<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.memphisgamers.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=66.207.92.41</id>
	<title>Sourcebook Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.memphisgamers.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=66.207.92.41"/>
	<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Special:Contributions/66.207.92.41"/>
	<updated>2026-05-07T08:18:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.2</generator>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kib_Absold%27s_Character_Sheet&amp;diff=6193</id>
		<title>Kib Absold&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kib_Absold%27s_Character_Sheet&amp;diff=6193"/>
		<updated>2010-10-10T20:49:44Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note to self: Kib&#039;s fine with wearing the chain for now, but he&#039;ll probably want to take it off before going back into civilization, at least until he gets some kind of OK from Gildenhome authorities. Gotta rationalize that looting adventurer mentality somehow.&lt;br /&gt;
&lt;br /&gt;
Kib Absold rides the light warhorse [[Tenpence]].&lt;br /&gt;
&lt;br /&gt;
Player: Slitherrr&amp;lt;br /&amp;gt;&lt;br /&gt;
Name: [[Kib Absold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Classes/Levels: [[Professional]]/5, Fighter/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Experience: 20641&amp;lt;br /&amp;gt; &lt;br /&gt;
Race: [[Human]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alignment: NG&amp;lt;br /&amp;gt;&lt;br /&gt;
Origin: [[Farrandon]], [[Odessa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Residence: Currently none.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
STR: 14&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX: 12&amp;lt;br /&amp;gt;&lt;br /&gt;
CON: 14&amp;lt;br /&amp;gt;&lt;br /&gt;
INT: 16&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS: 8&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA: 12&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points||||57(60)||||10 + 9 + 11 + 9 + 9 + 9 (+ 3 with Belt)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class||||17|||| +5 MW Chainmail (unknown if magical bonus), +1 Dex bonus, +3 Insightful Defense, -2 Chainmail Max Dex&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus||||+4|||| +3 Professional, +1 Fighter&lt;br /&gt;
|-&lt;br /&gt;
|Initiative||||+1||||+1 Dex&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed||||30 ft. (20 ft. Chainmail)||||&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save||||+5||||+1 Professional 4, +2 Fighter 1, +2 Stat&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Save||||+5||||+4 Professional 4, +1 Stat&lt;br /&gt;
|-&lt;br /&gt;
|Will Save||||+5||||+4 Professional 4, +1 Stat (Cha instead of Wis with Forceful Personality)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Neat Equipment==&lt;br /&gt;
&lt;br /&gt;
===The Draglet Fortress Captain&#039;s Hammer===&lt;br /&gt;
*A Magical Warhammer. Embossed on the hammer&#039;s face is the word, &amp;quot;Change&amp;quot; in Dwarven&lt;br /&gt;
&lt;br /&gt;
===The Draglet Fortress Captain&#039;s Chainmail===&lt;br /&gt;
*Magical Chainmail. [identifying characteristics?]&lt;br /&gt;
&lt;br /&gt;
===Lesser Belt of Dwarvenkind===&lt;br /&gt;
*Toughness Feat(+3 hit points)&lt;br /&gt;
*Darkvision, 40 Feet&lt;br /&gt;
*Stonecunning (+1 competence bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Can merely come within 10 feet of unusual stonework to make a Search check as if actively searching, and can use the Search skill to find stonework traps as a rogue can. Can also intuit depth, sensing his approximate depth underground as naturally as detecting up)&lt;br /&gt;
*Stability (+2 enhancement bonus to avoid being tripped or bull-rushed when standing on the ground)&lt;br /&gt;
*+1 resistance bonus to Save vs. Poison&lt;br /&gt;
*+1 resistance bonus to Save vs. Spell and Spell-Like Effects&lt;br /&gt;
*+2 competence bonus on Charisma-based checks vs. Dwarves&lt;br /&gt;
*+1 competence bonus on Charisma-based checks with Gnomes&lt;br /&gt;
*-1 competence bonus on Charisma-based checks with Humans, Elves&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
Odessan, Celesti, Ubrekti, Dwarvish, Flanneri, Goblin, Kobold, Fresian (Learning)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{|class=sortable&lt;br /&gt;
!|Skill||Bonus|| Bonus Derivation&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||+16|| 9 ranks, +1 stat, +4 synergy(Sense Motive, Bluff), +2 Negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||+12|| 9 ranks, +1 stat, +2 synergy(Bluff)&lt;br /&gt;
|-&lt;br /&gt;
|Ride||+11|| 8 ranks, +1 stat, +2 synergy(Handle Animal)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||+10|| 9 ranks, -1 stat, +2 Negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||+10|| 9 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Listen||+ 8|| 9 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Spot||+ 8|| 9 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||+ 9||8 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||+ 6 ||5 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||+ 6|| 3 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||+ 6|| 3 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||+ 5|| 2 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Climb||+ 4 (unarmored), +1 (MW breastplate)||2 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Swim||+ 4 (unarmored), -2 (MW breastplate)||2 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Craft(Stonemasonry)||+ 3|| 2 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Heal||+ 3|| 4 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language||  Dwarvish, Kobold, Fresian|| 3 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats and Special Abilities==&lt;br /&gt;
&lt;br /&gt;
===Standard Feats===&lt;br /&gt;
Improved Unarmed Strike (no AoO on an unarmed attack, lethal or non-lethal damage with fists at will)&amp;lt;br /&amp;gt;&lt;br /&gt;
Combat Expertise (take up to -5 (or -(BaB), whichever is less) on attack roll to gain same dodge bonus to DC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Mounted Combat (If a mount is attacked, the attack is made against a Ride check performed by the mount&#039;s rider, or the mount&#039;s AC, whichever is higher)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Human Bonus Feats===&lt;br /&gt;
Combat Reflexes (additional attacks of opportunity equal to Dex bonus, make AoO while flat-footed)&lt;br /&gt;
&lt;br /&gt;
===Professional Bonus Feats===&lt;br /&gt;
Negotiator (+2 Diplomacy and Sense Motive)&amp;lt;br /&amp;gt;&lt;br /&gt;
Forceful Personality (Cha instead of Wis on Will Saves)&amp;lt;br /&amp;gt;&lt;br /&gt;
Hindering Opportunist (May use an AoO as an Aid Another in Combat action, rather than an attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Bonus Feats===&lt;br /&gt;
Improved Trip (no AoO when tripping unarmed, +4 to trip attack opposed Str check, immediately get free follow-up melee attack on successful trip)&lt;br /&gt;
&lt;br /&gt;
===Extra-Special Bonus Feats===&lt;br /&gt;
Solid Kred-entials (+2 to all Diplomacy checks in Kred)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Class abilities===&lt;br /&gt;
Armor Prof. (Light, Med, Heavy)&amp;lt;br /&amp;gt;&lt;br /&gt;
Martial Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Shield Proficiency (Including tower) &amp;lt;br /&amp;gt;&lt;br /&gt;
Simple Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Canny Defense (+ 1/2 Prof level rounded down to AC, up to Int bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
Uncanny Dodge&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level Progression==&lt;br /&gt;
&lt;br /&gt;
===Level 1: Professional===&lt;br /&gt;
Base F/R/W: +0/+2/+2&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: +0&amp;lt;br /&amp;gt;&lt;br /&gt;
Feats: Combat Reflexes, Improved Unarmed Strike, Negotiator,Light Armor Proficiency,Martial Weapon Proficiency,Shield Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Languages: Ubrekti, Celstian, Odessan, Flanneri(defaults and int bonus), Dwarvish (speak language)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: (8 + 1 + 2 * 4) = 44 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Heal||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate|||| 4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Craft(Stonemasonry)||||2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Swim||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||1 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Language Learning||||Dwarvish&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 2: Professional===&lt;br /&gt;
Base F/R/W: 0 + 0 = &#039;&#039;&#039;+0&#039;&#039;&#039;/2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;/2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 0 + 1 = +1&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Canny Defense&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 44 + (8 + 2 + 1) = 55 points&lt;br /&gt;
{|&lt;br /&gt;
|Bluff||||1 + 2 = 3 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Climb||||0 + 1 = 1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal |||| 4 + 1 = 5 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 3: Fighter===&lt;br /&gt;
Base F/R/W: 0 + 2 = &#039;&#039;&#039;+2&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 1 + 1 = +2&amp;lt;br /&amp;gt;&lt;br /&gt;
Feats: Combat Reflexes, Improved Unarmed Strike, Negotiator,Light Armor Proficiency,Martial Weapon Proficiency,Shield Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 55 + (2 + 2 + 1) = 60 points&lt;br /&gt;
{|&lt;br /&gt;
|Climb||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||5 + 1 = 6 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Swim||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 4: Professional===&lt;br /&gt;
Base F/R/W: 2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 2 + 1 = +3&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Prof Bonus Feat (Forceful Personality)&amp;lt;br /&amp;gt;&lt;br /&gt;
Stat Point: +1 Int&amp;lt;br /&amp;gt;&lt;br /&gt;
Learning additional language: Kobold (from Int)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 60 + (8 + 3 + 1) = 72 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||6 + 1 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 5: Professional===&lt;br /&gt;
Base F/R/W: 3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 1 = &#039;&#039;&#039;+4&#039;&#039;&#039;/3 + 1 = &#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 3 + 1 = +4&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Uncanny Dodge&amp;lt;br /&amp;gt;&lt;br /&gt;
Learning Additional Language: Goblin (from Speak Language)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 72 + (8 + 3 + 1) = 84 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||6 + 1 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||3 + 3 = 6 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language(Goblin)||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 6: Professional===&lt;br /&gt;
Base F/R/W: 3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/4 + 0 = &#039;&#039;&#039;+4&#039;&#039;&#039;/4 + 0 = &#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 4 + 0 = +4&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Bonus Feat(Hindering Opportunist)&amp;lt;br /&amp;gt;&lt;br /&gt;
Standard Feat: Mounted Combat&lt;br /&gt;
&lt;br /&gt;
Skills: 84 + (8 + 3 + 1) = 96 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||6 + 2 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||2 + 1 = 3 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language(Fresian)||||2 + 1 = 3 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=User_talk:Detarame&amp;diff=6187</id>
		<title>User talk:Detarame</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=User_talk:Detarame&amp;diff=6187"/>
		<updated>2010-10-05T00:02:09Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alright, I just created SysOps and logged in on every machine I use, and two spammers down. Shit just got real, so I&#039;m cleaning up my talk page. Check the history for your inane bullshit. &amp;lt;3 --[[User:Detarame|absalom]] 21:49, 27 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have some text vomit about elves that starts with &amp;quot;So, a little about elves. Interesting because some of this obviously can&#039;t go on the wiki.&amp;quot; Maybe a stupid question, but should I put it on the Wiki? I&#039;m digging up those emails and posting them so slith can farm them for achievements ;) --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Maybe on a talk page instead of a main page?--[[User:Detarame|absalom]] 21:38, 27 April 2010 (EDT)&lt;br /&gt;
::: Otherwise, yeah, I&#039;d say any Walls of Text you can scrape from email are all good. --[[User:Detarame|absalom]] 21:50, 27 April 2010 (EDT)&lt;br /&gt;
:::: I think I got all the wall of texts up except the elf one I emailed you. I linked them to your user page. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
That stub achievement was brilliant. Writing a stub is not nearly as intimidating as an article, but it really flushes out the wiki if you chase links. I can&#039;t bring myself to stub out [[Antioch]] or [[Odriss Rockheart]] because I know so much more than a stub, but it&#039;ll take me forever to find it :| --[[User:Msallen|Msallen]]&lt;br /&gt;
: I tend to agree, all things considered, even despite Slitherrr&#039;s massive scale gaming of the achievement system. ;) -gm&lt;br /&gt;
:: Gaming, pah. What did you expect with an award like &amp;quot;+1 level&amp;quot;? &lt;br /&gt;
:: Anyway, does anyone know why exclamation points are appearing on the &amp;quot;recent changes&amp;quot; page? They&#039;re evidently &amp;quot;unpatrolled edits&amp;quot;, but I&#039;m not sure what that means. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Nevermind, found it here [http://www.mediawiki.org/w/index.php?title=Help:Patrolled_edits&amp;amp;stable=1]. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: No need to make that more visible than necessary, methinks. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Roger that. Figure at least the PW is SKERET. Get it underway? Looking forward to the next game. -gm&lt;br /&gt;
:::::: Plan is to crank it out tomorrow and get everything installed, then start adding content in free time during work. I&#039;ll have to see if I can get the logs from nom.-[[User:66.207.92.41|66.207.92.41]] 20:02, 4 October 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Cartil_Durrendon&amp;diff=4914</id>
		<title>Cartil Durrendon</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Cartil_Durrendon&amp;diff=4914"/>
		<updated>2010-04-17T13:22:38Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Cartil Durrendon was an indispensable member of [[Kib Absold|Kib Absold&#039;s]] squad. He&#039;s a large man of Southern descent, who spurns traditional [[Odessa|Odessan]] weaponry in favor of a large, two-handed sword. Kib and Cartil have saved each others lives on numerous occasions, and the bond between the two is strong.&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Cartil_Durrendon&amp;diff=4913</id>
		<title>Cartil Durrendon</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Cartil_Durrendon&amp;diff=4913"/>
		<updated>2010-04-17T13:22:25Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: New page: Cartil Durrendon was an indispensable member of Kib Absold&amp;#039;s squad. He&amp;#039;s a large man of Southern descent, who spurns traditional Odessan weaponry in favor of a la...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cartil Durrendon was an indispensable member of [[Kib Absold|Kib Absold&#039;s]] squad. He&#039;s a large man of Southern descent, who spurns traditional [[Odessa|Odessan]] weaponry in favor of a large, two-handed sword. Kib and Cartil have saved each others lives on numerous occasions, and the bond between the two is strong.&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Heston&amp;diff=4912</id>
		<title>Heston</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Heston&amp;diff=4912"/>
		<updated>2010-04-17T13:14:18Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: New page: {{stub}}  Heston was a child of his early teens who had regular contact with Kib Absold when the latter was stationed in Alexia&amp;#039;s capital city.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Heston was a child of his early teens who had regular contact with [[Kib Absold]] when the latter was stationed in Alexia&#039;s capital city.&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Uldern_Garrolea&amp;diff=4911</id>
		<title>Uldern Garrolea</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Uldern_Garrolea&amp;diff=4911"/>
		<updated>2010-04-17T13:12:23Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: New page: {{stub}} Uldern Garrolea was the closest childhood friend of Kib Absold. The son of a blacksmith, he follows his father&amp;#039;s trade with a will. Kib has not seen Uldern since the beginning...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Uldern Garrolea was the closest childhood friend of [[Kib Absold]]. The son of a blacksmith, he follows his father&#039;s trade with a will. Kib has not seen Uldern since the beginning of Kib&#039;s military career.&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Thirteenth_Session&amp;diff=4530</id>
		<title>Team MeFight Thirteenth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Thirteenth_Session&amp;diff=4530"/>
		<updated>2010-03-15T02:01:54Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;22 Feb 2010&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the party contemplates the crackling flames of the twice-dead, a strange [[Halfling]] on a dog rode up. [[Thed]] took a defensive position and [[Kib Absold|Kib]] hailed the stranger. He revealed his name was [[Neven b&#039;Aaronurt]]. Kib, with protests from [[Anise Breckt|Anise]] and [[Thoven]], offered Neven a place at the camp, which Neven accepted, with trepidation.&lt;br /&gt;
&lt;br /&gt;
While eating, Neven noticed dog being consumed, and offered to take the remains (in the form of fecal matter) for a proper burial. Otherwise, the night passed uneventfully.&lt;br /&gt;
&lt;br /&gt;
Upon morning, it was suggested to Neven and Anise that they travel with the group. Both accepted. A couple of days passed with nothing more exciting than the bustle of introductory chitchat. Neven revealed that he was a druid of the b&#039;Aaronurt circle, and Anise spoke of her days as an Odessan longbowman.&lt;br /&gt;
&lt;br /&gt;
At some point, a house was spotted across the river, showing signs of activity. [[Gilerl Gilerlson|Gil]], Anise and Kib all braved the swim to check it out. The inhabitants spoke nothing but Gnomish, and with Gilerl th party&#039;s only speaker, the conversation quickly turned sour, as the Gnomes inside feared that they would succumb to the plague that the party was doubtless carrying. Kib suffered a small burn, and the trio left in annoyance.&lt;br /&gt;
&lt;br /&gt;
The next day, a village appeared at a crossroads. This village, too, had inhabitants, but they proved to be the unliving kind. The party decided to bypass a possible encounter. At camp that night, however, discussion revealed that a possibility for finding the cure lay in inspecting one of the undead. Further discussion resolved them to return to the village and collect a sample.&lt;br /&gt;
&lt;br /&gt;
Dawn arrived, and the village was approached. The party decided to pick off what they could from a distance, then snag a body and flee at the nearest opportunity. All went well, then an ambush from the side (a new long-tongued variant, and another fat, exploding variant) drew the party into melée. Kib rushed forward to collect a downed zombie, and was pounced upon by two jumping, screeching variants, who failed to knock him from his mount.&lt;br /&gt;
&lt;br /&gt;
Tune in next time for the exciting conclusion!&lt;br /&gt;
&lt;br /&gt;
[[Category:MeFight Session Notes]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kib_Absold%27s_Character_Sheet&amp;diff=4529</id>
		<title>Kib Absold&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kib_Absold%27s_Character_Sheet&amp;diff=4529"/>
		<updated>2010-03-14T20:59:32Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: The pony the party has is named &amp;quot;Grimhoof&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Kib Absold rides the light warhorse [[Tenpence]].&lt;br /&gt;
&lt;br /&gt;
Player: Slitherrr&amp;lt;br /&amp;gt;&lt;br /&gt;
Name: [[Kib Absold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Classes/Levels: [[Professional]]/4, Fighter/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Experience: 11467&amp;lt;br /&amp;gt;&lt;br /&gt;
Race: [[Human]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alignment: NG&amp;lt;br /&amp;gt;&lt;br /&gt;
Origin: [[Farrandon]], [[Odessa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Residence: Currently none.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
STR: 14&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX: 12&amp;lt;br /&amp;gt;&lt;br /&gt;
CON: 14&amp;lt;br /&amp;gt;&lt;br /&gt;
INT: 16&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS: 8&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA: 12&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points||||48(51)||||10 + 9 + 11 + 9 + 9 (+ 3 with Belt)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class||||18|||| +5 MW Breastplate, +1 Dex bonus, +2 Insightful Defense&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus||||+4|||| +3 Professional, +1 Fighter&lt;br /&gt;
|-&lt;br /&gt;
|Initiative||||+1||||+1 Dex&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed||||30 ft. (20 ft. MW Breastplate)||||&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save||||+5||||+1 Professional 4, +2 Fighter 1, +2 Stat&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Save||||+5||||+4 Professional 4, +1 Stat&lt;br /&gt;
|-&lt;br /&gt;
|Will Save||||+5||||+4 Professional 4, +1 Stat (Cha instead of Wis with Forceful Personality)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Neat Equipment==&lt;br /&gt;
===Lesser Belt of Dwarvenkind===&lt;br /&gt;
*Toughness Feat(+3 hit points)&lt;br /&gt;
*Darkvision, 40 Feet&lt;br /&gt;
*Stonecunning (+1 competence bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Can merely come within 10 feet of unusual stonework to make a Search check as if actively searching, and can use the Search skill to find stonework traps as a rogue can. Can also intuit depth, sensing his approximate depth underground as naturally as detecting up)&lt;br /&gt;
*Stability (+2 enhancement bonus to avoid being tripped or bull-rushed when standing on the ground)&lt;br /&gt;
*+1 resistance bonus to Save vs. Poison&lt;br /&gt;
*+1 resistance bonus to Save vs. Spell and Spell-Like Effects&lt;br /&gt;
*+2 competence bonus on Charisma-based checks vs. Dwarves&lt;br /&gt;
*+1 competence bonus on Charisma-based checks with Gnomes&lt;br /&gt;
*-1 competence bonus on Charisma-based checks with Humans, Elves&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
Odessan,Celesti,Ubrekti,Dwarvish,Flanneri, Goblin (learning), Kobold (learning)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{|class=sortable&lt;br /&gt;
!|Skill||Bonus|| Bonus Derivation&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||+15|| 8 ranks, +1 stat, +4 synergy(Sense Motive, Bluff), +2 Negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||+11|| 8 ranks, +1 stat, +2 synergy(Bluff)&lt;br /&gt;
|-&lt;br /&gt;
|Ride||+10|| 7 ranks, +1 stat, +2 synergy(Handle Animal)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||+ 9|| 8 ranks, -1 stat, +2 Negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||+ 9|| 8 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Listen||+ 7|| 8 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Spot||+ 7|| 8 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||+ 7||6 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||+ 6 ||5 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||+ 5|| 2 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||+ 5|| 2 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||+ 5|| 2 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Climb||+ 4 (unarmored), +1 (MW breastplate)||2 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Swim||+ 4 (unarmored), -2 (MW breastplate)||2 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Craft(Stonemasonry)||+ 3|| 2 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Heal||+ 3|| 4 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language||  Dwarvish, Kobold|| 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats and Special Abilities==&lt;br /&gt;
&lt;br /&gt;
===Standard Feats===&lt;br /&gt;
Improved Unarmed Strike (no AoO on an unarmed attack, lethal or non-lethal damage with fists at will)&amp;lt;br /&amp;gt;&lt;br /&gt;
Combat Expertise (take up to -5 (or -(BaB), whichever is less) on attack roll to gain same dodge bonus to DC)&lt;br /&gt;
&lt;br /&gt;
===Human Bonus Feats===&lt;br /&gt;
Combat Reflexes (additional attacks of opportunity equal to Dex bonus, make AoO while flat-footed)&lt;br /&gt;
&lt;br /&gt;
===Professional Bonus Feats===&lt;br /&gt;
Negotiator (+2 Diplomacy and Sense Motive)&amp;lt;br /&amp;gt;&lt;br /&gt;
Forceful Personality (Cha instead of Wis on Will Saves)&lt;br /&gt;
&lt;br /&gt;
===Fighter Bonus Feats===&lt;br /&gt;
Improved Trip (no AoO when tripping unarmed, +4 to trip attack opposed Str check, immediately get free follow-up melee attack on successful trip)&lt;br /&gt;
&lt;br /&gt;
===Extra-Special Bonus Feats===&lt;br /&gt;
Solid Kred-entials (+2 to all Diplomacy checks in Kred)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Class abilities===&lt;br /&gt;
Armor Prof. (Light, Med, Heavy)&amp;lt;br /&amp;gt;&lt;br /&gt;
Martial Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Shield Proficiency (Including tower) &amp;lt;br /&amp;gt;&lt;br /&gt;
Simple Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Canny Defense (+ 1/2 Prof level rounded down to AC, up to Int bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
Uncanny Dodge&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level Progression==&lt;br /&gt;
&lt;br /&gt;
===Level 1: Professional===&lt;br /&gt;
Base F/R/W: +0/+2/+2&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: +0&amp;lt;br /&amp;gt;&lt;br /&gt;
Feats: Combat Reflexes, Improved Unarmed Strike, Negotiator,Light Armor Proficiency,Martial Weapon Proficiency,Shield Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Languages: Ubrekti, Celstian, Odessan, Flanneri(defaults and int bonus), Dwarvish (speak language)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: (8 + 1 + 2 * 4) = 44 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Heal||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate|||| 4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Craft(Stonemasonry)||||2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Swim||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||1 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Language Learning||||Dwarvish&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 2: Professional===&lt;br /&gt;
Base F/R/W: 0 + 0 = &#039;&#039;&#039;+0&#039;&#039;&#039;/2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;/2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 0 + 1 = +1&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Canny Defense&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 44 + (8 + 2 + 1) = 55 points&lt;br /&gt;
{|&lt;br /&gt;
|Bluff||||1 + 2 = 3 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Climb||||0 + 1 = 1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal |||| 4 + 1 = 5 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 3: Fighter===&lt;br /&gt;
Base F/R/W: 0 + 2 = &#039;&#039;&#039;+2&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 1 + 1 = +2&amp;lt;br /&amp;gt;&lt;br /&gt;
Feats: Combat Reflexes, Improved Unarmed Strike, Negotiator,Light Armor Proficiency,Martial Weapon Proficiency,Shield Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 55 + (2 + 2 + 1) = 60 points&lt;br /&gt;
{|&lt;br /&gt;
|Climb||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||5 + 1 = 6 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Swim||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 4: Professional===&lt;br /&gt;
Base F/R/W: 2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 2 + 1 = +3&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Prof Bonus Feat (Forceful Personality)&amp;lt;br /&amp;gt;&lt;br /&gt;
Stat Point: +1 Int&amp;lt;br /&amp;gt;&lt;br /&gt;
Learning additional language: Kobold (from Int)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 60 + (8 + 3 + 1) = 72 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||6 + 1 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 5: Professional===&lt;br /&gt;
Base F/R/W: 3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 1 = &#039;&#039;&#039;+4&#039;&#039;&#039;/3 + 1 = &#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 3 + 1 = +4&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Uncanny Dodge&amp;lt;br /&amp;gt;&lt;br /&gt;
Learning Additional Language: Goblin (from Speak Language)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 72 + (8 + 3 + 1) = 84 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||6 + 1 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||3 + 3 = 6 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language(Goblin)||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Feat:_Hindering_Opportunist&amp;diff=3910</id>
		<title>Talk:Feat: Hindering Opportunist</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Feat:_Hindering_Opportunist&amp;diff=3910"/>
		<updated>2010-02-15T15:24:26Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You may thank me in whatever way you feel appropriate. -gm&lt;br /&gt;
:Haha. Nice feat. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
A note/clarification with this: Is the full path of a move declared before AoOs are resolved, or only the path up to the AoO? This feat becomes a bit less useful if the possessor doesn&#039;t have some surety as to the destination of the person generating the AoO. -[[User:66.207.92.41|66.207.92.41]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Professional_(3.5e)&amp;diff=3909</id>
		<title>Professional (3.5e)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Professional_(3.5e)&amp;diff=3909"/>
		<updated>2010-02-15T14:29:43Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A professional is alternatively a variant of the [http://www.d20srd.org/srd/classes/rogue.htm rogue] class or a PC-quality version of the [http://www.d20srd.org/srd/npcClasses/expert.htm expert NPC class]. A professional is a product of the stable and entrenched social structures of the Alexandrian Mainland. The nations of the mainland are extremely well-defined, the political systems varied and complicated, and the major cities are deeply international. As a result, there are many opportunities for someone who is knowledgeable and well-spoken. However, the reality is that the world is also still home to brigands, monsters, savage humanoids, and criminals, and a pure academic is still seen as very weak and an easy target. As a result, professionals also have a passable level of martial training, bolstered by their sharp wit, competent anticipation, and strategic prowess.&lt;br /&gt;
&lt;br /&gt;
The professional, like the rogue, is a blanket class that describes any number of possible backgrounds. A professional may be a savvy merchant adept at moving goods, finding deals, and traveling long distances with valuable cargo. He may also be a privileged child of a wealthy noble family, educated in fine universities and trained by capable guardsman and elite soldiers in his parent&#039;s palatial estate. He may be a regional governor in a border territory, with a sharp eye for trouble, a silver tongue for keeping the peace, and a strong arm when all else fails. There is no blanket background for the professional, and their training may come from travel, adventure, education, or simple necessity. The only thing that can be said is that every professional is a cunning and resilient character who uses his knowledge and wit to advance himself in the political and social circles of Alexandrian life.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any&lt;br /&gt;
*&#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: d8&lt;br /&gt;
*&#039;&#039;&#039;Skill Points (at first level)&#039;&#039;&#039;: (8 + int modifier) * 4&lt;br /&gt;
*&#039;&#039;&#039;Skill Points (at each additional level)&#039;&#039;&#039;: 8 + int modifier&lt;br /&gt;
*&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|||&amp;amp;nbsp;||&#039;&#039;&#039;Base&#039;&#039;&#039;||&amp;amp;nbsp;||&#039;&#039;&#039;Fort&#039;&#039;&#039;||&amp;amp;nbsp;||&#039;&#039;&#039;Ref&#039;&#039;&#039;||&amp;amp;nbsp;||&#039;&#039;&#039;Will&#039;&#039;&#039;||&amp;amp;nbsp;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;||||&#039;&#039;&#039;Attack Bonus&#039;&#039;&#039;||||&#039;&#039;&#039;Save&#039;&#039;&#039;||||&#039;&#039;&#039;Save&#039;&#039;&#039;||||&#039;&#039;&#039;Save&#039;&#039;&#039;||||&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1st||||+0||||+0||||+2||||+2||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|2nd||||+1||||+0||||+3||||+3||||&#039;&#039;Insightful Defense&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3rd||||+2||||+1||||+3||||+3||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||||+3||||+1||||+4||||+4||||&#039;&#039;Uncanny Dodge&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|5th||||+3||||+1||||+4||||+4||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th||||+4||||+2||||+5||||+5||||&#039;&#039;Leadership Training&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|7th||||+5||||+2||||+5||||+5||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||||+6/+1||||+2||||+6||||+6||||&#039;&#039;Tactical Competence&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|9th||||+6/+1||||+3||||+6||||+6||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|10th||||+7/+2||||+3||||+7||||+7||||&#039;&#039;Professional Development&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|11th||||+8/+3||||+3||||+7||||+7||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||||+9/+4||||+4||||+8||||+8||||&lt;br /&gt;
|-&lt;br /&gt;
|13th||||+9/+4||||+4||||+8||||+8||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|14th||||+10/+5||||+4||||+9||||+9||||&#039;&#039;Professional Development&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|15th||||+11/+6/+1||||+5||||+9||||+9||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||||+12/+7/+2||||+5||||+10||||+10||||&lt;br /&gt;
|-&lt;br /&gt;
|17th||||+12/+7/+2||||+5||||+10||||+10||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|18th||||+13/+8/+3||||+6||||+11||||+11||||&#039;&#039;Professional Development&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|19th||||+14/+9/+4||||+6||||+11||||+11||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||||+15/+10/+5||||+6||||+12||||+12||||&#039;&#039;Professional Development&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency&#039;&#039;&#039;: Professionals are proficient with all simple and martial weapons. They are also proficient with light and medium armor, and shields (except tower shields)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat&#039;&#039;&#039;: At 1st level, a professional gets a bonus skill-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The professional gains an additional bonus feat at 3rd level and every two professional levels thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th). A professional must still meet all prerequisites for a bonus feat. Bonus feats may be drawn from the following list:&lt;br /&gt;
&lt;br /&gt;
Acrobatic, Agile, Alertness, Animal Affinity, Athletic, [[Cross-Class Learning]], Deceitful, Deft Hands, Diligent, Greater Fortitude, Investigator, Iron Will, [[Knowledgeable]], Lightning Reflexes, Negotiator, [[Feat: Open Minded | Open Minded]], Persuasive, [[Feat: Prodigy | Prodigy]], Self Sufficient, Skill Focus, Track, [[Luck of Heroes]], [[Forceful Personality]], [[Improved Aid Another]], [[Hindering Opportunist]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insightful Defense&#039;&#039;&#039;: When wearing light or medium armor, a professional adds 1 point of Intelligence bonus (if any) per two professional class levels to her Dexterity bonus to modify Armor Class. If a professional is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039;: Starting at 4th level, a professional can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a professional already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leadership Training&#039;&#039;&#039;: At 6th level, the professional&#039;s social and intellectual training have made him an effective administrator and leader. He gains the leadership feat. If he already had the leadership feet, then he gains the &#039;&#039;Improved Leadership&#039;&#039; ability from the Professional Development class feature below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Competence&#039;&#039;&#039; : In a full attack action, the Professional may substitute any number of his attacks for Aid Another actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional Development&#039;&#039;&#039;: At 10th level, and again at 14th, 18th, and 20th, the professional gains a special ability of his choice from the following options:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improved Leadership&#039;&#039;: The professional has refined his leadership skills beyond those of a normal character his level. He gains a +2 bonus to his leadership score for the purpose of computing cohort level and number of henchmen. This ability may be taken multiple times, and it effects stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mettle&#039;&#039;: The professional can withstand physical and mental attacks through force of will and strategic reactions. If he makes a successful Fortitude or Will saving throw against an attack or ability that normally has a partial effect on a successful save, the attack has no effect. A helpless professional does not gain the benefit of mettle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Mastery&#039;&#039;: The professional becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A professional may gain this special ability multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slippery Mind&#039;&#039;: This ability represents the professional’s ability to wriggle free from magical effects that would otherwise control or compel him. If a professional with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on her saving throw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Feat&#039;&#039;: The professional may take a feat in place of a special ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Information Network&#039;&#039; : Choose an number of cities equal to one plus your CHR modifier. In those cities, you have managed to build up a network of informants, spies, and information brokers, such that the heavy lifting of gathering information is done for you. A Gather Information check made in one of the selected cities takes only one hour, instead of twenty four hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improved Uncanny Dodge&#039;&#039;: With this feat, a professional can no longer be flanked. This defense denies a rogue the ability to sneak attack the professional by flanking him, unless the attacker has at least four more rogue levels than the target has professional levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Professional_(3.5e)&amp;diff=3908</id>
		<title>Professional (3.5e)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Professional_(3.5e)&amp;diff=3908"/>
		<updated>2010-02-15T14:28:34Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A professional is alternatively a variant of the [http://www.d20srd.org/srd/classes/rogue.htm rogue] class or a PC-quality version of the [http://www.d20srd.org/srd/npcClasses/expert.htm expert NPC class]. A professional is a product of the stable and entrenched social structures of the Alexandrian Mainland. The nations of the mainland are extremely well-defined, the political systems varied and complicated, and the major cities are deeply international. As a result, there are many opportunities for someone who is knowledgeable and well-spoken. However, the reality is that the world is also still home to brigands, monsters, savage humanoids, and criminals, and a pure academic is still seen as very weak and an easy target. As a result, professionals also have a passable level of martial training, bolstered by their sharp wit, competent anticipation, and strategic prowess.&lt;br /&gt;
&lt;br /&gt;
The professional, like the rogue, is a blanket class that describes any number of possible backgrounds. A professional may be a savvy merchant adept at moving goods, finding deals, and traveling long distances with valuable cargo. He may also be a privileged child of a wealthy noble family, educated in fine universities and trained by capable guardsman and elite soldiers in his parent&#039;s palatial estate. He may be a regional governor in a border territory, with a sharp eye for trouble, a silver tongue for keeping the peace, and a strong arm when all else fails. There is no blanket background for the professional, and their training may come from travel, adventure, education, or simple necessity. The only thing that can be said is that every professional is a cunning and resilient character who uses his knowledge and wit to advance himself in the political and social circles of Alexandrian life.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any&lt;br /&gt;
*&#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: d8&lt;br /&gt;
*&#039;&#039;&#039;Skill Points (at first level)&#039;&#039;&#039;: (8 + int modifier) * 4&lt;br /&gt;
*&#039;&#039;&#039;Skill Points (at each additional level)&#039;&#039;&#039;: 8 + int modifier&lt;br /&gt;
*&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|||&amp;amp;nbsp;||&#039;&#039;&#039;Base&#039;&#039;&#039;||&amp;amp;nbsp;||&#039;&#039;&#039;Fort&#039;&#039;&#039;||&amp;amp;nbsp;||&#039;&#039;&#039;Ref&#039;&#039;&#039;||&amp;amp;nbsp;||&#039;&#039;&#039;Will&#039;&#039;&#039;||&amp;amp;nbsp;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;||||&#039;&#039;&#039;Attack Bonus&#039;&#039;&#039;||||&#039;&#039;&#039;Save&#039;&#039;&#039;||||&#039;&#039;&#039;Save&#039;&#039;&#039;||||&#039;&#039;&#039;Save&#039;&#039;&#039;||||&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1st||||+0||||+0||||+2||||+2||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|2nd||||+1||||+0||||+3||||+3||||&#039;&#039;Insightful Defense&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3rd||||+2||||+1||||+3||||+3||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||||+3||||+1||||+4||||+4||||Uncanny Dodge &lt;br /&gt;
|-&lt;br /&gt;
|5th||||+3||||+1||||+4||||+4||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th||||+4||||+2||||+5||||+5||||Leadership Training&lt;br /&gt;
|-&lt;br /&gt;
|7th||||+5||||+2||||+5||||+5||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||||+6/+1||||+2||||+6||||+6||||&amp;lt;i&amp;gt;Tactical Competence&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|9th||||+6/+1||||+3||||+6||||+6||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|10th||||+7/+2||||+3||||+7||||+7||||Professional Development&lt;br /&gt;
|-&lt;br /&gt;
|11th||||+8/+3||||+3||||+7||||+7||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||||+9/+4||||+4||||+8||||+8||||&lt;br /&gt;
|-&lt;br /&gt;
|13th||||+9/+4||||+4||||+8||||+8||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|14th||||+10/+5||||+4||||+9||||+9||||Professional Development&lt;br /&gt;
|-&lt;br /&gt;
|15th||||+11/+6/+1||||+5||||+9||||+9||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||||+12/+7/+2||||+5||||+10||||+10||||&lt;br /&gt;
|-&lt;br /&gt;
|17th||||+12/+7/+2||||+5||||+10||||+10||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|18th||||+13/+8/+3||||+6||||+11||||+11||||Professional Development&lt;br /&gt;
|-&lt;br /&gt;
|19th||||+14/+9/+4||||+6||||+11||||+11||||Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||||+15/+10/+5||||+6||||+12||||+12||||Professional Development&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency&#039;&#039;&#039;: Professionals are proficient with all simple and martial weapons. They are also proficient with light and medium armor, and shields (except tower shields)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat&#039;&#039;&#039;: At 1st level, a professional gets a bonus skill-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The professional gains an additional bonus feat at 3rd level and every two professional levels thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th). A professional must still meet all prerequisites for a bonus feat. Bonus feats may be drawn from the following list:&lt;br /&gt;
&lt;br /&gt;
Acrobatic, Agile, Alertness, Animal Affinity, Athletic, [[Cross-Class Learning]], Deceitful, Deft Hands, Diligent, Greater Fortitude, Investigator, Iron Will, [[Knowledgeable]], Lightning Reflexes, Negotiator, [[Feat: Open Minded | Open Minded]], Persuasive, [[Feat: Prodigy | Prodigy]], Self Sufficient, Skill Focus, Track, [[Luck of Heroes]], [[Forceful Personality]], [[Improved Aid Another]], [[Hindering Opportunist]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insightful Defense&#039;&#039;&#039;: When wearing light or medium armor, a professional adds 1 point of Intelligence bonus (if any) per two professional class levels to her Dexterity bonus to modify Armor Class. If a professional is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039;: Starting at 4th level, a professional can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a professional already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leadership Training&#039;&#039;&#039;: At 6th level, the professional&#039;s social and intellectual training have made him an effective administrator and leader. He gains the leadership feat. If he already had the leadership feet, then he gains the &#039;&#039;Improved Leadership&#039;&#039; ability from the Professional Development class feature below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Competence&#039;&#039;&#039; : In a full attack action, the Professional may substitute any number of his attacks for Aid Another actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional Development&#039;&#039;&#039;: At 10th level, and again at 14th, 18th, and 20th, the professional gains a special ability of his choice from the following options:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improved Leadership&#039;&#039;: The professional has refined his leadership skills beyond those of a normal character his level. He gains a +2 bonus to his leadership score for the purpose of computing cohort level and number of henchmen. This ability may be taken multiple times, and it effects stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mettle&#039;&#039;: The professional can withstand physical and mental attacks through force of will and strategic reactions. If he makes a successful Fortitude or Will saving throw against an attack or ability that normally has a partial effect on a successful save, the attack has no effect. A helpless professional does not gain the benefit of mettle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Mastery&#039;&#039;: The professional becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A professional may gain this special ability multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slippery Mind&#039;&#039;: This ability represents the professional’s ability to wriggle free from magical effects that would otherwise control or compel him. If a professional with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on her saving throw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Feat&#039;&#039;: The professional may take a feat in place of a special ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Information Network&#039;&#039; : Choose an number of cities equal to one plus your CHR modifier. In those cities, you have managed to build up a network of informants, spies, and information brokers, such that the heavy lifting of gathering information is done for you. A Gather Information check made in one of the selected cities takes only one hour, instead of twenty four hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improved Uncanny Dodge&#039;&#039;: With this feat, a professional can no longer be flanked. This defense denies a rogue the ability to sneak attack the professional by flanking him, unless the attacker has at least four more rogue levels than the target has professional levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Ship%27s_Wizards&amp;diff=3872</id>
		<title>Talk:Ship&#039;s Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Ship%27s_Wizards&amp;diff=3872"/>
		<updated>2010-02-12T05:34:02Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So are ships easy enough to build that the incentive is to destroy them rather than capture them? The big problem with fire is that it&#039;s pretty hard to go back from, even with bunches of &#039;&#039;Create Water&#039;&#039; spells. (Still not back, just spending some extra minutes in an internet cafe)-[[User:Slitherrr|Slitherrr]] 02:13, 9 February 2010 (EST)&lt;br /&gt;
: Well, Petrans won&#039;t let their ships get captured: they&#039;ll scuttle before they let mainlanders get ahold of the bombards. Likewise, what use does a dwarf have for a Odessan swift boat, or what use does an Odessan have for a huge, ponderous floating invasion platform. Generally speaking, naval combat is rare, but when it does happen, the Petrans and Odessans aim to sink, while the dwarves are more inclined to capture, simply based on their preference for boarding tactics over ranged attacks. -gm&lt;br /&gt;
:: At the very least, any ship will have salvageable, seasoned wood--that&#039;s if ransoming the ship is skipped completely, or selling to other countries for that matter. But the wood is a big thing--to season wood for a ship takes years of warehouse-sitting, and we&#039;re talking big logs, the sort that take most of a lifetime to get from a tree if it&#039;s hardwood. That alone makes ship-building wood extremely valuable. Granted, the Odessans might go the French route and use unseasoned wood (it has more &amp;quot;give&amp;quot;, so it needs to be bilged more, but holds up a bit better to bad weather due to flexibility). -[[User:66.207.92.41|66.207.92.41]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Who_Wants_to_Play_with_RPTools&amp;diff=3276</id>
		<title>Who Wants to Play with RPTools</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Who_Wants_to_Play_with_RPTools&amp;diff=3276"/>
		<updated>2010-01-11T23:14:50Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been reading up on the documentation for the tools downloadable at http://rptools.net/. It may be worth looking into--it doesn&#039;t look quite as pretty as FGII, but it looks more stable and potentially more powerful (without having to delve into Java to script for FGII).&lt;br /&gt;
&lt;br /&gt;
On a similar vein, we may want to look into moon_wizard&#039;s ruleset for FGII. Descriptions say it is an extended version, but I can&#039;t immediately tell what additional features it has, and whether or not it is more or less stable.&lt;br /&gt;
&lt;br /&gt;
http://oberoten.dyndns.org/fgwiki/index.php/D%26D_3.5E is the link.&lt;br /&gt;
&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New FGII ruleset means having to set up everything whole cloth again, there is no easy way to transfer over. Even the slipshod job I did of updating the Wydmoor group to Foundation took me several hours of labor to do a very incomplete job. Not also a fan of switching over to a new system, which requires at least as much conversion work, plus a new learning curve for everyone (and assume the GM&#039;s learning curve is always at least 4x as steep as the players&#039;) and the matter of money already spent. It does look pretty slick, though. The fact is, I consider the &amp;quot;inflexability&amp;quot; of fantasy ground to be a plus: it&#039;s a creature designed for 3.5e, rather than being a universal toolset that one can hammer any ol&#039; rule set into. I&#039;m more than willing to hear arguments and considerations, but realize it&#039;s going to be uphill going. Java is not necessarily a selling point, either, for that matter.  -gm&lt;br /&gt;
&lt;br /&gt;
Yeah, I guessed at all the points above. I really just wanted to see what the moon_mage ruleset was like, and I can&#039;t do it with the non-full copy. For the current campaigns it&#039;s probably definitely a no-go (unless the moon_mage ruleset is just that awesome), but if something were started in the future, it might be worthwhile to start it in one or the other. -[[User:66.207.92.41|66.207.92.41]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Professional_(3.5e)&amp;diff=3249</id>
		<title>Talk:Professional (3.5e)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Professional_(3.5e)&amp;diff=3249"/>
		<updated>2010-01-11T17:04:50Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Slith, there is an ongoing discussion about professional that you should be included in and weigh in on. We have a pretty solid second option for this class where we drop evasion, bump the hp to d8, and give medium armor prof (and probably switch ref save to fort). There are a few reasons to do this:&lt;br /&gt;
* Jones thinks evasion is the purview of the rogue class (much like the trap/umd skills that were omitted here)&lt;br /&gt;
* I think it makes the class more splashable for rogues, while boosting its value to combat classes based on a little more resilience.&lt;br /&gt;
* Evasion has a supernatural flavor, while armor prof has a training/education flavor. I think we mitigate this by making the professions &amp;quot;exceptionally attentive&amp;quot; language.&lt;br /&gt;
The cons are:&lt;br /&gt;
* Is it too powerful?&lt;br /&gt;
* Does it mess with any of our respective character plans?&lt;br /&gt;
* Which makes more sense?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
I think the changes are good; they keep the Professional a good front-line character when splashed with Fighter, and a good sneaky character when splashed with Rogue (or vice versa for either). The extra skills and bonus 2 hp make up for the redundancy of medium armor proficiency in the Rogue&#039;s case, and the extra HP and no loss of Evasion make it good for the Fighter case, a flexibility which definitely fits the Professional&#039;s style. Armor check penalty matters for five of his skills, so that&#039;s a consideration, but the skills that are affected aren&#039;t as class-critical as the Rogue&#039;s. The stuff that the Professional is really good at, talky skills and general use, aren&#039;t affected at all.&lt;br /&gt;
&lt;br /&gt;
I guess the real question is whether an extra 2 hp/level and slightly better armor make up for the loss of Improved Evasion later on. I would vote no, because he doesn&#039;t have the HP to soak area spells like a Fighter, nor does he have the resistance spells to protect himself like a Ranger (the Ranger also gets Evasion at level 9).&lt;br /&gt;
&lt;br /&gt;
I suppose one idea would be to give the Prof Monk saves (all three strong), but that seems excessive. If choosing between Fort and Ref, Ref seems like the more flexible of the two.&lt;br /&gt;
&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s probably part of what instigated this discussion, but part of the problem with mixing Fighter and Professional is the lack of the ability to wear that heavier armor--Evasion is just too good to miss out on.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
A thought that reading Germain&#039;s page just gave me: an improved flank ability might be interesting (for example, the ability to cause a flanking situation whenever another ally is adjacent to the enemy, rather than just when the allies are on opposite sides). -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Along with the above, any ability that makes the Professional better in combat in a tactical sense, rather than in a prowess sense, fits what seems like the Professional&#039;s real class-defining role in combat, supporting teammates in combat with superior tactics. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Actually, this has been on the table since the beginning... we just can&#039;t figure out which we like better. I think either way fits in with the Prof theme well. I probably haven&#039;t played in the late-game enough to know how powerful evasion is. It sounds like your saying that this would probably make the class weaker? If so, do we like the better HP/armor over evasion if we could balance it, or should we stay the course? I do like the idea of incorporating some buffing options to the class--makes it more congruent with the warlord class that was introduced in 4e. We might also look into buffing &#039;aid another&#039;, perhaps by making it a move action? I&#039;m not sure jones would like that though --[[User:Msallen|Msallen]] 09:28, 11 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I like version without Evasion better, because it gives it more multi-classing flexibility. There&#039;s actually very little to commend the Professional right now to single-classing, mostly because D&amp;amp;D revolves so heavily around combat, and the Professional&#039;s strengths lie out of it. However, it does complement other classes very well when combined. Removing Evasion (with its light-armor limit) helps that flexibility. The main reason I think removing Evasion makes it underpowered, though, is that Improved Evasion automatically halves damage from AoE sources, since most of those allow Reflex saves. The three most-similar classes that spend any time on the front line mitigate the damage in some way: Fighters have even more hit points, Rangers can cast Resist Energy, and Rogues, of course, have Improved Evasion. Removing Evasion, then adding med armor and HP gives the Professional the hit points of a Ranger without Resist Energy capability. This indicates, numerically, a net loss for the Professional. The other classes that spend any time on the front line also have mitigators: Clerics get Resist Energy with Ranger HP, Paladins get Resist Energy with Fighter HP, and Barbarians get DR and buttloads of HP.&lt;br /&gt;
&lt;br /&gt;
:So, tl;dr, the change makes the Professional worse at combat. Whether this makes him underpowered or not depends on whether or not he was balanced to begin with, which depends on a lot of things, like how well his talky skills can actually prevent combat from happening in the first place (which depends very heavily on the GM, and on the player&#039;s ability to make favorable situations out of whole cloth), or how well-matched his cohort is to the party (again, GM-dependent).&lt;br /&gt;
&lt;br /&gt;
:On a different track, one way to make Aid Another better is to allow a Professional&#039;s Aid Another to remove Dex bonus from the target, making that target sneak-attack-able. This would have the effect of the improved flanking above, without being nearly as powerful. I doubt that it&#039;s powerful enough to really make up for the loss of Imp. Evasion, though. Maybe the resisting mental attacks aspect could be focused on, with more abilities that allow the Professional to more easily snap out of things, or to snap other people out of things. This gives him the power to keep helping his buddies, which is really along the Professional&#039;s purview, allowing him to, for instance, snap out that Wizard out of the fear effect in time for him to cast Resist Energy just before the dragon breathes. This would also make him a good Paladin splash class, since the Paladin&#039;s Will saves are one of his defining features (not that the rules allow Paladin splashing except after first level, but I&#039;m speaking theoretically). -[[User:66.207.92.41|66.207.92.41]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_Mefight_Tenth_Session&amp;diff=3187</id>
		<title>Team Mefight Tenth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_Mefight_Tenth_Session&amp;diff=3187"/>
		<updated>2010-01-04T18:29:38Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==20 December 2009==&lt;br /&gt;
&lt;br /&gt;
==Seeking==&lt;br /&gt;
There was little time to lose. As the party conversed, the enemy was preparing for an assault on Kred. Thoven interjected that his contacts may have useful information, and the rest quickly agreed--he set out immediately to gather whatever he could. Kib left the Inn shortly after, to procure a disguise for Thed, and some other incidental supplies. The rest sat in wait for information, spending the time as they were wont: Thed idly musing, Gil destroying property, and Zeal getting shamefully drunk on Dwarven ale.&lt;br /&gt;
&lt;br /&gt;
Thoven went post-haste into the usual haunts, pressing coin into hand and asking pointed questions. He located his one-time informant, One-Eye, and quickly made way to his hovel. Arriving, he set about to knocking on the door, trying to rouse the dilapidated shack&#039;s occupant. There was no answer but a hasty shuffling from within, so Thoven rapped hard once more. Still achieving no response, he shouted to the inside, &amp;quot;Open up! I bring dire tidings that threaten this city, and the shipping routes it enables!&amp;quot;, but to no avail. Apprehensively, Thoven opened the door and entered, peering into the grim darkness.&lt;br /&gt;
&lt;br /&gt;
Suddenly, he was beset from all sides! A rude cudgel connecting with his arm, Thoven reacted immediately to jump back, another two makeshift weapons whizzing through the space he once occupied. Reacting without thought, Thoven unleashed a flaming torrent from his hands, the red, flickering light showing three surprised Kobold faces! None of the trio managed to escape the onslaught, and as quickly as it had begun, the battle was over. Thoven&#039;s troubles, however, continued, as the blaze had managed to catch the dirty rat-trap aflame, racing currents of fire catching the rickety, wooden walls like torchwood. Thoven shouted hoarsely for help, and managed to extinguish the flames, but could not save the hovel, nor any trace of what information it may have contained. The three Kobolds were more than enough indication to Thoven, though, so he returned to share his new insights with the group.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Captain Kleptinax returned to report to the Kitten Bone Inn, accompanied by his guards. Facing a rude reception from the two visible party members (the third, Thed, immediately hiding himself from view upon hearing Kleptinax&#039;s knock), he sat in wait for Kib, his main contact, while Zealeus continued drinking, and Gilerl enjoyed a bowl of kitten stew. A full hour passed in this manner, and Kleptinax stood impatiently to leave, when the front door burst open and Kib returned, laden with the procured goods. Greeting Kleptinax cordially, he set aside the bundle to hear what he had to say.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The false Halflings entered the city some while ago, as you said, and we have been tailing them, since,&amp;quot; Kleptinax stated, flatly. &amp;quot;They have yet to join with the main force, wherever it may be, and we wish not to tip our hand until the bulk of the infiltration party can be found.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is wise,&amp;quot; replied Kib, &amp;quot;and Thoven is pressing his investigation into their location, but we are hindered with a lack of knowledge of the city&#039;s layout.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are not alone in that, my friend,&amp;quot; said Kleptinax, &amp;quot;for this is an old city, and full of passages far more ancient than the oldest among us can remember. A Dwarf could explore for his entire life, and not reveal them all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hear, hear!&amp;quot;, interjected Zealeus, in a haze. Kib and Kleptinax glanced puzzledly in his direction, while Gil worried a corner of the central table with his axe. In the silence, a light snore erupted from Thed&#039;s bed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, that&#039;s where you are!&amp;quot;, exclaimed Kib, who strode across the low-ceilinged room to poke the slumbering Gnome, who awoke with a start. &amp;quot;Here, take these, and put on th--&amp;quot;, Kib continued, but was then interrupted by the door slamming open. All eyes turned that way as Thoven rushed in, panting, his face flushed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Kobolds have infiltrated the bowels of the city,&amp;quot; he gasped, losing no time. &amp;quot;My contact is slaughtered, and his comrades surely suffer the same fate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence, punctuated by Thoven&#039;s sharp breaths, filled the room, as each absorbed this new information.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is this?&amp;quot;, inquired Kleptinax.&lt;br /&gt;
&lt;br /&gt;
Thoven described the area, still short of breath.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But that area adjoins the aqueducts! Their point of entry could be anywhere in that maze,&amp;quot; said Kleptinax. &amp;quot;We&#039;re no closer to finding our enemy, and precious time has been lost!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Thed spoke up. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;But last time we were there, we saw an entry-way, didn&#039;t we? And, I mean, that&#039;s all well and good, there could be many... But that wasn&#039;t all, was it? I mean, we turned on a light, and there were Halfling boaters there. But there were no lights, right? I mean, we brought one down, and they got us to quench it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re sure of this?&amp;quot;, Kib asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, it would make sense,&amp;quot; Thed answered. &amp;quot;The smugglers have been hit first, and they were using that tunnel for ages.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Smugglers?&amp;quot;. Kleptinax leaned forward, voice raised. &amp;quot;Just what kind of contacts are you--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Captain,&amp;quot; interrupted Kib, &amp;quot;if what he is saying is correct, we haven&#039;t much time. Thoven, Thed, you can remember how to get to this place, correct?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Both nodded their assent, and each filling the other&#039;s gaps, gave a hasty description.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then that will be where we will strike,&amp;quot; said Kleptinax. &amp;quot;You&#039;re right, we can waste no time. Assemble in my office in thirty minutes time. I will see you then.&amp;quot; He rose, signaled his guards, and headed out without another word.&lt;br /&gt;
&lt;br /&gt;
==Discussing==&lt;br /&gt;
&lt;br /&gt;
Thirty minutes later, the group arrived at the office. Kleptinax was there, standing with four other Dwarves. One&#039;s regalia immediately identified him as Thane, another as Kred&#039;s Hadriarch. The two others wore no identifying insignia.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gentlemen, you have arrived. Your Majesty, I wish to introduce Kib Absold, and his companions, Thed, Thoven, Gilerl and Zealeus, who have warned us of this threat,&amp;quot; said Kleptinax.&lt;br /&gt;
&lt;br /&gt;
Kib bowed deeply to the Thane. &amp;quot;It is an honor, Your Majesty.&amp;quot; Zealeus, remembering his manners, did the same, while Gilerl picked his nose.&lt;br /&gt;
&lt;br /&gt;
Kleptinax continued his introductions. &amp;quot;This is our Hadriarch, (insert name here), and these gentledwarves are Buttl (maybe?) and (yeah, I don&#039;t even know the other dude&#039;s name).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The blessings of Alexandria guide you, Hadriarch,&amp;quot; Kib said, bowing once more. &amp;quot;And also with you, my Son,&amp;quot; the Hadriarch responded. Zealeus followed suit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, then, as time is of the essence,&amp;quot; said Kleptinax, moving behind his desk, &amp;quot;let&#039;s get down to business&amp;quot;. Arrayed on the desk was a rough map, with two areas marked. &amp;quot;This is the location that you have described, and by our best guess, marks the area of the infiltrators&#039; main force. If your earlier reports are correct, it will consist of a fighting force of between fifty and a hundred Kobolds, with little or no magical support.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fifty or a hundred, minus three,&amp;quot; said Thoven. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; continued Kleptinax. He indicated one of the areas. &amp;quot;And here,&amp;quot; he said, &amp;quot;is where we have tracked the disguised Kobolds you tipped us off to earlier, a force of twenty to thirty adepts.&amp;quot; He indicated the other marked area.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I propose, as you no doubt surmise, that we strike each independently, before their force can be joined. We have the element of surprise, and the more time we waste, the more time the infiltrators will have to swell their ranks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of these groups will be led by myself,&amp;quot; Kleptinax continued, leaning forward, &amp;quot;and the other will be led by you, Kib.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? This is outrageous!&amp;quot;, shouted (whatshisface). &amp;quot;It is Dwarven blood that will be spilled, and it must be Dwarves who will lead them in!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kib Absold has proven that he and his are team more than capable, and I cannot spare our leadership from our part of the offensive,&amp;quot; retorted Kleptinax, voice raised.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But he is an outsider! He can have no appreciation for our customs, or our people! He can have no understanding of what it means to bring Dwarves to the charge! He-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Enough!&amp;quot;, stated the Thane, his powerful voice reverberating in the small chamber. &amp;quot;I have already accepted Kib&#039;s appointment, on Kleptinax&#039;s recommendation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(whatshisface) closed his mouth, abashed. The Thane continued, turning to face Kib.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kib and his group have demonstrated their loyalty to us, and by all accounts, have shown themselves more than up to the task. I have no doubt that Kib will lead our Dwarves as he would lead his own, and with the same regard.&amp;quot; He turned once more to (whathisface). &amp;quot;My decision is final.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib bowed low, once more. &amp;quot;Your faith in my abilities deeply honors me, Your Majesty.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then you accept&amp;quot;, said Kleptinax. &amp;quot;Good. Now, I wish your input on tactical considerations. You know best the strengths of your team--which threat do you wish to address?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib thought for a moment, then replied, &amp;quot;It is my belief that the specialized force should meet the specialized threat. We will attack the adepts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are certain,&amp;quot; Kleptinax returned. &amp;quot;This is no inconsiderable danger, and the magical ability already displayed by this force has been significant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am certain,&amp;quot; Kib said. &amp;quot;We should also engage with a few in melee, while the bulk of the force attacks from a distance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Very well, mostly crossbowdwarves, and a couple of axedwarves. It shall be done. You will need magical assistance, which the Hadriarch, and (his? her?) acolytes can provide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Name the spells you will need, and you will have them,&amp;quot; said the Hadriarch, in deep, rich tones. &amp;quot;All non-Dwarves will, of course, be provided with dark sight for this mission, but you must have other requests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib thought some more, then spoke: &amp;quot;A magical shield, to ward against magical missiles, and magical armor to ward against more mundane attacks.&amp;quot; He pondered for a bit more, then added, &amp;quot;and protection from fire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then these will be provided,&amp;quot; said the Hadriarch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Very well. It is settled. We must hurry. I will assemble the teams, and we will rally here.&amp;quot; Kleptinax indicated a place on the map. &amp;quot;Go there directly, and we will meet you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib nodded, and bowed once more to the Thane and the Hadriarch in turn. &amp;quot;Omnity guide us all,&amp;quot; he said, and turned, leaving with the rest of the group.&lt;br /&gt;
&lt;br /&gt;
Some while later, at the rally point, the party met Kleptinax. He handed a stone and a scroll to Kib, and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This stone will allow you to communicate. Speak into it, and I will hear. The scroll contains a spell that will give speed to any four of your allies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kleptinax gestured behind him, and eight Dwarves detached themselves from the rest of the force.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Six crossbowdwarves and two axedwarves will accompany you. They are now under your command.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Dwarves saluted Kib, who returned the gesture.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good luck. Alexandria guide you,&amp;quot; said Kleptinax. He saluted, turned and, with a few short orders, left with the rest of his squad.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright. Let&#039;s move,&amp;quot; Kib said, and the force departed into the tunnels.&lt;br /&gt;
&lt;br /&gt;
==Fighting==&lt;br /&gt;
&lt;br /&gt;
The party, nine Dwarves, three Gnomes, and a lone Human, approached a long-abandoned cemetery. A high wall, overgrown with strange fungi common to those wet tunnels, blocked all view. From within could be heard the sounds  of muffled conversation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright,&amp;quot; said Kib. &amp;quot;This is it. Gil, Thed: Peek over that wall, if you can. Axes, be ready to charge with me. Crossbows file in after, and keep distance if possible. Zealeus, stay behind the first line and provide assistance where you can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He turned to Thoven and handed him the scroll. &amp;quot;Use this when we have engaged the enemy. Once that is done, support as you are able.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Gil and Thed returned. Thed, rubbing his shoulder, stated, &amp;quot;They are all there, with some others. We saw the bulk of the adepts on this side, toward the entrance, and some others farther back, toward the crypts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gil nodded. &amp;quot;Don&#039;t know we&#039;re here. Big surprised.&amp;quot; He grinned widely and fingered his axe.&lt;br /&gt;
&lt;br /&gt;
Kib responded, &amp;quot;Enthusiastic as always, Gilerl. Alright.&amp;quot; He turned, and took up position in the front. &amp;quot;Gil will charge with me.&amp;quot; Gilerl raced to his side, bouncing with mad glee. &amp;quot;Thed, support the crossbows. If possible, find a flanking position, although it appears they will have us effectively funneled in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He slung forth his guisarme. &amp;quot;Alright! Now is the time. Now we strike! FOR KRED!&amp;quot;, and, with this, he charged forward into the entrance. Charging the first Kobold he could see, he swept him up and dealt him a savage blow.&lt;br /&gt;
&lt;br /&gt;
The Kobolds, though shocked, were well-trained, and responded immediately with chants and arcane motions. A host of magical bolts raced through the air, two for every adept, and shot towards Kib, only to explode harmlessly around him in a shower of sparks. Gilerl, coming shortly after Kib, raced to a Kobold, and promptly sliced him in half, laughing a mad laugh. The axedwarves came soon after, setting into their grim work with the stolid determination characteristic of their race. The Kobolds shouted in rage, and rushed to take defensive positions. The battle was joined.&lt;br /&gt;
&lt;br /&gt;
TODO (basically, Thoven burned a lot of dudes while getting wailed on, Gil and Kib teamed up to whack Dan and the Professor down so that Thoven could finish them both off with spells, Thed finished off enemies here and there, and Zealeus kept everyone alive [especially Thoven])&lt;br /&gt;
&lt;br /&gt;
== Post-Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 - From Forums&lt;br /&gt;
What started as a well planned, well coordinated attack ended a bloody slog in the mud, but the party carries the day! Dan finally collapses, and you take stock of the scene. Your twelve crossbowmen are all chard husks, victim of a flaming ball of fire from the one who called himself The Professor. One of your axedwarves dead, the other alive - only just - thanks to the last of Zealeus art, stabilized by feeble orisons of healing. But, despite the toll, you cannot help but rejoice. None of your friends fallen, and you hobble together as a group to take stock. You are battered, bloodied, covered in muck and gore, but all alive, and all conscious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Experience:&lt;br /&gt;
The Apprentices&#039; Camp&lt;br /&gt;
CR 12 Encounter. [Party&#039;s ECL was 6 with their backup]&lt;br /&gt;
XP : 4,000 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, you realize there is nothing to do but wait from word from Kleptinax. What has he found down in the Aqueduct? Anxious and nervous as the adrenaline runs its course, you search and pile the Kobolds&#039; bodies, allowing the cart-turned-pyre of the crossbowmen to burn. Zealeus performs last rites over the fallen, while the rest of the party scavenges the scene. It is disturbing for another reason, as well: Goblins and Kobolds, fallen together. Swingin&#039; Dan, the Goblin chain fighter, even spoke Kobold as he fought to the last. Cooperation of Goblins and Kobolds is all but unheard of, especially in Gildenhome, where the two races are separated by task and good sense. This strange new abolition movement has just gotten stranger: not only does it seem to be orchestrated by members of the Goodly Races, it now seems that it involves not just Kobolds and Goblins alike, but in concert. It seems impossible, and yet here is the proof. Goblins working to free kobolds?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Gnomes&#039; ability to detect magic makes quick work of the looting, and you find yourself unsurprised at the outfitting and sophistication of the group. The Goblins were all armed with masterwork equipment [MW leather and longsword], of Fresian make, while the apprentices were without arms or armor. The leaders of this group, however, you find to be laden with treasure. On The Professor, you find a magical monocle, a wand, and a magical ring. He has many empty parchments, once scribed with powerful illusions that kept his apprentices masked as Halflings. Swingin&#039; Dan has his signature spiked chain, along with masterwork studded leather, also of Fresian make. Among the bodies you find a small collection of coins: 4 platinum, 198 gold, 2,430 silver, and 1,111 copper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After what seems like hours, your communication stone activates. Kleptinax has been successful! His force, consisting of the bulk of the Kred guard, encountered a large force of Kobolds, close to 75. The battle was a difficult one, but they were able to use close corridors to their advantage and suffered only moderate casualties, and few deaths. The force was lead by a large Kobold with a wicked magical greataxe, which Kleptinax has claimed as a prize. He receives word of your own party&#039;s losses with sadness, but tells you that the fight is won for the day. You should rest and recuperate, and see him in the fortress on the morrow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You fall asleep quickly, and sleep a dreamless sleep of exhaustion. In the morning, tense and sore, you eat a small breakfast (light on cat) and visit Kleptinax in his office. His own injuries, if they were sustained at all, have been healed up. The battleaxe he now carries is truly a fine thing: clearly of Dwarven make, and adamantium by appearances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He tells you not to worry about the losses: if only he&#039;d sent more than two axedwarves, or a dozen marksdwarves. His own losses were mild by comparison, and he easily could have spared the numbers, and so takes the blame for your heavy casualties on his own soul. He understands that you will probably be moving on soon, as - with the Masked Gnome captured and the infiltration thwarted - information should lead to the collapse of any remaining cells. The the City Guard will have things sorted out and the last of the cells busted up in the next few days and asks you, on behalf of the Thane, to stay on a couple of days. They would like to take the time to counter their grief with a time of feting on your behalf, and would see you properly rewarded before you go. You, of course, accept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In that time, they heal your wounds and you are kept on at the Kitten Bone Crossbow, on the Thane&#039;s tab. A service that will always be extended, within reason, while in Kred. Additionally, the Banks are ordered to exchange your Wydmoor electrum for coins of your choosing without taking a percentage, despite nominal conventions to the contrary. In addition, they identify your remaining magic items for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bric-A-Brak You Have But Not Identified:&lt;br /&gt;
- Masked Gnome&#039;s Armor : +2 Leather Armor, +5 Enhancement Bonus on Hide Checks&lt;br /&gt;
- Thoven&#039;s Mystery Wand : Wand of Light (46 Charges) (From the Masked Gnome&#039;s Lair)&lt;br /&gt;
- Thovens 2 Mystery Potions : Potions of Invisiblity to Undead (From the Masked Gnome&#039;s Lair)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From The Professor:&lt;br /&gt;
- Ring of Elemental Transmogrification (aka The Professor&#039;s Ring)*&lt;br /&gt;
- The Professor&#039;s Monocle (When Worn : -10 Spot, +5 Decipher Script, +5 Disable Device. If used for more than 10 rounds in a single day, causes massive headaches, aka 1 points of INT damage.)&lt;br /&gt;
- Wand of Haste (32 Charges) (Does what it says on the tin.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spend a few days in town (feel free to discuss something to spend money on/whatever downtime bullshit in this thread before we restart for chapter 2 in 2010 in this thread), and are called into a feast with the Thane before leaving for Draglet. [Unless you guys want to not go there, I assumed that would be where you go after Kred is wrapped up, which is it... for now, anyway. We could always visit the forthouse again, I guess, and put off the stuff below until after the next game.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On your way out of town, you have dinner with the luminaries of Kred. The Thane, the Hadriarch, Kleptinax, and several others attend and celebrate your success. Song, drink, and talk flow endlessly, and by sundown you realize you&#039;re clearly not leaving town until at least the day after tomorrow. There are some self-congratulatory speeches near the end of the night, and a red-cheeked Kleptinax stands up. He indicates that, not only was the plot foiled, at least in this part of Gildenhome, but a secondary good came, as well. The entrances used by the Kobold advance force were unknown to the City Guard, and were a major corridor for smuggling. Thanks to Thoven&#039;s tip, the corridor has been shut off for good, and several smugglers put out of business. [Bridges with smuggling past pretty well burnt, pun very much intended. You&#039;re firmly one of the good guys now, mate. ;) ] The assault team had with them a great deal of masterwork Fresian weapons and arms, some of medium size (for the goblins, perhaps?), which are being used to resupply and rebuild the Kred City Guard. (small size ones being sold to the gnomes) He opines that whatever larger danger is afoot, it is arrested in Kred for now, and he has faith in your group to get things done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kib he singles out for praise. As the nominal leader of the group, he has led what appears to Kleptinax to be a &amp;lt;strikethrough&amp;gt;mouth breathing band of troglodytes&amp;lt;/strikethrough&amp;gt; a very diverse and unpredictable band to great success against challenges far beyond their seeming measure. Since his arrival in Kred he has been a tireless supporter of the Dwarven race, and has risked and sacrificed countless times on their behalf, all without seeking individual reward or magical loot. Kleptinax says that is his great honor to present Kib with this token of esteem, and proof throughout Gildenhome that he is friend to Dwarves. It is his hope that it might aid Kib on his own quest, which he no doubt spilled a little bit of in a loose moment of drink around his table, if not before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lesser Belt of Dwarvenkind&lt;br /&gt;
When worn, grants the following effects:&lt;br /&gt;
- Toughness Feat&lt;br /&gt;
- Darkvision, 40 Feet&lt;br /&gt;
- Stonecutting (+1 Bonus)&lt;br /&gt;
- Stability (+2 bonus)&lt;br /&gt;
- +1 Save vs. Poison&lt;br /&gt;
- +1 Save vs. Spell and Spell Like Effect&lt;br /&gt;
- +2 CHR Checks and skills with Dwarf, +1 CHR checks and skills with Gnome&lt;br /&gt;
- -1 CHR checks and skills with Human, Elf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thoven is thanked for his part in breaking the smugglers of Kred, particularly for information about the secret lair, aqueduct smuggling path, and so forth. He receives from Kleptinax, taken from the loot of the other encounter the party opted not to take :&lt;br /&gt;
&lt;br /&gt;
Bag of Holding (Type I)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thed and Gil are celebrated for their part in the affair, and take the items won with the Thane&#039;s blessing. Zealeus is complimented by the Hadriarch for his part in the affair and given leave to follow this group &amp;quot;for the duration of its necessity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whole Party - Acquire Bonus Feat:&lt;br /&gt;
Solid Kred-entials&lt;br /&gt;
+2 to all diplomacy rolls made in Kred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End, Chapter One : The Kobolds of Kred&lt;br /&gt;
Up Next for 2010:&lt;br /&gt;
&lt;br /&gt;
Choices:&lt;br /&gt;
[1] Intermission : The Stonehouse Mines [Dungeon, unknown depth or duration.]&lt;br /&gt;
[2] Chapter Two : What a Drag(let) [Follow the Dwarf Brothers&#039; letters]&lt;br /&gt;
[3] Sandbox : Press Triangle to open World Map and Move Freely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Votes and scheduling info in advance?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Individual Awards:&lt;br /&gt;
&lt;br /&gt;
Kib:&lt;br /&gt;
Master Tactician [50 XP]&lt;br /&gt;
&amp;quot;That spell that stops magic missiles cold? And maybe some fire resistance?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thoven:&lt;br /&gt;
Thoven the Bold! [20 XP]&lt;br /&gt;
Thoven Koboldsbane [25 XP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PS --&lt;br /&gt;
Kred Fortress is left poorer for the experience, despite the defeat of the [SEIGE].&lt;br /&gt;
Kred City Guard.&lt;br /&gt;
[CHAIN] changes to [LEATHER]&lt;br /&gt;
[MARKSDWARF] changes to [SWORDSDWARF]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They&#039;ll be carving coffins for a week.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Remember those Melf&#039;s Acid Arrows that weren&#039;t?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Professor&#039;s Ring&lt;br /&gt;
Current Charges : 1 [Max Charges : 5]&lt;br /&gt;
Refill charges by expending spell slots on a 1:1 exchange . (3 cantrips or 1st level : 1 charge, 2nd level : 2 charge, etc.) When casting a spell, as a free action, you may expend a number of charges equal to the spell level of the spell to substitute one elemental type for another (ie: 1 charge will turn a Burning Hands into a Freezing Hands, or 2 charges will turn a Flaming Sphere into an Electric Sphere, or 3 charges would turn Fireball into Acidball**, etc. Sorry, only level 3 and below spells.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Remember I said it was lucky you guys had fire resist? Not cos of the piddly 2d4 burning hands. that 6d6 fireball could have easily come out something else, but he didn&#039;t know! He ended up using 4 of the charges on the 2 acid arrows (the first was electric, the second was cold)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PPS: CC&#039;ed to our stand ins because they bought a share, and get a small bonus % for subbing.&lt;br /&gt;
PPPS: From the CC, not that you care, but -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also: HELEN gets the Tapped Out achievement. (I think it is)&lt;br /&gt;
(Achievements track PLAYERS, not CHARACTERS. For exhausting all of Zealeus&#039; spells - the last of the orisons went to save the last axedwarf) Congrats on a very rare achievement!&lt;br /&gt;
&lt;br /&gt;
Also also: Thed gets Brinksmanship, managing to be the second of Team MeFight to achieve that distinction. They seem to like living on the edge.&lt;br /&gt;
&lt;br /&gt;
[[Category:MeFight Session Notes]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_Mefight_Tenth_Session&amp;diff=3186</id>
		<title>Team Mefight Tenth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_Mefight_Tenth_Session&amp;diff=3186"/>
		<updated>2010-01-04T18:28:43Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: /* Post-Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Seeking==&lt;br /&gt;
There was little time to lose. As the party conversed, the enemy was preparing for an assault on Kred. Thoven interjected that his contacts may have useful information, and the rest quickly agreed--he set out immediately to gather whatever he could. Kib left the Inn shortly after, to procure a disguise for Thed, and some other incidental supplies. The rest sat in wait for information, spending the time as they were wont: Thed idly musing, Gil destroying property, and Zeal getting shamefully drunk on Dwarven ale.&lt;br /&gt;
&lt;br /&gt;
Thoven went post-haste into the usual haunts, pressing coin into hand and asking pointed questions. He located his one-time informant, One-Eye, and quickly made way to his hovel. Arriving, he set about to knocking on the door, trying to rouse the dilapidated shack&#039;s occupant. There was no answer but a hasty shuffling from within, so Thoven rapped hard once more. Still achieving no response, he shouted to the inside, &amp;quot;Open up! I bring dire tidings that threaten this city, and the shipping routes it enables!&amp;quot;, but to no avail. Apprehensively, Thoven opened the door and entered, peering into the grim darkness.&lt;br /&gt;
&lt;br /&gt;
Suddenly, he was beset from all sides! A rude cudgel connecting with his arm, Thoven reacted immediately to jump back, another two makeshift weapons whizzing through the space he once occupied. Reacting without thought, Thoven unleashed a flaming torrent from his hands, the red, flickering light showing three surprised Kobold faces! None of the trio managed to escape the onslaught, and as quickly as it had begun, the battle was over. Thoven&#039;s troubles, however, continued, as the blaze had managed to catch the dirty rat-trap aflame, racing currents of fire catching the rickety, wooden walls like torchwood. Thoven shouted hoarsely for help, and managed to extinguish the flames, but could not save the hovel, nor any trace of what information it may have contained. The three Kobolds were more than enough indication to Thoven, though, so he returned to share his new insights with the group.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Captain Kleptinax returned to report to the Kitten Bone Inn, accompanied by his guards. Facing a rude reception from the two visible party members (the third, Thed, immediately hiding himself from view upon hearing Kleptinax&#039;s knock), he sat in wait for Kib, his main contact, while Zealeus continued drinking, and Gilerl enjoyed a bowl of kitten stew. A full hour passed in this manner, and Kleptinax stood impatiently to leave, when the front door burst open and Kib returned, laden with the procured goods. Greeting Kleptinax cordially, he set aside the bundle to hear what he had to say.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The false Halflings entered the city some while ago, as you said, and we have been tailing them, since,&amp;quot; Kleptinax stated, flatly. &amp;quot;They have yet to join with the main force, wherever it may be, and we wish not to tip our hand until the bulk of the infiltration party can be found.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is wise,&amp;quot; replied Kib, &amp;quot;and Thoven is pressing his investigation into their location, but we are hindered with a lack of knowledge of the city&#039;s layout.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are not alone in that, my friend,&amp;quot; said Kleptinax, &amp;quot;for this is an old city, and full of passages far more ancient than the oldest among us can remember. A Dwarf could explore for his entire life, and not reveal them all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hear, hear!&amp;quot;, interjected Zealeus, in a haze. Kib and Kleptinax glanced puzzledly in his direction, while Gil worried a corner of the central table with his axe. In the silence, a light snore erupted from Thed&#039;s bed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, that&#039;s where you are!&amp;quot;, exclaimed Kib, who strode across the low-ceilinged room to poke the slumbering Gnome, who awoke with a start. &amp;quot;Here, take these, and put on th--&amp;quot;, Kib continued, but was then interrupted by the door slamming open. All eyes turned that way as Thoven rushed in, panting, his face flushed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Kobolds have infiltrated the bowels of the city,&amp;quot; he gasped, losing no time. &amp;quot;My contact is slaughtered, and his comrades surely suffer the same fate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence, punctuated by Thoven&#039;s sharp breaths, filled the room, as each absorbed this new information.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is this?&amp;quot;, inquired Kleptinax.&lt;br /&gt;
&lt;br /&gt;
Thoven described the area, still short of breath.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But that area adjoins the aqueducts! Their point of entry could be anywhere in that maze,&amp;quot; said Kleptinax. &amp;quot;We&#039;re no closer to finding our enemy, and precious time has been lost!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Thed spoke up. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;But last time we were there, we saw an entry-way, didn&#039;t we? And, I mean, that&#039;s all well and good, there could be many... But that wasn&#039;t all, was it? I mean, we turned on a light, and there were Halfling boaters there. But there were no lights, right? I mean, we brought one down, and they got us to quench it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re sure of this?&amp;quot;, Kib asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, it would make sense,&amp;quot; Thed answered. &amp;quot;The smugglers have been hit first, and they were using that tunnel for ages.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Smugglers?&amp;quot;. Kleptinax leaned forward, voice raised. &amp;quot;Just what kind of contacts are you--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Captain,&amp;quot; interrupted Kib, &amp;quot;if what he is saying is correct, we haven&#039;t much time. Thoven, Thed, you can remember how to get to this place, correct?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Both nodded their assent, and each filling the other&#039;s gaps, gave a hasty description.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then that will be where we will strike,&amp;quot; said Kleptinax. &amp;quot;You&#039;re right, we can waste no time. Assemble in my office in thirty minutes time. I will see you then.&amp;quot; He rose, signaled his guards, and headed out without another word.&lt;br /&gt;
&lt;br /&gt;
==Discussing==&lt;br /&gt;
&lt;br /&gt;
Thirty minutes later, the group arrived at the office. Kleptinax was there, standing with four other Dwarves. One&#039;s regalia immediately identified him as Thane, another as Kred&#039;s Hadriarch. The two others wore no identifying insignia.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gentlemen, you have arrived. Your Majesty, I wish to introduce Kib Absold, and his companions, Thed, Thoven, Gilerl and Zealeus, who have warned us of this threat,&amp;quot; said Kleptinax.&lt;br /&gt;
&lt;br /&gt;
Kib bowed deeply to the Thane. &amp;quot;It is an honor, Your Majesty.&amp;quot; Zealeus, remembering his manners, did the same, while Gilerl picked his nose.&lt;br /&gt;
&lt;br /&gt;
Kleptinax continued his introductions. &amp;quot;This is our Hadriarch, (insert name here), and these gentledwarves are Buttl (maybe?) and (yeah, I don&#039;t even know the other dude&#039;s name).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The blessings of Alexandria guide you, Hadriarch,&amp;quot; Kib said, bowing once more. &amp;quot;And also with you, my Son,&amp;quot; the Hadriarch responded. Zealeus followed suit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, then, as time is of the essence,&amp;quot; said Kleptinax, moving behind his desk, &amp;quot;let&#039;s get down to business&amp;quot;. Arrayed on the desk was a rough map, with two areas marked. &amp;quot;This is the location that you have described, and by our best guess, marks the area of the infiltrators&#039; main force. If your earlier reports are correct, it will consist of a fighting force of between fifty and a hundred Kobolds, with little or no magical support.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fifty or a hundred, minus three,&amp;quot; said Thoven. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; continued Kleptinax. He indicated one of the areas. &amp;quot;And here,&amp;quot; he said, &amp;quot;is where we have tracked the disguised Kobolds you tipped us off to earlier, a force of twenty to thirty adepts.&amp;quot; He indicated the other marked area.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I propose, as you no doubt surmise, that we strike each independently, before their force can be joined. We have the element of surprise, and the more time we waste, the more time the infiltrators will have to swell their ranks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of these groups will be led by myself,&amp;quot; Kleptinax continued, leaning forward, &amp;quot;and the other will be led by you, Kib.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? This is outrageous!&amp;quot;, shouted (whatshisface). &amp;quot;It is Dwarven blood that will be spilled, and it must be Dwarves who will lead them in!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kib Absold has proven that he and his are team more than capable, and I cannot spare our leadership from our part of the offensive,&amp;quot; retorted Kleptinax, voice raised.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But he is an outsider! He can have no appreciation for our customs, or our people! He can have no understanding of what it means to bring Dwarves to the charge! He-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Enough!&amp;quot;, stated the Thane, his powerful voice reverberating in the small chamber. &amp;quot;I have already accepted Kib&#039;s appointment, on Kleptinax&#039;s recommendation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(whatshisface) closed his mouth, abashed. The Thane continued, turning to face Kib.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kib and his group have demonstrated their loyalty to us, and by all accounts, have shown themselves more than up to the task. I have no doubt that Kib will lead our Dwarves as he would lead his own, and with the same regard.&amp;quot; He turned once more to (whathisface). &amp;quot;My decision is final.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib bowed low, once more. &amp;quot;Your faith in my abilities deeply honors me, Your Majesty.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then you accept&amp;quot;, said Kleptinax. &amp;quot;Good. Now, I wish your input on tactical considerations. You know best the strengths of your team--which threat do you wish to address?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib thought for a moment, then replied, &amp;quot;It is my belief that the specialized force should meet the specialized threat. We will attack the adepts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are certain,&amp;quot; Kleptinax returned. &amp;quot;This is no inconsiderable danger, and the magical ability already displayed by this force has been significant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am certain,&amp;quot; Kib said. &amp;quot;We should also engage with a few in melee, while the bulk of the force attacks from a distance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Very well, mostly crossbowdwarves, and a couple of axedwarves. It shall be done. You will need magical assistance, which the Hadriarch, and (his? her?) acolytes can provide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Name the spells you will need, and you will have them,&amp;quot; said the Hadriarch, in deep, rich tones. &amp;quot;All non-Dwarves will, of course, be provided with dark sight for this mission, but you must have other requests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib thought some more, then spoke: &amp;quot;A magical shield, to ward against magical missiles, and magical armor to ward against more mundane attacks.&amp;quot; He pondered for a bit more, then added, &amp;quot;and protection from fire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then these will be provided,&amp;quot; said the Hadriarch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Very well. It is settled. We must hurry. I will assemble the teams, and we will rally here.&amp;quot; Kleptinax indicated a place on the map. &amp;quot;Go there directly, and we will meet you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib nodded, and bowed once more to the Thane and the Hadriarch in turn. &amp;quot;Omnity guide us all,&amp;quot; he said, and turned, leaving with the rest of the group.&lt;br /&gt;
&lt;br /&gt;
Some while later, at the rally point, the party met Kleptinax. He handed a stone and a scroll to Kib, and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This stone will allow you to communicate. Speak into it, and I will hear. The scroll contains a spell that will give speed to any four of your allies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kleptinax gestured behind him, and eight Dwarves detached themselves from the rest of the force.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Six crossbowdwarves and two axedwarves will accompany you. They are now under your command.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Dwarves saluted Kib, who returned the gesture.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good luck. Alexandria guide you,&amp;quot; said Kleptinax. He saluted, turned and, with a few short orders, left with the rest of his squad.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright. Let&#039;s move,&amp;quot; Kib said, and the force departed into the tunnels.&lt;br /&gt;
&lt;br /&gt;
==Fighting==&lt;br /&gt;
&lt;br /&gt;
The party, nine Dwarves, three Gnomes, and a lone Human, approached a long-abandoned cemetery. A high wall, overgrown with strange fungi common to those wet tunnels, blocked all view. From within could be heard the sounds  of muffled conversation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright,&amp;quot; said Kib. &amp;quot;This is it. Gil, Thed: Peek over that wall, if you can. Axes, be ready to charge with me. Crossbows file in after, and keep distance if possible. Zealeus, stay behind the first line and provide assistance where you can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He turned to Thoven and handed him the scroll. &amp;quot;Use this when we have engaged the enemy. Once that is done, support as you are able.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Gil and Thed returned. Thed, rubbing his shoulder, stated, &amp;quot;They are all there, with some others. We saw the bulk of the adepts on this side, toward the entrance, and some others farther back, toward the crypts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gil nodded. &amp;quot;Don&#039;t know we&#039;re here. Big surprised.&amp;quot; He grinned widely and fingered his axe.&lt;br /&gt;
&lt;br /&gt;
Kib responded, &amp;quot;Enthusiastic as always, Gilerl. Alright.&amp;quot; He turned, and took up position in the front. &amp;quot;Gil will charge with me.&amp;quot; Gilerl raced to his side, bouncing with mad glee. &amp;quot;Thed, support the crossbows. If possible, find a flanking position, although it appears they will have us effectively funneled in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He slung forth his guisarme. &amp;quot;Alright! Now is the time. Now we strike! FOR KRED!&amp;quot;, and, with this, he charged forward into the entrance. Charging the first Kobold he could see, he swept him up and dealt him a savage blow.&lt;br /&gt;
&lt;br /&gt;
The Kobolds, though shocked, were well-trained, and responded immediately with chants and arcane motions. A host of magical bolts raced through the air, two for every adept, and shot towards Kib, only to explode harmlessly around him in a shower of sparks. Gilerl, coming shortly after Kib, raced to a Kobold, and promptly sliced him in half, laughing a mad laugh. The axedwarves came soon after, setting into their grim work with the stolid determination characteristic of their race. The Kobolds shouted in rage, and rushed to take defensive positions. The battle was joined.&lt;br /&gt;
&lt;br /&gt;
TODO (basically, Thoven burned a lot of dudes while getting wailed on, Gil and Kib teamed up to whack Dan and the Professor down so that Thoven could finish them both off with spells, Thed finished off enemies here and there, and Zealeus kept everyone alive [especially Thoven])&lt;br /&gt;
&lt;br /&gt;
== Post-Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 - From Forums&lt;br /&gt;
What started as a well planned, well coordinated attack ended a bloody slog in the mud, but the party carries the day! Dan finally collapses, and you take stock of the scene. Your twelve crossbowmen are all chard husks, victim of a flaming ball of fire from the one who called himself The Professor. One of your axedwarves dead, the other alive - only just - thanks to the last of Zealeus art, stabilized by feeble orisons of healing. But, despite the toll, you cannot help but rejoice. None of your friends fallen, and you hobble together as a group to take stock. You are battered, bloodied, covered in muck and gore, but all alive, and all conscious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Experience:&lt;br /&gt;
The Apprentices&#039; Camp&lt;br /&gt;
CR 12 Encounter. [Party&#039;s ECL was 6 with their backup]&lt;br /&gt;
XP : 4,000 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, you realize there is nothing to do but wait from word from Kleptinax. What has he found down in the Aqueduct? Anxious and nervous as the adrenaline runs its course, you search and pile the Kobolds&#039; bodies, allowing the cart-turned-pyre of the crossbowmen to burn. Zealeus performs last rites over the fallen, while the rest of the party scavenges the scene. It is disturbing for another reason, as well: Goblins and Kobolds, fallen together. Swingin&#039; Dan, the Goblin chain fighter, even spoke Kobold as he fought to the last. Cooperation of Goblins and Kobolds is all but unheard of, especially in Gildenhome, where the two races are separated by task and good sense. This strange new abolition movement has just gotten stranger: not only does it seem to be orchestrated by members of the Goodly Races, it now seems that it involves not just Kobolds and Goblins alike, but in concert. It seems impossible, and yet here is the proof. Goblins working to free kobolds?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Gnomes&#039; ability to detect magic makes quick work of the looting, and you find yourself unsurprised at the outfitting and sophistication of the group. The Goblins were all armed with masterwork equipment [MW leather and longsword], of Fresian make, while the apprentices were without arms or armor. The leaders of this group, however, you find to be laden with treasure. On The Professor, you find a magical monocle, a wand, and a magical ring. He has many empty parchments, once scribed with powerful illusions that kept his apprentices masked as Halflings. Swingin&#039; Dan has his signature spiked chain, along with masterwork studded leather, also of Fresian make. Among the bodies you find a small collection of coins: 4 platinum, 198 gold, 2,430 silver, and 1,111 copper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After what seems like hours, your communication stone activates. Kleptinax has been successful! His force, consisting of the bulk of the Kred guard, encountered a large force of Kobolds, close to 75. The battle was a difficult one, but they were able to use close corridors to their advantage and suffered only moderate casualties, and few deaths. The force was lead by a large Kobold with a wicked magical greataxe, which Kleptinax has claimed as a prize. He receives word of your own party&#039;s losses with sadness, but tells you that the fight is won for the day. You should rest and recuperate, and see him in the fortress on the morrow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You fall asleep quickly, and sleep a dreamless sleep of exhaustion. In the morning, tense and sore, you eat a small breakfast (light on cat) and visit Kleptinax in his office. His own injuries, if they were sustained at all, have been healed up. The battleaxe he now carries is truly a fine thing: clearly of Dwarven make, and adamantium by appearances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He tells you not to worry about the losses: if only he&#039;d sent more than two axedwarves, or a dozen marksdwarves. His own losses were mild by comparison, and he easily could have spared the numbers, and so takes the blame for your heavy casualties on his own soul. He understands that you will probably be moving on soon, as - with the Masked Gnome captured and the infiltration thwarted - information should lead to the collapse of any remaining cells. The the City Guard will have things sorted out and the last of the cells busted up in the next few days and asks you, on behalf of the Thane, to stay on a couple of days. They would like to take the time to counter their grief with a time of feting on your behalf, and would see you properly rewarded before you go. You, of course, accept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In that time, they heal your wounds and you are kept on at the Kitten Bone Crossbow, on the Thane&#039;s tab. A service that will always be extended, within reason, while in Kred. Additionally, the Banks are ordered to exchange your Wydmoor electrum for coins of your choosing without taking a percentage, despite nominal conventions to the contrary. In addition, they identify your remaining magic items for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bric-A-Brak You Have But Not Identified:&lt;br /&gt;
- Masked Gnome&#039;s Armor : +2 Leather Armor, +5 Enhancement Bonus on Hide Checks&lt;br /&gt;
- Thoven&#039;s Mystery Wand : Wand of Light (46 Charges) (From the Masked Gnome&#039;s Lair)&lt;br /&gt;
- Thovens 2 Mystery Potions : Potions of Invisiblity to Undead (From the Masked Gnome&#039;s Lair)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From The Professor:&lt;br /&gt;
- Ring of Elemental Transmogrification (aka The Professor&#039;s Ring)*&lt;br /&gt;
- The Professor&#039;s Monocle (When Worn : -10 Spot, +5 Decipher Script, +5 Disable Device. If used for more than 10 rounds in a single day, causes massive headaches, aka 1 points of INT damage.)&lt;br /&gt;
- Wand of Haste (32 Charges) (Does what it says on the tin.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spend a few days in town (feel free to discuss something to spend money on/whatever downtime bullshit in this thread before we restart for chapter 2 in 2010 in this thread), and are called into a feast with the Thane before leaving for Draglet. [Unless you guys want to not go there, I assumed that would be where you go after Kred is wrapped up, which is it... for now, anyway. We could always visit the forthouse again, I guess, and put off the stuff below until after the next game.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On your way out of town, you have dinner with the luminaries of Kred. The Thane, the Hadriarch, Kleptinax, and several others attend and celebrate your success. Song, drink, and talk flow endlessly, and by sundown you realize you&#039;re clearly not leaving town until at least the day after tomorrow. There are some self-congratulatory speeches near the end of the night, and a red-cheeked Kleptinax stands up. He indicates that, not only was the plot foiled, at least in this part of Gildenhome, but a secondary good came, as well. The entrances used by the Kobold advance force were unknown to the City Guard, and were a major corridor for smuggling. Thanks to Thoven&#039;s tip, the corridor has been shut off for good, and several smugglers put out of business. [Bridges with smuggling past pretty well burnt, pun very much intended. You&#039;re firmly one of the good guys now, mate. ;) ] The assault team had with them a great deal of masterwork Fresian weapons and arms, some of medium size (for the goblins, perhaps?), which are being used to resupply and rebuild the Kred City Guard. (small size ones being sold to the gnomes) He opines that whatever larger danger is afoot, it is arrested in Kred for now, and he has faith in your group to get things done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kib he singles out for praise. As the nominal leader of the group, he has led what appears to Kleptinax to be a &amp;lt;strikethrough&amp;gt;mouth breathing band of troglodytes&amp;lt;/strikethrough&amp;gt; a very diverse and unpredictable band to great success against challenges far beyond their seeming measure. Since his arrival in Kred he has been a tireless supporter of the Dwarven race, and has risked and sacrificed countless times on their behalf, all without seeking individual reward or magical loot. Kleptinax says that is his great honor to present Kib with this token of esteem, and proof throughout Gildenhome that he is friend to Dwarves. It is his hope that it might aid Kib on his own quest, which he no doubt spilled a little bit of in a loose moment of drink around his table, if not before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lesser Belt of Dwarvenkind&lt;br /&gt;
When worn, grants the following effects:&lt;br /&gt;
- Toughness Feat&lt;br /&gt;
- Darkvision, 40 Feet&lt;br /&gt;
- Stonecutting (+1 Bonus)&lt;br /&gt;
- Stability (+2 bonus)&lt;br /&gt;
- +1 Save vs. Poison&lt;br /&gt;
- +1 Save vs. Spell and Spell Like Effect&lt;br /&gt;
- +2 CHR Checks and skills with Dwarf, +1 CHR checks and skills with Gnome&lt;br /&gt;
- -1 CHR checks and skills with Human, Elf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thoven is thanked for his part in breaking the smugglers of Kred, particularly for information about the secret lair, aqueduct smuggling path, and so forth. He receives from Kleptinax, taken from the loot of the other encounter the party opted not to take :&lt;br /&gt;
&lt;br /&gt;
Bag of Holding (Type I)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thed and Gil are celebrated for their part in the affair, and take the items won with the Thane&#039;s blessing. Zealeus is complimented by the Hadriarch for his part in the affair and given leave to follow this group &amp;quot;for the duration of its necessity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whole Party - Acquire Bonus Feat:&lt;br /&gt;
Solid Kred-entials&lt;br /&gt;
+2 to all diplomacy rolls made in Kred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End, Chapter One : The Kobolds of Kred&lt;br /&gt;
Up Next for 2010:&lt;br /&gt;
&lt;br /&gt;
Choices:&lt;br /&gt;
[1] Intermission : The Stonehouse Mines [Dungeon, unknown depth or duration.]&lt;br /&gt;
[2] Chapter Two : What a Drag(let) [Follow the Dwarf Brothers&#039; letters]&lt;br /&gt;
[3] Sandbox : Press Triangle to open World Map and Move Freely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Votes and scheduling info in advance?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Individual Awards:&lt;br /&gt;
&lt;br /&gt;
Kib:&lt;br /&gt;
Master Tactician [50 XP]&lt;br /&gt;
&amp;quot;That spell that stops magic missiles cold? And maybe some fire resistance?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thoven:&lt;br /&gt;
Thoven the Bold! [20 XP]&lt;br /&gt;
Thoven Koboldsbane [25 XP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PS --&lt;br /&gt;
Kred Fortress is left poorer for the experience, despite the defeat of the [SEIGE].&lt;br /&gt;
Kred City Guard.&lt;br /&gt;
[CHAIN] changes to [LEATHER]&lt;br /&gt;
[MARKSDWARF] changes to [SWORDSDWARF]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They&#039;ll be carving coffins for a week.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Remember those Melf&#039;s Acid Arrows that weren&#039;t?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Professor&#039;s Ring&lt;br /&gt;
Current Charges : 1 [Max Charges : 5]&lt;br /&gt;
Refill charges by expending spell slots on a 1:1 exchange . (3 cantrips or 1st level : 1 charge, 2nd level : 2 charge, etc.) When casting a spell, as a free action, you may expend a number of charges equal to the spell level of the spell to substitute one elemental type for another (ie: 1 charge will turn a Burning Hands into a Freezing Hands, or 2 charges will turn a Flaming Sphere into an Electric Sphere, or 3 charges would turn Fireball into Acidball**, etc. Sorry, only level 3 and below spells.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Remember I said it was lucky you guys had fire resist? Not cos of the piddly 2d4 burning hands. that 6d6 fireball could have easily come out something else, but he didn&#039;t know! He ended up using 4 of the charges on the 2 acid arrows (the first was electric, the second was cold)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PPS: CC&#039;ed to our stand ins because they bought a share, and get a small bonus % for subbing.&lt;br /&gt;
PPPS: From the CC, not that you care, but -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also: HELEN gets the Tapped Out achievement. (I think it is)&lt;br /&gt;
(Achievements track PLAYERS, not CHARACTERS. For exhausting all of Zealeus&#039; spells - the last of the orisons went to save the last axedwarf) Congrats on a very rare achievement!&lt;br /&gt;
&lt;br /&gt;
Also also: Thed gets Brinksmanship, managing to be the second of Team MeFight to achieve that distinction. They seem to like living on the edge.&lt;br /&gt;
&lt;br /&gt;
[[Category:MeFight Session Notes]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_Mefight_Tenth_Session&amp;diff=3185</id>
		<title>Team Mefight Tenth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_Mefight_Tenth_Session&amp;diff=3185"/>
		<updated>2010-01-04T18:27:35Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Seeking==&lt;br /&gt;
There was little time to lose. As the party conversed, the enemy was preparing for an assault on Kred. Thoven interjected that his contacts may have useful information, and the rest quickly agreed--he set out immediately to gather whatever he could. Kib left the Inn shortly after, to procure a disguise for Thed, and some other incidental supplies. The rest sat in wait for information, spending the time as they were wont: Thed idly musing, Gil destroying property, and Zeal getting shamefully drunk on Dwarven ale.&lt;br /&gt;
&lt;br /&gt;
Thoven went post-haste into the usual haunts, pressing coin into hand and asking pointed questions. He located his one-time informant, One-Eye, and quickly made way to his hovel. Arriving, he set about to knocking on the door, trying to rouse the dilapidated shack&#039;s occupant. There was no answer but a hasty shuffling from within, so Thoven rapped hard once more. Still achieving no response, he shouted to the inside, &amp;quot;Open up! I bring dire tidings that threaten this city, and the shipping routes it enables!&amp;quot;, but to no avail. Apprehensively, Thoven opened the door and entered, peering into the grim darkness.&lt;br /&gt;
&lt;br /&gt;
Suddenly, he was beset from all sides! A rude cudgel connecting with his arm, Thoven reacted immediately to jump back, another two makeshift weapons whizzing through the space he once occupied. Reacting without thought, Thoven unleashed a flaming torrent from his hands, the red, flickering light showing three surprised Kobold faces! None of the trio managed to escape the onslaught, and as quickly as it had begun, the battle was over. Thoven&#039;s troubles, however, continued, as the blaze had managed to catch the dirty rat-trap aflame, racing currents of fire catching the rickety, wooden walls like torchwood. Thoven shouted hoarsely for help, and managed to extinguish the flames, but could not save the hovel, nor any trace of what information it may have contained. The three Kobolds were more than enough indication to Thoven, though, so he returned to share his new insights with the group.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Captain Kleptinax returned to report to the Kitten Bone Inn, accompanied by his guards. Facing a rude reception from the two visible party members (the third, Thed, immediately hiding himself from view upon hearing Kleptinax&#039;s knock), he sat in wait for Kib, his main contact, while Zealeus continued drinking, and Gilerl enjoyed a bowl of kitten stew. A full hour passed in this manner, and Kleptinax stood impatiently to leave, when the front door burst open and Kib returned, laden with the procured goods. Greeting Kleptinax cordially, he set aside the bundle to hear what he had to say.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The false Halflings entered the city some while ago, as you said, and we have been tailing them, since,&amp;quot; Kleptinax stated, flatly. &amp;quot;They have yet to join with the main force, wherever it may be, and we wish not to tip our hand until the bulk of the infiltration party can be found.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is wise,&amp;quot; replied Kib, &amp;quot;and Thoven is pressing his investigation into their location, but we are hindered with a lack of knowledge of the city&#039;s layout.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are not alone in that, my friend,&amp;quot; said Kleptinax, &amp;quot;for this is an old city, and full of passages far more ancient than the oldest among us can remember. A Dwarf could explore for his entire life, and not reveal them all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hear, hear!&amp;quot;, interjected Zealeus, in a haze. Kib and Kleptinax glanced puzzledly in his direction, while Gil worried a corner of the central table with his axe. In the silence, a light snore erupted from Thed&#039;s bed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, that&#039;s where you are!&amp;quot;, exclaimed Kib, who strode across the low-ceilinged room to poke the slumbering Gnome, who awoke with a start. &amp;quot;Here, take these, and put on th--&amp;quot;, Kib continued, but was then interrupted by the door slamming open. All eyes turned that way as Thoven rushed in, panting, his face flushed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Kobolds have infiltrated the bowels of the city,&amp;quot; he gasped, losing no time. &amp;quot;My contact is slaughtered, and his comrades surely suffer the same fate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence, punctuated by Thoven&#039;s sharp breaths, filled the room, as each absorbed this new information.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is this?&amp;quot;, inquired Kleptinax.&lt;br /&gt;
&lt;br /&gt;
Thoven described the area, still short of breath.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But that area adjoins the aqueducts! Their point of entry could be anywhere in that maze,&amp;quot; said Kleptinax. &amp;quot;We&#039;re no closer to finding our enemy, and precious time has been lost!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Thed spoke up. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;But last time we were there, we saw an entry-way, didn&#039;t we? And, I mean, that&#039;s all well and good, there could be many... But that wasn&#039;t all, was it? I mean, we turned on a light, and there were Halfling boaters there. But there were no lights, right? I mean, we brought one down, and they got us to quench it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re sure of this?&amp;quot;, Kib asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, it would make sense,&amp;quot; Thed answered. &amp;quot;The smugglers have been hit first, and they were using that tunnel for ages.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Smugglers?&amp;quot;. Kleptinax leaned forward, voice raised. &amp;quot;Just what kind of contacts are you--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Captain,&amp;quot; interrupted Kib, &amp;quot;if what he is saying is correct, we haven&#039;t much time. Thoven, Thed, you can remember how to get to this place, correct?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Both nodded their assent, and each filling the other&#039;s gaps, gave a hasty description.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then that will be where we will strike,&amp;quot; said Kleptinax. &amp;quot;You&#039;re right, we can waste no time. Assemble in my office in thirty minutes time. I will see you then.&amp;quot; He rose, signaled his guards, and headed out without another word.&lt;br /&gt;
&lt;br /&gt;
==Discussing==&lt;br /&gt;
&lt;br /&gt;
Thirty minutes later, the group arrived at the office. Kleptinax was there, standing with four other Dwarves. One&#039;s regalia immediately identified him as Thane, another as Kred&#039;s Hadriarch. The two others wore no identifying insignia.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gentlemen, you have arrived. Your Majesty, I wish to introduce Kib Absold, and his companions, Thed, Thoven, Gilerl and Zealeus, who have warned us of this threat,&amp;quot; said Kleptinax.&lt;br /&gt;
&lt;br /&gt;
Kib bowed deeply to the Thane. &amp;quot;It is an honor, Your Majesty.&amp;quot; Zealeus, remembering his manners, did the same, while Gilerl picked his nose.&lt;br /&gt;
&lt;br /&gt;
Kleptinax continued his introductions. &amp;quot;This is our Hadriarch, (insert name here), and these gentledwarves are Buttl (maybe?) and (yeah, I don&#039;t even know the other dude&#039;s name).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The blessings of Alexandria guide you, Hadriarch,&amp;quot; Kib said, bowing once more. &amp;quot;And also with you, my Son,&amp;quot; the Hadriarch responded. Zealeus followed suit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, then, as time is of the essence,&amp;quot; said Kleptinax, moving behind his desk, &amp;quot;let&#039;s get down to business&amp;quot;. Arrayed on the desk was a rough map, with two areas marked. &amp;quot;This is the location that you have described, and by our best guess, marks the area of the infiltrators&#039; main force. If your earlier reports are correct, it will consist of a fighting force of between fifty and a hundred Kobolds, with little or no magical support.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fifty or a hundred, minus three,&amp;quot; said Thoven. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; continued Kleptinax. He indicated one of the areas. &amp;quot;And here,&amp;quot; he said, &amp;quot;is where we have tracked the disguised Kobolds you tipped us off to earlier, a force of twenty to thirty adepts.&amp;quot; He indicated the other marked area.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I propose, as you no doubt surmise, that we strike each independently, before their force can be joined. We have the element of surprise, and the more time we waste, the more time the infiltrators will have to swell their ranks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of these groups will be led by myself,&amp;quot; Kleptinax continued, leaning forward, &amp;quot;and the other will be led by you, Kib.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? This is outrageous!&amp;quot;, shouted (whatshisface). &amp;quot;It is Dwarven blood that will be spilled, and it must be Dwarves who will lead them in!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kib Absold has proven that he and his are team more than capable, and I cannot spare our leadership from our part of the offensive,&amp;quot; retorted Kleptinax, voice raised.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But he is an outsider! He can have no appreciation for our customs, or our people! He can have no understanding of what it means to bring Dwarves to the charge! He-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Enough!&amp;quot;, stated the Thane, his powerful voice reverberating in the small chamber. &amp;quot;I have already accepted Kib&#039;s appointment, on Kleptinax&#039;s recommendation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(whatshisface) closed his mouth, abashed. The Thane continued, turning to face Kib.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kib and his group have demonstrated their loyalty to us, and by all accounts, have shown themselves more than up to the task. I have no doubt that Kib will lead our Dwarves as he would lead his own, and with the same regard.&amp;quot; He turned once more to (whathisface). &amp;quot;My decision is final.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib bowed low, once more. &amp;quot;Your faith in my abilities deeply honors me, Your Majesty.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then you accept&amp;quot;, said Kleptinax. &amp;quot;Good. Now, I wish your input on tactical considerations. You know best the strengths of your team--which threat do you wish to address?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib thought for a moment, then replied, &amp;quot;It is my belief that the specialized force should meet the specialized threat. We will attack the adepts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are certain,&amp;quot; Kleptinax returned. &amp;quot;This is no inconsiderable danger, and the magical ability already displayed by this force has been significant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am certain,&amp;quot; Kib said. &amp;quot;We should also engage with a few in melee, while the bulk of the force attacks from a distance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Very well, mostly crossbowdwarves, and a couple of axedwarves. It shall be done. You will need magical assistance, which the Hadriarch, and (his? her?) acolytes can provide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Name the spells you will need, and you will have them,&amp;quot; said the Hadriarch, in deep, rich tones. &amp;quot;All non-Dwarves will, of course, be provided with dark sight for this mission, but you must have other requests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib thought some more, then spoke: &amp;quot;A magical shield, to ward against magical missiles, and magical armor to ward against more mundane attacks.&amp;quot; He pondered for a bit more, then added, &amp;quot;and protection from fire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then these will be provided,&amp;quot; said the Hadriarch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Very well. It is settled. We must hurry. I will assemble the teams, and we will rally here.&amp;quot; Kleptinax indicated a place on the map. &amp;quot;Go there directly, and we will meet you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib nodded, and bowed once more to the Thane and the Hadriarch in turn. &amp;quot;Omnity guide us all,&amp;quot; he said, and turned, leaving with the rest of the group.&lt;br /&gt;
&lt;br /&gt;
Some while later, at the rally point, the party met Kleptinax. He handed a stone and a scroll to Kib, and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This stone will allow you to communicate. Speak into it, and I will hear. The scroll contains a spell that will give speed to any four of your allies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kleptinax gestured behind him, and eight Dwarves detached themselves from the rest of the force.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Six crossbowdwarves and two axedwarves will accompany you. They are now under your command.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Dwarves saluted Kib, who returned the gesture.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good luck. Alexandria guide you,&amp;quot; said Kleptinax. He saluted, turned and, with a few short orders, left with the rest of his squad.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright. Let&#039;s move,&amp;quot; Kib said, and the force departed into the tunnels.&lt;br /&gt;
&lt;br /&gt;
==Fighting==&lt;br /&gt;
&lt;br /&gt;
The party, nine Dwarves, three Gnomes, and a lone Human, approached a long-abandoned cemetery. A high wall, overgrown with strange fungi common to those wet tunnels, blocked all view. From within could be heard the sounds  of muffled conversation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright,&amp;quot; said Kib. &amp;quot;This is it. Gil, Thed: Peek over that wall, if you can. Axes, be ready to charge with me. Crossbows file in after, and keep distance if possible. Zealeus, stay behind the first line and provide assistance where you can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He turned to Thoven and handed him the scroll. &amp;quot;Use this when we have engaged the enemy. Once that is done, support as you are able.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Gil and Thed returned. Thed, rubbing his shoulder, stated, &amp;quot;They are all there, with some others. We saw the bulk of the adepts on this side, toward the entrance, and some others farther back, toward the crypts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gil nodded. &amp;quot;Don&#039;t know we&#039;re here. Big surprised.&amp;quot; He grinned widely and fingered his axe.&lt;br /&gt;
&lt;br /&gt;
Kib responded, &amp;quot;Enthusiastic as always, Gilerl. Alright.&amp;quot; He turned, and took up position in the front. &amp;quot;Gil will charge with me.&amp;quot; Gilerl raced to his side, bouncing with mad glee. &amp;quot;Thed, support the crossbows. If possible, find a flanking position, although it appears they will have us effectively funneled in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He slung forth his guisarme. &amp;quot;Alright! Now is the time. Now we strike! FOR KRED!&amp;quot;, and, with this, he charged forward into the entrance. Charging the first Kobold he could see, he swept him up and dealt him a savage blow.&lt;br /&gt;
&lt;br /&gt;
The Kobolds, though shocked, were well-trained, and responded immediately with chants and arcane motions. A host of magical bolts raced through the air, two for every adept, and shot towards Kib, only to explode harmlessly around him in a shower of sparks. Gilerl, coming shortly after Kib, raced to a Kobold, and promptly sliced him in half, laughing a mad laugh. The axedwarves came soon after, setting into their grim work with the stolid determination characteristic of their race. The Kobolds shouted in rage, and rushed to take defensive positions. The battle was joined.&lt;br /&gt;
&lt;br /&gt;
TODO (basically, Thoven burned a lot of dudes while getting wailed on, Gil and Kib teamed up to whack Dan and the Professor down so that Thoven could finish them both off with spells, Thed finished off enemies here and there, and Zealeus kept everyone alive [especially Thoven])&lt;br /&gt;
&lt;br /&gt;
== Post-Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 - From Forums&lt;br /&gt;
What started as a well planned, well coordinated attack ended a bloody slog in the mud, but the party carries the day! Dan finally collapses, and you take stock of the scene. Your twelve crossbowmen are all chard husks, victim of a flaming ball of fire from the one who called himself The Professor. One of your axedwarves dead, the other alive - only just - thanks to the last of Zealeus art, stabilized by feeble orisons of healing. But, despite the toll, you cannot help but rejoice. None of your friends fallen, and you hobble together as a group to take stock. You are battered, bloodied, covered in muck and gore, but all alive, and all conscious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Experience:&lt;br /&gt;
The Apprentices&#039; Camp&lt;br /&gt;
CR 12 Encounter. [Party&#039;s ECL was 6 with their backup]&lt;br /&gt;
XP : 4,000 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, you realize there is nothing to do but wait from word from Kleptinax. What has he found down in the Aqueduct? Anxious and nervous as the adrenaline runs its course, you search and pile the Kobolds&#039; bodies, allowing the cart-turned-pyre of the crossbowmen to burn. Zealeus performs last rites over the fallen, while the rest of the party scavenges the scene. It is disturbing for another reason, as well: Goblins and Kobolds, fallen together. Swingin&#039; Dan, the Goblin chain fighter, even spoke Kobold as he fought to the last. Cooperation of Goblins and Kobolds is all but unheard of, especially in Gildenhome, where the two races are separated by task and good sense. This strange new abolition movement has just gotten stranger: not only does it seem to be orchestrated by members of the Goodly Races, it now seems that it involves not just Kobolds and Goblins alike, but in concert. It seems impossible, and yet here is the proof. Goblins working to free kobolds?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Gnomes&#039; ability to detect magic makes quick work of the looting, and you find yourself unsurprised at the outfitting and sophistication of the group. The Goblins were all armed with masterwork equipment [MW leather and longsword], of Fresian make, while the apprentices were without arms or armor. The leaders of this group, however, you find to be laden with treasure. On The Professor, you find a magical monocle, a wand, and a magical ring. He has many empty parchments, once scribed with powerful illusions that kept his apprentices masked as Halflings. Swingin&#039; Dan has his signature spiked chain, along with masterwork studded leather, also of Fresian make. Among the bodies you find a small collection of coins: 4 platinum, 198 gold, 2,430 silver, and 1,111 copper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After what seems like hours, your communication stone activates. Kleptinax has been successful! His force, consisting of the bulk of the Kred guard, encountered a large force of Kobolds, close to 75. The battle was a difficult one, but they were able to use close corridors to their advantage and suffered only moderate casualties, and few deaths. The force was lead by a large Kobold with a wicked magical greataxe, which Kleptinax has claimed as a prize. He receives word of your own party&#039;s losses with sadness, but tells you that the fight is won for the day. You should rest and recuperate, and see him in the fortress on the morrow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You fall asleep quickly, and sleep a dreamless sleep of exhaustion. In the morning, tense and sore, you eat a small breakfast (light on cat) and visit Kleptinax in his office. His own injuries, if they were sustained at all, have been healed up. The battleaxe he now carries is truly a fine thing: clearly of Dwarven make, and adamantium by appearances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He tells you not to worry about the losses: if only he&#039;d sent more than two axedwarves, or a dozen marksdwarves. His own losses were mild by comparison, and he easily could have spared the numbers, and so takes the blame for your heavy casualties on his own soul. He understands that you will probably be moving on soon, as - with the Masked Gnome captured and the infiltration thwarted - information should lead to the collapse of any remaining cells. The the City Guard will have things sorted out and the last of the cells busted up in the next few days and asks you, on behalf of the Thane, to stay on a couple of days. They would like to take the time to counter their grief with a time of feting on your behalf, and would see you properly rewarded before you go. You, of course, accept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In that time, they heal your wounds and you are kept on at the Kitten Bone Crossbow, on the Thane&#039;s tab. A service that will always be extended, within reason, while in Kred. Additionally, the Banks are ordered to exchange your Wydmoor electrum for coins of your choosing without taking a percentage, despite nominal conventions to the contrary. In addition, they identify your remaining magic items for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bric-A-Brak You Have But Not Identified:&lt;br /&gt;
- Masked Gnome&#039;s Armor : +2 Leather Armor, +5 Enhancement Bonus on Hide Checks&lt;br /&gt;
- Thoven&#039;s Mystery Wand : Wand of Light (46 Charges) (From the Masked Gnome&#039;s Lair)&lt;br /&gt;
- Thovens 2 Mystery Potions : Potions of Invisiblity to Undead (From the Masked Gnome&#039;s Lair)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From The Professor:&lt;br /&gt;
- Ring of Elemental Transmogrification (aka The Professor&#039;s Ring)*&lt;br /&gt;
- The Professor&#039;s Monocle (When Worn : -10 Spot, +5 Decipher Script, +5 Disable Device. If used for more than 10 rounds in a single day, causes massive headaches, aka 1 points of INT damage.)&lt;br /&gt;
- Wand of Haste (32 Charges) (Does what it says on the tin.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spend a few days in town (feel free to discuss something to spend money on/whatever downtime bullshit in this thread before we restart for chapter 2 in 2010 in this thread), and are called into a feast with the Thane before leaving for Draglet. [Unless you guys want to not go there, I assumed that would be where you go after Kred is wrapped up, which is it... for now, anyway. We could always visit the forthouse again, I guess, and put off the stuff below until after the next game.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On your way out of town, you have dinner with the luminaries of Kred. The Thane, the Hadriarch, Kleptinax, and several others attend and celebrate your success. Song, drink, and talk flow endlessly, and by sundown you realize you&#039;re clearly not leaving town until at least the day after tomorrow. There are some self-congratulatory speeches near the end of the night, and a red-cheeked Kleptinax stands up. He indicates that, not only was the plot foiled, at least in this part of Gildenhome, but a secondary good came, as well. The entrances used by the Kobold advance force were unknown to the City Guard, and were a major corridor for smuggling. Thanks to Thoven&#039;s tip, the corridor has been shut off for good, and several smugglers put out of business. [Bridges with smuggling past pretty well burnt, pun very much intended. You&#039;re firmly one of the good guys now, mate. ;) ] The assault team had with them a great deal of masterwork Fresian weapons and arms, some of medium size (for the goblins, perhaps?), which are being used to resupply and rebuild the Kred City Guard. (small size ones being sold to the gnomes) He opines that whatever larger danger is afoot, it is arrested in Kred for now, and he has faith in your group to get things done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kib he singles out for praise. As the nominal leader of the group, he has led what appears to Kleptinax to be a &amp;lt;strikethrough&amp;gt;mouth breathing band of troglodytes&amp;lt;/strikethrough&amp;gt; a very diverse and unpredictable band to great success against challenges far beyond their seeming measure. Since his arrival in Kred he has been a tireless supporter of the Dwarven race, and has risked and sacrificed countless times on their behalf, all without seeking individual reward or magical loot. Kleptinax says that is his great honor to present Kib with this token of esteem, and proof throughout Gildenhome that he is friend to Dwarves. It is his hope that it might aid Kib on his own quest, which he no doubt spilled a little bit of in a loose moment of drink around his table, if not before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lesser Belt of Dwarvenkind&lt;br /&gt;
When worn, grants the following effects:&lt;br /&gt;
- Toughness Feat&lt;br /&gt;
- Darkvision, 40 Feet&lt;br /&gt;
- Stonecutting (+1 Bonus)&lt;br /&gt;
- Stability (+2 bonus)&lt;br /&gt;
- +1 Save vs. Poison&lt;br /&gt;
- +1 Save vs. Spell and Spell Like Effect&lt;br /&gt;
- +2 CHR Checks and skills with Dwarf, +1 CHR checks and skills with Gnome&lt;br /&gt;
- -1 CHR checks and skills with Human, Elf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thoven is thanked for his part in breaking the smugglers of Kred, particularly for information about the secret lair, aqueduct smuggling path, and so forth. He receives from Kleptinax, taken from the loot of the other encounter the party opted not to take :&lt;br /&gt;
&lt;br /&gt;
Bag of Holding (Type I)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thed and Gil are celebrated for their part in the affair, and take the items won with the Thane&#039;s blessing. Zealeus is complimented by the Hadriarch for his part in the affair and given leave to follow this group &amp;quot;for the duration of its necessity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whole Party - Acquire Bonus Feat:&lt;br /&gt;
Solid Kred-entials&lt;br /&gt;
+2 to all diplomacy rolls made in Kred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End, Chapter One : The Kobolds of Kred&lt;br /&gt;
Up Next for 2010:&lt;br /&gt;
&lt;br /&gt;
Choices:&lt;br /&gt;
[1] Intermission : The Stonehouse Mines [Dungeon, unknown depth or duration.]&lt;br /&gt;
[2] Chapter Two : What a Drag(let) [Follow the Dwarf Brothers&#039; letters]&lt;br /&gt;
[3] Sandbox : Press Triangle to open World Map and Move Freely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Votes and scheduling info in advance?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Individual Awards:&lt;br /&gt;
&lt;br /&gt;
Kib:&lt;br /&gt;
Master Tactician [50 XP]&lt;br /&gt;
&amp;quot;That spell that stops magic missiles cold? And maybe some fire resistance?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thoven:&lt;br /&gt;
Thoven the Bold! [20 XP]&lt;br /&gt;
Thoven Koboldsbane [25 XP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PS --&lt;br /&gt;
Kred Fortress is left poorer for the experience, despite the defeat of the [SEIGE].&lt;br /&gt;
Kred City Guard.&lt;br /&gt;
[CHAIN] changes to [LEATHER]&lt;br /&gt;
[MARKSDWARF] changes to [SWORDSDWARF]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They&#039;ll be carving coffins for a week.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Remember those Melf&#039;s Acid Arrows that weren&#039;t?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Professor&#039;s Ring&lt;br /&gt;
Current Charges : 1 [Max Charges : 5]&lt;br /&gt;
Refill charges by expending spell slots on a 1:1 exchange . (3 cantrips or 1st level : 1 charge, 2nd level : 2 charge, etc.) When casting a spell, as a free action, you may expend a number of charges equal to the spell level of the spell to substitute one elemental type for another (ie: 1 charge will turn a Burning Hands into a Freezing Hands, or 2 charges will turn a Flaming Sphere into an Electric Sphere, or 3 charges would turn Fireball into Acidball**, etc. Sorry, only level 3 and below spells.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Remember I said it was lucky you guys had fire resist? Not cos of the piddly 2d4 burning hands. that 6d6 fireball could have easily come out something else, but he didn&#039;t know! He ended up using 4 of the charges on the 2 acid arrows (the first was electric, the second was cold)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PPS: CC&#039;ed to our stand ins because they bought a share, and get a small bonus % for subbing.&lt;br /&gt;
PPPS: From the CC, not that you care, but -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also: HELEN gets the Tapped Out achievement. (I think it is)&lt;br /&gt;
(Achievements track PLAYERS, not CHARACTERS. For exhausting all of Zealeus&#039; spells - the last of the orisons went to save the last axedwarf) Congrats on a very rare achievement!&lt;br /&gt;
&lt;br /&gt;
Also also: Thed gets Brinksmanship, managing to be the second of Team MeFight to achieve that distinction. They seem to like living on the edge.&lt;br /&gt;
&lt;br /&gt;
[Category:MeFight Session Notes]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_Mefight_Tenth_Session&amp;diff=3184</id>
		<title>Team Mefight Tenth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_Mefight_Tenth_Session&amp;diff=3184"/>
		<updated>2010-01-04T18:26:17Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Seeking==&lt;br /&gt;
There was little time to lose. As the party conversed, the enemy was preparing for an assault on Kred. Thoven interjected that his contacts may have useful information, and the rest quickly agreed--he set out immediately to gather whatever he could. Kib left the Inn shortly after, to procure a disguise for Thed, and some other incidental supplies. The rest sat in wait for information, spending the time as they were wont: Thed idly musing, Gil destroying property, and Zeal getting shamefully drunk on Dwarven ale.&lt;br /&gt;
&lt;br /&gt;
Thoven went post-haste into the usual haunts, pressing coin into hand and asking pointed questions. He located his one-time informant, One-Eye, and quickly made way to his hovel. Arriving, he set about to knocking on the door, trying to rouse the dilapidated shack&#039;s occupant. There was no answer but a hasty shuffling from within, so Thoven rapped hard once more. Still achieving no response, he shouted to the inside, &amp;quot;Open up! I bring dire tidings that threaten this city, and the shipping routes it enables!&amp;quot;, but to no avail. Apprehensively, Thoven opened the door and entered, peering into the grim darkness.&lt;br /&gt;
&lt;br /&gt;
Suddenly, he was beset from all sides! A rude cudgel connecting with his arm, Thoven reacted immediately to jump back, another two makeshift weapons whizzing through the space he once occupied. Reacting without thought, Thoven unleashed a flaming torrent from his hands, the red, flickering light showing three surprised Kobold faces! None of the trio managed to escape the onslaught, and as quickly as it had begun, the battle was over. Thoven&#039;s troubles, however, continued, as the blaze had managed to catch the dirty rat-trap aflame, racing currents of fire catching the rickety, wooden walls like torchwood. Thoven shouted hoarsely for help, and managed to extinguish the flames, but could not save the hovel, nor any trace of what information it may have contained. The three Kobolds were more than enough indication to Thoven, though, so he returned to share his new insights with the group.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Captain Kleptinax returned to report to the Kitten Bone Inn, accompanied by his guards. Facing a rude reception from the two visible party members (the third, Thed, immediately hiding himself from view upon hearing Kleptinax&#039;s knock), he sat in wait for Kib, his main contact, while Zealeus continued drinking, and Gilerl enjoyed a bowl of kitten stew. A full hour passed in this manner, and Kleptinax stood impatiently to leave, when the front door burst open and Kib returned, laden with the procured goods. Greeting Kleptinax cordially, he set aside the bundle to hear what he had to say.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The false Halflings entered the city some while ago, as you said, and we have been tailing them, since,&amp;quot; Kleptinax stated, flatly. &amp;quot;They have yet to join with the main force, wherever it may be, and we wish not to tip our hand until the bulk of the infiltration party can be found.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is wise,&amp;quot; replied Kib, &amp;quot;and Thoven is pressing his investigation into their location, but we are hindered with a lack of knowledge of the city&#039;s layout.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are not alone in that, my friend,&amp;quot; said Kleptinax, &amp;quot;for this is an old city, and full of passages far more ancient than the oldest among us can remember. A Dwarf could explore for his entire life, and not reveal them all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hear, hear!&amp;quot;, interjected Zealeus, in a haze. Kib and Kleptinax glanced puzzledly in his direction, while Gil worried a corner of the central table with his axe. In the silence, a light snore erupted from Thed&#039;s bed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, that&#039;s where you are!&amp;quot;, exclaimed Kib, who strode across the low-ceilinged room to poke the slumbering Gnome, who awoke with a start. &amp;quot;Here, take these, and put on th--&amp;quot;, Kib continued, but was then interrupted by the door slamming open. All eyes turned that way as Thoven rushed in, panting, his face flushed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Kobolds have infiltrated the bowels of the city,&amp;quot; he gasped, losing no time. &amp;quot;My contact is slaughtered, and his comrades surely suffer the same fate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence, punctuated by Thoven&#039;s sharp breaths, filled the room, as each absorbed this new information.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is this?&amp;quot;, inquired Kleptinax.&lt;br /&gt;
&lt;br /&gt;
Thoven described the area, still short of breath.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But that area adjoins the aqueducts! Their point of entry could be anywhere in that maze,&amp;quot; said Kleptinax. &amp;quot;We&#039;re no closer to finding our enemy, and precious time has been lost!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Thed spoke up. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;But last time we were there, we saw an entry-way, didn&#039;t we? And, I mean, that&#039;s all well and good, there could be many... But that wasn&#039;t all, was it? I mean, we turned on a light, and there were Halfling boaters there. But there were no lights, right? I mean, we brought one down, and they got us to quench it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re sure of this?&amp;quot;, Kib asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, it would make sense,&amp;quot; Thed answered. &amp;quot;The smugglers have been hit first, and they were using that tunnel for ages.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Smugglers?&amp;quot;. Kleptinax leaned forward, voice raised. &amp;quot;Just what kind of contacts are you--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Captain,&amp;quot; interrupted Kib, &amp;quot;if what he is saying is correct, we haven&#039;t much time. Thoven, Thed, you can remember how to get to this place, correct?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Both nodded their assent, and each filling the other&#039;s gaps, gave a hasty description.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then that will be where we will strike,&amp;quot; said Kleptinax. &amp;quot;You&#039;re right, we can waste no time. Assemble in my office in thirty minutes time. I will see you then.&amp;quot; He rose, signaled his guards, and headed out without another word.&lt;br /&gt;
&lt;br /&gt;
==Discussing==&lt;br /&gt;
&lt;br /&gt;
Thirty minutes later, the group arrived at the office. Kleptinax was there, standing with four other Dwarves. One&#039;s regalia immediately identified him as Thane, another as Kred&#039;s Hadriarch. The two others wore no identifying insignia.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gentlemen, you have arrived. Your Majesty, I wish to introduce Kib Absold, and his companions, Thed, Thoven, Gilerl and Zealeus, who have warned us of this threat,&amp;quot; said Kleptinax.&lt;br /&gt;
&lt;br /&gt;
Kib bowed deeply to the Thane. &amp;quot;It is an honor, Your Majesty.&amp;quot; Zealeus, remembering his manners, did the same, while Gilerl picked his nose.&lt;br /&gt;
&lt;br /&gt;
Kleptinax continued his introductions. &amp;quot;This is our Hadriarch, (insert name here), and these gentledwarves are Buttl (maybe?) and (yeah, I don&#039;t even know the other dude&#039;s name).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The blessings of Alexandria guide you, Hadriarch,&amp;quot; Kib said, bowing once more. &amp;quot;And also with you, my Son,&amp;quot; the Hadriarch responded. Zealeus followed suit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, then, as time is of the essence,&amp;quot; said Kleptinax, moving behind his desk, &amp;quot;let&#039;s get down to business&amp;quot;. Arrayed on the desk was a rough map, with two areas marked. &amp;quot;This is the location that you have described, and by our best guess, marks the area of the infiltrators&#039; main force. If your earlier reports are correct, it will consist of a fighting force of between fifty and a hundred Kobolds, with little or no magical support.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fifty or a hundred, minus three,&amp;quot; said Thoven. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; continued Kleptinax. He indicated one of the areas. &amp;quot;And here,&amp;quot; he said, &amp;quot;is where we have tracked the disguised Kobolds you tipped us off to earlier, a force of twenty to thirty adepts.&amp;quot; He indicated the other marked area.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I propose, as you no doubt surmise, that we strike each independently, before their force can be joined. We have the element of surprise, and the more time we waste, the more time the infiltrators will have to swell their ranks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of these groups will be led by myself,&amp;quot; Kleptinax continued, leaning forward, &amp;quot;and the other will be led by you, Kib.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? This is outrageous!&amp;quot;, shouted (whatshisface). &amp;quot;It is Dwarven blood that will be spilled, and it must be Dwarves who will lead them in!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kib Absold has proven that he and his are team more than capable, and I cannot spare our leadership from our part of the offensive,&amp;quot; retorted Kleptinax, voice raised.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But he is an outsider! He can have no appreciation for our customs, or our people! He can have no understanding of what it means to bring Dwarves to the charge! He-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Enough!&amp;quot;, stated the Thane, his powerful voice reverberating in the small chamber. &amp;quot;I have already accepted Kib&#039;s appointment, on Kleptinax&#039;s recommendation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(whatshisface) closed his mouth, abashed. The Thane continued, turning to face Kib.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kib and his group have demonstrated their loyalty to us, and by all accounts, have shown themselves more than up to the task. I have no doubt that Kib will lead our Dwarves as he would lead his own, and with the same regard.&amp;quot; He turned once more to (whathisface). &amp;quot;My decision is final.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib bowed low, once more. &amp;quot;Your faith in my abilities deeply honors me, Your Majesty.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then you accept&amp;quot;, said Kleptinax. &amp;quot;Good. Now, I wish your input on tactical considerations. You know best the strengths of your team--which threat do you wish to address?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib thought for a moment, then replied, &amp;quot;It is my belief that the specialized force should meet the specialized threat. We will attack the adepts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are certain,&amp;quot; Kleptinax returned. &amp;quot;This is no inconsiderable danger, and the magical ability already displayed by this force has been significant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am certain,&amp;quot; Kib said. &amp;quot;We should also engage with a few in melee, while the bulk of the force attacks from a distance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Very well, mostly crossbowdwarves, and a couple of axedwarves. It shall be done. You will need magical assistance, which the Hadriarch, and (his? her?) acolytes can provide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Name the spells you will need, and you will have them,&amp;quot; said the Hadriarch, in deep, rich tones. &amp;quot;All non-Dwarves will, of course, be provided with dark sight for this mission, but you must have other requests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib thought some more, then spoke: &amp;quot;A magical shield, to ward against magical missiles, and magical armor to ward against more mundane attacks.&amp;quot; He pondered for a bit more, then added, &amp;quot;and protection from fire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then these will be provided,&amp;quot; said the Hadriarch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Very well. It is settled. We must hurry. I will assemble the teams, and we will rally here.&amp;quot; Kleptinax indicated a place on the map. &amp;quot;Go there directly, and we will meet you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kib nodded, and bowed once more to the Thane and the Hadriarch in turn. &amp;quot;Omnity guide us all,&amp;quot; he said, and turned, leaving with the rest of the group.&lt;br /&gt;
&lt;br /&gt;
Some while later, at the rally point, the party met Kleptinax. He handed a stone and a scroll to Kib, and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This stone will allow you to communicate. Speak into it, and I will hear. The scroll contains a spell that will give speed to any four of your allies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kleptinax gestured behind him, and eight Dwarves detached themselves from the rest of the force.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Six crossbowdwarves and two axedwarves will accompany you. They are now under your command.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Dwarves saluted Kib, who returned the gesture.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good luck. Alexandria guide you,&amp;quot; said Kleptinax. He saluted, turned and, with a few short orders, left with the rest of his squad.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright. Let&#039;s move,&amp;quot; Kib said, and the force departed into the tunnels.&lt;br /&gt;
&lt;br /&gt;
==Fighting==&lt;br /&gt;
&lt;br /&gt;
The party, nine Dwarves, three Gnomes, and a lone Human, approached a long-abandoned cemetery. A high wall, overgrown with strange fungi common to those wet tunnels, blocked all view. From within could be heard the sounds  of muffled conversation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright,&amp;quot; said Kib. &amp;quot;This is it. Gil, Thed: Peek over that wall, if you can. Axes, be ready to charge with me. Crossbows file in after, and keep distance if possible. Zealeus, stay behind the first line and provide assistance where you can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He turned to Thoven and handed him the scroll. &amp;quot;Use this when we have engaged the enemy. Once that is done, support as you are able.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Gil and Thed returned. Thed, rubbing his shoulder, stated, &amp;quot;They are all there, with some others. We saw the bulk of the adepts on this side, toward the entrance, and some others farther back, toward the crypts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gil nodded. &amp;quot;Don&#039;t know we&#039;re here. Big surprised.&amp;quot; He grinned widely and fingered his axe.&lt;br /&gt;
&lt;br /&gt;
Kib responded, &amp;quot;Enthusiastic as always, Gilerl. Alright.&amp;quot; He turned, and took up position in the front. &amp;quot;Gil will charge with me.&amp;quot; Gilerl raced to his side, bouncing with mad glee. &amp;quot;Thed, support the crossbows. If possible, find a flanking position, although it appears they will have us effectively funneled in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He slung forth his guisarme. &amp;quot;Alright! Now is the time. Now we strike! FOR KRED!&amp;quot;, and, with this, he charged forward into the entrance. Charging the first Kobold he could see, he swept him up and dealt him a savage blow.&lt;br /&gt;
&lt;br /&gt;
The Kobolds, though shocked, were well-trained, and responded immediately with chants and arcane motions. A host of magical bolts raced through the air, two for every adept, and shot towards Kib, only to explode harmlessly around him in a shower of sparks. Gilerl, coming shortly after Kib, raced to a Kobold, and promptly sliced him in half, laughing a mad laugh. The axedwarves came soon after, setting into their grim work with the stolid determination characteristic of their race. The Kobolds shouted in rage, and rushed to take defensive positions. The battle was joined.&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Post-Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 - From Forums&lt;br /&gt;
What started as a well planned, well coordinated attack ended a bloody slog in the mud, but the party carries the day! Dan finally collapses, and you take stock of the scene. Your twelve crossbowmen are all chard husks, victim of a flaming ball of fire from the one who called himself The Professor. One of your axedwarves dead, the other alive - only just - thanks to the last of Zealeus art, stabilized by feeble orisons of healing. But, despite the toll, you cannot help but rejoice. None of your friends fallen, and you hobble together as a group to take stock. You are battered, bloodied, covered in muck and gore, but all alive, and all conscious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Experience:&lt;br /&gt;
The Apprentices&#039; Camp&lt;br /&gt;
CR 12 Encounter. [Party&#039;s ECL was 6 with their backup]&lt;br /&gt;
XP : 4,000 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, you realize there is nothing to do but wait from word from Kleptinax. What has he found down in the Aqueduct? Anxious and nervous as the adrenaline runs its course, you search and pile the Kobolds&#039; bodies, allowing the cart-turned-pyre of the crossbowmen to burn. Zealeus performs last rites over the fallen, while the rest of the party scavenges the scene. It is disturbing for another reason, as well: Goblins and Kobolds, fallen together. Swingin&#039; Dan, the Goblin chain fighter, even spoke Kobold as he fought to the last. Cooperation of Goblins and Kobolds is all but unheard of, especially in Gildenhome, where the two races are separated by task and good sense. This strange new abolition movement has just gotten stranger: not only does it seem to be orchestrated by members of the Goodly Races, it now seems that it involves not just Kobolds and Goblins alike, but in concert. It seems impossible, and yet here is the proof. Goblins working to free kobolds?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Gnomes&#039; ability to detect magic makes quick work of the looting, and you find yourself unsurprised at the outfitting and sophistication of the group. The Goblins were all armed with masterwork equipment [MW leather and longsword], of Fresian make, while the apprentices were without arms or armor. The leaders of this group, however, you find to be laden with treasure. On The Professor, you find a magical monocle, a wand, and a magical ring. He has many empty parchments, once scribed with powerful illusions that kept his apprentices masked as Halflings. Swingin&#039; Dan has his signature spiked chain, along with masterwork studded leather, also of Fresian make. Among the bodies you find a small collection of coins: 4 platinum, 198 gold, 2,430 silver, and 1,111 copper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After what seems like hours, your communication stone activates. Kleptinax has been successful! His force, consisting of the bulk of the Kred guard, encountered a large force of Kobolds, close to 75. The battle was a difficult one, but they were able to use close corridors to their advantage and suffered only moderate casualties, and few deaths. The force was lead by a large Kobold with a wicked magical greataxe, which Kleptinax has claimed as a prize. He receives word of your own party&#039;s losses with sadness, but tells you that the fight is won for the day. You should rest and recuperate, and see him in the fortress on the morrow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You fall asleep quickly, and sleep a dreamless sleep of exhaustion. In the morning, tense and sore, you eat a small breakfast (light on cat) and visit Kleptinax in his office. His own injuries, if they were sustained at all, have been healed up. The battleaxe he now carries is truly a fine thing: clearly of Dwarven make, and adamantium by appearances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He tells you not to worry about the losses: if only he&#039;d sent more than two axedwarves, or a dozen marksdwarves. His own losses were mild by comparison, and he easily could have spared the numbers, and so takes the blame for your heavy casualties on his own soul. He understands that you will probably be moving on soon, as - with the Masked Gnome captured and the infiltration thwarted - information should lead to the collapse of any remaining cells. The the City Guard will have things sorted out and the last of the cells busted up in the next few days and asks you, on behalf of the Thane, to stay on a couple of days. They would like to take the time to counter their grief with a time of feting on your behalf, and would see you properly rewarded before you go. You, of course, accept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In that time, they heal your wounds and you are kept on at the Kitten Bone Crossbow, on the Thane&#039;s tab. A service that will always be extended, within reason, while in Kred. Additionally, the Banks are ordered to exchange your Wydmoor electrum for coins of your choosing without taking a percentage, despite nominal conventions to the contrary. In addition, they identify your remaining magic items for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bric-A-Brak You Have But Not Identified:&lt;br /&gt;
- Masked Gnome&#039;s Armor : +2 Leather Armor, +5 Enhancement Bonus on Hide Checks&lt;br /&gt;
- Thoven&#039;s Mystery Wand : Wand of Light (46 Charges) (From the Masked Gnome&#039;s Lair)&lt;br /&gt;
- Thovens 2 Mystery Potions : Potions of Invisiblity to Undead (From the Masked Gnome&#039;s Lair)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From The Professor:&lt;br /&gt;
- Ring of Elemental Transmogrification (aka The Professor&#039;s Ring)*&lt;br /&gt;
- The Professor&#039;s Monocle (When Worn : -10 Spot, +5 Decipher Script, +5 Disable Device. If used for more than 10 rounds in a single day, causes massive headaches, aka 1 points of INT damage.)&lt;br /&gt;
- Wand of Haste (32 Charges) (Does what it says on the tin.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spend a few days in town (feel free to discuss something to spend money on/whatever downtime bullshit in this thread before we restart for chapter 2 in 2010 in this thread), and are called into a feast with the Thane before leaving for Draglet. [Unless you guys want to not go there, I assumed that would be where you go after Kred is wrapped up, which is it... for now, anyway. We could always visit the forthouse again, I guess, and put off the stuff below until after the next game.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On your way out of town, you have dinner with the luminaries of Kred. The Thane, the Hadriarch, Kleptinax, and several others attend and celebrate your success. Song, drink, and talk flow endlessly, and by sundown you realize you&#039;re clearly not leaving town until at least the day after tomorrow. There are some self-congratulatory speeches near the end of the night, and a red-cheeked Kleptinax stands up. He indicates that, not only was the plot foiled, at least in this part of Gildenhome, but a secondary good came, as well. The entrances used by the Kobold advance force were unknown to the City Guard, and were a major corridor for smuggling. Thanks to Thoven&#039;s tip, the corridor has been shut off for good, and several smugglers put out of business. [Bridges with smuggling past pretty well burnt, pun very much intended. You&#039;re firmly one of the good guys now, mate. ;) ] The assault team had with them a great deal of masterwork Fresian weapons and arms, some of medium size (for the goblins, perhaps?), which are being used to resupply and rebuild the Kred City Guard. (small size ones being sold to the gnomes) He opines that whatever larger danger is afoot, it is arrested in Kred for now, and he has faith in your group to get things done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kib he singles out for praise. As the nominal leader of the group, he has led what appears to Kleptinax to be a &amp;lt;strikethrough&amp;gt;mouth breathing band of troglodytes&amp;lt;/strikethrough&amp;gt; a very diverse and unpredictable band to great success against challenges far beyond their seeming measure. Since his arrival in Kred he has been a tireless supporter of the Dwarven race, and has risked and sacrificed countless times on their behalf, all without seeking individual reward or magical loot. Kleptinax says that is his great honor to present Kib with this token of esteem, and proof throughout Gildenhome that he is friend to Dwarves. It is his hope that it might aid Kib on his own quest, which he no doubt spilled a little bit of in a loose moment of drink around his table, if not before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lesser Belt of Dwarvenkind&lt;br /&gt;
When worn, grants the following effects:&lt;br /&gt;
- Toughness Feat&lt;br /&gt;
- Darkvision, 40 Feet&lt;br /&gt;
- Stonecutting (+1 Bonus)&lt;br /&gt;
- Stability (+2 bonus)&lt;br /&gt;
- +1 Save vs. Poison&lt;br /&gt;
- +1 Save vs. Spell and Spell Like Effect&lt;br /&gt;
- +2 CHR Checks and skills with Dwarf, +1 CHR checks and skills with Gnome&lt;br /&gt;
- -1 CHR checks and skills with Human, Elf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thoven is thanked for his part in breaking the smugglers of Kred, particularly for information about the secret lair, aqueduct smuggling path, and so forth. He receives from Kleptinax, taken from the loot of the other encounter the party opted not to take :&lt;br /&gt;
&lt;br /&gt;
Bag of Holding (Type I)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thed and Gil are celebrated for their part in the affair, and take the items won with the Thane&#039;s blessing. Zealeus is complimented by the Hadriarch for his part in the affair and given leave to follow this group &amp;quot;for the duration of its necessity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whole Party - Acquire Bonus Feat:&lt;br /&gt;
Solid Kred-entials&lt;br /&gt;
+2 to all diplomacy rolls made in Kred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End, Chapter One : The Kobolds of Kred&lt;br /&gt;
Up Next for 2010:&lt;br /&gt;
&lt;br /&gt;
Choices:&lt;br /&gt;
[1] Intermission : The Stonehouse Mines [Dungeon, unknown depth or duration.]&lt;br /&gt;
[2] Chapter Two : What a Drag(let) [Follow the Dwarf Brothers&#039; letters]&lt;br /&gt;
[3] Sandbox : Press Triangle to open World Map and Move Freely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Votes and scheduling info in advance?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Individual Awards:&lt;br /&gt;
&lt;br /&gt;
Kib:&lt;br /&gt;
Master Tactician [50 XP]&lt;br /&gt;
&amp;quot;That spell that stops magic missiles cold? And maybe some fire resistance?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thoven:&lt;br /&gt;
Thoven the Bold! [20 XP]&lt;br /&gt;
Thoven Koboldsbane [25 XP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PS --&lt;br /&gt;
Kred Fortress is left poorer for the experience, despite the defeat of the [SEIGE].&lt;br /&gt;
Kred City Guard.&lt;br /&gt;
[CHAIN] changes to [LEATHER]&lt;br /&gt;
[MARKSDWARF] changes to [SWORDSDWARF]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They&#039;ll be carving coffins for a week.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Remember those Melf&#039;s Acid Arrows that weren&#039;t?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Professor&#039;s Ring&lt;br /&gt;
Current Charges : 1 [Max Charges : 5]&lt;br /&gt;
Refill charges by expending spell slots on a 1:1 exchange . (3 cantrips or 1st level : 1 charge, 2nd level : 2 charge, etc.) When casting a spell, as a free action, you may expend a number of charges equal to the spell level of the spell to substitute one elemental type for another (ie: 1 charge will turn a Burning Hands into a Freezing Hands, or 2 charges will turn a Flaming Sphere into an Electric Sphere, or 3 charges would turn Fireball into Acidball**, etc. Sorry, only level 3 and below spells.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Remember I said it was lucky you guys had fire resist? Not cos of the piddly 2d4 burning hands. that 6d6 fireball could have easily come out something else, but he didn&#039;t know! He ended up using 4 of the charges on the 2 acid arrows (the first was electric, the second was cold)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PPS: CC&#039;ed to our stand ins because they bought a share, and get a small bonus % for subbing.&lt;br /&gt;
PPPS: From the CC, not that you care, but -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also: HELEN gets the Tapped Out achievement. (I think it is)&lt;br /&gt;
(Achievements track PLAYERS, not CHARACTERS. For exhausting all of Zealeus&#039; spells - the last of the orisons went to save the last axedwarf) Congrats on a very rare achievement!&lt;br /&gt;
&lt;br /&gt;
Also also: Thed gets Brinksmanship, managing to be the second of Team MeFight to achieve that distinction. They seem to like living on the edge.&lt;br /&gt;
&lt;br /&gt;
[Category:MeFight Session Notes]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Oracles&amp;diff=2396</id>
		<title>Talk:Oracles</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Oracles&amp;diff=2396"/>
		<updated>2009-12-06T04:20:29Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, are the oracles actually children, or do they just take that form? -[[User:Slitherrr|Slitherrr]] 14:55, 5 December 2009 (EST)&lt;br /&gt;
: there are no longer oracles, there is not even that level of contact anymore. At the time they were just kids, snatched up from their famlies as soon as the connection was detected. -gm&lt;br /&gt;
::So the oracles didn&#039;t last very long, I suppose. -[[User:66.207.92.41|66.207.92.41]] 23:20, 5 December 2009 (EST)&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Achievements&amp;diff=2183</id>
		<title>Talk:Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Achievements&amp;diff=2183"/>
		<updated>2009-11-17T00:00:02Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone wants to pretty this up, I would be most super happy #1 panda. --sarah&lt;br /&gt;
&lt;br /&gt;
Current Achievement Unlocked:&amp;lt;BR&amp;gt;&lt;br /&gt;
ALL STARS: 6, for an average of 1 achievements per player. (Not counting Qa&#039;s death or myself)&amp;lt;BR&amp;gt;&lt;br /&gt;
ALPHA TEAM: 5, for an average of 1.25 achievements per player.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Advantage : ALPHA TEAM! (And we don&#039;t even GIVE RP awards!)&lt;br /&gt;
:Who is ALPHA TEAM? -[[User:66.207.92.41|66.207.92.41]] 18:56, 16 November 2009 (EST)&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Also: Is this ALL the achievements? It seems short. &lt;br /&gt;
-gm&lt;br /&gt;
&lt;br /&gt;
Bah, can&#039;t use style tags to define classes.  Foo on that. -[[User:66.207.92.41|66.207.92.41]] 19:00, 16 November 2009 (EST)&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Achievements&amp;diff=2182</id>
		<title>Talk:Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Achievements&amp;diff=2182"/>
		<updated>2009-11-16T23:59:49Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone wants to pretty this up, I would be most super happy #1 panda. --sarah&lt;br /&gt;
&lt;br /&gt;
Current Achievement Unlocked:&amp;lt;BR&amp;gt;&lt;br /&gt;
ALL STARS: 6, for an average of 1 achievements per player. (Not counting Qa&#039;s death or myself)&amp;lt;BR&amp;gt;&lt;br /&gt;
ALPHA TEAM: 5, for an average of 1.25 achievements per player.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Advantage : ALPHA TEAM! (And we don&#039;t even GIVE RP awards!)&lt;br /&gt;
:Who is ALPHA TEAM? -[[User:66.207.92.41|66.207.92.41]] 18:56, 16 November 2009 (EST)&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Also: Is this ALL the achievements? It seems short. &lt;br /&gt;
-gm&lt;br /&gt;
&lt;br /&gt;
Bah, can&#039;t use style tags to define classes.  Foo on that.&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Achievements&amp;diff=2181</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Achievements&amp;diff=2181"/>
		<updated>2009-11-16T23:59:20Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Achievements===&lt;br /&gt;
&amp;lt;style type=&amp;quot;text/css&amp;quot;&amp;gt;&lt;br /&gt;
.team-alpha{ color: red }&lt;br /&gt;
.team-mefight{ color: blue }&lt;br /&gt;
.all-stars{ color: green }&lt;br /&gt;
&amp;lt;/style&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Key: &amp;lt;span class=&amp;quot;team-alpha&amp;quot;&amp;gt;Team Alpha&amp;lt;/span&amp;gt;,&amp;lt;span class=&amp;quot;team-mefight&amp;quot;&amp;gt;Team MeFight&amp;lt;/span&amp;gt;,&amp;lt;span class=&amp;quot;all-stars&amp;quot;&amp;gt;Wydmoor All-Stars&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| 1-800-222-1222 || Suffer the ill effects of poison on two different occasions in the same game session || Yes || 25xp || Matt Jones || Matt Allen&lt;br /&gt;
|-&lt;br /&gt;
| Actors Anonymous || Win role-playing award two games in a row. || Yes || 200xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Animal Shelter || Save a group of five or more animals at one time. || Yes || 100xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Bartender || Create 3 magical potions for three different players || Yes || 30xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Brinksmanship || Recover from -9 hit points. || Yes || 100xp || Matt Jones || Slitherrr &lt;br /&gt;
|-&lt;br /&gt;
| Cat Napper || Being rendered involuntarily unconscious twice in a single session. || Yes || 50xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Civic Pride || Become a government offical || Yes || 250xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Convert the Heathen || Get someone to worship something they originally were at best indifferent about. || Yes || 50xp || Trav ||&lt;br /&gt;
|-&lt;br /&gt;
| D&amp;amp;D B&amp;amp;E || Take at least 1000 gold pieces worth of items from someone&#039;s house. || Yes || 50xp || Matt Jones || Sarah, Daniel&lt;br /&gt;
|-&lt;br /&gt;
| Hearts and Crafts || Create a magical item worth at least 500 gold pieces || Yes || 50xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Holier Than Thou || Tithe to a church at least once a month for an entire in game year. || Yes || 120xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Insomnia || Go a two weeks without a full night&#039;s rest. || Yes || 140xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Lumberjackal || Chop down 10 trees. || Yes || 30xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Morituri te Salutamus || Defeat a creature or NPC at least equal to your level in single combat. || Yes || 10% bonus || Matt Jones || Slitherrr&lt;br /&gt;
|-&lt;br /&gt;
| Ninjastic || Kill an enemy without them ever knowing you were there. || Yes || 15xp || Mattie ||&lt;br /&gt;
|- &lt;br /&gt;
| Perfect Attendence || Witness the absence of every other player from at least one game, without missing a game yourself. || Yes || 250xp || Matt Jones ||&lt;br /&gt;
|- &lt;br /&gt;
| Ratachat Chat || Talk to a rodent for more than fifteen minutes. || Yes || 25xp || Mattie || Trav&lt;br /&gt;
|-&lt;br /&gt;
| Regicide || Kill a king, queen, princess, or prince. || Yes || 250xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Run &amp;amp; Hide || Successfully escape from a creature with hit dice equal to twice your level. || Yes || 5% of creature || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Soothe the Savage || Befriend a group of four or more animals that would normally try to kill you or your party. || Yes || 40xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| The Guard Said WHAT || Make more than 5 typos in a row where you say something in character that you should have said OOC. || Yes || Embarassment || Matt Allen || Matt Jones&lt;br /&gt;
|-&lt;br /&gt;
| These Go to -11 || Die. || Yes || Condolences || Matt Jones || Jason&lt;br /&gt;
|-&lt;br /&gt;
| Thiefdom || Pickpocket or steal two things in a single game session without being noticed/caught. || Yes || 10xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Two Birds || Kill exactly two enemies with the same spell or attack roll. || Yes || 20xp || Mattie || TooMuchPete&lt;br /&gt;
|-&lt;br /&gt;
| Wealth Redistribution || Rich become less rich, poor become less poor.  All for everyone&#039;s own good. || Yes || 25xp || Trav ||&lt;br /&gt;
|-&lt;br /&gt;
| Papers, Please? || Obtain a license, writ, citation, or diploma. || Yes || 15 xp || Matt Jones || Mattie, Sarah&lt;br /&gt;
|-&lt;br /&gt;
| Easy Come, Easy Go || Suffer the loss, disenchantment, or destruction of a magic item worth at least 1500 gold. || Yes || 150 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Heroic Internship || Acquire a human or humanoid follower for at least three game sessions. || Yes || 25 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Clean Up on Aisle 3 || Do maximum damage with a critical hit. || Yes || 10 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Mistaken for Deer || Unintentionally inflict damage upon a teammate with something other than an area affect spell || Yes || 5 xp || Daniel E || TooMuchPete&lt;br /&gt;
|-&lt;br /&gt;
| Collecting Cobwebs || Neglect the use of an ability for an entire level || Yes || 5 xp || Daniel E || TooMuchPete&lt;br /&gt;
|-&lt;br /&gt;
| Come on, it&#039;ll be fun! || Convince a party member to do something contrary to their normal alignment || No || || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| Could be Handy, Someday || Use a character trait or non-typical skill (e.g. basket weaving) in a way that significantly helps the party || No || || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| That&#039;s What Your Wife Said || Unintentionally provoke an NPC to a negative reaction through poor role-playing or a botched roll || Yes || 10 xp || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| I&#039;d Like a Dozen Munchkins || Instruct a party member on how to better use or increase a stat, skill, or ability without their askance || Yes || 5 xp || Daniel E || Slitherrr&lt;br /&gt;
|-&lt;br /&gt;
| Time for Plan B || Construct an elaborate course of action, plan, or trap which catastrophically fails due to a botched roll || Yes || 25 xp || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| Would You Like Syphillis With That? || Engage in sexual relations, in-game || Yes || 50 xp || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| Overachiever, and proud of it. || Make 5 or more rolls against your worst stat in one game, and succeed at all of them. || Yes || 50 xp || Travis ||&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Achievements&amp;diff=2180</id>
		<title>Talk:Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Achievements&amp;diff=2180"/>
		<updated>2009-11-16T23:56:25Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone wants to pretty this up, I would be most super happy #1 panda. --sarah&lt;br /&gt;
&lt;br /&gt;
Current Achievement Unlocked:&amp;lt;BR&amp;gt;&lt;br /&gt;
ALL STARS: 6, for an average of 1 achievements per player. (Not counting Qa&#039;s death or myself)&amp;lt;BR&amp;gt;&lt;br /&gt;
ALPHA TEAM: 5, for an average of 1.25 achievements per player.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Advantage : ALPHA TEAM! (And we don&#039;t even GIVE RP awards!)&lt;br /&gt;
:Who is ALPHA TEAM? -[[User:66.207.92.41|66.207.92.41]] 18:56, 16 November 2009 (EST)&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Also: Is this ALL the achievements? It seems short. &lt;br /&gt;
-gm&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Wild_Gnomes&amp;diff=2003</id>
		<title>Wild Gnomes</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Wild_Gnomes&amp;diff=2003"/>
		<updated>2009-11-02T02:40:48Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wild Gnomes are not so different from their Hakani cousins in many ways. If anything, they are even more zealously freedom loving, eshewing the comforts of urbanity to make their living among the hard wastes. Though they live in [[Gildenhome]], most would consider their home simply to be &amp;quot;[[Scarlands|The Scar]].&amp;quot; They speak Gnomish, although a unique dialect, and maintain Gnomish traditions and customs, adapted for wilderness life. They wander in small, semi-nomadic bands of - at most - a dozen families. Hakani Gnomes look at their wild cousins with a mixture of bemusement and confusion. Gnomish cultural solidarity pretty much keeps Hakani Gnomes from outright disdaining the Grathel&#039;feggn, but they certainly do not understand why they insist on fighting out a meager existence in the wastes when the restored homeland is always open to them.&lt;br /&gt;
&lt;br /&gt;
Leaders of many of the larger bands of the Grathel&#039;feggn are officially granted several representatives [[Paggebedalon]], the Gnomish parliament, but only in time of great crisis to they make the trip. Their votes are held and used &amp;quot;in trust&amp;quot; by the [[Speaker for the Gnomes]], one of the several &amp;quot;in trust blocs&amp;quot; that wield great authority in the [[Paggebedalon]].&lt;br /&gt;
&lt;br /&gt;
As Wild Gnomes have lived within the brutal Scarlands for many thousands of years, their culture and physiology differs enormously from their more refined cousins. Which group is closer to the Gnomes of Old Hakan is a subject of intense and sometimes pugilistic debate among Gnomish sages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Information ==&lt;br /&gt;
&lt;br /&gt;
Wild Gnomes are not tinkers or people of the city. The Scarlands are a brutal and unforgiving expanse, filled with hostile creatures and servitors, and the Wild Gnomes have adapted to their adopted homeland. These are not badger chatting forest dwellers, or mound living illusionists, either, but they share some of the wilderness characteristics of PHB Gnomes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wild Gnome characters should refer to the following during creation:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+2 Con, -2 Str: Wild Gnomes are physically small, and thus weaker on average than other humanoids. However, their harsh homeland has made the Wild Gnomes into a hearty and resilient race. While not as bright as their cousins, Wild Gnomes are still very clever, and enjoy vivid stories and riddle games, and maintain expansive oral histories. &lt;br /&gt;
&lt;br /&gt;
Small: As small size creatures, gnomes get +1 to AC, +1 to attack rolls, and +4 to hide check (all &amp;quot;size&amp;quot; bonuses). They must also, however, use smaller and less damaging weapons, as well as having 75% the carrying capacity of a medium size creature. This operates as stated in the PHB/SRD.&lt;br /&gt;
&lt;br /&gt;
A Wild Gnomes base speed is 20 feet.&lt;br /&gt;
&lt;br /&gt;
Low-Light Vision.&lt;br /&gt;
&lt;br /&gt;
Weapon Familiarity: Almost every gnome undergoes training with the Gnomish hook hammer, and so it is treated as a Martial Weapon rather than an Exotic weapon. This operates as stated in the PHB.&lt;br /&gt;
&lt;br /&gt;
+2 saving throw vs. Illusion: Gnomes are often both cynical and perceptive, and are much more likely to see through illusions.&lt;br /&gt;
&lt;br /&gt;
+2 racial bonus on Hide checks, which improves to +4 in the wilderness.&lt;br /&gt;
&lt;br /&gt;
+1 racial bonus on attack rolls versus kobolds and goblinoids. Wild Gnomes have not regularly encountered humans in dozens of generations, at least, and long tradition of animosity with them has been largely replaced by the day-to-day struggle with servitors. &lt;br /&gt;
&lt;br /&gt;
+4 Dodge AC bonus against &amp;quot;Giant&amp;quot; type monsters. This operates as stated in the PHB/SRD.&lt;br /&gt;
&lt;br /&gt;
+2 racial bonus on Listen checks. This operates as stated in the PHB/SRD.&lt;br /&gt;
&lt;br /&gt;
Wild Gnomes are keen and crafty survivalists. The receive a +2 racial bonus to Survival checks.&lt;br /&gt;
&lt;br /&gt;
Spell Like Abilities: Pass without Trace (Su): A wild gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels. Part of the Wild Gnomes survival strategy is stealth and ambush, and are experts at covering their trails and throwing off pursuit from their larger, faster enemies.&lt;br /&gt;
&lt;br /&gt;
Gnomes may not learn the language of woodland creatures.&lt;br /&gt;
&lt;br /&gt;
Favored Class: Ranger.&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kib_Absold&amp;diff=1606</id>
		<title>Kib Absold</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kib_Absold&amp;diff=1606"/>
		<updated>2009-09-16T17:53:09Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: /* Tactical Philosophy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Background==&lt;br /&gt;
&lt;br /&gt;
Kib was born to a family of lower merchant class, the fifth of ten children (third son).  His father was a stonemason with a keen mind for business, whose acumen allowed him to buy a Lordship and enter his family into the nobility.  With his father&#039;s support and new-found influence, Kib was brought up into the military as an officer.&lt;br /&gt;
&lt;br /&gt;
A couple of years before the beginning of our story, Kib served in Odessa&#039;s armed forces, campaigning in Alexia and Celstia.  He fought and led well enough, and was in the running for a commendation into a real military command, but a scandal involving his father caused him to be sent on assignment far away to Gildenhome, then summarily discharged.  Stripped of name, title, and rank, he found himself in a town far from his home, seeking means to return and clear his father&#039;s name.&lt;br /&gt;
&lt;br /&gt;
==Tactical Philosophy==&lt;br /&gt;
The Odessan infantry mainly makes use of the longspear to support its longbowmen, but while in Alexia, Kib picked up a respect for the skilled use of the more martial pole arms, and has adapted their use into his own arsenal.  He also carries a shield and warhammer for close quarters, and a shortbow for long-distance situations.  He has also trained in unarmed combat, for flexibility.&lt;br /&gt;
&lt;br /&gt;
In general, he prefers use compromise to avoid combat, but does not shy from battle when it is thrust upon him.  He knows the value of live prisoners, and respects his foes&#039; motives as potentially being valid, even when they are in conflict with his own.  This sympathy aids his diplomacy.&lt;br /&gt;
&lt;br /&gt;
He is unwilling to kill helpless prisoners if he does not perceive them as a threat, although he has no qualms against dispatching helpless foes if he thinks they will pose a significant problem later on.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Kib would eventually like to see his father&#039;s reputation and title restored.  He is convinced that nothing that his father was accused of could have happened, and knows he must hurry, before the stay in prison takes its toll.&lt;br /&gt;
&lt;br /&gt;
Kib&#039;s immediate goals are to find enough work to get him enough money to start finding the information he needs to find.  He knows that a regular job won&#039;t cut it, and stories of the vast riches recovered by soldiers of fortune and adventure-seekers have given him hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*SPOILER*&#039;&#039;&#039; [[Kib Absold&#039;s Character Sheet]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kib_Absold&amp;diff=1605</id>
		<title>Kib Absold</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kib_Absold&amp;diff=1605"/>
		<updated>2009-09-16T17:52:46Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: /* Tactical Philosophy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Background==&lt;br /&gt;
&lt;br /&gt;
Kib was born to a family of lower merchant class, the fifth of ten children (third son).  His father was a stonemason with a keen mind for business, whose acumen allowed him to buy a Lordship and enter his family into the nobility.  With his father&#039;s support and new-found influence, Kib was brought up into the military as an officer.&lt;br /&gt;
&lt;br /&gt;
A couple of years before the beginning of our story, Kib served in Odessa&#039;s armed forces, campaigning in Alexia and Celstia.  He fought and led well enough, and was in the running for a commendation into a real military command, but a scandal involving his father caused him to be sent on assignment far away to Gildenhome, then summarily discharged.  Stripped of name, title, and rank, he found himself in a town far from his home, seeking means to return and clear his father&#039;s name.&lt;br /&gt;
&lt;br /&gt;
==Tactical Philosophy==&lt;br /&gt;
The Odessan infantry mainly makes use of the longspear to support its longbowmen, but while in Alexia, Kib picked up a respect for the skilled use of the more martial pole arms, and has adapted their use into his own arsenal.  He also carries a shield and warhammer for close quarters, and a shortbow for long-distance situations.  He has also trained in unarmed combat, for flexibility.&lt;br /&gt;
&lt;br /&gt;
In general, he prefers use compromise to avoid combat, but does not shy from battle when it is thrust upon him.  He knows the value of live prisoners, and respects his foes&#039; motives as potentially being valid, even when they are in conflict with his own.  This sympathy aids his diplomacy.&lt;br /&gt;
&lt;br /&gt;
He is unwilling to kill helpless prisoners if he does not perceive them as a threat, although he has no qualms against dispatching helpless foes if they will pose a significant problem later on.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Kib would eventually like to see his father&#039;s reputation and title restored.  He is convinced that nothing that his father was accused of could have happened, and knows he must hurry, before the stay in prison takes its toll.&lt;br /&gt;
&lt;br /&gt;
Kib&#039;s immediate goals are to find enough work to get him enough money to start finding the information he needs to find.  He knows that a regular job won&#039;t cut it, and stories of the vast riches recovered by soldiers of fortune and adventure-seekers have given him hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*SPOILER*&#039;&#039;&#039; [[Kib Absold&#039;s Character Sheet]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kib_Absold&amp;diff=1604</id>
		<title>Kib Absold</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kib_Absold&amp;diff=1604"/>
		<updated>2009-09-16T17:51:55Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: /* Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Background==&lt;br /&gt;
&lt;br /&gt;
Kib was born to a family of lower merchant class, the fifth of ten children (third son).  His father was a stonemason with a keen mind for business, whose acumen allowed him to buy a Lordship and enter his family into the nobility.  With his father&#039;s support and new-found influence, Kib was brought up into the military as an officer.&lt;br /&gt;
&lt;br /&gt;
A couple of years before the beginning of our story, Kib served in Odessa&#039;s armed forces, campaigning in Alexia and Celstia.  He fought and led well enough, and was in the running for a commendation into a real military command, but a scandal involving his father caused him to be sent on assignment far away to Gildenhome, then summarily discharged.  Stripped of name, title, and rank, he found himself in a town far from his home, seeking means to return and clear his father&#039;s name.&lt;br /&gt;
&lt;br /&gt;
==Tactical Philosophy==&lt;br /&gt;
The Odessan infantry mainly makes use of the longspear to support its longbowmen, but while in Alexia, Kib picked up a respect for the skilled use of the more martial pole arms, and has adapted their use into his own arsenal.  He also carries a shield and warhammer for close quarters, and a shortbow for long-distance situations.  He has also trained in unarmed combat, for flexibility.&lt;br /&gt;
&lt;br /&gt;
In general, he prefers to avoid combat through compromise, but does not shy from it when it is thrust upon him.  He knows the value of live prisoners, and respects his foes&#039; motives as potentially being valid, even when they are in conflict with his own.  This sympathy aids his diplomacy.&lt;br /&gt;
&lt;br /&gt;
He is unwilling to kill helpless prisoners if he does not perceive them as a threat, although he has no qualms against dispatching helpless foes if they will pose a significant problem later on.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Kib would eventually like to see his father&#039;s reputation and title restored.  He is convinced that nothing that his father was accused of could have happened, and knows he must hurry, before the stay in prison takes its toll.&lt;br /&gt;
&lt;br /&gt;
Kib&#039;s immediate goals are to find enough work to get him enough money to start finding the information he needs to find.  He knows that a regular job won&#039;t cut it, and stories of the vast riches recovered by soldiers of fortune and adventure-seekers have given him hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*SPOILER*&#039;&#039;&#039; [[Kib Absold&#039;s Character Sheet]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kib_Absold&amp;diff=1603</id>
		<title>Kib Absold</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kib_Absold&amp;diff=1603"/>
		<updated>2009-09-16T17:51:22Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Background==&lt;br /&gt;
&lt;br /&gt;
Kib was born to a family of lower merchant class, the fifth of ten children (third son).  His father was a stonemason with a keen mind for business, whose acumen allowed him to buy a Lordship and enter his family into the nobility.  With his father&#039;s support and new-found influence, Kib was brought up into the military as an officer.&lt;br /&gt;
&lt;br /&gt;
A couple of years before the beginning of our story, Kib served in Odessa&#039;s armed forces, campaigning in Alexia and Celstia.  He fought and led well enough, and was in the running for a commendation into a real military command, but a scandal involving his father caused him to be sent on assignment far away to Gildenhome, then summarily discharged.  Stripped of name, title, and rank, he found himself in a town far from his home, seeking means to return and clear his father&#039;s name.&lt;br /&gt;
&lt;br /&gt;
==Tactical Philosophy==&lt;br /&gt;
The Odessan infantry mainly makes use of the longspear to support its longbowmen, but while in Alexia, Kib picked up a respect for the skilled use of the more martial pole arms, and has adapted their use into his own arsenal.  He also carries a shield and warhammer for close quarters, and a shortbow for long-distance situations.  He has also trained in unarmed combat, for flexibility.&lt;br /&gt;
&lt;br /&gt;
In general, he prefers to avoid combat through compromise, but does not shy from it when it is thrust upon him.  He knows the value of live prisoners, and respects his foes&#039; motives as potentially being valid, even when they are in conflict with his own.  This sympathy aids his diplomacy.&lt;br /&gt;
&lt;br /&gt;
He is unwilling to kill helpless prisoners if he does not perceive them as a threat, although he has no qualms against dispatching helpless foes if they will pose a significant problem later on.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Kib would eventually like to see his father&#039;s name cleared, and restored to its former title.  He is convinced that nothing that his father was accused of could have happened, and knows he must hurry, before the stay in prison takes its toll.&lt;br /&gt;
&lt;br /&gt;
Kib&#039;s immediate goals are to find enough work to get him enough money to start finding the information he needs to find.  He knows that a regular job won&#039;t cut it, and stories of the vast riches recovered by soldiers of fortune and adventure-seekers have given him hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*SPOILER*&#039;&#039;&#039; [[Kib Absold&#039;s Character Sheet]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kib_Absold&amp;diff=1602</id>
		<title>Kib Absold</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kib_Absold&amp;diff=1602"/>
		<updated>2009-09-16T15:20:06Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: /* Tactical Philosophy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Background==&lt;br /&gt;
&lt;br /&gt;
Kib was born to a family of lower merchant class, the fifth of ten children (third son).  His father was a stonemason with a keen mind for business, whose acumen allowed him to buy a Lordship and enter his family into the nobility.  With his father&#039;s support and new-found influence, Kib was brought up into the military as an officer.&lt;br /&gt;
&lt;br /&gt;
A couple of years before the beginning of our story, Kib for Odessa&#039;s armed forces, campaigning in Alexia and Celstia.  He fought and led well enough, and was in the running for a commendation into a real military command, but a scandal involving his father caused him to be sent on assignment far away to Gildenhome, then summarily discharged.  Stripped of name, title, and rank, he found himself in a town far from his home, seeking means to return and clear his father&#039;s name.&lt;br /&gt;
&lt;br /&gt;
==Tactical Philosophy==&lt;br /&gt;
The Odessan infantry mainly makes use of the longspear to support its longbowmen, but while in Alexia, Kib picked up a respect for the skilled use of the more martial pole arms, and has adapted their use into his own arsenal.  He also carries a shield and warhammer for close quarters, and a shortbow for long-distance situations.  He has also trained in unarmed combat, for flexibility.&lt;br /&gt;
&lt;br /&gt;
In general, he prefers to avoid combat through compromise, but does not shy from it when it is thrust upon him.  He knows the value of live prisoners, and respects his foes&#039; motives as potentially being valid, even when they are in conflict with his own.  This sympathy aids his diplomacy.&lt;br /&gt;
&lt;br /&gt;
He is unwilling to kill helpless prisoners if he does not perceive them as a threat, although he has no qualms against dispatching helpless foes if they will pose a significant problem later on.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Kib would eventually like to see his father&#039;s name cleared, and restored to its former title.  He is convinced that nothing that his father was accused of could have happened, and knows he must hurry, before the stay in prison takes its toll.&lt;br /&gt;
&lt;br /&gt;
Kib&#039;s immediate goals are to find enough work to get him enough money to start finding the information he needs to find.  He knows that a regular job won&#039;t cut it, and stories of the vast riches recovered by soldiers of fortune and adventure-seekers have given him hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*SPOILER*&#039;&#039;&#039; [[Kib Absold&#039;s Character Sheet]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kib_Absold%27s_Character_Sheet&amp;diff=1599</id>
		<title>Kib Absold&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kib_Absold%27s_Character_Sheet&amp;diff=1599"/>
		<updated>2009-09-14T02:18:57Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player: Slitherrr&amp;lt;br /&amp;gt;&lt;br /&gt;
Classes/Levels: [[Professional]]/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Experience: 1705&amp;lt;br /&amp;gt;&lt;br /&gt;
Race: [[Humans|Human]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alignment: NG&amp;lt;br /&amp;gt;&lt;br /&gt;
Origin: Somewhere in [[Odessa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Residence: Currently none.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
STR: 15&lt;br /&gt;
DEX: 12&lt;br /&gt;
CON: 14&lt;br /&gt;
INT: 13&lt;br /&gt;
WIS: 9&lt;br /&gt;
CHA: 12&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
Odessan,Celesti,Ubrekti,Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Feats and Special Abilities==&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
Improved Unarmed Strike&lt;br /&gt;
&lt;br /&gt;
===Human bonus===&lt;br /&gt;
Combat Reflexes (additional attacks of opportunity equal to Dex bonus, make AoO while flat-footed)&lt;br /&gt;
&lt;br /&gt;
===Professional Bonus===&lt;br /&gt;
Negotiator (+2 Diplomacy and Sense Motive)&lt;br /&gt;
&lt;br /&gt;
===Class abilities===&lt;br /&gt;
Armor Prof. (Light)&amp;lt;br /&amp;gt;&lt;br /&gt;
Martial Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Shield Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Simple Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Evasion (Successful Reflex saves for 1/2 damage negate all damage instead.  Only works in light or no armor.)&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_Mefight:Kobold_Clearance_Notes&amp;diff=1598</id>
		<title>Team Mefight:Kobold Clearance Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_Mefight:Kobold_Clearance_Notes&amp;diff=1598"/>
		<updated>2009-09-14T01:42:58Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*The organizer of the kobolds seems to be an emancipation-minded gnome with a fondness for black leather and masks.  He uses a (Gnomish, presumably) repeating crossbow, with fast reload and other feats that make him quite effective with it.&lt;br /&gt;
*The Thane in the West [Draglet guy, yes?] has offered a reward of gold pieces to the characters if they can solve the kobold problem.  He also has offered up any treasures the party finds that have no clear owner.&lt;br /&gt;
*The Thane of Kred has provided assistance to deal with the Gnome.  Presumably, they would be angered if the party came up empty-handed.&lt;br /&gt;
*Additionally, [[Mat the Slaver]] has offered (unspecified) dear payment for the Gnome&#039;s head.&lt;br /&gt;
*The party possesses some gold carried by the brothers Grill and Gred, of which they have spent 100 for supplies, which will presumably be paid back once funds have somehow been acquired.&lt;br /&gt;
*Camp was found to the North of Kred.  It has four small fires burning in such a way as to produce a lot of smoke.  A captive demi-human is tied in the middle of the camp, waiting for some unknown fate.&lt;br /&gt;
&lt;br /&gt;
[[Category:MeFight Session Notes]]&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_Mefight_Fourth_Session&amp;diff=1597</id>
		<title>Team Mefight Fourth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_Mefight_Fourth_Session&amp;diff=1597"/>
		<updated>2009-09-14T01:42:02Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: New page: The quartet set out early in the morning, heading North with the river.  After a long day&amp;#039;s march, they camped at the bend, intending to set out into the North.  During Thed&amp;#039;s watch, kobol...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The quartet set out early in the morning, heading North with the river.  After a long day&#039;s march, they camped at the bend, intending to set out into the North.  During Thed&#039;s watch, kobolds spying on the group were heard and set upon.  After capturing one of the hapless creatures and murdering his compatriots, the group finished the night in slumber, while Thed spent his time learning the Kobold&#039;s language.&lt;br /&gt;
&lt;br /&gt;
In the morning, the kobold was interrogated.  After telling the group the location of his camp, he was set free with a stern warning to head South.  The group went immediately to the described location to scout out a camp, where they now find themselves, pondering their next move.&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Arak&amp;diff=1574</id>
		<title>Talk:Arak</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Arak&amp;diff=1574"/>
		<updated>2009-08-26T02:47:39Z</updated>

		<summary type="html">&lt;p&gt;66.207.92.41: New page: So, it&amp;#039;s spelled &amp;quot;Arek&amp;quot; several places, and &amp;quot;Arak&amp;quot; in others.  Is Arak the spelling, or is there some subtlety here that is not being pointed out? - ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, it&#039;s spelled &amp;quot;Arek&amp;quot; several places, and &amp;quot;Arak&amp;quot; in others.  Is Arak the spelling, or is there some subtlety here that is not being pointed out? - [[User:66.207.92.41|66.207.92.41]] 22:47, 25 August 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>66.207.92.41</name></author>
	</entry>
</feed>