard times and was at danger of losing his properties. Mose began doing odd adventuring jobs for the local church/chapel/whatever. One evening, that place was overrun by organized crime members who had taken the priest/pastor/holyguy&#039;s daughter hostage because the father owed them a great deal of money from gambling debts. Mose fought them off and rescued the daughter, but was run out of town by the organized crime group who threatened to ruin his father if he did not leave. The pastor, in repayment, sent word to [insert some larger church/organization] about Mose&#039;s deeds. The letter of recommendation got Mose into a Paladin gig for that group. The dagger hilt that Mose wears around his neck comes from one of his first battles as a Paladin that was particularly harrowing. Mose is not particular fond of the organized crime group that made him relocate, but doesn&#039;t particularly hold much malice in his heart towards them as he sees that they set him upon his current destiny to conquer evil elsewhere.&lt;br /&gt;
&lt;br /&gt;
= Way, Special Mount =&lt;br /&gt;
&lt;br /&gt;
Mose&#039;s Paladin celestial animal mount is named &#039;&#039;Way&#039;&#039; and looks like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A [http://www.dandwiki.com/wiki/SRD:Heavy_Warhorse| heavy warhorse] that looks very muscular and rugged. It has a white (almost star-like) spot on its forehead, but otherwise its coat is a nearly-black blue mixed with solid black. Its mane matches strikingly with the color, length, and texture of Mose&#039;s beard. While the horse walks slowly, you glimpse a faint path, a near-hallucination in your peripheral vision, extending ahead and behind as if to show where he has been and where he may travel. The faint path disappears whenever your eyes look away from the horse, but its presence is not disturbing-- in fact it leaves you with an impression of purpose and motivation.&lt;/div&gt;</summary>
		<author><name>12.235.165.130</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mose&amp;diff=1798</id>
		<title>Mose</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mose&amp;diff=1798"/>
		<updated>2009-10-03T03:21:23Z</updated>

		<summary type="html">&lt;p&gt;12.235.165.130: Added Way&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mose looks like =&lt;br /&gt;
Mose is a dwarf. Mose&#039;s black beard and thick eyebrows are cut to be as smooth and rounded as possible. Average dwarf height. Average dwarf weight. Mose has a dagger&#039;s hilt on a leather strap around his neck.&lt;br /&gt;
&lt;br /&gt;
Mose carries a finely crafted Dwarven Axe.&lt;br /&gt;
&lt;br /&gt;
= Mose&#039;s background. =&lt;br /&gt;
Mose was raised in a believably relevant city (4th biggest better than 3rd biggest) where dwarves have a big community. He was the son of a wealthy merchant who had fallen on hard times and was at danger of losing his properties. Mose began doing odd adventuring jobs for the local church/chapel/whatever. One evening, that place was overrun by organized crime members who had taken the priest/pastor/holyguy&#039;s daughter hostage because the father owed them a great deal of money from gambling debts. Mose fought them off and rescued the daughter, but was run out of town by the organized crime group who threatened to ruin his father if he did not leave. The pastor, in repayment, sent word to [insert some larger church/organization] about Mose&#039;s deeds. The letter of recommendation got Mose into a Paladin gig for that group. The dagger hilt that Mose wears around his neck comes from one of his first battles as a Paladin that was particularly harrowing. Mose is not particular fond of the organized crime group that made him relocate, but doesn&#039;t particularly hold much malice in his heart towards them as he sees that they set him upon his current destiny to conquer evil elsewhere.&lt;br /&gt;
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= Way, Special Mount =&lt;br /&gt;
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Mose&#039;s Paladin celestial animal mount is named &#039;&#039;Way&#039;&#039; and looks like this:&lt;br /&gt;
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&#039;&#039;&#039;Way&#039;&#039;&#039;&lt;br /&gt;
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A medium-sized warhorse that looks very muscular and rugged. It has a white (almost star-like) spot on its forehead, but otherwise its coat is a nearly-black blue mixed with solid black. Its mane matches strikingly with the color, length, and texture of Mose&#039;s beard. While the horse walks slowly, you glimpse a faint path, a near-hallucination in your peripheral vision, extending ahead and behind as if to show where he has been and where he may travel. The faint path disappears whenever your eyes look away from the horse, but its presence is not disturbing-- in fact it leaves you with an impression of purpose and motivation.&lt;/div&gt;</summary>
		<author><name>12.235.165.130</name></author>
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