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	<id>https://wiki.memphisgamers.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=75.64.111.120</id>
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	<updated>2026-05-06T14:24:42Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.2</generator>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Blood_Arrow&amp;diff=4953</id>
		<title>Talk:Blood Arrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Blood_Arrow&amp;diff=4953"/>
		<updated>2010-04-19T19:31:26Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m not 100%, so if you&#039;re a big bow user you can correct me, but the only definition of flight I could find re: arrows was &lt;br /&gt;
 12.&lt;br /&gt;
  Archery .&lt;br /&gt;
  a.&lt;br /&gt;
   flight arrow.&lt;br /&gt;
  b.&lt;br /&gt;
   the distance such an arrow travels when shot.&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
: Matt Allen has his Archery merit badge and i&#039;m sure can tell us for sure, but I thought that was also what you called the feathers that stabilize flight path. Same with darts? -gm&lt;br /&gt;
:: I think Slith changed it to &amp;quot;fletching&amp;quot;, which is correct. --[[User:Msallen|Msallen]]&lt;br /&gt;
::: Ah, yes. Whee!&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Blood_Arrow&amp;diff=4951</id>
		<title>Talk:Blood Arrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Blood_Arrow&amp;diff=4951"/>
		<updated>2010-04-19T18:28:38Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m not 100%, so if you&#039;re a big bow user you can correct me, but the only definition of flight I could find re: arrows was &lt;br /&gt;
 12.&lt;br /&gt;
  Archery .&lt;br /&gt;
  a.&lt;br /&gt;
   flight arrow.&lt;br /&gt;
  b.&lt;br /&gt;
   the distance such an arrow travels when shot.&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
: Matt Allen has his Archery merit badge and i&#039;m sure can tell us for sure, but I thought that was also what you called the feathers that stabilize flight path. Same with darts? -gm&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Dadtim&amp;diff=4950</id>
		<title>Dadtim</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Dadtim&amp;diff=4950"/>
		<updated>2010-04-19T18:24:11Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Did you mean?&lt;br /&gt;
&lt;br /&gt;
[[Dadtim the Elder]]&lt;br /&gt;
&lt;br /&gt;
[[Dadtim the Younger]]&lt;br /&gt;
&lt;br /&gt;
[[Dadtim (City)]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Blood_Arrow&amp;diff=4942</id>
		<title>Blood Arrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Blood_Arrow&amp;diff=4942"/>
		<updated>2010-04-19T18:04:38Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: New page: A magical arrow of servitor make. It is slightly larger than a normal arrow, with a shaft made of an unknown, dark-red wood and a simple iron tip. While most of the arrow looks crude and p...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A magical arrow of servitor make. It is slightly larger than a normal arrow, with a shaft made of an unknown, dark-red wood and a simple iron tip. While most of the arrow looks crude and primitive, the flights are of high quality mithril, sharpened to a razor edge. The flights are such that it is impossible to fire the arrow without suffering 1 HP of damage. As the blood from the wounds powers the magic of the arrow, this damage cannot be ignored or reduced in any way. &lt;br /&gt;
&lt;br /&gt;
Functionally, the Blood Arrow is a +1 keen arrow of returning. Additionally, a successful critical hit deals one point of constitution damage.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Sixteenth_Session&amp;diff=4940</id>
		<title>Team MeFight Sixteenth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Sixteenth_Session&amp;diff=4940"/>
		<updated>2010-04-19T18:00:36Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The group made an early camp, tallying the contents of the hidden rooms and getting some much-needed rest. The night passed uneventfully, and the party emerged the next morning to complete their task. The party decided to continue with the as-yet unexplored West wing (passing the area by, the party noted that the living grizzly had disappeared, most likely run off to live a normal bear existence).&lt;br /&gt;
&lt;br /&gt;
Among some relatively uninteresting rooms, one of the doors was found to be trapped when [[Thed]] decided to open it without checking first (he escaped the trap unscathed--twice). Dealing with the issue, the party discovered that they were in a nicely appointed office, probably that of the CO. Some trap disarming and lockpicking later confirmed the office to be that of the base Captain, uncovering his logbook and 24 component-quality pearls (i.e., 100gp apiece). Perusing the logbook gave clues to the source of the plague, particularly as to its possible source, a small village Northwest of [[Draglet]]. Apart from this there was little else that had not been taken, with the notable exception of a mirror that dominated one corner of the room. Attempting to disarm the trap on the mirror caused damage to both Thed and the unfortunately positioned [[Kib Absold | Kib]]. A second attempt was successful, however, and after some fiddling, Thed was able to deduce that the mirror was for seeing other locations, although whether current, future or past visions were being presented was not determined.&lt;br /&gt;
&lt;br /&gt;
At some point, the third of [[Zek|Zek&#039;s]] friends&#039; bodies was found and prepared for travel. The party also managed to find a mundane silver ring, and after taking some time to dispose of the corpses, headed back to the village.&lt;br /&gt;
&lt;br /&gt;
Zek was found, in better condition than when the party left, but unmoved from his hiding place. The news was conveyed and the bodies identified, and in thanks, Zek presented the party with a wand that he felt he currently had little use for. He also offered to identify any items the party had--Kib paid for one out of the looted pearls to identify the wand found on the Ettins, and [[Anise]] took up Zek&#039;s offer to use one of his own pearls to identify the arrow of [[Gribb]], her recently deceased stalker. Zek expressed his dismay that the party did not find anything that was worth a fortune, a sentiment to which the party remained largely unmoved, evidently unwilling to show much sympathy to a compulsive gambler turned looter. Camp was made, and a pyre was constructed, that all corpses that could be found were burned. The party then prepared to continue to Draglet.&lt;br /&gt;
&lt;br /&gt;
XP (halved for all regents):&lt;br /&gt;
*100 (to all, door trap)&lt;br /&gt;
*100 (to all, mirror trap)&lt;br /&gt;
*400 (to all, subquest completion)&lt;br /&gt;
*25 (to Kib, for Heroic Internship achievement)&lt;br /&gt;
&lt;br /&gt;
Phat Lootz (not including stuff enumerated [[Team MeFight Fifteenth Session|last time]]):&lt;br /&gt;
*Statue by [[Anzo Riveroler]], a rare depiction of [[Dadtim]] and [[Alexandria]] in a mirthful scene&lt;br /&gt;
*A silver ring (non-magical)&lt;br /&gt;
*23 pearls in a small, elegant case (was 24, one spent for identify)&lt;br /&gt;
*A platinum piece (found by Thed, probably not mentioned to rest of party)&lt;br /&gt;
*The logbook of the Captain of the fortress&lt;br /&gt;
*A wand of Flame Arrow (38 charges)&lt;br /&gt;
&lt;br /&gt;
Other notes:&lt;br /&gt;
*Ettin wand is a Wand of Bear&#039;s Endurance with (some I don&#039;t remember number of) charges&lt;br /&gt;
*[[Blood Arrow|Gribb&#039;s Arrow]] was identified. &lt;br /&gt;
*The raven figurine was recognized by Zek, but evidently not identified (Kib didn&#039;t press the issue). He offered to take it back to the family, but Kib was pretty sure he was lying (Sense Motive), and kept it.&lt;br /&gt;
&lt;br /&gt;
[[Category:MeFight Session Notes]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Notes_for_Game_2010-02-26&amp;diff=4861</id>
		<title>Talk:Notes for Game 2010-02-26</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Notes_for_Game_2010-02-26&amp;diff=4861"/>
		<updated>2010-04-12T01:06:22Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This line was hilarious:&lt;br /&gt;
&lt;br /&gt;
Edrell and Germain accuse each other of treason, laughs and back-pats result.&lt;br /&gt;
&lt;br /&gt;
Love it! --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
Digging the new tokens on the wiki, mattie. -gm&lt;br /&gt;
: They are pretty awesome, although I think we should keep them to quest notes, and not use them in articles? --[[User:Msallen|Msallen]]&lt;br /&gt;
:: 110% agreement.&lt;br /&gt;
::: :( I don&#039;t like that rule-- would rather have them be mentioned at author&#039;s description on the first &amp;quot;link&amp;quot; or mention in an article sometimes. But you guys can do what you like on that, I guess. -[[User:Mattie|Mattie]] 18:04, 11 April 2010 (EDT)&lt;br /&gt;
:::: Huh? I don&#039;t get what you are saying&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Team_MeFight_Fifteenth_Session&amp;diff=4654</id>
		<title>Talk:Team MeFight Fifteenth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Team_MeFight_Fifteenth_Session&amp;diff=4654"/>
		<updated>2010-03-30T02:28:37Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Numbers numbers numbers. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:Anise got zapped in the face for all her HP upon finding and deciding to open a secret door.  It hurt. -[[User:Feantari|Feantari]]&lt;br /&gt;
:: Good call. Also a good time for Kib to botch a DC 10 spot check. -gm&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Fifteenth_Session&amp;diff=4651</id>
		<title>Team MeFight Fifteenth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Fifteenth_Session&amp;diff=4651"/>
		<updated>2010-03-29T13:44:56Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party found itself waiting for the beasts to emerge, and it wasn&#039;t long before a form emerged--a monstrous woman, stinking of filth and rotten meat, emerged from around the corner, its shoulders boasting two heads. Tossing a javelin, she accepted a charge from Gilerl, who ripped into the beast, and received equal punishment. Nevin, Thed, Thoven and Anise took advantage of their distant positions to unload their ranged attacks, each shot dealing another solid blow to the Ettin. Following the first closely came another of the same species, a male, who joined into the tiny barbarian with fury. Finding himself close to mortally wounded, Gilerl retreated after doing significant damage to the first Ettin, while Kib held ground to keep the giants from giving chase. One of the mighty beings fell, but not before setting Kib a shattering blow. The second, enraged at the sight of his companion falling to the ground, stepped over her body to set into Kib, with vengeance. He managed two solid blows that knocked Kib senseless before falling to the earth with his own, crashing thud.&lt;br /&gt;
&lt;br /&gt;
The dust settling, the group managed to revive Kib and bring Gilerl back into a semblance of health. Looking over the beasts possessions revealed a pile of gold and a wand topped with the head of a bear, which Thed naturally pocketed. Before they had any time to rest, however, two brown bears rushed around the corner, sporting collars--presumably, they had been kept by the Ettins as pets. Before Nevin could get a word in edgewise, Gilerl rushed to the party&#039;s defense, hacking into one of the beasts, while Kib, magically enlarged with Thoven&#039;s magic, held back to prevent the other from charging the rest. Kib managed to disable one of the beasts with a sweeping blow to the legs, keeping it from doing any damage while the rest of the party subdued it, and Gilerl managed to closely avoid death while engaging his own beast. Despite the party&#039;s best efforts, one of the beasts died, much to Nevin&#039;s dismay.&lt;br /&gt;
&lt;br /&gt;
Once again, silence fell upon the area. Thed impulsively took the opportunity to test out the bear wand on the unconscious, ursine body with inconclusive results.&lt;br /&gt;
&lt;br /&gt;
The party then managed a search. A second body was found roasting on the spit. Assuming that it belonged to one of the wizard&#039;s companions, it was removed and wrapped to be transported, like the other. Kib managed to find a silver figurine in the ashes--he kept it, hoping that it would serve to identify the charred corpse. In this room was also a chest, containing what was probably the man or woman&#039;s shield, and some ten thousand loose copper pieces.&lt;br /&gt;
&lt;br /&gt;
In their searching, many items of some interest were found. The group made camp to rest and tally their findings, hoping to find the wizard&#039;s first friend on the next day.&lt;br /&gt;
&lt;br /&gt;
Ettins:&lt;br /&gt;
&lt;br /&gt;
*800ish gold [help me remember, please]&lt;br /&gt;
*a wand with a bear figure carved into it [zapped twice]&lt;br /&gt;
*small, silver raven figurine (radiates magic) (training room)&lt;br /&gt;
*chest with 10432 copper pieces and a medium darkwood bucker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Workshop:&lt;br /&gt;
*4x Masterwork Artisan Tools&lt;br /&gt;
*1x Hourglass&lt;br /&gt;
*1x Masterwork Thieves&#039; Tools&lt;br /&gt;
*2x Crowbar&lt;br /&gt;
*3x Superior Lock&lt;br /&gt;
&lt;br /&gt;
The Armory&lt;br /&gt;
*3x Small Chain Shirt&lt;br /&gt;
*1x Small Half-Plate&lt;br /&gt;
*1x Medium Plate&lt;br /&gt;
*4x Medium Studded Leather&lt;br /&gt;
*1x Medium Heavy Steel Shield&lt;br /&gt;
*1x Dwarven Waraxe&lt;br /&gt;
*1x Med. Longsword&lt;br /&gt;
*3x Small Shortsword&lt;br /&gt;
*2x Med Light X-Bow&lt;br /&gt;
*2x Med Dagger&lt;br /&gt;
*8x Small Quarterstaff&lt;br /&gt;
&lt;br /&gt;
Storage Room&lt;br /&gt;
*Mundane tools and cleaning equipment&lt;br /&gt;
*4x 50&#039; of Hemp Rope&lt;br /&gt;
*2x 25&#039; of Silk Rope&lt;br /&gt;
*2x Masterwork Healing Kits&lt;br /&gt;
&lt;br /&gt;
The Stash Room&lt;br /&gt;
*Many boring lockboxes filled with boring documents. &lt;br /&gt;
*Some pretty nice statuary and artwork.&lt;br /&gt;
*8x Alchemist Fire&lt;br /&gt;
*5x Acid Flash&lt;br /&gt;
&lt;br /&gt;
XP&lt;br /&gt;
&lt;br /&gt;
*900-800-750 for the ettins.&lt;br /&gt;
*300-something-something for the bears.&lt;br /&gt;
*40 each for the trapped door.&lt;br /&gt;
&lt;br /&gt;
Speculation: &lt;br /&gt;
&lt;br /&gt;
*There&#039;s a good chance the wand is what caused the bears to follow the ettins. We&#039;ll know if the bear acts strangely when it wakes up, at about the time we will in the morning.&lt;br /&gt;
*The chest with the copper in it very well might have other stuff--it&#039;d be pretty weird for a dude to be carrying around a darkwood buckler without some sort of weapon as well, and my search rolls were pretty bad (not that Kib is really aware of that)&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Fifteenth_Session&amp;diff=4648</id>
		<title>Team MeFight Fifteenth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Fifteenth_Session&amp;diff=4648"/>
		<updated>2010-03-29T03:38:30Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party found itself waiting for the beasts to emerge, and it wasn&#039;t long before a form emerged--a monstrous woman, stinking of filth and rotten meat, emerged from around the corner, its shoulders boasting two heads. Tossing a javelin, she accepted a charge from Gilerl, who ripped into the beast, and received equal punishment. Nevin, Thed, Thoven and Anise took advantage of their distant positions to unload their ranged attacks, each shot dealing another solid blow to the Ettin. Following the first closely came another of the same species, a male, who joined into the tiny barbarian with fury. Finding himself close to mortally wounded, Gilerl retreated after doing significant damage to the first Ettin, while Kib held ground to keep the giants from giving chase. One of the mighty beings fell, but not before setting Kib a shattering blow. The second, enraged at the sight of his companion falling to the ground, stepped over her body to set into Kib, with vengeance. He managed two solid blows that knocked Kib senseless before falling to the earth with his own, crashing thud.&lt;br /&gt;
&lt;br /&gt;
The dust settling, the group managed to revive Kib and bring Gilerl back into a semblance of health. Looking over the beasts possessions revealed a pile of gold and a wand topped with the head of a bear which Thed naturally pocketed. Before they had any time to rest, however, two brown bears rushed around the corner, sporting collars--presumably, they had been kept by the Ettins as pets. Before Nevin could get a word in edgewise, Gilerl rushed to the party&#039;s defense, hacking into one of the beasts, while Kib, magically enlarged with Thoven&#039;s magic, held back to prevent the other from charging the rest. Kib managed to disable one of the beasts with a sweeping blow to the legs, keeping it from doing any damage while the rest of the party subdued it, and Gilerl managed to closely avoid death while engaging his own beast. Despite the party&#039;s best efforts, one of the beasts died, much to Nevin&#039;s dismay.&lt;br /&gt;
&lt;br /&gt;
Once again, silence fell upon the area. Thed impulsively took the opportunity to test out the bear wand on the unconscious, ursine body with inconclusive results.&lt;br /&gt;
&lt;br /&gt;
The party then managed a search. A second body was found roasting on the spit. Assuming that it belonged to one of the wizard&#039;s companions, it was removed and wrapped to be transported, like the other. Kib managed to find a silver figurine in the ashes--he kept it, hoping that it would serve to identify the charred corpse. In this room was also a chest, containing what was probably the man or woman&#039;s shield, and some ten thousand loose copper pieces.&lt;br /&gt;
&lt;br /&gt;
In their searching, many items of some interest were found. The group made camp to rest and tally their findings, hoping to find the wizard&#039;s first friend on the next day.&lt;br /&gt;
&lt;br /&gt;
Ettins:&lt;br /&gt;
&lt;br /&gt;
*800ish gold [help me remember, please]&lt;br /&gt;
*a wand with a bear figure carved into it [zapped twice]&lt;br /&gt;
&lt;br /&gt;
Workshop:&lt;br /&gt;
*4x Masterwork Artisan Tools&lt;br /&gt;
*1x Hourglass&lt;br /&gt;
*1x Masterwork Thieves&#039; Tools&lt;br /&gt;
*2x Crowbar&lt;br /&gt;
*3x Superior Lock&lt;br /&gt;
&lt;br /&gt;
The Armory&lt;br /&gt;
*3x Small Chain Shirt&lt;br /&gt;
*1x Small Half-Plate&lt;br /&gt;
*1x Medium Plate&lt;br /&gt;
*4x Medium Studded Leather&lt;br /&gt;
*1x Medium Heavy Steel Shield&lt;br /&gt;
*1x Dwarven Waraxe&lt;br /&gt;
*1x Med. Longsword&lt;br /&gt;
*3x Small Shortsword&lt;br /&gt;
*2x Med Light X-Bow&lt;br /&gt;
*2x Med Dagger&lt;br /&gt;
*8x Small Quarterstaff&lt;br /&gt;
&lt;br /&gt;
Storage Room&lt;br /&gt;
*Mundane tools and cleaning equipment&lt;br /&gt;
*4x 50&#039; of Hemp Rope&lt;br /&gt;
*2x 25&#039; of Silk Rope&lt;br /&gt;
*2x Masterwork Healing Kits&lt;br /&gt;
&lt;br /&gt;
The Stash Room&lt;br /&gt;
*Many boring lockboxes filled with boring documents. &lt;br /&gt;
*Some pretty nice statuary and artwork.&lt;br /&gt;
*8x Alchemist Fire&lt;br /&gt;
*5x Acid Flash&lt;br /&gt;
&lt;br /&gt;
XP&lt;br /&gt;
&lt;br /&gt;
*900-800-750 for the ettins.&lt;br /&gt;
*300-something-something for the bears.&lt;br /&gt;
*40 each for the trapped door.&lt;br /&gt;
&lt;br /&gt;
Speculation: There&#039;s a good chance the wand is what caused the bears to follow the ettins. We&#039;ll know if the bear acts strangely when it wakes up, at about the time we will in the morning.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Wydmoor_Swamp_Temple&amp;diff=4642</id>
		<title>Talk:Wydmoor Swamp Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Wydmoor_Swamp_Temple&amp;diff=4642"/>
		<updated>2010-03-27T00:28:17Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Isn&#039;t there also a corpse hanging from the tree? --[[User:Msallen|Msallen]]&lt;br /&gt;
: That is so.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Wydmoor_Swamp_Temple&amp;diff=4640</id>
		<title>Wydmoor Swamp Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Wydmoor_Swamp_Temple&amp;diff=4640"/>
		<updated>2010-03-26T21:27:38Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: An ugly article, but it will do.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A pre-Alexandrian, cathedral-sized temple in the northern reaches of the Wydmoor Swamp. It has been very partially explored and looted by agents of [[Edrell Odenthorpe]], and is home to the ghost of an ancient elf whose breastplate bears the swan emblem of the Teldendillions, imprisoned somehow beneath a glassteel dome, inside of which is also an oak-sized weeping willow tree and it always appears to be spring. &lt;br /&gt;
&lt;br /&gt;
Ever since the apparent alliance between the Lizardfolk and Orc of Wydmoor Swamp, the temple has been actively occupied by Orc tribes.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4639</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4639"/>
		<updated>2010-03-26T21:20:03Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[Team MeFight Sessions]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Useful Stuff&#039;&#039;&#039; ==&lt;br /&gt;
[[Combat Quick Reference]]; [[:Category:Tables|Tables!]]; A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Wydmoor Swamp Temple]], [[Bog Wraiths]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;),[[Bard]], [[Loghead]], [[Redzan the Clean]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Kivan]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Naprid Daithe]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Firetalk Charm]], [[Sox Argyle]], [[Temporal Authority]], [[Omnity]], [[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]] &#039;&#039;&#039;UPDATED!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
Complete = *&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;All Stars (Wydmoor Free City)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 {{Al}}, [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
 {{Germain}}, [[Human]] [[Wydmoor City Guard|City Guardsman]] - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
 {{Kimika}}, [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
 {{LE}}, [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&lt;br /&gt;
&lt;br /&gt;
 {{Mose}}, [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]]) and his magical horse [[Way]]&lt;br /&gt;
&lt;br /&gt;
 {{Quinalin}}, [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:____|Daniel]])&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; Team MeFight (Kred Region, Gildenhome)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:MeFight Session Notes | Team MeFight Session Notes]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Thed]]&amp;quot;, [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
 {{Kib Absold}}, [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]])&lt;br /&gt;
&lt;br /&gt;
 [[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
 [[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Anise]]&amp;quot;, [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]])&lt;br /&gt;
&lt;br /&gt;
 [[Neven b&#039;Aaronurt]], [[Halfling]] [[Druids|Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]]) and his riding boar, [[Breakfast]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; MeFight Expansion Team (Theoretical)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) (on indefinite hiatus)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Bog_Wraiths&amp;diff=4630</id>
		<title>Talk:Bog Wraiths</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Bog_Wraiths&amp;diff=4630"/>
		<updated>2010-03-23T18:21:54Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tried to clear up this page a bit. Paragraphs love you, Matt, why do you hate them?&lt;br /&gt;
&lt;br /&gt;
I got a little confused about how the Wraiths came to be tied to Wydmoor under the Rockheart Charter (in italics in the text). Its probably because I don&#039;t know anything about the charter, sentinels of the stand, convention of autonomy, or stones of law. As it stands right now, I don&#039;t know why the Wraths are tied to the city and not the church. Can you clear this up?&lt;br /&gt;
&lt;br /&gt;
Also, you said in the beginning that they were &amp;quot;The largest of the few truly independent mercenary companies&amp;quot;, and then later said &amp;quot;their survival is inexorably tied to the free city&amp;quot;. I removed the part about being truly independent because it doesn&#039;t seem like they are anymore.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yes, I will try to clear that up right now. &amp;quot;Truly Independent&amp;quot; because they are not directly tied to a major nation-state or the chruch: Since Wydmoor is the only &amp;quot;Free City&amp;quot;, I figured it still counted. I can see why that would be unclear.  [[User:96.4.191.20|96.4.191.20]] 10:15, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
PS. &amp;quot;Bog Wraiths&amp;quot; is a really good name for these guys. Much cooler for them than the magic card. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bog_Wraith.jpg|frame|Scary Mo-Fuckin&#039; Shit|BITCHES STAY OUTTA MY GRAVEYARD. &amp;lt;br&amp;gt; In Draft and Sealed, this guy is the TRUTH.]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I seriously cannot emphasize how good Bog Wraith is in limited environment. -gm&lt;br /&gt;
: Even I know that a 3/3 evader for 4 with only one colored mana dependency is strong. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
What&#039;s the Wraith&#039;s relationship with Odessa? --[[User:Msallen|Msallen]]&lt;br /&gt;
: Probably vastly different than it was a week ago. The wiki represents &amp;lt;i&amp;gt;status quo&amp;lt;/i&amp;gt;. You will have to learn about alterations to the &amp;lt;i&amp;gt;status quo&amp;lt;/i&amp;gt; yourself, through research or even simply asking. -gm&lt;br /&gt;
: I assume you mean in the present. Before now, they have a few business dealings related to Alexia. As you are aware, the Valley of Dust is sort of a spreading silt-basin that came about due to Alexian deforestation of the elven home forests through slash-and-burn and intensive cultivation. Early on, that was a good thing : the huge free-yeomanry and relative wealth lead to the Alexian Renaissance. It began a few hundred years ago, most likely, but didn&#039;t become a severe problem until about a century ago, when the scope and rapidity of its growth started causing political unrest. Refugees abandoned their worthless holdings and fled the growing dust storms to seek asylum in Alexia&#039;s urban centers of the west. So, this caused some severe geopolitical problems, mostly for Odessa and Wydmoor City. Another problem is that the Valley of Dust is pretty much in the center of the nation, and has now grown to such an extent that it has essentially split the nation in two - and though most of the cities are in the West, the capital and one or two major cities are in the East. The multi-staged [[Alexian Intervention]], the happy-shiny name put on what is basically a growing occupation, took place mostly in the West, which borders Odessa. The eastern section, split as it was by the Valley of Dust, was left to it&#039;s own devices, as it was causing no domestic problems for Odessa and intervention/occupation there would be very expensive for no gain. However, the Odessans couldn&#039;t really afford to just ignore the east totally - it&#039;s piss the Flannari off royally, the church would be less than thrilled, and it&#039;d be a PR disaster to boot - so they did what any right thinking government would do: they outsourced it. &lt;br /&gt;
:In response to the growing lawlessness in the east, they hired the Bog Wraiths to, officially, &amp;quot;help the sovereign Doge maintain order in the east.&amp;quot; But, really, the problems in the Alexian east are pretty severe and beyond the scope of a 9-12k man mercenary company. For the most part, they keep order and the defenses of the capital city. Politically, you might think of Eastern Alexia as sort of like afghanistan: a major political center, well stocked and defended if anxious, surrounded by dozens of bandit fiefdoms in various states of feud. &lt;br /&gt;
:So, when it comes time to map the Valley of Dust, it should probably reach near the river border of flannary and all the way to the northern coast.&lt;br /&gt;
::Awesome. So Kib is basically American. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: I made one change to your addition because it seemed ambiguous like it might be a typo. Make sure it was right.&lt;br /&gt;
:: So, effectively, the Wraiths are nominally responsible for keeping the peace if a distant track of land that they have no easy access to? Does that mean they really don&#039;t have much of a relationship with Odessa outside of a political one?&lt;br /&gt;
::: That&#039;s pretty close to right, yeah. Strictly business. Bog Wraiths were the obvious choice for the job for several reasons, not the least of which is tehy&#039;re pretty much exclusively human. As for access, they  certainly have much easier access to it than Odessa, who would have to sail across the northern sea contra the prevailing winds. The Bog Wraiths actually have access by sailing south from the western ports of the Temporal Authority, where they have an active presence, across the Chrysanthemum Bay. All in all, they probably have a few thousand troops there keeping order in the capital and the surrounds. They have acted in this capacity for 12 years.&lt;br /&gt;
:: Oh, and for the record, I am more interested in the contemporary historical relationship between the two. So this is exactly what I wanted. I&#039;ll update my &amp;quot;what I did in Alexandria City&amp;quot; to reflect some library time. --[[User:Msallen|Msallen]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Bog_Wraiths&amp;diff=4627</id>
		<title>Talk:Bog Wraiths</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Bog_Wraiths&amp;diff=4627"/>
		<updated>2010-03-23T16:27:55Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tried to clear up this page a bit. Paragraphs love you, Matt, why do you hate them?&lt;br /&gt;
&lt;br /&gt;
I got a little confused about how the Wraiths came to be tied to Wydmoor under the Rockheart Charter (in italics in the text). Its probably because I don&#039;t know anything about the charter, sentinels of the stand, convention of autonomy, or stones of law. As it stands right now, I don&#039;t know why the Wraths are tied to the city and not the church. Can you clear this up?&lt;br /&gt;
&lt;br /&gt;
Also, you said in the beginning that they were &amp;quot;The largest of the few truly independent mercenary companies&amp;quot;, and then later said &amp;quot;their survival is inexorably tied to the free city&amp;quot;. I removed the part about being truly independent because it doesn&#039;t seem like they are anymore.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yes, I will try to clear that up right now. &amp;quot;Truly Independent&amp;quot; because they are not directly tied to a major nation-state or the chruch: Since Wydmoor is the only &amp;quot;Free City&amp;quot;, I figured it still counted. I can see why that would be unclear.  [[User:96.4.191.20|96.4.191.20]] 10:15, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
PS. &amp;quot;Bog Wraiths&amp;quot; is a really good name for these guys. Much cooler for them than the magic card. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bog_Wraith.jpg|frame|Scary Mo-Fuckin&#039; Shit|BITCHES STAY OUTTA MY GRAVEYARD. &amp;lt;br&amp;gt; In Draft and Sealed, this guy is the TRUTH.]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I seriously cannot emphasize how good Bog Wraith is in limited environment. -gm&lt;br /&gt;
: Even I know that a 3/3 evader for 4 with only one colored mana dependency is strong. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
What&#039;s the Wraith&#039;s relationship with Odessa? --[[User:Msallen|Msallen]]&lt;br /&gt;
: Probably vastly different than it was a week ago. The wiki represents &amp;lt;i&amp;gt;status quo&amp;lt;/i&amp;gt;. You will have to learn about alterations to the &amp;lt;i&amp;gt;status quo&amp;lt;/i&amp;gt; yourself, through research or even simply asking. -gm&lt;br /&gt;
: I assume you mean in the present. Before now, they have a few business dealings related to Alexia. As you are aware, the Valley of Dust is sort of a spreading silt-basin that came about due to Alexian deforestation of the elven home forests through slash-and-burn and intensive cultivation. Early on, that was a good thing : the huge free-yeomanry and relative wealth lead to the Alexian Renaissance. It began a few hundred years ago, most likely, but didn&#039;t become a severe problem until about a century ago, when the scope and rapidity of its growth started causing political unrest. Refugees abandoned their worthless holdings and fled the growing dust storms to seek asylum in Alexia&#039;s urban centers of the west. So, this caused some severe geopolitical problems, mostly for Odessa and Wydmoor City. Another problem is that the Valley of Dust is pretty much in the center of the nation, and has now grown to such an extent that it has essentially split the nation in two - and though most of the cities are in the West, the capital and one or two major cities are in the East. The multi-staged [[Alexian Intervention]], the happy-shiny name put on what is basically a growing occupation, took place mostly in the West, which borders Alexia. The eastern section, split as it was by the Valley of Dust, was left to it&#039;s own devices, as it was causing no domestic problems for Odessa and intervention/occupation there would be very expensive for no gain. However, the Odessans couldn&#039;t really afford to just ignore the east totally - it&#039;s piss the Flannari off royally, the church would be less than thrilled, and it&#039;d be a PR disaster to boot - so they did what any right thinking government would do: they outsourced it. &lt;br /&gt;
:In response to the growing lawlessness in the east, they hired the Bog Wraiths to, officially, &amp;quot;help the sovereign Doge maintain order in the east.&amp;quot; But, really, the problems in the Alexian east are pretty severe and beyond the scope of a 9-12k man mercenary company. For the most part, they keep order and the defenses of the capital city. Politically, you might think of Eastern Alexia as sort of like afghanistan: a major political center, well stocked and defended if anxious, surrounded by dozens of bandit fiefdoms in various states of feud. &lt;br /&gt;
:So, when it comes time to map the Valley of Dust, it should probably reach near the river border of flannary and all the way to the northern coast.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4622</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4622"/>
		<updated>2010-03-21T17:31:22Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: /* &amp;#039;&amp;#039;&amp;#039;Recent Additions and Changes&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[Team MeFight Sessions]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Useful Stuff&#039;&#039;&#039; ==&lt;br /&gt;
[[Combat Quick Reference]]; [[:Category:Tables|Tables!]]; A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Bog Wraiths]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;),[[Bard]], [[Loghead]], [[Redzan the Clean]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Kivan]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Naprid Daithe]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Firetalk Charm]], [[Sox Argyle]], [[Temporal Authority]], [[Omnity]], [[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]] &#039;&#039;&#039;UPDATED!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
Complete = *&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;All Stars (Wydmoor Free City)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 {{Al}}, [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
 {{Germain}}, [[Human]] [[Wydmoor City Guard|City Guardsman]] - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
 {{Kimika}}, [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
 {{LE}}, [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&lt;br /&gt;
&lt;br /&gt;
 {{Mose}}, [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]]) and his magical horse [[Way]]&lt;br /&gt;
&lt;br /&gt;
 {{Quinalin}}, [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:____|Daniel]])&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; Team MeFight (Kred Region, Gildenhome)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:MeFight Session Notes | Team MeFight Session Notes]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Thed]]&amp;quot;, [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
 {{Kib Absold}}, [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]])&lt;br /&gt;
&lt;br /&gt;
 [[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
 [[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Anise]]&amp;quot;, [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]])&lt;br /&gt;
&lt;br /&gt;
 [[Neven b&#039;Aaronurt]], [[Halfling]] [[Druids|Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]]) and his riding boar, [[Breakfast]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; MeFight Expansion Team (Theoretical)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) (on indefinite hiatus)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Bog_Wraiths&amp;diff=4621</id>
		<title>Bog Wraiths</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Bog_Wraiths&amp;diff=4621"/>
		<updated>2010-03-21T17:30:22Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: So: Ralth threatening to smash the stones of law and use them as catapult ammo was sort of a low grade blasphemy/seditious comment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bog Wraiths are a mercenary company that operates out of [[Castle Wydmoor]], a few miles southwest of [[Wydmoor Free City]] proper and active primarily in the western half of the mainland. They are primarily responsible for defending the Wydmoor region, and maintain a number of defensive fortifications in the area for that purpose. The organization is currently run by the [[Lord Marshall]], a position currently held by [[Ralth Onorodil]]. Although relatively small in number, they have international renown as one of the [[Blessed Companies]], and have a high degree of operational latitude due to their unique autonomy. Additionally, perhaps due to defending that selfsame autonomy, the Bog Wraiths are skilled defensive and structural engineers, often called upon to design or supervise such constructions, such as the Celstian [[Targe Wall]].&lt;br /&gt;
&lt;br /&gt;
Despite its current role as the defenders of Wydmoor, this organization predates the city&#039;s autonomy by some time, and was originally nominally attached to the [[Ubrekt|Ubrekti]] senate. Their affiliation with Wydmoor began in during the [[Third Interregnum]], when the Wraiths allied with the heretics that occupied the city to break the siege of [[Odriss Rockheart]]. Rockheart eventually reconciled with the heretics, and the Wraiths became an instrumental supporter of Rockheart and helped to end the Interregnum.&lt;br /&gt;
&lt;br /&gt;
When Rockheart assumed the [[Arch-Warden|Arch-Wardenship]] in 712 [[FI]], the Wraiths became a part of his honor guard. Under the terms of the [[Rockheart Charter]] the city of Wydmoor was granted self-determination under rules and terms negotiated by all parties, later committed to the [[Stones of Law]]. It was at this point the relationship between the the Bog Wraiths, the Church, and Wydmoor city was codified. This document stipulated that the Bog Wraiths would provide 1/3rd of the manpower for the [[Sentinels of the Stand]], the Arch-Warden&#039;s elite mercenary honor guard made up of men chosen from the [[Blessed Companies]], and would receive an annual stipend from the church. Afterward, the Wraiths later played a key role in the [[Convention of Autonomy]], which finalized and formalized the rules of governance for Wydmoor and carved them onto the [[Stones of Law]] for all to see.&lt;br /&gt;
&lt;br /&gt;
The Bog Wraiths currently maintain a number of defensive fortifications, including the Wydmoor Rampart, [[Castle Wydmoor]], and a number of lesser outposts. They are also rumored to maintain a magical [[non-tunnel]] system connecting [[Castle Wydmoor]], the [[Cathedral of Origin]], and the [[Keep of the City Magius]], possibly in conjunction with the [[City Magius]] himself. Drawing on their defensive role and their history, they have become master engineers and siege breakers. &lt;br /&gt;
&lt;br /&gt;
Today, the Wraiths survival is inexorably tied to the Church and Wydmoor--a significant amount of their funding comes from the church and the mines of [[Iros Forge]]. Although their days of contributing to offensive campaigns virtually are no more, they do maintain some level of autonomy. From time to time, they are contracted by sovereign nations for medium scale and precision military engagements, such as rooting out dens of [[Servitor Races|servitors]] or disbanding bandit camps. They have historically been the go-to Mercenary Corps of the ethnic Ubrekti aristocracy during peasant uprisings that the ethnic Hakni king cared little to suppress, as well as during the not infrequent Ubrekti civil wars. More recently the Bog Wraiths have been active in the Alexia under [[Odessan]] patronage, helping to control servitor encroachment and lawlessness around the nation&#039;s nominal capitol in the east and as well as working on projects to halt the growing blight known as the [[Valley of Dust]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Notes&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Go Here, and are probably in need of updating. &amp;quot;Game Notes&amp;quot; is not my department.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4619</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4619"/>
		<updated>2010-03-19T22:01:02Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[Team MeFight Sessions]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Useful Stuff&#039;&#039;&#039; ==&lt;br /&gt;
[[Combat Quick Reference]]; [[:Category:Tables|Tables!]]; A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Bard]], [[Loghead]], [[Redzan the Clean]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Kivan]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Naprid Daithe]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Firetalk Charm]], [[Sox Argyle]], [[Temporal Authority]], [[Omnity]], [[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]] &#039;&#039;&#039;UPDATED!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
Complete = *&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;All Stars (Wydmoor Free City)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 {{Al}}, [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
 {{Germain}}, [[Human]] [[Wydmoor City Guard|City Guardsman]] - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
 {{Kimika}}, [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
 {{LE}}, [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&lt;br /&gt;
&lt;br /&gt;
 {{Mose}}, [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]]) and his magical horse [[Way]]&lt;br /&gt;
&lt;br /&gt;
 {{Quinalin}}, [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:____|Daniel]])&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; Team MeFight (Kred Region, Gildenhome)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:MeFight Session Notes | Team MeFight Session Notes]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Thed]]&amp;quot;, [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
 {{Kib Absold}}, [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]])&lt;br /&gt;
&lt;br /&gt;
 [[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
 [[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Anise]]&amp;quot;, [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]])&lt;br /&gt;
&lt;br /&gt;
 [[Neven b&#039;Aaronurt]], [[Halfling]] [[Druids|Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]]) and his riding boar, [[Breakfast]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; MeFight Expansion Team (Theoretical)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) (on indefinite hiatus)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Bard&amp;diff=4618</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Bard&amp;diff=4618"/>
		<updated>2010-03-19T21:59:44Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules wise, bards function identically to their SRD counterparts. &lt;br /&gt;
&lt;br /&gt;
Their common place in the world, however, could not be more different. While there is no shortage of minstrels and other traveling bards mucking about the continent, more often than not, bards are found among the company of military men. Their unique access to arcane healing magic, coupled with the church&#039;s prohibition on divine participation in wars between Goodly Races, makes bards invaluable on the battlefield, even without considering their effect on troop morale and combat effectiveness, as their songs and stories wile away the boring hours and dark winters that make up most of military life, while invigorating the spirit during frenetic clashes. Additionally, as schooled and literate folk, their advice is generally sound and grounded in historical context, and rare is the noble or general who does not have a bardic biographer on staff.&lt;br /&gt;
&lt;br /&gt;
In addition to being fixtures on the battlefield, or perhaps in addition to it, bards are highly represented among the nobility and educated set, and most Alexandrian Universities feature a Bardic College, each with its own flavor. For example, the [[Choral College]] of Flannary is generally seen as being peerless in the craft of music, while [[The Academy]] of Ubrekt produces orators, historians, and dramatists second to none. The [[King&#039;s Conservatory]] serves as the bardic college of [[Odessa]], and Gildenhome, of course, has no bardic college, per se, but an active contingent of bards and skalds is always to be found in the [[Halls of the Ancestors]]. Despite the University of Hakan being almost entirely devoted to the study of arcane magic, there is no bardic college attached to it. Most gnomish bards, in fact, are essentially gnomish skalds from the Scarlands. &lt;br /&gt;
&lt;br /&gt;
In the Peteran Empire, bards are actually quite rare. The highly magocratic Petran elite actively discourage bards, and culturally the niche bards occupy - actor and entertainer - is seen as on par with prostitutes and other lower sorts.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Bard&amp;diff=4617</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Bard&amp;diff=4617"/>
		<updated>2010-03-19T21:48:56Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules wise, bards function identically to their SRD counterparts. &lt;br /&gt;
&lt;br /&gt;
Their common place in the world, however, could not be more different. While there is no shortage of minstrels and other traveling bards mucking about the continent, more often than not, bards are found among the company of military men. Their unique access to arcane healing magic, coupled with the church&#039;s prohibition on divine participation in wars between Goodly Races, makes bards invaluable on the battlefield, even without considering their effect on troop morale and combat effectiveness, as their songs and stories wile away the boring hours and dark winters that make up most of military life, while invigorating the spirit during frenetic clashes. Additionally, as schooled and literate folk, their advice is generally sound and grounded in historical context, and rare is the noble or general who does not have a bardic biographer on staff.&lt;br /&gt;
&lt;br /&gt;
In the Peteran Empire, bards are actually quite rare. The highly magocratic Petran elite actively discourage bards, and culturally the niche bards occupy - actor and entertainer - is seen as on par with prostitutes and other lower sorts.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Bard&amp;diff=4616</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Bard&amp;diff=4616"/>
		<updated>2010-03-19T21:48:39Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules wise, bards function indentically to their SRD counterparts. &lt;br /&gt;
&lt;br /&gt;
Their common place in the world, however, could not be more different. While there is no shortage of minstrels and other traveling bards mucking about the continent, more often than not, bards are found among the company of military men. Their unique access to arcane healing magic, coupled with the church&#039;s prohibition on divine participation in wars between Goodly Races, makes bards invaluable on the battlefield, even without considering their effect on troop morale and combat effectiveness, as their songs and stories wile away the boring hours and dark winters that make up most of military life, while invigorating the spirit during frenetic clashes. Additionally, as schooled and literate folk, their advice is generally sound and grounded in historical context, and rare is the noble or general who does not have a bardic biographer on staff.&lt;br /&gt;
&lt;br /&gt;
In the Peteran Empire, bards are actually quite rare. The highly magocratic Petran elite actively discourage bards, and culturally the niche bards occupy - actor and entertainer - is seen as on par with prostitutes and other lower sorts.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Bard&amp;diff=4615</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Bard&amp;diff=4615"/>
		<updated>2010-03-19T21:48:15Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules wise, bards function indentically to their SRD counterparts. &lt;br /&gt;
&lt;br /&gt;
Their common place in the world, however, could not be more different. While there is no shortage of minstrels and other traveling bards mucking about the continent, more often than not, bards are found among the company of military men. Their unique access to arcane healing magic, coupled with the church&#039;s prohibition on divine participation in wars between Goodly Races, makes bards invaluable on the battlefield, even without considering their effect on troop morale and combat effectiveness, as their songs and stories wile away the boring hours and dark winters that make up most of military life, while envigorating the spirit during frenetic clashes. Additionally, as schooled and literate folk, their advice is generally sound and grounded in historical context, and rare is the noble or general who does not have a bardic biographer on staff.&lt;br /&gt;
&lt;br /&gt;
In the Peteran Empire, bards are actually quite rare. The highly magocratic Petran elite actively discourage bards, and culturally the niche bards occupy - actor and entertainer - is seen as on par with prostitutes and other lower sorts.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Bard&amp;diff=4614</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Bard&amp;diff=4614"/>
		<updated>2010-03-19T21:45:29Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: Eat your heart out, Faulkner. That&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules wise, bards function indentically to their SRD counterparts. Their common place in the world, however, could not be more different. While there is no shortage of minstrels and other traveling bards, more often than not, bards are found among the company of military men. Their unique access to arcane healing magic, coupled with the church&#039;s prohibition on divine participation in wars between Goodly Races, makes bards invaluable on the battlefield, even without considering their effect on troop morale and combat effectiveness, as their songs and stories wile away the boring hours and dark winters that make up most of military life, while envigorating the spirit during frenetic clashes. Additionally, as schooled and literate folk, their advice is generally sound and grounded in historical context, and rare is the noble or general who does not have a bardic biographer on staff.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Cone_of_Sound&amp;diff=4613</id>
		<title>Cone of Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Cone_of_Sound&amp;diff=4613"/>
		<updated>2010-03-19T21:39:28Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Evocation [Sonic]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level: 	[[Bard]] 0&lt;br /&gt;
&lt;br /&gt;
Components: 	V, S&lt;br /&gt;
&lt;br /&gt;
Casting Time: 	1 standard action&lt;br /&gt;
&lt;br /&gt;
Range: 	10 ft&lt;br /&gt;
&lt;br /&gt;
Effect: 	Cone&lt;br /&gt;
&lt;br /&gt;
Duration: 	Instantaneous&lt;br /&gt;
&lt;br /&gt;
Saving Throw: 	Fort. Neg.&lt;br /&gt;
&lt;br /&gt;
Spell Resistance: 	Yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are able to create a high frequency burst of sound that travels in a cone, dealing 1d2 sonic damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Germain%27s_Character_Sheet&amp;diff=4612</id>
		<title>Talk:Germain&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Germain%27s_Character_Sheet&amp;diff=4612"/>
		<updated>2010-03-19T21:12:31Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RE: Hit points: With 12 con, MAX-1 for 8 HD is 8? -gm&lt;br /&gt;
: Isn&#039;t it MAX-2 for every level after 2? I can&#039;t ever remember your HP rules. Otherwise, ya. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: First character level is max, all the rest are max -1.&lt;br /&gt;
:: (8+1 = 9),(8-1+1 = 8),(8-1+1 = 8),(8-1+1 = 8),(8-1+1 = 8) = 41 -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: I believe you have discovered a latent inequity! Original campaign started at level two, and so got max for first 2 levels, then max -1. MeFites started at level one, and so only got max for level 1. -gm&lt;br /&gt;
&lt;br /&gt;
Did you know in ancient times, big pilgrim cities would often be flush with &amp;quot;travelers guides&amp;quot; of various degrees of quality? You could have picked a few up, at nominal gold cost, to justify enough for a couple points in dadtim and/or alexandria&#039;s city. -gm&lt;br /&gt;
: Yeah, I was considering it. Points are tight trying to qualify for Dragoman at 7 and bring my wheelhouse skills up to max. I already dropped bluff from my wheelhouse to be able to get some extra points in knowledge skills :| I&#039;ll see what I can do. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: My usual playbook fort that situation is to sacrifice my max skill to get the glass I&#039;m looking for, then double down the next level to get back up to max. &lt;br /&gt;
::: I did that last level :| I doubled down on SM to bring it to max since I want it to be my main bag, and then I only put a point in my other max skills. I do think another knowledge: local is a good idea. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Do synergy bonuses stack?  I was under the impression that they didn&#039;t. -[[User:Slitherrr|Slitherrr]] 12:09, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
A little research suggests they don&#039;t as of 3.5.  Booo. -[[User:Slitherrr|Slitherrr]] 12:10, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, scratch that.  It looks like it went from being a &amp;quot;synergy bonus&amp;quot; to an &amp;quot;unnamed bonus&amp;quot;, so despite the vague wording of the synergy bit in the skill, it evidently does, indeed, stack. -[[User:Slitherrr|Slitherrr]] 12:13, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I am pretty sure they stack based only on the few character optimization posts I&#039;ve read. Those nerds would have seen a rules violation from a mile away. That said, I think they shouldn&#039;t. Syn bonuses are definitely unbalanced and heavily abusable in 3.5, especially around diplomacy. I wouldn&#039;t abuse them like I have except that I self-identify as a munchkin and I feel no obligation to violate my lifestyle. -[[User:Msallen|Msallen]] 13:03, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Diplomacy is impossible to unbalance because you can&#039;t talk your way out of a knife to the back. -gm&lt;br /&gt;
&lt;br /&gt;
:: Only true if you completely disregard the &amp;quot;influence NPC reactions&amp;quot; table (which any good game master will do anyways). A real diplomancer would have at least +22 or so at my level, which would allow me to avoid all kinds of combat through talkin&#039;. Also: [http://community.wizards.com/go/thread/view/75882/19861846/Campaign_Smashers_II_The_stuff_that_completely_breaks_the_game]. -[[User:Msallen|Msallen]] 14:03, 12 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I *wish* I had that diplomancer in my group. He&#039;d be dead in two sessions. I do not miss players like this, though I&#039;m somewhat eager to encounter one again one day. Good luck out rules lawyering me in 3.5 : the Diplomancer concept has a fatal flaw that the player seems to willfully ignore. Namely : &amp;quot;Changing others’ attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase.&amp;quot; I suppose the counter would be to take a rushed one at -10, which I would patently disallow, because you can&#039;t do any meaningful diplomacy in six seconds. Since that would lead to some whinging and arguing, I&#039;d give the &amp;quot;ok&amp;quot; and then move on to my next trick. After all, that&#039;s hardly the only fuckin&#039; I could give. &amp;quot;. . . to influence the attitude of &amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt; nonplayer character, or wild empathy checks made to influence the attitude of &amp;lt;/b&amp;gt;an animal or magical beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Notice that article? It&#039;s consistantly &amp;lt;i&amp;gt;singular&amp;lt;/i&amp;gt;. That is, even with a hurried diplomacy action every round, you&#039;d still only get to turn ONE NPCs reaction per round, not that of a whole group. And, the instant Mr Diplomancer convinces that one guy to oppose his fellows, I&#039;ll give you one guess as to who the rest of the opposition will concentrate fire on.  -gm&lt;br /&gt;
&lt;br /&gt;
:Yeah, and what Jones is saying is basically what is flavoring the Professional discussion from my point of view, and what makes him so tough to balance. His power outside of combat stems a lot from talky-talky, and that power is so easy to cancel out that it&#039;s really hard to judge exactly how powerful it makes him. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Whats crappy about the sync bonuses is how quickly they push other characters out of the dipl game. In general, a player that wants to be top-notch at a specific skill for player reasons can be with minimal investment. However, if you don&#039;t go ape-shit with diplomacy getting all the support skills, its really hard to have much impact compared to a diplomancer type. --[[User:Msallen|Msallen]] 13:16, 14 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
You know, Germain really doesn&#039;t spend much time lying anymore--now that hes increasingly important, he just doesn&#039;t have to front as much. I&#039;m considering focusing on Dipl, SM, and GI, and putting bluff/intimidate on the back burner. At +10, they are pretty strong, and I&#039;m sure I&#039;ll be able to buy them up a little more (and benefit from the Dragoman feature). I might just leave him at &amp;quot;capable&amp;quot; liar and buy up some more knowledge skills. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
===Leveling and Respec===&lt;br /&gt;
Ranger!  Crazy talk! -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: FAVORED ENEMY: HUMAN! --[[User:192.147.58.6|192.147.58.6]] 13:11, 14 January 2010 (EST)&lt;br /&gt;
Potential changes from Fighter -&amp;gt; Professional respec:&lt;br /&gt;
* HP -2&lt;br /&gt;
* Fort Save -1&lt;br /&gt;
* Remove: Evasion&lt;br /&gt;
* Add: Insightful Defense &lt;br /&gt;
* Skills: 6 pts (can&#039;t raise any skills past level 3 max)&lt;br /&gt;
** 1 listen&lt;br /&gt;
** 1 spot&lt;br /&gt;
** 2 search&lt;br /&gt;
** 2 intimidate&lt;br /&gt;
&lt;br /&gt;
No changes occur to:&lt;br /&gt;
* Feats: lost fighter bonus, gained prof bonus--since I took skill feats with 2 human starting feats and&lt;br /&gt;
* BaB: Prof level 2-&amp;gt;3 gets a +1 BaB&lt;br /&gt;
&lt;br /&gt;
Done! In the process I realized I took 8 skills instead of 9 for my newest ranger level! --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
I guess there is a part of me that is looking at the [[Field Marshall]] and seriously considering it. --[[User:Msallen|Msallen]]&lt;br /&gt;
: Then go capture one. Kib has a reason to be able to access Sentinal and Field Marshall classes. I&#039;m not sure Germain does. -gm&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
An unintended consequence of our changes is that my goofy earring, which gives skill bonuses or eagle&#039;s splendor, gets a little cooler at mid levels --[[User:Msallen|Msallen]]&lt;br /&gt;
: Hm?&lt;br /&gt;
: Also, what&#039;d you think of that new feat?&lt;br /&gt;
:: Er. Because the clicky will give me an AC bonus starting at level 6. I like the feat in concept, although I&#039;m not sure I&#039;m capable of evaluating how useful it is. It might be too situational, but I don&#039;t have a good grip on that sort of thing. --[[User:Msallen|Msallen]]&lt;br /&gt;
::: Well, I didn&#039;t actually create the feat, I lifted it. I imagine the goal is to give an Aid Another to someone ELSE who is also going to AoO? Also, don&#039;t forget, your Eagle&#039;s Splendor only lasts 3 minutes and shuts off your +1 for 24 hours. ;)&lt;br /&gt;
:::: Um. Eagle&#039;s Splendor is Charisma, not Intelligence. It&#039;ll be a + to Will Saves if you take the feat, but that&#039;s it.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Yeah, sorry, I assume what was meant was Fox&#039;s Cunning. LE&#039;s Charisma Cloak clickies to Eagle&#039;s Splendor. -gm&lt;br /&gt;
::::: Ah, I think Jones meant for it to be Fox&#039;s Cunning (int bonus) based on how he explained it: get +1 on int skills all the time, or get +2 for a short period. That said, if I was wrong, sweet! I&#039;ll take a charisma buff any day! --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::: If you&#039;re done, why do  you still have evasion?&lt;br /&gt;
&lt;br /&gt;
===Leadership===&lt;br /&gt;
I still don&#039;t get why you&#039;d grab leadership at lvl 5. Cohort always maxes out at Level-2. I always thought the +2 Improved Leadership was kind of a booby prize. -gm&lt;br /&gt;
: Yeah, I don&#039;t know if I will take it in the end. It depends on a lot of things:&lt;br /&gt;
:* Have I had an in-game justification to get a second knowledge (local) skill up to 6. If I can, I&#039;ll be picking up [[Dragoman]] at level 7. I&#039;ll probably take it to level 2--the +3 bonus to all charisma skills is hot for me, and I&#039;d really like to get +2 and take-10 with Sense Motive. That&#039;ll mean I won&#039;t get leadership until level 9 if I don&#039;t take it as a feat.&lt;br /&gt;
:* Do I have an in-game justification to take leadership at 6? I might not even feel like the Germ has the contacts or resources to take leadership, and I&#039;d like to have an NPC in mind for cohort potential. In all honesty, I&#039;m probably also more interested in the followers than the cohorts, since I&#039;m not even sure I&#039;ll take a combat-based cohort. For followers, the +2 bonus does have a noticeable effect.&lt;br /&gt;
:* What do you have in mind for the leadership feat? Its a weird feat with very little structure that is highly dependent on the GM, campaign, and player. So I&#039;ll just be talking to you a lot about it as I get closer to 6. If it it has a strong RP component that&#039;ll cause NPC organizations to put me in charge of lots of people, then I&#039;ll take it earlier. If I have to have my own base of operations, funding, and political capital to make full use of it, then I&#039;ll take it later. If it means I&#039;m more likely to start building more permanent relationships with a higher level of loyalty with the NPCs I interact with, I&#039;ll take it earlier. Etc. etc.&lt;br /&gt;
:Hence the question mark. Its still pretty unresolved whether and how I&#039;m going to use the feat. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Well, you&#039;ve got, what, 2 more levels before it&#039;s an issue? I&#039;ll backburner it for now - 2010/1401 is going to be a VERY chaotic year for Wydmoor, so where Germ goes and how he develops is up in the air: all possibilities are on the table. That&#039;s all I can say about that right now. If you wanted a knowledge local, you could, perhaps, pick a city or region where one of the OTHER characters has some Knowledge Local skill points and learn from them. I mean, I&#039;m a big fan of assuming the players are doing stuff like conversating and such during all the Walking Time characters do, so I&#039;ve never bought fully into the &amp;quot;well, I didn&#039;t do anything in game to justify the expense.&amp;quot; With months of skipped over downtime, there&#039;s plenty of time to practice skills and wotnot on the road. (Though, for something like your ranger level, the RP component becomes a lot more important.) -gm&lt;br /&gt;
::: Aight. I guess I was under the impression that you had to spend some time in an area to build up knowledge (local), but chatting, libraries, and reading newspapers is enough? I&#039;ll probably aim to build up my knowledge of ubrekt city, since I already have some points in it and its probably easy to get news/info about since its such an important city. Or I&#039;ll see what the other party members have. Still doesn&#039;t really resolve this issue since it&#039;ll just cause my to postpone prof 6 for 3 levels for sure. --[[User:Msallen|Msallen]]&lt;br /&gt;
===Languages===&lt;br /&gt;
Looks like I am short a language, since ubrekti and regional language are both granted to starting characters. What makes sense from a game perspective. Germ has been around Fresia/Flannery and Ubrekti City most of his life, so it seems like I could easily make a case for any of them? --[[User:Msallen|Msallen]]&lt;br /&gt;
: I thought you already had Flannary and Fresia? The regional language for Ubrekt is actually Hakni. -gm&lt;br /&gt;
:: Wouldn&#039;t I start with Ubrekti and Fresia? I was under the impression from the contentious language talk page that you start with common + regional + int bonus? --[[User:Msallen|Msallen]]&lt;br /&gt;
::: Well, either Ubrekti and Fresia, or Ubrekti and Flanneri. What I think that Matt is referring to, though, is that if you spent a lot of time in Ubrekti City, it&#039;d make sense if you knew Hakni, since that&#039;s the actual regional language, there. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Also, for being the more worldly and less beefy incarnation of Kib, you sure haven&#039;t spent many points in Speak Language. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: The only other language we&#039;ve had to deal with was Lizardmanlander! When will I ever use that again? Probably pick up Odessan soon since you people are invading my new town. --[[User:Msallen|Msallen]]&lt;br /&gt;
::::: Yeah, I have no idea why Odessan is so widely spoken in the MFC group, since most of them are Gildenhomers. WEIRD. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::: Is it really that widely spoken? I see Thed being the only one having it that doesn&#039;t have a super obvious reason to... -[[User:Feantari|Feantari]]&lt;br /&gt;
::::::: You&#039;re right, for some reason I was remembering Thoven as having it. -[[User:Slitherrr|Slitherrr]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Dragoman&amp;diff=4582</id>
		<title>Talk:Dragoman</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Dragoman&amp;diff=4582"/>
		<updated>2010-03-17T02:02:13Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I thought sneak attack was a weird class ability for a diplomat/translator. Here are some other suggestions from the complete adventurer:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Mastery&#039;&#039;&#039; - So confident in the use of certain skills that he can take 10 even stress or distraction would normally present it. This feature is pretty popular, and is usually around 3 skills, although some give much more. I might suggest diplomacy and sense motive, with maybe one of: listen, bluff, intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sustaining Presence&#039;&#039;&#039; - Can call upon his force of personality to stay alive in tense or dangerous situations, adding charisma bonus to concentration checks and fortitude saves. Other variants follow this forumula: apply stat bonus to 1 save and 1 skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bardic Lore&#039;&#039;&#039; - Can call upon extensive background knowledge of history and culture gleaned from travel, study, and socializing to recall legends or information regarding various topics. Based on Dragoman level, and stacks with any previous version of the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspire Competence&#039;&#039;&#039; - An ally within 30 feet who can see and hear Dragoman get a +2/3 bonus to skill checks using a specific skill. Like a bard ability, but lets the Dragoman strengthen his allies diplomacy skills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Bardic Lore is already there! [[User:75.64.111.120|75.64.111.120]] 19:26, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Matt: Does Skill Mastery taking a 10 still require 10 times as long? [[User:75.64.111.120|75.64.111.120]] 19:39, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Taking 10 doesn&#039;t take extra time--its just settling for the average in a low-stress situation. Taking 20 takes 20 times as long as a normal skill check, and assumes you are trying over and over until you roll a 20.&lt;br /&gt;
&lt;br /&gt;
You should add Knowledge (Geography) to the list of class skills. Do hide, move silently, slight of hand, and use rope have a flavor reason for being there? Or are they just there so this class isn&#039;t a complete wash on combat skills? Jump, swim, craft, and profession I know are almost gimmies for all classes, but these others seem a little odd.&lt;br /&gt;
&lt;br /&gt;
--[[User:Msallen|Msallen]] 18:47, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
That sounds about right, but they&#039;re not organs of state, so an indivudal dragoman can be honest or rather shady and sly. [[User:Detarame|Detarame]] 19:04, 6 February 2009 (EST)&lt;br /&gt;
* Ahh, good to know! Ok, glad that clears up taking a 10. Hide, Slight of Hand, and Move Silently are very much urban based skills. After all, not ALL Dragomen are upstanding and honest guides, many are frauds and hucksters who use their knowledge of the cities to defraud people. Knowledge Geo was a definite oversight. [[User:96.4.191.21|96.4.191.21]] 13:51, 6 February 2009 (EST)&lt;br /&gt;
* Oh, and as any sailor or boy scout ought to be able to tell you, the ability to tie knots is super useful, like for tying down pack animals and such, but I&#039;ll go ahead and excise it anyway. The snares and such it is commonly associated with don&#039;t make much sense, I agree. [[User:96.4.191.21|96.4.191.21]] 13:52, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Got it. I didn&#039;t really know what a Dragoman was, so I was just going on the wikipedia article that describes it as a translator and mediator. With the huckster bit it makes a lot more sense --[[User:Msallen|Msallen]] 15:04, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Re: The Level 5 abilities, do the targets know if someone attempted to Charm or Confuse them if the Dragoman fails? Also, does it make sense for the DC not to be modified by Will Save, or similarly, should the DC be shifted over to the target and made into a Will Save modified by the pertinent ability? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I read it as a Charm Person spell with the DC and duration specified by the special ability. Which would involve a will save, right? --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Yeah, you&#039;re right, that&#039;s a brain fart on my part. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Is the 1st level ability intentionally untyped? Would it stack with, say, a breastplate of command? --[[User:Msallen|Msallen]]&lt;br /&gt;
:Seems like that would make it pretty dad-gum powerful. Of course, it&#039;s already pretty dad-gum powerful. In fact, as it&#039;s worded, it might make an insane synergy for Sorcerers/Wizards--I&#039;d have to check the Reference, though. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::What sort of synergy bonuses are you thinking? It only applies to skill checks as its worded now... not any sort of class feature like spell DCs, or even animal empathy checks. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::&amp;quot;Grants a +3 on charisma checks and charisma-based skill checks&amp;quot; doesn&#039;t sound like just skills to me. I just don&#039;t know what else uses Charisma that is considered a check--it certainly wouldn&#039;t add to things like base spells, but I&#039;m thinking that there are spell effects that would get a boost from this (not sure, though). Either way, the way it is currently worded very explicitly states that more than just skill checks are affected, but in a non-specific way. Whether or not that is a game-breaking super-synergy situation would take some crawling through docs to determine.&lt;br /&gt;
&lt;br /&gt;
:::Also, just to note, even if it were just skills, Animal Empathy would be included because it &amp;quot;functions just like a Diplomacy check&amp;quot;.&lt;br /&gt;
:::-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::Duh. Shows my attention to detail. I had this chat with GM a while back. I guess the next question is *should* it only be skill checks. Natually, I would be happy to have it apply to my animal empathy checks, but is that broken? Breastplate of command is only skill checks, I believe. --[[User:Msallen|Msallen]]&lt;br /&gt;
::::Oh, also... I read that animal empathy comment as &amp;quot;uses the diplomacy table&amp;quot;, but not that it was considered a skill. If we read it that it does, would that set animal empathy apart from something like Legend Lore (bard/dragoman ability).&lt;br /&gt;
::::: Yeah, I don&#039;t mind it being on animal empathy checks. I&#039;m far more concerned with it being used for UMD checks. -gm&lt;br /&gt;
:::::: That throws another wrench into the works. Dunno when I&#039;ll get some time to crawl through and look for more stuff, but this is worth looking into, OR worth ignoring completely and hoping it never comes up (either one works). -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::: Well, I don&#039;t really mind it being universally stacking because it is, quite literally, a completely hopeless class in combat, which is - let&#039;s face it - almost the entire measure of advancement for a class. That&#039;s worth quite a lot of points in my book, almost - maybe - enough to overlook the issues with UMD. I must admit, however, that I love UMD, and I&#039;m almost always inclined in its favor. I don&#039;t think the skills the class boosts are unbalancing enough to a campaign to really fret over. Until it happens, of course, but I&#039;m pretty confident the ceiling on diplomancer in my world is reasonable enough that dragomancer won&#039;t be the straw. If it did get epic too soon, well, then people start treating you like saurmon : kill him before he has a chance to speak. At that point, any budding diplomancer *coughcough* is itching for a reroll anyway. -gm&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Sylvan_(Language)&amp;diff=4581</id>
		<title>Talk:Sylvan (Language)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Sylvan_(Language)&amp;diff=4581"/>
		<updated>2010-03-17T01:55:53Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do we have a statement from on high on where Sylvan fits in, so I can add it to the super-list? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I&#039;d say it doesn&#039;t. I don&#039;t think it&#039;s a language like we understand it, and I don&#039;t think it can impart terribly complex ideas. -gm&lt;br /&gt;
:: Well, that&#039;s still a statement about how it fits in as a language. What role does it play in the world, really? Is it a mystical language universally spoken by everything nature, or is it something more complex than that? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: That is an excellent question. I&#039;ll have to think on that and come back to it later.&lt;br /&gt;
::: (Thanks, Dr. Appier!)&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Barbarian_King%27s_Bastard_Sword&amp;diff=4578</id>
		<title>Barbarian King&#039;s Bastard Sword</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Barbarian_King%27s_Bastard_Sword&amp;diff=4578"/>
		<updated>2010-03-17T00:51:14Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recovered from the [[Tomb of the Barbarian King]] near [[Wydmoor Free City]], it is a bronze bastard sword of ancient and primitive make, although of high quality for its age. The handle is of darkwood and bone, with a grip made of overlapping X&#039;s of rope tied in intricate patterns. &lt;br /&gt;
&lt;br /&gt;
Functionally, it is a +2 Vicious Bastard Sword. &amp;lt;i&amp;gt;Identify&amp;lt;/i&amp;gt; indicates there are other latent powers or abilities, which can be discovered thorough use or advanced divination, such as &amp;lt;i&amp;gt;legend lore&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;analyze dewomer&amp;lt;/i&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Because it is made of bronze, it is somewhat more heavy and awkward to use, suffering a -1 penalty on attack rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, it would appear to the metagame observer that this bad boy is cursed. Which is probably no surprise considering that the shield, and both doors to worthless copper were also cursed. So far, it has exhibited the following behavior:&lt;br /&gt;
*Triggered Will Save, DC Unknown, to remove the desire to discard or sell.&lt;br /&gt;
*Triggered Will Save, DC Unknown, when wielded in combat and massive damage is suffered. &lt;br /&gt;
** The effect of failing this save is currently unknown.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Germain%27s_Character_Sheet&amp;diff=4577</id>
		<title>Talk:Germain&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Germain%27s_Character_Sheet&amp;diff=4577"/>
		<updated>2010-03-17T00:38:58Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Did you know in ancient times, big pilgrim cities would often be flush with &amp;quot;travelers guides&amp;quot; of various degrees of quality? You could have picked a few up, at nominal gold cost, to justify enough for a couple points in dadtim and/or alexandria&#039;s city. -gm&lt;br /&gt;
: Yeah, I was considering it. Points are tight trying to qualify for Dragoman at 7 and bring my wheelhouse skills up to max. I already dropped bluff from my wheelhouse to be able to get some extra points in knowledge skills :| I&#039;ll see what I can do. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: My usual playbook fort that situation is to sacrifice my max skill to get the glass I&#039;m looking for, then double down the next level to get back up to max. &lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Do synergy bonuses stack?  I was under the impression that they didn&#039;t. -[[User:Slitherrr|Slitherrr]] 12:09, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
A little research suggests they don&#039;t as of 3.5.  Booo. -[[User:Slitherrr|Slitherrr]] 12:10, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, scratch that.  It looks like it went from being a &amp;quot;synergy bonus&amp;quot; to an &amp;quot;unnamed bonus&amp;quot;, so despite the vague wording of the synergy bit in the skill, it evidently does, indeed, stack. -[[User:Slitherrr|Slitherrr]] 12:13, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I am pretty sure they stack based only on the few character optimization posts I&#039;ve read. Those nerds would have seen a rules violation from a mile away. That said, I think they shouldn&#039;t. Syn bonuses are definitely unbalanced and heavily abusable in 3.5, especially around diplomacy. I wouldn&#039;t abuse them like I have except that I self-identify as a munchkin and I feel no obligation to violate my lifestyle. -[[User:Msallen|Msallen]] 13:03, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Diplomacy is impossible to unbalance because you can&#039;t talk your way out of a knife to the back. -gm&lt;br /&gt;
&lt;br /&gt;
:: Only true if you completely disregard the &amp;quot;influence NPC reactions&amp;quot; table (which any good game master will do anyways). A real diplomancer would have at least +22 or so at my level, which would allow me to avoid all kinds of combat through talkin&#039;. Also: [http://community.wizards.com/go/thread/view/75882/19861846/Campaign_Smashers_II_The_stuff_that_completely_breaks_the_game]. -[[User:Msallen|Msallen]] 14:03, 12 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I *wish* I had that diplomancer in my group. He&#039;d be dead in two sessions. I do not miss players like this, though I&#039;m somewhat eager to encounter one again one day. Good luck out rules lawyering me in 3.5 : the Diplomancer concept has a fatal flaw that the player seems to willfully ignore. Namely : &amp;quot;Changing others’ attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase.&amp;quot; I suppose the counter would be to take a rushed one at -10, which I would patently disallow, because you can&#039;t do any meaningful diplomacy in six seconds. Since that would lead to some whinging and arguing, I&#039;d give the &amp;quot;ok&amp;quot; and then move on to my next trick. After all, that&#039;s hardly the only fuckin&#039; I could give. &amp;quot;. . . to influence the attitude of &amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt; nonplayer character, or wild empathy checks made to influence the attitude of &amp;lt;/b&amp;gt;an animal or magical beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Notice that article? It&#039;s consistantly &amp;lt;i&amp;gt;singular&amp;lt;/i&amp;gt;. That is, even with a hurried diplomacy action every round, you&#039;d still only get to turn ONE NPCs reaction per round, not that of a whole group. And, the instant Mr Diplomancer convinces that one guy to oppose his fellows, I&#039;ll give you one guess as to who the rest of the opposition will concentrate fire on.  -gm&lt;br /&gt;
&lt;br /&gt;
:Yeah, and what Jones is saying is basically what is flavoring the Professional discussion from my point of view, and what makes him so tough to balance. His power outside of combat stems a lot from talky-talky, and that power is so easy to cancel out that it&#039;s really hard to judge exactly how powerful it makes him. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Whats crappy about the sync bonuses is how quickly they push other characters out of the dipl game. In general, a player that wants to be top-notch at a specific skill for player reasons can be with minimal investment. However, if you don&#039;t go ape-shit with diplomacy getting all the support skills, its really hard to have much impact compared to a diplomancer type. --[[User:Msallen|Msallen]] 13:16, 14 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
You know, Germain really doesn&#039;t spend much time lying anymore--now that hes increasingly important, he just doesn&#039;t have to front as much. I&#039;m considering focusing on Dipl, SM, and GI, and putting bluff/intimidate on the back burner. At +10, they are pretty strong, and I&#039;m sure I&#039;ll be able to buy them up a little more (and benefit from the Dragoman feature). I might just leave him at &amp;quot;capable&amp;quot; liar and buy up some more knowledge skills. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
===Leveling and Respec===&lt;br /&gt;
Ranger!  Crazy talk! -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: FAVORED ENEMY: HUMAN! --[[User:192.147.58.6|192.147.58.6]] 13:11, 14 January 2010 (EST)&lt;br /&gt;
Potential changes from Fighter -&amp;gt; Professional respec:&lt;br /&gt;
* HP -2&lt;br /&gt;
* Fort Save -1&lt;br /&gt;
* Remove: Evasion&lt;br /&gt;
* Add: Insightful Defense &lt;br /&gt;
* Skills: 6 pts (can&#039;t raise any skills past level 3 max)&lt;br /&gt;
** 1 listen&lt;br /&gt;
** 1 spot&lt;br /&gt;
** 2 search&lt;br /&gt;
** 2 intimidate&lt;br /&gt;
&lt;br /&gt;
No changes occur to:&lt;br /&gt;
* Feats: lost fighter bonus, gained prof bonus--since I took skill feats with 2 human starting feats and&lt;br /&gt;
* BaB: Prof level 2-&amp;gt;3 gets a +1 BaB&lt;br /&gt;
&lt;br /&gt;
Done! In the process I realized I took 8 skills instead of 9 for my newest ranger level! --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
I guess there is a part of me that is looking at the [[Field Marshall]] and seriously considering it. --[[User:Msallen|Msallen]]&lt;br /&gt;
: Then go capture one. Kib has a reason to be able to access Sentinal and Field Marshall classes. I&#039;m not sure Germain does. -gm&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
An unintended consequence of our changes is that my goofy earring, which gives skill bonuses or eagle&#039;s splendor, gets a little cooler at mid levels --[[User:Msallen|Msallen]]&lt;br /&gt;
: Hm?&lt;br /&gt;
: Also, what&#039;d you think of that new feat?&lt;br /&gt;
:: Er. Because the clicky will give me an AC bonus starting at level 6. I like the feat in concept, although I&#039;m not sure I&#039;m capable of evaluating how useful it is. It might be too situational, but I don&#039;t have a good grip on that sort of thing. --[[User:Msallen|Msallen]]&lt;br /&gt;
::: Well, I didn&#039;t actually create the feat, I lifted it. I imagine the goal is to give an Aid Another to someone ELSE who is also going to AoO? Also, don&#039;t forget, your Eagle&#039;s Splendor only lasts 3 minutes and shuts off your +1 for 24 hours. ;)&lt;br /&gt;
:::: Um. Eagle&#039;s Splendor is Charisma, not Intelligence. It&#039;ll be a + to Will Saves if you take the feat, but that&#039;s it.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Yeah, sorry, I assume what was meant was Fox&#039;s Cunning. LE&#039;s Charisma Cloak clickies to Eagle&#039;s Splendor. -gm&lt;br /&gt;
::::: Ah, I think Jones meant for it to be Fox&#039;s Cunning (int bonus) based on how he explained it: get +1 on int skills all the time, or get +2 for a short period. That said, if I was wrong, sweet! I&#039;ll take a charisma buff any day! --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::: If you&#039;re done, why do  you still have evasion?&lt;br /&gt;
&lt;br /&gt;
===Leadership===&lt;br /&gt;
I still don&#039;t get why you&#039;d grab leadership at lvl 5. Cohort always maxes out at Level-2. I always thought the +2 Improved Leadership was kind of a booby prize. -gm&lt;br /&gt;
: Yeah, I don&#039;t know if I will take it in the end. It depends on a lot of things:&lt;br /&gt;
:* Have I had an in-game justification to get a second knowledge (local) skill up to 6. If I can, I&#039;ll be picking up [[Dragoman]] at level 7. I&#039;ll probably take it to level 2--the +3 bonus to all charisma skills is hot for me, and I&#039;d really like to get +2 and take-10 with Sense Motive. That&#039;ll mean I won&#039;t get leadership until level 9 if I don&#039;t take it as a feat.&lt;br /&gt;
:* Do I have an in-game justification to take leadership at 6? I might not even feel like the Germ has the contacts or resources to take leadership, and I&#039;d like to have an NPC in mind for cohort potential. In all honesty, I&#039;m probably also more interested in the followers than the cohorts, since I&#039;m not even sure I&#039;ll take a combat-based cohort. For followers, the +2 bonus does have a noticeable effect.&lt;br /&gt;
:* What do you have in mind for the leadership feat? Its a weird feat with very little structure that is highly dependent on the GM, campaign, and player. So I&#039;ll just be talking to you a lot about it as I get closer to 6. If it it has a strong RP component that&#039;ll cause NPC organizations to put me in charge of lots of people, then I&#039;ll take it earlier. If I have to have my own base of operations, funding, and political capital to make full use of it, then I&#039;ll take it later. If it means I&#039;m more likely to start building more permanent relationships with a higher level of loyalty with the NPCs I interact with, I&#039;ll take it earlier. Etc. etc.&lt;br /&gt;
:Hence the question mark. Its still pretty unresolved whether and how I&#039;m going to use the feat. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Well, you&#039;ve got, what, 2 more levels before it&#039;s an issue? I&#039;ll backburner it for now - 2010/1401 is going to be a VERY chaotic year for Wydmoor, so where Germ goes and how he develops is up in the air: all possibilities are on the table. That&#039;s all I can say about that right now. If you wanted a knowledge local, you could, perhaps, pick a city or region where one of the OTHER characters has some Knowledge Local skill points and learn from them. I mean, I&#039;m a big fan of assuming the players are doing stuff like conversating and such during all the Walking Time characters do, so I&#039;ve never bought fully into the &amp;quot;well, I didn&#039;t do anything in game to justify the expense.&amp;quot; With months of skipped over downtime, there&#039;s plenty of time to practice skills and wotnot on the road. (Though, for something like your ranger level, the RP component becomes a lot more important.) -gm&lt;br /&gt;
::: Aight. I guess I was under the impression that you had to spend some time in an area to build up knowledge (local), but chatting, libraries, and reading newspapers is enough? I&#039;ll probably aim to build up my knowledge of ubrekt city, since I already have some points in it and its probably easy to get news/info about since its such an important city. Or I&#039;ll see what the other party members have. Still doesn&#039;t really resolve this issue since it&#039;ll just cause my to postpone prof 6 for 3 levels for sure. --[[User:Msallen|Msallen]]&lt;br /&gt;
===Languages===&lt;br /&gt;
Looks like I am short a language, since ubrekti and regional language are both granted to starting characters. What makes sense from a game perspective. Germ has been around Fresia/Flannery and Ubrekti City most of his life, so it seems like I could easily make a case for any of them? --[[User:Msallen|Msallen]]&lt;br /&gt;
: I thought you already had Flannary and Fresia? The regional language for Ubrekt is actually Hakni. -gm&lt;br /&gt;
:: Wouldn&#039;t I start with Ubrekti and Fresia? I was under the impression from the contentious language talk page that you start with common + regional + int bonus? --[[User:Msallen|Msallen]]&lt;br /&gt;
::: Well, either Ubrekti and Fresia, or Ubrekti and Flanneri. What I think that Matt is referring to, though, is that if you spent a lot of time in Ubrekti City, it&#039;d make sense if you knew Hakni, since that&#039;s the actual regional language, there. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Also, for being the more worldly and less beefy incarnation of Kib, you sure haven&#039;t spent many points in Speak Language. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: The only other language we&#039;ve had to deal with was Lizardmanlander! When will I ever use that again? Probably pick up Odessan soon since you people are invading my new town. --[[User:Msallen|Msallen]]&lt;br /&gt;
::::: Yeah, I have no idea why Odessan is so widely spoken in the MFC group, since most of them are Gildenhomers. WEIRD. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::: Is it really that widely spoken? I see Thed being the only one having it that doesn&#039;t have a super obvious reason to... -[[User:Feantari|Feantari]]&lt;br /&gt;
::::::: You&#039;re right, for some reason I was remembering Thoven as having it. -[[User:Slitherrr|Slitherrr]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Sylvan_(Language)&amp;diff=4576</id>
		<title>Talk:Sylvan (Language)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Sylvan_(Language)&amp;diff=4576"/>
		<updated>2010-03-17T00:35:51Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do we have a statement from on high on where Sylvan fits in, so I can add it to the super-list? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I&#039;d say it doesn&#039;t. I don&#039;t think it&#039;s a language like we understand it, and I don&#039;t think it can impart terribly complex ideas. -gm&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Dragoman&amp;diff=4575</id>
		<title>Talk:Dragoman</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Dragoman&amp;diff=4575"/>
		<updated>2010-03-17T00:34:16Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I thought sneak attack was a weird class ability for a diplomat/translator. Here are some other suggestions from the complete adventurer:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Mastery&#039;&#039;&#039; - So confident in the use of certain skills that he can take 10 even stress or distraction would normally present it. This feature is pretty popular, and is usually around 3 skills, although some give much more. I might suggest diplomacy and sense motive, with maybe one of: listen, bluff, intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sustaining Presence&#039;&#039;&#039; - Can call upon his force of personality to stay alive in tense or dangerous situations, adding charisma bonus to concentration checks and fortitude saves. Other variants follow this forumula: apply stat bonus to 1 save and 1 skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bardic Lore&#039;&#039;&#039; - Can call upon extensive background knowledge of history and culture gleaned from travel, study, and socializing to recall legends or information regarding various topics. Based on Dragoman level, and stacks with any previous version of the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspire Competence&#039;&#039;&#039; - An ally within 30 feet who can see and hear Dragoman get a +2/3 bonus to skill checks using a specific skill. Like a bard ability, but lets the Dragoman strengthen his allies diplomacy skills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Bardic Lore is already there! [[User:75.64.111.120|75.64.111.120]] 19:26, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Matt: Does Skill Mastery taking a 10 still require 10 times as long? [[User:75.64.111.120|75.64.111.120]] 19:39, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Taking 10 doesn&#039;t take extra time--its just settling for the average in a low-stress situation. Taking 20 takes 20 times as long as a normal skill check, and assumes you are trying over and over until you roll a 20.&lt;br /&gt;
&lt;br /&gt;
You should add Knowledge (Geography) to the list of class skills. Do hide, move silently, slight of hand, and use rope have a flavor reason for being there? Or are they just there so this class isn&#039;t a complete wash on combat skills? Jump, swim, craft, and profession I know are almost gimmies for all classes, but these others seem a little odd.&lt;br /&gt;
&lt;br /&gt;
--[[User:Msallen|Msallen]] 18:47, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
That sounds about right, but they&#039;re not organs of state, so an indivudal dragoman can be honest or rather shady and sly. [[User:Detarame|Detarame]] 19:04, 6 February 2009 (EST)&lt;br /&gt;
* Ahh, good to know! Ok, glad that clears up taking a 10. Hide, Slight of Hand, and Move Silently are very much urban based skills. After all, not ALL Dragomen are upstanding and honest guides, many are frauds and hucksters who use their knowledge of the cities to defraud people. Knowledge Geo was a definite oversight. [[User:96.4.191.21|96.4.191.21]] 13:51, 6 February 2009 (EST)&lt;br /&gt;
* Oh, and as any sailor or boy scout ought to be able to tell you, the ability to tie knots is super useful, like for tying down pack animals and such, but I&#039;ll go ahead and excise it anyway. The snares and such it is commonly associated with don&#039;t make much sense, I agree. [[User:96.4.191.21|96.4.191.21]] 13:52, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Got it. I didn&#039;t really know what a Dragoman was, so I was just going on the wikipedia article that describes it as a translator and mediator. With the huckster bit it makes a lot more sense --[[User:Msallen|Msallen]] 15:04, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Re: The Level 5 abilities, do the targets know if someone attempted to Charm or Confuse them if the Dragoman fails? Also, does it make sense for the DC not to be modified by Will Save, or similarly, should the DC be shifted over to the target and made into a Will Save modified by the pertinent ability? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I read it as a Charm Person spell with the DC and duration specified by the special ability. Which would involve a will save, right? --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Yeah, you&#039;re right, that&#039;s a brain fart on my part. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Is the 1st level ability intentionally untyped? Would it stack with, say, a breastplate of command? --[[User:Msallen|Msallen]]&lt;br /&gt;
:Seems like that would make it pretty dad-gum powerful. Of course, it&#039;s already pretty dad-gum powerful. In fact, as it&#039;s worded, it might make an insane synergy for Sorcerers/Wizards--I&#039;d have to check the Reference, though. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::What sort of synergy bonuses are you thinking? It only applies to skill checks as its worded now... not any sort of class feature like spell DCs, or even animal empathy checks. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::&amp;quot;Grants a +3 on charisma checks and charisma-based skill checks&amp;quot; doesn&#039;t sound like just skills to me. I just don&#039;t know what else uses Charisma that is considered a check--it certainly wouldn&#039;t add to things like base spells, but I&#039;m thinking that there are spell effects that would get a boost from this (not sure, though). Either way, the way it is currently worded very explicitly states that more than just skill checks are affected, but in a non-specific way. Whether or not that is a game-breaking super-synergy situation would take some crawling through docs to determine.&lt;br /&gt;
&lt;br /&gt;
:::Also, just to note, even if it were just skills, Animal Empathy would be included because it &amp;quot;functions just like a Diplomacy check&amp;quot;.&lt;br /&gt;
:::-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::Duh. Shows my attention to detail. I had this chat with GM a while back. I guess the next question is *should* it only be skill checks. Natually, I would be happy to have it apply to my animal empathy checks, but is that broken? Breastplate of command is only skill checks, I believe. --[[User:Msallen|Msallen]]&lt;br /&gt;
::::Oh, also... I read that animal empathy comment as &amp;quot;uses the diplomacy table&amp;quot;, but not that it was considered a skill. If we read it that it does, would that set animal empathy apart from something like Legend Lore (bard/dragoman ability).&lt;br /&gt;
::::: Yeah, I don&#039;t mind it being on animal empathy checks. I&#039;m far more concerned with it being used for UMD checks. -gm&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Germain%27s_Character_Sheet&amp;diff=4558</id>
		<title>Talk:Germain&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Germain%27s_Character_Sheet&amp;diff=4558"/>
		<updated>2010-03-16T02:39:41Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Did you know in ancient times, big pilgrim cities would often be flush with &amp;quot;travelers guides&amp;quot; of various degrees of quality? You could have picked a few up, at nominal gold cost, to justify enough for a couple points in dadtim and/or alexandria&#039;s city. -gm&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Do synergy bonuses stack?  I was under the impression that they didn&#039;t. -[[User:Slitherrr|Slitherrr]] 12:09, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
A little research suggests they don&#039;t as of 3.5.  Booo. -[[User:Slitherrr|Slitherrr]] 12:10, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, scratch that.  It looks like it went from being a &amp;quot;synergy bonus&amp;quot; to an &amp;quot;unnamed bonus&amp;quot;, so despite the vague wording of the synergy bit in the skill, it evidently does, indeed, stack. -[[User:Slitherrr|Slitherrr]] 12:13, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I am pretty sure they stack based only on the few character optimization posts I&#039;ve read. Those nerds would have seen a rules violation from a mile away. That said, I think they shouldn&#039;t. Syn bonuses are definitely unbalanced and heavily abusable in 3.5, especially around diplomacy. I wouldn&#039;t abuse them like I have except that I self-identify as a munchkin and I feel no obligation to violate my lifestyle. -[[User:Msallen|Msallen]] 13:03, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Diplomacy is impossible to unbalance because you can&#039;t talk your way out of a knife to the back. -gm&lt;br /&gt;
&lt;br /&gt;
:: Only true if you completely disregard the &amp;quot;influence NPC reactions&amp;quot; table (which any good game master will do anyways). A real diplomancer would have at least +22 or so at my level, which would allow me to avoid all kinds of combat through talkin&#039;. Also: [http://community.wizards.com/go/thread/view/75882/19861846/Campaign_Smashers_II_The_stuff_that_completely_breaks_the_game]. -[[User:Msallen|Msallen]] 14:03, 12 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I *wish* I had that diplomancer in my group. He&#039;d be dead in two sessions. I do not miss players like this, though I&#039;m somewhat eager to encounter one again one day. Good luck out rules lawyering me in 3.5 : the Diplomancer concept has a fatal flaw that the player seems to willfully ignore. Namely : &amp;quot;Changing others’ attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase.&amp;quot; I suppose the counter would be to take a rushed one at -10, which I would patently disallow, because you can&#039;t do any meaningful diplomacy in six seconds. Since that would lead to some whinging and arguing, I&#039;d give the &amp;quot;ok&amp;quot; and then move on to my next trick. After all, that&#039;s hardly the only fuckin&#039; I could give. &amp;quot;. . . to influence the attitude of &amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt; nonplayer character, or wild empathy checks made to influence the attitude of &amp;lt;/b&amp;gt;an animal or magical beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Notice that article? It&#039;s consistantly &amp;lt;i&amp;gt;singular&amp;lt;/i&amp;gt;. That is, even with a hurried diplomacy action every round, you&#039;d still only get to turn ONE NPCs reaction per round, not that of a whole group. And, the instant Mr Diplomancer convinces that one guy to oppose his fellows, I&#039;ll give you one guess as to who the rest of the opposition will concentrate fire on.  -gm&lt;br /&gt;
&lt;br /&gt;
:Yeah, and what Jones is saying is basically what is flavoring the Professional discussion from my point of view, and what makes him so tough to balance. His power outside of combat stems a lot from talky-talky, and that power is so easy to cancel out that it&#039;s really hard to judge exactly how powerful it makes him. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Whats crappy about the sync bonuses is how quickly they push other characters out of the dipl game. In general, a player that wants to be top-notch at a specific skill for player reasons can be with minimal investment. However, if you don&#039;t go ape-shit with diplomacy getting all the support skills, its really hard to have much impact compared to a diplomancer type. --[[User:Msallen|Msallen]] 13:16, 14 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
You know, Germain really doesn&#039;t spend much time lying anymore--now that hes increasingly important, he just doesn&#039;t have to front as much. I&#039;m considering focusing on Dipl, SM, and GI, and putting bluff/intimidate on the back burner. At +10, they are pretty strong, and I&#039;m sure I&#039;ll be able to buy them up a little more (and benefit from the Dragoman feature). I might just leave him at &amp;quot;capable&amp;quot; liar and buy up some more knowledge skills. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
===Leveling and Respec===&lt;br /&gt;
Ranger!  Crazy talk! -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: FAVORED ENEMY: HUMAN! --[[User:192.147.58.6|192.147.58.6]] 13:11, 14 January 2010 (EST)&lt;br /&gt;
Potential changes from Fighter -&amp;gt; Professional respec:&lt;br /&gt;
* HP -2&lt;br /&gt;
* Fort Save -1&lt;br /&gt;
* Remove: Evasion&lt;br /&gt;
* Add: Insightful Defense &lt;br /&gt;
* Skills: 6 pts (can&#039;t raise any skills past level 3 max)&lt;br /&gt;
** 1 listen&lt;br /&gt;
** 1 spot&lt;br /&gt;
** 2 search&lt;br /&gt;
** 2 intimidate&lt;br /&gt;
&lt;br /&gt;
No changes occur to:&lt;br /&gt;
* Feats: lost fighter bonus, gained prof bonus--since I took skill feats with 2 human starting feats and&lt;br /&gt;
* BaB: Prof level 2-&amp;gt;3 gets a +1 BaB&lt;br /&gt;
&lt;br /&gt;
Done! In the process I realized I took 8 skills instead of 9 for my newest ranger level! --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
I guess there is a part of me that is looking at the [[Field Marshall]] and seriously considering it. --[[User:Msallen|Msallen]]&lt;br /&gt;
: Then go capture one. Kib has a reason to be able to access Sentinal and Field Marshall classes. I&#039;m not sure Germain does. -gm&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
An unintended consequence of our changes is that my goofy earring, which gives skill bonuses or eagle&#039;s splendor, gets a little cooler at mid levels --[[User:Msallen|Msallen]]&lt;br /&gt;
: Hm?&lt;br /&gt;
: Also, what&#039;d you think of that new feat?&lt;br /&gt;
:: Er. Because the clicky will give me an AC bonus starting at level 6. I like the feat in concept, although I&#039;m not sure I&#039;m capable of evaluating how useful it is. It might be too situational, but I don&#039;t have a good grip on that sort of thing. --[[User:Msallen|Msallen]]&lt;br /&gt;
::: Well, I didn&#039;t actually create the feat, I lifted it. I imagine the goal is to give an Aid Another to someone ELSE who is also going to AoO? Also, don&#039;t forget, your Eagle&#039;s Splendor only lasts 3 minutes and shuts off your +1 for 24 hours. ;)&lt;br /&gt;
:::: Um. Eagle&#039;s Splendor is Charisma, not Intelligence. It&#039;ll be a + to Will Saves if you take the feat, but that&#039;s it.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Yeah, sorry, I assume what was meant was Fox&#039;s Cunning. LE&#039;s Charisma Cloak clickies to Eagle&#039;s Splendor. -gm&lt;br /&gt;
::::: Ah, I think Jones meant for it to be Fox&#039;s Cunning (int bonus) based on how he explained it: get +1 on int skills all the time, or get +2 for a short period. That said, if I was wrong, sweet! I&#039;ll take a charisma buff any day! --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::: If you&#039;re done, why do  you still have evasion?&lt;br /&gt;
&lt;br /&gt;
===Leadership===&lt;br /&gt;
I still don&#039;t get why you&#039;d grab leadership at lvl 5. Cohort always maxes out at Level-2. I always thought the +2 Improved Leadership was kind of a booby prize. -gm&lt;br /&gt;
: Yeah, I don&#039;t know if I will take it in the end. It depends on a lot of things:&lt;br /&gt;
:* Have I had an in-game justification to get a second knowledge (local) skill up to 6. If I can, I&#039;ll be picking up [[Dragoman]] at level 7. I&#039;ll probably take it to level 2--the +3 bonus to all charisma skills is hot for me, and I&#039;d really like to get +2 and take-10 with Sense Motive. That&#039;ll mean I won&#039;t get leadership until level 9 if I don&#039;t take it as a feat.&lt;br /&gt;
:* Do I have an in-game justification to take leadership at 6? I might not even feel like the Germ has the contacts or resources to take leadership, and I&#039;d like to have an NPC in mind for cohort potential. In all honesty, I&#039;m probably also more interested in the followers than the cohorts, since I&#039;m not even sure I&#039;ll take a combat-based cohort. For followers, the +2 bonus does have a noticeable effect.&lt;br /&gt;
:* What do you have in mind for the leadership feat? Its a weird feat with very little structure that is highly dependent on the GM, campaign, and player. So I&#039;ll just be talking to you a lot about it as I get closer to 6. If it it has a strong RP component that&#039;ll cause NPC organizations to put me in charge of lots of people, then I&#039;ll take it earlier. If I have to have my own base of operations, funding, and political capital to make full use of it, then I&#039;ll take it later. If it means I&#039;m more likely to start building more permanent relationships with a higher level of loyalty with the NPCs I interact with, I&#039;ll take it earlier. Etc. etc.&lt;br /&gt;
:Hence the question mark. Its still pretty unresolved whether and how I&#039;m going to use the feat. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Well, you&#039;ve got, what, 2 more levels before it&#039;s an issue? I&#039;ll backburner it for now - 2010/1401 is going to be a VERY chaotic year for Wydmoor, so where Germ goes and how he develops is up in the air: all possibilities are on the table. That&#039;s all I can say about that right now. If you wanted a knowledge local, you could, perhaps, pick a city or region where one of the OTHER characters has some Knowledge Local skill points and learn from them. I mean, I&#039;m a big fan of assuming the players are doing stuff like conversating and such during all the Walking Time characters do, so I&#039;ve never bought fully into the &amp;quot;well, I didn&#039;t do anything in game to justify the expense.&amp;quot; With months of skipped over downtime, there&#039;s plenty of time to practice skills and wotnot on the road. (Though, for something like your ranger level, the RP component becomes a lot more important.) -gm&lt;br /&gt;
::: Aight. I guess I was under the impression that you had to spend some time in an area to build up knowledge (local), but chatting, libraries, and reading newspapers is enough? I&#039;ll probably aim to build up my knowledge of ubrekt city, since I already have some points in it and its probably easy to get news/info about since its such an important city. Or I&#039;ll see what the other party members have. Still doesn&#039;t really resolve this issue since it&#039;ll just cause my to postpone prof 6 for 3 levels for sure. --[[User:Msallen|Msallen]]&lt;br /&gt;
===Languages===&lt;br /&gt;
Looks like I am short a language, since ubrekti and regional language are both granted to starting characters. What makes sense from a game perspective. Germ has been around Fresia/Flannery and Ubrekti City most of his life, so it seems like I could easily make a case for any of them? --[[User:Msallen|Msallen]]&lt;br /&gt;
: I thought you already had Flannary and Fresia? The regional language for Ubrekt is actually Hakni. -gm&lt;br /&gt;
:: Wouldn&#039;t I start with Ubrekti and Fresia? I was under the impression from the contentious language talk page that you start with common + regional + int bonus? --[[User:Msallen|Msallen]]&lt;br /&gt;
::: Well, either Ubrekti and Fresia, or Ubrekti and Flanneri. What I think that Matt is referring to, though, is that if you spent a lot of time in Ubrekti City, it&#039;d make sense if you knew Hakni, since that&#039;s the actual regional language, there. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Also, for being the more worldly and less beefy incarnation of Kib, you sure haven&#039;t spent many points in Speak Language. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: The only other language we&#039;ve had to deal with was Lizardmanlander! When will I ever use that again? Probably pick up Odessan soon since you people are invading my new town. --[[User:Msallen|Msallen]]&lt;br /&gt;
::::: Yeah, I have no idea why Odessan is so widely spoken in the MFC group, since most of them are Gildenhomers. WEIRD. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::: Is it really that widely spoken? I see Thed being the only one having it that doesn&#039;t have a super obvious reason to... -[[User:Feantari|Feantari]]&lt;br /&gt;
::::::: You&#039;re right, for some reason I was remembering Thoven as having it. -[[User:Slitherrr|Slitherrr]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Temporal_Authority&amp;diff=4527</id>
		<title>Temporal Authority</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Temporal_Authority&amp;diff=4527"/>
		<updated>2010-03-13T19:10:53Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The Temporal Authority is the name given to the regions of the mainland ruled and administered directly by the [[Alexandrian Church]]. The Temporal Authority is west of [[Gildenhome]], and in pre-Alexandrian times, was a part of [[Gildenhome]] itself. It is the home of [[Alexandria&#039;s City]], and the earthly center of the church bureaucracy. Additionally, the Holy Nexus, [[Dadtim]], serves as the crossroads of all the traveler&#039;s roads in the Authority. The cities of [[Port Steros]] on the eastern coast and [[Satsyuo]] on the western coast serve as the two major ports-of-call for the Authority, and the mid-sized city of [[Gate]] in the south is accepts overland trade from across the empire, as all of the travelers roads of the Mainland converge there before forming a single artery from [[Gate]] to [[Dadtim]] and on to [[Alexandria&#039;s City]].&lt;br /&gt;
&lt;br /&gt;
* [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Germain%27s_Character_Sheet&amp;diff=4526</id>
		<title>Germain&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Germain%27s_Character_Sheet&amp;diff=4526"/>
		<updated>2010-03-13T18:19:55Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: /* Level 5: Professional 4 */  -- Did you add your lvl 2  INT bonus thing on Germain&amp;#039;s sheet?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Attributes==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
{|&lt;br /&gt;
|Strength||&amp;amp;nbsp;&amp;amp;nbsp;||10&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity||&amp;amp;nbsp;&amp;amp;nbsp;||12&lt;br /&gt;
|-&lt;br /&gt;
|Constitution||&amp;amp;nbsp;&amp;amp;nbsp;||12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence||&amp;amp;nbsp;&amp;amp;nbsp;||14&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom||&amp;amp;nbsp;&amp;amp;nbsp;||14&lt;br /&gt;
|-&lt;br /&gt;
|Charisma||&amp;amp;nbsp;&amp;amp;nbsp;||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points||&amp;amp;nbsp;&amp;amp;nbsp;||32||&amp;amp;nbsp;&amp;amp;nbsp;||&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class||||17||||+3 studded leather, +2 dex bonus (+1 to Dex bonus from insightful defense), +2 [[Barbarian King&#039;s Buckler|shield]]&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus||||+3||||&lt;br /&gt;
|-&lt;br /&gt;
|Initiative||||+1||||&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed||||30 ft.||||&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save||||+4||||+1 professional 3, +2 ranger 1, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Save||||+6||||+3 professional 3, +2 ranger 1, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Will Save||||+5||||+3 professional 3, +2 stat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
&lt;br /&gt;
===Purchased Feats===&lt;br /&gt;
*Persuader (+2 bluff, +2 intimidate)&lt;br /&gt;
*Investigator (+2 search, +2 gather information)&lt;br /&gt;
*[[Knowledgeable]] (+1 all knowledge skills)&lt;br /&gt;
*Combat Expertise&lt;br /&gt;
*Negotiator (+2 diplomacy, +2 sense motive)&lt;br /&gt;
&lt;br /&gt;
===Class Feats===&lt;br /&gt;
*Armor Proficiency: Light, Medium&lt;br /&gt;
*Shield Proficiency: Small, Large&lt;br /&gt;
*Weapon Proficiency: Simple, Martial&lt;br /&gt;
*Insightful Defense&lt;br /&gt;
*Favored Enemy: Human&lt;br /&gt;
*Track&lt;br /&gt;
*Wild Empathy&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
*Flannari&lt;br /&gt;
*Fresian&lt;br /&gt;
*Hakni&lt;br /&gt;
*Ubrekti&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{|class=sortable&lt;br /&gt;
!Skill!!class=unsortable|&amp;amp;nbsp;&amp;amp;nbsp;!!Bonus!!class=unsortable|&amp;amp;nbsp;&amp;amp;nbsp;!!class=unsortable|Bonus Derivation&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||10||||6 ranks, +2 stat, +2 persuader&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||||14||||6 ranks, +2 stat, +2 negotiator, +4 syn (bluff, sm)&lt;br /&gt;
|-&lt;br /&gt;
|Gather Info||||10||||6 ranks, +2 stat, +2 investigator&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||||7||||5 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||9||||3 ranks, +2 stat, +2 persuader, +2 syn (bluff)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Geography)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local, Home)||||8||||4 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local, Ubrekt City)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local, Wydmoor)||||9||||5 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nobility)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Religion)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||8||||6 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||6||||3 ranks, +2 syn (ha) +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Search||||9||||5 ranks, +2 stat, +2 investigator&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||10||||6 ranks, +2 stat, +2 negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||8||||6 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Survival||||4||||2 ranks, +2 stat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable Equipment==&lt;br /&gt;
===[[Barbarian King&#039;s Buckler]]===&lt;br /&gt;
* +1 buckler&lt;br /&gt;
* when first struck by a missile weapon in a round, you may make a DC 20 save to block the arrow&lt;br /&gt;
* any arrows passing within 10&#039; the wielder are rerouted to him &lt;br /&gt;
&lt;br /&gt;
===Absolutely Fabulous Earring of Competence===&lt;br /&gt;
* +1 to intelligence skill checks&lt;br /&gt;
* can be activated to cast Fox&#039;s Cunning, but skill bonus is lost for 24 hours&lt;br /&gt;
&lt;br /&gt;
===Ring of Tweets===&lt;br /&gt;
* once per day, may send a 10 word message to [[Edrell Odenthorpe|Edrell]]&lt;br /&gt;
* invisible for 2 rounds, at-will, 2-day&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
Starting Feats: Persuader, Combat Expertise&lt;br /&gt;
&lt;br /&gt;
===Level 1: [[Professional]] 1===&lt;br /&gt;
*Bonus Feat: [[Knowledgeable]]&lt;br /&gt;
*4 Bluff&lt;br /&gt;
*4 Diplomacy&lt;br /&gt;
*4 Gather Info&lt;br /&gt;
*4 Knowledge (Local, Wydmoor) &lt;br /&gt;
*4 Knowledge (Local, Home)&lt;br /&gt;
*2 Knowledge (Local, Ubrekt City)&lt;br /&gt;
*2 Knowledge (Nobility)&lt;br /&gt;
*2 Knowledge (Religion)&lt;br /&gt;
*2 Knowledge (Geography)&lt;br /&gt;
*2 Knowledge (History)&lt;br /&gt;
*4 Listen&lt;br /&gt;
*2 Search&lt;br /&gt;
*4 Sense Motive&lt;br /&gt;
*4 Spot&lt;br /&gt;
&lt;br /&gt;
===Level 2: [[Professional]] 2===&lt;br /&gt;
*1 Bluff&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*2 Intimidate&lt;br /&gt;
*1 Listen&lt;br /&gt;
*2 Ride&lt;br /&gt;
*1 Search&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Spot&lt;br /&gt;
&lt;br /&gt;
===Level 3: [[Professional]] 3===&lt;br /&gt;
*Level Feat: Negotiator&lt;br /&gt;
*Bonus Feat: Investigator&lt;br /&gt;
*1 Bluff&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*1 Intimidate&lt;br /&gt;
*1 Knowledge (Local, Wydmoor)&lt;br /&gt;
*1 Listen&lt;br /&gt;
*1 Ride&lt;br /&gt;
*2 Search&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Spot&lt;br /&gt;
&lt;br /&gt;
===Level 4: Ranger 1===&lt;br /&gt;
*Level Stat Bonus: Charisma&lt;br /&gt;
*Class Feature: Favored enemy: Human&lt;br /&gt;
*5 Handle Animal&lt;br /&gt;
*2 Knowledge (Nature)&lt;br /&gt;
*2 Survival&lt;br /&gt;
&lt;br /&gt;
==Notes for Future Levels==&lt;br /&gt;
&lt;br /&gt;
===Level 5: [[Professional]] 4===&lt;br /&gt;
*2 Bluff&lt;br /&gt;
*2 Diplomacy&lt;br /&gt;
*2 Gather Info&lt;br /&gt;
*2 Knowledge (Local, Other?)&lt;br /&gt;
*1 Knowledge (Local, Wydmoor)&lt;br /&gt;
*2 Sense Motive&lt;br /&gt;
*Uncanny Dodge&lt;br /&gt;
&lt;br /&gt;
===Level 6: [[Professional]] 5===&lt;br /&gt;
*Level Feat: Leadership?&lt;br /&gt;
*Bonus Feat: Skill Focus (Diplomacy)&lt;br /&gt;
*1 Bluff&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*2 Knowledge (Local, Other?)&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Intimidate?&lt;br /&gt;
*1 Listen?&lt;br /&gt;
*1 Search?&lt;br /&gt;
*1 Spot?&lt;br /&gt;
*1 Other?&lt;br /&gt;
&lt;br /&gt;
===Level 7: [[Dragoman]] 1===&lt;br /&gt;
*Class Feature: Silver Tongue&lt;br /&gt;
*1 Bluff&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Listen?&lt;br /&gt;
*1 Spot?&lt;br /&gt;
*5 Other?&lt;br /&gt;
&lt;br /&gt;
===Level 8: [[Dragoman]] 2===&lt;br /&gt;
*Stat Bonus: Charisma&lt;br /&gt;
*Class Feature: Skill Mastery (Sense Motive?)&lt;br /&gt;
*1 Bluff&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*7 Other?&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Neven_b%27Aaronurt%27s_Character_Sheet&amp;diff=4520</id>
		<title>Neven b&#039;Aaronurt&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Neven_b%27Aaronurt%27s_Character_Sheet&amp;diff=4520"/>
		<updated>2010-03-13T17:25:50Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: /* Skills */  - updated for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Level 2 Druid&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 10  (+0)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 16 (+3) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 10 (+0)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 16 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 10  (+0) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 15&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 20 (+4 from Hide Armor, +3 from Dex, +2 from Shield, +1 for Size) &lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +1&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 20 Feet (15 feet due to armor)&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +4 (+3 Base, +1 Halfling Racial Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +7 (+0 Base, +3 Stat, +1 Halfling Racial Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +7 (+3 Base, +3 Stat, +1 Halfling Racial Bonus)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Odessan&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*???????&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
===Druid Class Abilities===&lt;br /&gt;
Animal Companion&amp;lt;br /&amp;gt;&lt;br /&gt;
Nature Sense&amp;lt;br /&amp;gt;&lt;br /&gt;
Wild Empathy&amp;lt;br /&amp;gt;&lt;br /&gt;
Small Size&amp;lt;br /&amp;gt;&lt;br /&gt;
Light armor proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Medium armor proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Armor restriction (no metal)--A druid who wears metal armor or carries a metal shield loses all supernatural and spell-like abilities while wearing the armor or shield, and for twenty-four hours after relinquishing the protective garment&amp;lt;br /&amp;gt;&lt;br /&gt;
Woodland Stride&amp;lt;br /&amp;gt;&lt;br /&gt;
Spontaneous Casting (Nature&#039;s Ally spells)&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus languages--Sylvan and Druidic [Ed. note--this will most likely be changed to fit setting, just putting here for reference]&amp;lt;br /&amp;gt;&lt;br /&gt;
Proficiency with the following: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, and any natural weapons gained with the Wild Shape ability&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Halfling Racial Abilities===&lt;br /&gt;
+2 racial bonus on Climb, Jump, and Move Silently checks&amp;lt;br /&amp;gt;&lt;br /&gt;
+1 racial bonus on all saving throws&amp;lt;br /&amp;gt;&lt;br /&gt;
+2 morale bonus on saving throws against fear (stacks with other bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
+1 racial bonus on attack rolls with thrown weapons and slings&amp;lt;br /&amp;gt;&lt;br /&gt;
+2 racial bonus on Listen checks&amp;lt;br /&amp;gt;&lt;br /&gt;
+2 Dexterity, -2 Strength&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
*Mounted Combat&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;
|Survival||+9|| 4 ranks, +3 stat, +2 Nature Sense&lt;br /&gt;
|-&lt;br /&gt;
|Profession: Herbalist||+8|| 5 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nature)||+7|| 4 ranks, +1 stat, +2 Nature Sense&lt;br /&gt;
|-&lt;br /&gt;
|Ride||+7|| 4 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Jump||+5|| 0 ranks, +3 stat, +2 racial&lt;br /&gt;
|-&lt;br /&gt;
|Listen||+5|| 0 ranks, +3 stat, +2 racial&lt;br /&gt;
|-&lt;br /&gt;
|Move Silently||+5|| 0 ranks, +3 stat, +2 racial&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||+4|| 4 ranks, +0 stat&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||+4||4 ranks,+0 stat&lt;br /&gt;
|-&lt;br /&gt;
|Climb||+2|| 0 ranks, +0 stat, +2 racial&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
* [[Roadwater]] supplies.&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2010-03-12&amp;diff=4519</id>
		<title>Notes for Game 2010-03-12</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2010-03-12&amp;diff=4519"/>
		<updated>2010-03-13T17:14:08Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: /* 22-1 Heavenfall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Questing ==&lt;br /&gt;
=== In Our Last Episode ===&lt;br /&gt;
====19-1 Heavenfall====&lt;br /&gt;
* Edrell is appointed City Magus with the party&#039;s support, who agree that a non-bog wrath should have the position.&lt;br /&gt;
* Teodora is appointed Sheriff, with {{Germain}}&#039;s blessing.&lt;br /&gt;
* Edrell and {{Germain}} accuse each other of treason, laughs and back-pats result.&lt;br /&gt;
* Mayor is given Imperium (i.e. Legislative and Executive power, as the council is all but wiped out.)&lt;br /&gt;
* {{Quinalin}} gets the Sojourner&#039;s Cap from Naprid. Uses a [[runestone]] that explodes in a blinding light, teleporting {{Quinalin}} and Naprid to a field.&lt;br /&gt;
* It is intended to teleport people to the Temporal Authority spot.&lt;br /&gt;
* [[Sojourner&#039;s Cap]] obtained.&lt;br /&gt;
* The cap will have 11 charges on the morrow, after its usages above.&lt;br /&gt;
&#039;&#039;&#039;GAME ADJOURNED.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== This Episode ===&lt;br /&gt;
* {{Al}} heads back that evening to meet the team in Wydmoor.&lt;br /&gt;
{{newday}}&lt;br /&gt;
====20-1 Heavenfall====&lt;br /&gt;
* Pages are sent to us in the morning to send us to divination chamber.&lt;br /&gt;
* Divination chamber has a large wooden table, with a huge silver basin built in the middle, filled with pure water.&lt;br /&gt;
* Ralth and Naprid are there and try to get us talking about what&#039;s going on and what our concerns are. Not sure whether sabotage was to prevent counterattack or defense.&lt;br /&gt;
* We drink coffee from Ralth, cautions against spilling any in the water.&lt;br /&gt;
* Ralth shows in the scrying all of our handiwork in Yalmrith as traps spring and explosions go by. Ralth is pleased.&lt;br /&gt;
* Naprid takes us outside and gives a 3 scrolls to give in order to contacts in the Temporal Authority.&lt;br /&gt;
* He tells we&#039;ll know who to give the final scroll to.&lt;br /&gt;
* Teleporting isn&#039;t going to work in [[Wydmoor Castle]] for some reason, so we have to go outside to teleport.&lt;br /&gt;
* The party teleports to Temporal Authority area using the Sojourner&#039;s Cap.&lt;br /&gt;
* Near the city of Dadtim-- there are Traveler&#039;s Highways here. {{Mose}} is happy.&lt;br /&gt;
* This area was the first of the Traveler&#039;s Highways, and is the crossroads of all the major Travelers Roads in the Authority, so also known as &amp;quot;the Holy Nexus&amp;quot;. This city is home to the Traveler Order.&lt;br /&gt;
* It&#039;s a big city, comparable to Wydmoor in population, but much nicer. Geography of the Authority is like a mix of Italy and Egypt along the Nile.&lt;br /&gt;
* Dadtim is pretty much made of Traveler&#039;s Roads.&lt;br /&gt;
* {{Kimika}} tracks down random locations in town (see [[#Maps]] below)&lt;br /&gt;
* {{Al}} turns into a dog until further notice. &lt;br /&gt;
* {{Mose}} goes to Traveler&#039;s HQ and tithes 12 gold and 500 ancient copper coins ({{Mose}} thinks they&#039;re worth something.)&lt;br /&gt;
* We go to Bog Wraith&#039;s place in town.&lt;br /&gt;
* We give letter #1 and the Captain tells us we have to go to [[Alexandria&#039;s City]].&lt;br /&gt;
* The party leaves all their weapons at the Bog Wraith&#039;s Outpost because of the requirement that you can&#039;t have weapons in Alexandria&#039;s City.&lt;br /&gt;
* {{Mose}} drops off like 21 mighty bows and the Captain tries to figure out where to put them.&lt;br /&gt;
* {{Quinalin}} gives second letter to the Captain. He is confused and says &amp;quot;[[Grandel Mag]]&amp;quot; under his breath. He tells them to come back later.&lt;br /&gt;
* Party shops, {{LE}} buys fireball scrolls with money she has.&lt;br /&gt;
* They come back later and the Captain says:&lt;br /&gt;
** Go to Alexandria&#039;s City&lt;br /&gt;
** Find an inn&lt;br /&gt;
** Tomorrow, go to the watchman senior on duty at the [[Sacellum_Chancel]].&lt;br /&gt;
** Give him this (new) letter.&lt;br /&gt;
** And this 250 platinum pieces will be used for coffee. Keep the change.&lt;br /&gt;
** Gives us robes Pilgrim&#039;s Robes and we ask for an extra one for {{Al}}.&lt;br /&gt;
** Arranged horses for us and we can take them at the north gate.&lt;br /&gt;
** Lends horses to speed up trip to The City.&lt;br /&gt;
* {{Al}} stops being a dog.&lt;br /&gt;
* The party heads off to Alexandria City on horseback.&lt;br /&gt;
* On the way, party realizes that [[Grandle Mag]] is the leader of the Bog Wraith&#039;s of the Arch-Warden&#039;s guard. (It was the position formerly held by Ralth until the death of the old arch warden.) He&#039;s in charge of the Bog Wraith&#039;s contribution of 88 bodyguards who make up 1/3 of the Arch-Warden&#039;s [[Blessed Companies|personal bodyguards]].&lt;br /&gt;
* Alexandria City. HUGE city. Roads are all stone. Buildings are all marble and stone. Immaculately clean and maintained. &lt;br /&gt;
* Horses aren&#039;t allowed in the city at daytime due to how crowded it is.&lt;br /&gt;
* {{Al}} does not like the city, as you might imagine, and keeps asking us to leave it.&lt;br /&gt;
* We track down an Inn.&lt;br /&gt;
{{newday}}&lt;br /&gt;
&lt;br /&gt;
====20-1 Heavenfall====&lt;br /&gt;
* We go to the [[Sacellum_Chancel]] -- a sprawling estate that is the nerve center of the Alexandrian Church.&lt;br /&gt;
* Started 100 years after the founding of the church. It has been improved and expanded substantially in that time. Decorative glass steel dome was designed by the famous [[Anzo_Riveroler]] and is much nicer than the one we saw in swamp.&lt;br /&gt;
* We reach the most holy site in the world. &lt;br /&gt;
* [[Grandle Mag]] is a human and meets with us. We give him the letter and he walks to decode what it is asking.&lt;br /&gt;
* We go to the Bog Wraith&#039;s barracks and offices at the Chancelry, where everyone has cudgels (no major weapons).&lt;br /&gt;
* Grandle asks us to wait a day while he arranges an appointment, saying it&#039;s not easy to make such arrangements quickly. We look around the city, spend the day sight seeing, shopping, and researching.&lt;br /&gt;
* Some party members do research: [http://mattie.net/images/screenshot/2010-03-12_2240.png] (to be resolved later)&lt;br /&gt;
* {{Quinalin}} and {{Mose}} go weapon shopping (to be resolved later)&lt;br /&gt;
{{newday}}&lt;br /&gt;
&lt;br /&gt;
====21-1 Heavenfall====&lt;br /&gt;
* Grandle was able to make the appointment.&lt;br /&gt;
* We are supposed to be cleansed which is take off armor, clean up, and put on robes.&lt;br /&gt;
* We wait in an ornate waiting room.&lt;br /&gt;
* Two more people enter, well armed with swords. &lt;br /&gt;
* {{Kimika}} notices that Grandle&#039;s sword is the [[Hammer of the Eight]]!&lt;br /&gt;
* We sit in pilgrims robes waiting.&lt;br /&gt;
* A woman enters, of middle years and attractive. Wearing simple clothes and a stariron diadim.&lt;br /&gt;
* [[Marrwyn Collar]] is her name, [[Arch-Warden]]. The party bows and is overall in awe. Except Mose, who isn&#039;t really sure what all the fuss is about, as he does not recognize her.&lt;br /&gt;
* We give her the third letter. She is slightly angry and asks if Ralth or Naprid sent it. {{Germain}} carefully explains that it is from the Bog Wraiths and we haven&#039;t read the letter.&lt;br /&gt;
* It asks her to excommunicate the nation of Odessa and declare Wydmoor to be the true sight of [[Tragidore]].&lt;br /&gt;
* She says she can&#039;t do what it asks. And even insinuate the letter is a forgery--- not in Ralth&#039;s language but in Ralth&#039;s handwriting.&lt;br /&gt;
* She suspects strongly that Naprid wrote it and tells the answer is &amp;quot;Good luck&amp;quot;.&lt;br /&gt;
* She calls {{Kimika}} a &amp;quot;little mother&amp;quot; and tells her she&#039;s done very well. Also tells her to keep her slow dwarf friend out of trouble.&lt;br /&gt;
* She mentions she does have coffee for them.&lt;br /&gt;
* She talks to {{Al}} in Elven (a beautiful, lyrical language). They have a brief conversation the party does not understand, which she ends by telling Al &amp;quot;I don&#039;t know&amp;quot; in Ubrekti.&lt;br /&gt;
* {{Mose}} asks her to help the pilgrims because no one will help them.&lt;br /&gt;
* She won&#039;t help the pilgrims because the church can&#039;t interfere in wars, by their own laws. (The church cannot take part in wars between Goodly Races) {{Mose}} is surprised by this and it eats at him a bit.&lt;br /&gt;
* Grandle brings us coffee.&lt;br /&gt;
* {{Quinalin}} acquires [[Quin&#039;s Bag of Holding|BAG OF HOLDING, TYPE I]] filled to the brim with coffee. The 250 lbs of coffee is worth enough to make the bag itself seem like a booby prize.&lt;br /&gt;
* {{Mose}} asks to touch the Hammer of the Eight but Grandle says no, and calls him a &amp;quot;[[loghead]]&amp;quot; even for asking.&lt;br /&gt;
* With coffee in hand, party heads back to Dadtim to get their things.&lt;br /&gt;
* They get their weapons back and teleport back to Wydmoor immediately rather than stay the night, in order to confront Naprid.&lt;br /&gt;
{{newday}}&lt;br /&gt;
&lt;br /&gt;
====22-1 Heavenfall====&lt;br /&gt;
* The party teleports back to outside Wydmoor Castle. It is night and the drawbridge is up. Al revels at the thought of everyone sleeping outside.&lt;br /&gt;
* {{Germain}} calls Naprid via [[firetalk charm]] and Naprid asks them not to tell Ralth about the whole affair. Tries to convince Mose to keep quiet.&lt;br /&gt;
** Naprid shows a remorseful and human side, asks party to at least wait until the invasion is repelled if they do decide to snitch.&lt;br /&gt;
** {{Mose}} wants to tell Ralth about Naprid&#039;s scheme, but agrees not to do so for a little bit if Naprid remains non-shady for a while.&lt;br /&gt;
* Naprid says he&#039;ll let the party inside in the morning. &lt;br /&gt;
* In a misguided attempt to annoy Naprid and to help the pilgrims when no one else does, {{Mose}} wants to use the remaining cap charges to make food and deliver it to the pilgrims.&lt;br /&gt;
* ( I believe the most effective way of doing this would be to blow all the charges down at Halfman Landing in Wydmoor, then pay to have the food sent down via raft. )&lt;br /&gt;
* ( Not a horrible PR move, either. )&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_1923.png Temporal Authority peninsula]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_1940.png Divination room]&lt;br /&gt;
* [http://mattie.net/images/screenshot/Dadtim.png Dadtim first glimpse]&lt;br /&gt;
* [http://mattie.net/images/screenshot/alexandriacity.png Alexandria city first glimpse]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_2225.png Bog wratih place in Alexandria City]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_2330.png Meeting with Arch-Warden]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_2341.png Wydmoor region map]&lt;br /&gt;
&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-13_0006.png Dadtim Landmark Map]&lt;br /&gt;
** 2&#039;s are Entry Gates&lt;br /&gt;
** A is Traveler&#039;s Temple&lt;br /&gt;
** B is the Bog Wraith&#039;s place&lt;br /&gt;
** C is Hadriarch of Dadtim&#039;s Estate&lt;br /&gt;
** D is The Spoked Wheel&lt;br /&gt;
** E is Sage&#039;s District&lt;br /&gt;
** F is Dwarven Crafts District&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Final GM message ==&lt;br /&gt;
&lt;br /&gt;
{{xpinfo|1100|Adventure Bonus|recipients={{LE}}, {{Mose}}, {{Kimika}}, {{Germain}}, {{Al}}, and {{Quinalin}}}}&lt;br /&gt;
{{xpinfo|55|RP Award|recipients={{Kimika}} and {{Mose}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{levelup|player={{Germain}}|level=5}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Quest Notes]]&lt;br /&gt;
[[Category: Haversack]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2010-03-12&amp;diff=4518</id>
		<title>Notes for Game 2010-03-12</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2010-03-12&amp;diff=4518"/>
		<updated>2010-03-13T17:10:00Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: /* 21-1 Heavenfall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Questing ==&lt;br /&gt;
=== In Our Last Episode ===&lt;br /&gt;
====19-1 Heavenfall====&lt;br /&gt;
* Edrell is appointed City Magus with the party&#039;s support, who agree that a non-bog wrath should have the position.&lt;br /&gt;
* Teodora is appointed Sheriff, with {{Germain}}&#039;s blessing.&lt;br /&gt;
* Edrell and {{Germain}} accuse each other of treason, laughs and back-pats result.&lt;br /&gt;
* Mayor is given Imperium (i.e. Legislative and Executive power, as the council is all but wiped out.)&lt;br /&gt;
* {{Quinalin}} gets the Sojourner&#039;s Cap from Naprid. Uses a [[runestone]] that explodes in a blinding light, teleporting {{Quinalin}} and Naprid to a field.&lt;br /&gt;
* It is intended to teleport people to the Temporal Authority spot.&lt;br /&gt;
* [[Sojourner&#039;s Cap]] obtained.&lt;br /&gt;
* The cap will have 11 charges on the morrow, after its usages above.&lt;br /&gt;
&#039;&#039;&#039;GAME ADJOURNED.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== This Episode ===&lt;br /&gt;
* {{Al}} heads back that evening to meet the team in Wydmoor.&lt;br /&gt;
{{newday}}&lt;br /&gt;
====20-1 Heavenfall====&lt;br /&gt;
* Pages are sent to us in the morning to send us to divination chamber.&lt;br /&gt;
* Divination chamber has a large wooden table, with a huge silver basin built in the middle, filled with pure water.&lt;br /&gt;
* Ralth and Naprid are there and try to get us talking about what&#039;s going on and what our concerns are. Not sure whether sabotage was to prevent counterattack or defense.&lt;br /&gt;
* We drink coffee from Ralth, cautions against spilling any in the water.&lt;br /&gt;
* Ralth shows in the scrying all of our handiwork in Yalmrith as traps spring and explosions go by. Ralth is pleased.&lt;br /&gt;
* Naprid takes us outside and gives a 3 scrolls to give in order to contacts in the Temporal Authority.&lt;br /&gt;
* He tells we&#039;ll know who to give the final scroll to.&lt;br /&gt;
* Teleporting isn&#039;t going to work in [[Wydmoor Castle]] for some reason, so we have to go outside to teleport.&lt;br /&gt;
* The party teleports to Temporal Authority area using the Sojourner&#039;s Cap.&lt;br /&gt;
* Near the city of Dadtim-- there are Traveler&#039;s Highways here. {{Mose}} is happy.&lt;br /&gt;
* This area was the first of the Traveler&#039;s Highways, and is the crossroads of all the major Travelers Roads in the Authority, so also known as &amp;quot;the Holy Nexus&amp;quot;. This city is home to the Traveler Order.&lt;br /&gt;
* It&#039;s a big city, comparable to Wydmoor in population, but much nicer. Geography of the Authority is like a mix of Italy and Egypt along the Nile.&lt;br /&gt;
* Dadtim is pretty much made of Traveler&#039;s Roads.&lt;br /&gt;
* {{Kimika}} tracks down random locations in town (see [[#Maps]] below)&lt;br /&gt;
* {{Al}} turns into a dog until further notice. &lt;br /&gt;
* {{Mose}} goes to Traveler&#039;s HQ and tithes 12 gold and 500 ancient copper coins ({{Mose}} thinks they&#039;re worth something.)&lt;br /&gt;
* We go to Bog Wraith&#039;s place in town.&lt;br /&gt;
* We give letter #1 and the Captain tells us we have to go to [[Alexandria&#039;s City]].&lt;br /&gt;
* The party leaves all their weapons at the Bog Wraith&#039;s Outpost because of the requirement that you can&#039;t have weapons in Alexandria&#039;s City.&lt;br /&gt;
* {{Mose}} drops off like 21 mighty bows and the Captain tries to figure out where to put them.&lt;br /&gt;
* {{Quinalin}} gives second letter to the Captain. He is confused and says &amp;quot;[[Grandel Mag]]&amp;quot; under his breath. He tells them to come back later.&lt;br /&gt;
* Party shops, {{LE}} buys fireball scrolls with money she has.&lt;br /&gt;
* They come back later and the Captain says:&lt;br /&gt;
** Go to Alexandria&#039;s City&lt;br /&gt;
** Find an inn&lt;br /&gt;
** Tomorrow, go to the watchman senior on duty at the [[Sacellum_Chancel]].&lt;br /&gt;
** Give him this (new) letter.&lt;br /&gt;
** And this 250 platinum pieces will be used for coffee. Keep the change.&lt;br /&gt;
** Gives us robes Pilgrim&#039;s Robes and we ask for an extra one for {{Al}}.&lt;br /&gt;
** Arranged horses for us and we can take them at the north gate.&lt;br /&gt;
** Lends horses to speed up trip to The City.&lt;br /&gt;
* {{Al}} stops being a dog.&lt;br /&gt;
* The party heads off to Alexandria City on horseback.&lt;br /&gt;
* On the way, party realizes that [[Grandle Mag]] is the leader of the Bog Wraith&#039;s of the Arch-Warden&#039;s guard. (It was the position formerly held by Ralth until the death of the old arch warden.) He&#039;s in charge of the Bog Wraith&#039;s contribution of 88 bodyguards who make up 1/3 of the Arch-Warden&#039;s [[Blessed Companies|personal bodyguards]].&lt;br /&gt;
* Alexandria City. HUGE city. Roads are all stone. Buildings are all marble and stone. Immaculately clean and maintained. &lt;br /&gt;
* Horses aren&#039;t allowed in the city at daytime due to how crowded it is.&lt;br /&gt;
* {{Al}} does not like the city, as you might imagine, and keeps asking us to leave it.&lt;br /&gt;
* We track down an Inn.&lt;br /&gt;
{{newday}}&lt;br /&gt;
&lt;br /&gt;
====20-1 Heavenfall====&lt;br /&gt;
* We go to the [[Sacellum_Chancel]] -- a sprawling estate that is the nerve center of the Alexandrian Church.&lt;br /&gt;
* Started 100 years after the founding of the church. It has been improved and expanded substantially in that time. Decorative glass steel dome was designed by the famous [[Anzo_Riveroler]] and is much nicer than the one we saw in swamp.&lt;br /&gt;
* We reach the most holy site in the world. &lt;br /&gt;
* [[Grandle Mag]] is a human and meets with us. We give him the letter and he walks to decode what it is asking.&lt;br /&gt;
* We go to the Bog Wraith&#039;s barracks and offices at the Chancelry, where everyone has cudgels (no major weapons).&lt;br /&gt;
* Grandle asks us to wait a day while he arranges an appointment, saying it&#039;s not easy to make such arrangements quickly. We look around the city, spend the day sight seeing, shopping, and researching.&lt;br /&gt;
* Some party members do research: [http://mattie.net/images/screenshot/2010-03-12_2240.png] (to be resolved later)&lt;br /&gt;
* {{Quinalin}} and {{Mose}} go weapon shopping (to be resolved later)&lt;br /&gt;
{{newday}}&lt;br /&gt;
&lt;br /&gt;
====21-1 Heavenfall====&lt;br /&gt;
* Grandle was able to make the appointment.&lt;br /&gt;
* We are supposed to be cleansed which is take off armor, clean up, and put on robes.&lt;br /&gt;
* We wait in an ornate waiting room.&lt;br /&gt;
* Two more people enter, well armed with swords. &lt;br /&gt;
* {{Kimika}} notices that Grandle&#039;s sword is the [[Hammer of the Eight]]!&lt;br /&gt;
* We sit in pilgrims robes waiting.&lt;br /&gt;
* A woman enters, of middle years and attractive. Wearing simple clothes and a stariron diadim.&lt;br /&gt;
* [[Marrwyn Collar]] is her name, [[Arch-Warden]]. The party bows and is overall in awe. Except Mose, who isn&#039;t really sure what all the fuss is about, as he does not recognize her.&lt;br /&gt;
* We give her the third letter. She is slightly angry and asks if Ralth or Naprid sent it. {{Germain}} carefully explains that it is from the Bog Wraiths and we haven&#039;t read the letter.&lt;br /&gt;
* It asks her to excommunicate the nation of Odessa and declare Wydmoor to be the true sight of [[Tragidore]].&lt;br /&gt;
* She says she can&#039;t do what it asks. And even insinuate the letter is a forgery--- not in Ralth&#039;s language but in Ralth&#039;s handwriting.&lt;br /&gt;
* She suspects strongly that Naprid wrote it and tells the answer is &amp;quot;Good luck&amp;quot;.&lt;br /&gt;
* She calls {{Kimika}} a &amp;quot;little mother&amp;quot; and tells her she&#039;s done very well. Also tells her to keep her slow dwarf friend out of trouble.&lt;br /&gt;
* She mentions she does have coffee for them.&lt;br /&gt;
* She talks to {{Al}} in Elven (a beautiful, lyrical language). They have a brief conversation the party does not understand, which she ends by telling Al &amp;quot;I don&#039;t know&amp;quot; in Ubrekti.&lt;br /&gt;
* {{Mose}} asks her to help the pilgrims because no one will help them.&lt;br /&gt;
* She won&#039;t help the pilgrims because the church can&#039;t interfere in wars, by their own laws. (The church cannot take part in wars between Goodly Races) {{Mose}} is surprised by this and it eats at him a bit.&lt;br /&gt;
* Grandle brings us coffee.&lt;br /&gt;
* {{Quinalin}} acquires [[Quin&#039;s Bag of Holding|BAG OF HOLDING, TYPE I]] filled to the brim with coffee. The 250 lbs of coffee is worth enough to make the bag itself seem like a booby prize.&lt;br /&gt;
* {{Mose}} asks to touch the Hammer of the Eight but Grandle says no, and calls him a &amp;quot;[[loghead]]&amp;quot; even for asking.&lt;br /&gt;
* With coffee in hand, party heads back to Dadtim to get their things.&lt;br /&gt;
* They get their weapons back and teleport back to Wydmoor immediately rather than stay the night, in order to confront Naprid.&lt;br /&gt;
{{newday}}&lt;br /&gt;
&lt;br /&gt;
====22-1 Heavenfall====&lt;br /&gt;
* The party teleports back to outside Wydmoor Castle.&lt;br /&gt;
* {{Germain}} calls Naprid via fire and Naprid asks them not to tell Ralth about it. Tries to convince Mose to keep quiet.&lt;br /&gt;
* {{Mose}} wants to tell Ralth about Naprid&#039;s scheme, but agrees not to do so for a little bit if Naprid remains non-shady for a while.&lt;br /&gt;
* Naprid says he&#039;ll let the party inside in the morning.&lt;br /&gt;
* In a misguided attempt to annoy Naprid and to help the pilgrims when no one else does, {{Mose}} wants to use the remaining cap charges to make food and deliver it to the pilgrims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_1923.png Temporal Authority peninsula]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_1940.png Divination room]&lt;br /&gt;
* [http://mattie.net/images/screenshot/Dadtim.png Dadtim first glimpse]&lt;br /&gt;
* [http://mattie.net/images/screenshot/alexandriacity.png Alexandria city first glimpse]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_2225.png Bog wratih place in Alexandria City]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_2330.png Meeting with Arch-Warden]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_2341.png Wydmoor region map]&lt;br /&gt;
&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-13_0006.png Dadtim Landmark Map]&lt;br /&gt;
** 2&#039;s are Entry Gates&lt;br /&gt;
** A is Traveler&#039;s Temple&lt;br /&gt;
** B is the Bog Wraith&#039;s place&lt;br /&gt;
** C is Hadriarch of Dadtim&#039;s Estate&lt;br /&gt;
** D is The Spoked Wheel&lt;br /&gt;
** E is Sage&#039;s District&lt;br /&gt;
** F is Dwarven Crafts District&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Final GM message ==&lt;br /&gt;
&lt;br /&gt;
{{xpinfo|1100|Adventure Bonus|recipients={{LE}}, {{Mose}}, {{Kimika}}, {{Germain}}, {{Al}}, and {{Quinalin}}}}&lt;br /&gt;
{{xpinfo|55|RP Award|recipients={{Kimika}} and {{Mose}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{levelup|player={{Germain}}|level=5}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Quest Notes]]&lt;br /&gt;
[[Category: Haversack]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2010-03-12&amp;diff=4517</id>
		<title>Notes for Game 2010-03-12</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2010-03-12&amp;diff=4517"/>
		<updated>2010-03-13T17:01:28Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: /* 20-1 Heavenfall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Questing ==&lt;br /&gt;
=== In Our Last Episode ===&lt;br /&gt;
====19-1 Heavenfall====&lt;br /&gt;
* Edrell is appointed City Magus with the party&#039;s support, who agree that a non-bog wrath should have the position.&lt;br /&gt;
* Teodora is appointed Sheriff, with {{Germain}}&#039;s blessing.&lt;br /&gt;
* Edrell and {{Germain}} accuse each other of treason, laughs and back-pats result.&lt;br /&gt;
* Mayor is given Imperium (i.e. Legislative and Executive power, as the council is all but wiped out.)&lt;br /&gt;
* {{Quinalin}} gets the Sojourner&#039;s Cap from Naprid. Uses a [[runestone]] that explodes in a blinding light, teleporting {{Quinalin}} and Naprid to a field.&lt;br /&gt;
* It is intended to teleport people to the Temporal Authority spot.&lt;br /&gt;
* [[Sojourner&#039;s Cap]] obtained.&lt;br /&gt;
* The cap will have 11 charges on the morrow, after its usages above.&lt;br /&gt;
&#039;&#039;&#039;GAME ADJOURNED.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== This Episode ===&lt;br /&gt;
* {{Al}} heads back that evening to meet the team in Wydmoor.&lt;br /&gt;
{{newday}}&lt;br /&gt;
====20-1 Heavenfall====&lt;br /&gt;
* Pages are sent to us in the morning to send us to divination chamber.&lt;br /&gt;
* Divination chamber has a large wooden table, with a huge silver basin built in the middle, filled with pure water.&lt;br /&gt;
* Ralth and Naprid are there and try to get us talking about what&#039;s going on and what our concerns are. Not sure whether sabotage was to prevent counterattack or defense.&lt;br /&gt;
* We drink coffee from Ralth, cautions against spilling any in the water.&lt;br /&gt;
* Ralth shows in the scrying all of our handiwork in Yalmrith as traps spring and explosions go by. Ralth is pleased.&lt;br /&gt;
* Naprid takes us outside and gives a 3 scrolls to give in order to contacts in the Temporal Authority.&lt;br /&gt;
* He tells we&#039;ll know who to give the final scroll to.&lt;br /&gt;
* Teleporting isn&#039;t going to work in [[Wydmoor Castle]] for some reason, so we have to go outside to teleport.&lt;br /&gt;
* The party teleports to Temporal Authority area using the Sojourner&#039;s Cap.&lt;br /&gt;
* Near the city of Dadtim-- there are Traveler&#039;s Highways here. {{Mose}} is happy.&lt;br /&gt;
* This area was the first of the Traveler&#039;s Highways, and is the crossroads of all the major Travelers Roads in the Authority, so also known as &amp;quot;the Holy Nexus&amp;quot;. This city is home to the Traveler Order.&lt;br /&gt;
* It&#039;s a big city, comparable to Wydmoor in population, but much nicer. Geography of the Authority is like a mix of Italy and Egypt along the Nile.&lt;br /&gt;
* Dadtim is pretty much made of Traveler&#039;s Roads.&lt;br /&gt;
* {{Kimika}} tracks down random locations in town (see [[#Maps]] below)&lt;br /&gt;
* {{Al}} turns into a dog until further notice. &lt;br /&gt;
* {{Mose}} goes to Traveler&#039;s HQ and tithes 12 gold and 500 ancient copper coins ({{Mose}} thinks they&#039;re worth something.)&lt;br /&gt;
* We go to Bog Wraith&#039;s place in town.&lt;br /&gt;
* We give letter #1 and the Captain tells us we have to go to [[Alexandria&#039;s City]].&lt;br /&gt;
* The party leaves all their weapons at the Bog Wraith&#039;s Outpost because of the requirement that you can&#039;t have weapons in Alexandria&#039;s City.&lt;br /&gt;
* {{Mose}} drops off like 21 mighty bows and the Captain tries to figure out where to put them.&lt;br /&gt;
* {{Quinalin}} gives second letter to the Captain. He is confused and says &amp;quot;[[Grandel Mag]]&amp;quot; under his breath. He tells them to come back later.&lt;br /&gt;
* Party shops, {{LE}} buys fireball scrolls with money she has.&lt;br /&gt;
* They come back later and the Captain says:&lt;br /&gt;
** Go to Alexandria&#039;s City&lt;br /&gt;
** Find an inn&lt;br /&gt;
** Tomorrow, go to the watchman senior on duty at the [[Sacellum_Chancel]].&lt;br /&gt;
** Give him this (new) letter.&lt;br /&gt;
** And this 250 platinum pieces will be used for coffee. Keep the change.&lt;br /&gt;
** Gives us robes Pilgrim&#039;s Robes and we ask for an extra one for {{Al}}.&lt;br /&gt;
** Arranged horses for us and we can take them at the north gate.&lt;br /&gt;
** Lends horses to speed up trip to The City.&lt;br /&gt;
* {{Al}} stops being a dog.&lt;br /&gt;
* The party heads off to Alexandria City on horseback.&lt;br /&gt;
* On the way, party realizes that [[Grandle Mag]] is the leader of the Bog Wraith&#039;s of the Arch-Warden&#039;s guard. (It was the position formerly held by Ralth until the death of the old arch warden.) He&#039;s in charge of the Bog Wraith&#039;s contribution of 88 bodyguards who make up 1/3 of the Arch-Warden&#039;s [[Blessed Companies|personal bodyguards]].&lt;br /&gt;
* Alexandria City. HUGE city. Roads are all stone. Buildings are all marble and stone. Immaculately clean and maintained. &lt;br /&gt;
* Horses aren&#039;t allowed in the city at daytime due to how crowded it is.&lt;br /&gt;
* {{Al}} does not like the city, as you might imagine, and keeps asking us to leave it.&lt;br /&gt;
* We track down an Inn.&lt;br /&gt;
{{newday}}&lt;br /&gt;
&lt;br /&gt;
====20-1 Heavenfall====&lt;br /&gt;
* We go to the [[Sacellum_Chancel]] -- a sprawling estate that is the nerve center of the Alexandrian Church.&lt;br /&gt;
* Started 100 years after the founding of the church. It has been improved and expanded substantially in that time. Decorative glass steel dome was designed by the famous [[Anzo_Riveroler]] and is much nicer than the one we saw in swamp.&lt;br /&gt;
* We reach the most holy site in the world. &lt;br /&gt;
* [[Grandle Mag]] is a human and meets with us. We give him the letter and he walks to decode what it is asking.&lt;br /&gt;
* We go to the Bog Wraith&#039;s barracks and offices at the Chancelry, where everyone has cudgels (no major weapons).&lt;br /&gt;
* Grandle asks us to wait a day while he arranges an appointment, saying it&#039;s not easy to make such arrangements quickly. We look around the city, spend the day sight seeing, shopping, and researching.&lt;br /&gt;
* Some party members do research: [http://mattie.net/images/screenshot/2010-03-12_2240.png] (to be resolved later)&lt;br /&gt;
* {{Quinalin}} and {{Mose}} go weapon shopping (to be resolved later)&lt;br /&gt;
{{newday}}&lt;br /&gt;
&lt;br /&gt;
====21-1 Heavenfall====&lt;br /&gt;
* Grandle was able to make the appointment.&lt;br /&gt;
* We are supposed to be cleansed which is take off armor, clean up, and put on robes.&lt;br /&gt;
* We wait in an ornate waiting room.&lt;br /&gt;
* Two more people enter, well armed with swords. &lt;br /&gt;
* {{Kimika}} notices that Grandle&#039;s sword is the [[Hammer of the Eight]]&lt;br /&gt;
* We sit in pilgrims robes waiting.&lt;br /&gt;
* A woman enters, of middle years and attractive. Wearing simple clothes and a stariron diadim.&lt;br /&gt;
* [[Marrwyn Collar]] is her name, [[Arch-Warden]]. The party bows and is overall in awe.&lt;br /&gt;
* We give her the third letter. She is slightly angry and asks if Ralth or Naprid sent it. {{Germain}} carefully explains that it is from the Bog Wraiths and we haven&#039;t read the letter.&lt;br /&gt;
* It asks her to excommunicate the nation of Odessa and declare Wydmoor the (was it [[Gildenhome]]?)&lt;br /&gt;
* She says she can&#039;t do what it asks. And the letter is a forgery--- not in Ralth&#039;s language but in Ralth&#039;s handwriting.&lt;br /&gt;
* She suspects strongly that Naprid wrote it and tells the answer is &amp;quot;Good luck&amp;quot;.&lt;br /&gt;
* She calls {{Kimika}} a &amp;quot;little mother&amp;quot; and tells her she&#039;s done very well. Also tells her to keep her slow dwarf friend out of trouble.&lt;br /&gt;
* She mentions she does have coffee for them.&lt;br /&gt;
* She talks to {{Al}} in Elven (a beautiful, lyrical language). She said &amp;quot;I don&#039;t know&amp;quot; in Ubrekti.&lt;br /&gt;
* {{Mose}} asks her to help the pilgrims because no one will help them.&lt;br /&gt;
* She won&#039;t help the pilgrims because the church can&#039;t interfere in wars, by their own laws. {{Mose}} is surprised by this and it eats at him a bit.&lt;br /&gt;
* Grandle brings us coffee.&lt;br /&gt;
* {{Quinalin}} acquires BAG OF HOLDING I filled to the brim with coffee. Worth an incredible value.&lt;br /&gt;
* {{Mose}} asks to touch the Hammer of the Eight but Grandle says no, and calls him a loghead for asking.&lt;br /&gt;
* With coffee in hand, party heads back to Dadtim to get their things.&lt;br /&gt;
* They get their weapons back and teleport back to Wydmoor.&lt;br /&gt;
{{newday}}&lt;br /&gt;
====22-1 Heavenfall====&lt;br /&gt;
* The party teleports back to outside Wydmoor Castle.&lt;br /&gt;
* {{Germain}} calls Naprid via fire and Naprid asks them not to tell Ralth about it. Tries to convince Mose to keep quiet.&lt;br /&gt;
* {{Mose}} wants to tell Ralth about Naprid&#039;s scheme, but agrees not to do so for a little bit if Naprid remains non-shady for a while.&lt;br /&gt;
* Naprid says he&#039;ll let the party inside in the morning.&lt;br /&gt;
* In a misguided attempt to annoy Naprid and to help the pilgrims when no one else does, {{Mose}} wants to use the remaining cap charges to make food and deliver it to the pilgrims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_1923.png Temporal Authority peninsula]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_1940.png Divination room]&lt;br /&gt;
* [http://mattie.net/images/screenshot/Dadtim.png Dadtim first glimpse]&lt;br /&gt;
* [http://mattie.net/images/screenshot/alexandriacity.png Alexandria city first glimpse]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_2225.png Bog wratih place in Alexandria City]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_2330.png Meeting with Arch-Warden]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_2341.png Wydmoor region map]&lt;br /&gt;
&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-13_0006.png Dadtim Landmark Map]&lt;br /&gt;
** 2&#039;s are Entry Gates&lt;br /&gt;
** A is Traveler&#039;s Temple&lt;br /&gt;
** B is the Bog Wraith&#039;s place&lt;br /&gt;
** C is Hadriarch of Dadtim&#039;s Estate&lt;br /&gt;
** D is The Spoked Wheel&lt;br /&gt;
** E is Sage&#039;s District&lt;br /&gt;
** F is Dwarven Crafts District&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Final GM message ==&lt;br /&gt;
&lt;br /&gt;
{{xpinfo|1100|Adventure Bonus|recipients={{LE}}, {{Mose}}, {{Kimika}}, {{Germain}}, {{Al}}, and {{Quinalin}}}}&lt;br /&gt;
{{xpinfo|55|RP Award|recipients={{Kimika}} and {{Mose}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{levelup|player={{Germain}}|level=5}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Quest Notes]]&lt;br /&gt;
[[Category: Haversack]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2010-03-12&amp;diff=4516</id>
		<title>Notes for Game 2010-03-12</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Notes_for_Game_2010-03-12&amp;diff=4516"/>
		<updated>2010-03-13T16:57:31Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: /* 20-1 Heavenfall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Questing ==&lt;br /&gt;
=== In Our Last Episode ===&lt;br /&gt;
====19-1 Heavenfall====&lt;br /&gt;
* Edrell is appointed City Magus with the party&#039;s support, who agree that a non-bog wrath should have the position.&lt;br /&gt;
* Teodora is appointed Sheriff, with {{Germain}}&#039;s blessing.&lt;br /&gt;
* Edrell and {{Germain}} accuse each other of treason, laughs and back-pats result.&lt;br /&gt;
* Mayor is given Imperium (i.e. Legislative and Executive power, as the council is all but wiped out.)&lt;br /&gt;
* {{Quinalin}} gets the Sojourner&#039;s Cap from Naprid. Uses a [[runestone]] that explodes in a blinding light, teleporting {{Quinalin}} and Naprid to a field.&lt;br /&gt;
* It is intended to teleport people to the Temporal Authority spot.&lt;br /&gt;
* [[Sojourner&#039;s Cap]] obtained.&lt;br /&gt;
* The cap will have 11 charges on the morrow, after its usages above.&lt;br /&gt;
&#039;&#039;&#039;GAME ADJOURNED.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== This Episode ===&lt;br /&gt;
* {{Al}} heads back that evening to meet the team in Wydmoor.&lt;br /&gt;
{{newday}}&lt;br /&gt;
====20-1 Heavenfall====&lt;br /&gt;
* Pages are sent to us in the morning to send us to divination chamber.&lt;br /&gt;
* Divination chamber has a large wooden table, with a huge silver basin built in the middle, filled with pure water.&lt;br /&gt;
* Ralth and Naprid are there and try to get us talking about what&#039;s going on and what our concerns are. Not sure whether sabotage was to prevent counterattack or defense.&lt;br /&gt;
* We drink coffee from Ralth, cautions against spilling any in the water.&lt;br /&gt;
* Ralth shows in the scrying all of our handiwork in Yalmrith as traps spring and explosions go by. Ralth is pleased.&lt;br /&gt;
* Naprid takes us outside and gives a 3 scrolls to give in order to contacts in the Temporal Authority.&lt;br /&gt;
* He tells we&#039;ll know who to give the final scroll to.&lt;br /&gt;
* Teleporting isn&#039;t going to work in [[Wydmoor Castle]] for some reason, so we have to go outside to teleport.&lt;br /&gt;
* The party teleports to Temporal Authority area using the Sojourner&#039;s Cap.&lt;br /&gt;
* Near the city of Dadtim-- there are Traveler&#039;s Highways here. {{Mose}} is happy.&lt;br /&gt;
* This area was the first of the Traveler&#039;s Highways, and is the crossroads of all the major Travelers Roads in the Authority, so also known as &amp;quot;the Holy Nexus&amp;quot;. This city is home to the Traveler Order.&lt;br /&gt;
* It&#039;s a big city, comparable to Wydmoor in population, but much nicer. Geography of the Authority is like a mix of Italy and Egypt along the Nile.&lt;br /&gt;
* Dadtim is pretty much made of Traveler&#039;s Roads.&lt;br /&gt;
* {{Kimika}} tracks down random locations in town (see [[#Maps]] below)&lt;br /&gt;
* {{Al}} turns into a dog until further notice. &lt;br /&gt;
* {{Mose}} goes to Traveler&#039;s HQ and tithes 12 gold and 500 ancient copper coins ({{Mose}} thinks they&#039;re worth something.)&lt;br /&gt;
* We go to Bog Wraith&#039;s place in town.&lt;br /&gt;
* We give letter #1 and the Captain tells us we have to go to [[Alexandria&#039;s City]].&lt;br /&gt;
* The party leaves all their weapons at the Bog Wraith&#039;s Outpost because of the requirement that you can&#039;t have weapons in Alexandria&#039;s City.&lt;br /&gt;
* {{Mose}} drops off like 21 mighty bows and the Captain tries to figure out where to put them.&lt;br /&gt;
* {{Quinalin}} gives second letter to the Captain. He is confused and says &amp;quot;[[Grandel Mag]]&amp;quot; under his breath. He tells them to come back later.&lt;br /&gt;
* Party shops, {{LE}} buys fireball scrolls with money she has.&lt;br /&gt;
* They come back later and the Captain says:&lt;br /&gt;
** Go to Alexandria&#039;s City&lt;br /&gt;
** Find an inn&lt;br /&gt;
** Tomorrow, go to the watchman senior on duty at the [[Sacellum_Chancel]].&lt;br /&gt;
** Give him this (new) letter.&lt;br /&gt;
** And this 250 platinum pieces will be used for coffee. Keep the change.&lt;br /&gt;
** Gives us robes Pilgrim&#039;s Robes and we ask for an extra one for {{Al}}.&lt;br /&gt;
** Arranged horses for us and we can take them at the north gate.&lt;br /&gt;
** Lends horses to speed up trip to The City.&lt;br /&gt;
* {{Al}} stops being a dog.&lt;br /&gt;
* The party heads off to Alexandria City on horseback.&lt;br /&gt;
* On the way, party realizes that [[Grandle Mag]] is the leader of the Bog Wraith&#039;s of the Arch-Warden&#039;s guard. (It was the position formerly held by Ralth until the death of the old arch warden.) He&#039;s in charge of the Bog Wraith&#039;s contribution of 88 bodyguards who make up 1/3 of the Arch-Warden&#039;s [[Blessed Companies|personal bodyguards]].&lt;br /&gt;
* Alexandria City. HUGE city. Roads are all stone. Buildings are all marble and stone. Immaculately clean and maintained. &lt;br /&gt;
* Horses aren&#039;t allowed in the city at daytime due to how crowded it is.&lt;br /&gt;
* {{Al}} does not like the city, as you might imagine, and keeps asking us to leave it.&lt;br /&gt;
* We track down an Inn.&lt;br /&gt;
{{newday}}&lt;br /&gt;
&lt;br /&gt;
====20-1 Heavenfall====&lt;br /&gt;
* We go to the Sancellem Chancel -- a very majestic office.&lt;br /&gt;
* Started 100 years after the founding of the church. It has been improved and expanded substantially in that time. Glass steel dome was made by [[Anzo Rivroller]] and is much nicer than the one we saw in swamp.&lt;br /&gt;
* We reach the most holy site in the world. &lt;br /&gt;
* [[Grandle Mag]] is a human and meets with us. We give him the letter and he walks to decode what it is asking.&lt;br /&gt;
* We see a military area where everyone has cudgels (no major weapons).&lt;br /&gt;
* Grandle asks us to wait while he arranges an appointment. We look around the city.&lt;br /&gt;
* Some party members do research: [http://mattie.net/images/screenshot/2010-03-12_2240.png]&lt;br /&gt;
* {{Quinalin}} and {{Mose}} go weapon shopping (to be resolved later)&lt;br /&gt;
{{newday}}&lt;br /&gt;
====21-1 Heavenfall====&lt;br /&gt;
* Grandle was able to make the appointment.&lt;br /&gt;
* We are supposed to be cleansed which is take off armor, clean up, and put on robes.&lt;br /&gt;
* We wait in an ornate waiting room.&lt;br /&gt;
* Two more people enter, well armed with swords. &lt;br /&gt;
* {{Kimika}} notices that Grandle&#039;s sword is the [[Hammer of the Eight]]&lt;br /&gt;
* We sit in pilgrims robes waiting.&lt;br /&gt;
* A woman enters, of middle years and attractive. Wearing simple clothes and a stariron diadim.&lt;br /&gt;
* [[Marrwyn Collar]] is her name, [[Arch-Warden]]. The party bows and is overall in awe.&lt;br /&gt;
* We give her the third letter. She is slightly angry and asks if Ralth or Naprid sent it. {{Germain}} carefully explains that it is from the Bog Wraiths and we haven&#039;t read the letter.&lt;br /&gt;
* It asks her to excommunicate the nation of Odessa and declare Wydmoor the (was it [[Gildenhome]]?)&lt;br /&gt;
* She says she can&#039;t do what it asks. And the letter is a forgery--- not in Ralth&#039;s language but in Ralth&#039;s handwriting.&lt;br /&gt;
* She suspects strongly that Naprid wrote it and tells the answer is &amp;quot;Good luck&amp;quot;.&lt;br /&gt;
* She calls {{Kimika}} a &amp;quot;little mother&amp;quot; and tells her she&#039;s done very well. Also tells her to keep her slow dwarf friend out of trouble.&lt;br /&gt;
* She mentions she does have coffee for them.&lt;br /&gt;
* She talks to {{Al}} in Elven (a beautiful, lyrical language). She said &amp;quot;I don&#039;t know&amp;quot; in Ubrekti.&lt;br /&gt;
* {{Mose}} asks her to help the pilgrims because no one will help them.&lt;br /&gt;
* She won&#039;t help the pilgrims because the church can&#039;t interfere in wars, by their own laws. {{Mose}} is surprised by this and it eats at him a bit.&lt;br /&gt;
* Grandle brings us coffee.&lt;br /&gt;
* {{Quinalin}} acquires BAG OF HOLDING I filled to the brim with coffee. Worth an incredible value.&lt;br /&gt;
* {{Mose}} asks to touch the Hammer of the Eight but Grandle says no, and calls him a loghead for asking.&lt;br /&gt;
* With coffee in hand, party heads back to Dadtim to get their things.&lt;br /&gt;
* They get their weapons back and teleport back to Wydmoor.&lt;br /&gt;
{{newday}}&lt;br /&gt;
====22-1 Heavenfall====&lt;br /&gt;
* The party teleports back to outside Wydmoor Castle.&lt;br /&gt;
* {{Germain}} calls Naprid via fire and Naprid asks them not to tell Ralth about it. Tries to convince Mose to keep quiet.&lt;br /&gt;
* {{Mose}} wants to tell Ralth about Naprid&#039;s scheme, but agrees not to do so for a little bit if Naprid remains non-shady for a while.&lt;br /&gt;
* Naprid says he&#039;ll let the party inside in the morning.&lt;br /&gt;
* In a misguided attempt to annoy Naprid and to help the pilgrims when no one else does, {{Mose}} wants to use the remaining cap charges to make food and deliver it to the pilgrims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_1923.png Temporal Authority peninsula]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_1940.png Divination room]&lt;br /&gt;
* [http://mattie.net/images/screenshot/Dadtim.png Dadtim first glimpse]&lt;br /&gt;
* [http://mattie.net/images/screenshot/alexandriacity.png Alexandria city first glimpse]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_2225.png Bog wratih place in Alexandria City]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_2330.png Meeting with Arch-Warden]&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-12_2341.png Wydmoor region map]&lt;br /&gt;
&lt;br /&gt;
* [http://mattie.net/images/screenshot/2010-03-13_0006.png Dadtim Landmark Map]&lt;br /&gt;
** 2&#039;s are Entry Gates&lt;br /&gt;
** A is Traveler&#039;s Temple&lt;br /&gt;
** B is the Bog Wraith&#039;s place&lt;br /&gt;
** C is Hadriarch of Dadtim&#039;s Estate&lt;br /&gt;
** D is The Spoked Wheel&lt;br /&gt;
** E is Sage&#039;s District&lt;br /&gt;
** F is Dwarven Crafts District&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Final GM message ==&lt;br /&gt;
&lt;br /&gt;
{{xpinfo|1100|Adventure Bonus|recipients={{LE}}, {{Mose}}, {{Kimika}}, {{Germain}}, {{Al}}, and {{Quinalin}}}}&lt;br /&gt;
{{xpinfo|55|RP Award|recipients={{Kimika}} and {{Mose}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{levelup|player={{Germain}}|level=5}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Quest Notes]]&lt;br /&gt;
[[Category: Haversack]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Neven_b%27Aaronurt%27s_Character_Sheet&amp;diff=4512</id>
		<title>Talk:Neven b&#039;Aaronurt&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Neven_b%27Aaronurt%27s_Character_Sheet&amp;diff=4512"/>
		<updated>2010-03-13T05:51:59Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Herbalism isn&#039;t a skill in the SRD, so I made a guess re: its stat. Might be worth combining that into Survival, or making it a knowledge skill, for consistency, later. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
: It&#039;s a profession skill -gm&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Sox_Argyle&amp;diff=4467</id>
		<title>Sox Argyle</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Sox_Argyle&amp;diff=4467"/>
		<updated>2010-03-11T21:58:50Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: the slowness of comcast makes me so crazy I can&amp;#039;t thing strait! (see!?!?!) God damn I hate comcast. Seriously.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The infamous [[Rake of Sherdam]], and former [[Lord Marshall]] of the [[Bog Wraiths]].&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Sox_Argyle&amp;diff=4466</id>
		<title>Sox Argyle</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Sox_Argyle&amp;diff=4466"/>
		<updated>2010-03-11T21:57:53Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: New page: The infamous Rake of Sherdam, and former Lord Martial of the Bog Wraiths.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The infamous [[Rake of Sherdam]], and former [[Lord Martial]] of the [[Bog Wraiths]].&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4465</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4465"/>
		<updated>2010-03-11T21:55:41Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[Team MeFight Sessions]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Useful Stuff&#039;&#039;&#039; ==&lt;br /&gt;
[[Combat Quick Reference]]; [[:Category:Tables|Tables!]]; A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;b&amp;gt;Updated&amp;lt;/b&amp;gt; [[Naprid Daithe]], [[Firetalk Charm]], [[Sox Argyle]], [[Temporal Authority]], [[Omnity]], [[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]] &#039;&#039;&#039;UPDATED!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
Complete = *&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;All Stars (Wydmoor Free City)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 {{Al}}, [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
 {{Germain}}, [[Human]] [[Wydmoor City Guard|City Guardsman]] - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
 {{Kimika}}, [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
 {{LE}}, [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&lt;br /&gt;
&lt;br /&gt;
 {{Mose}}, [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]]) and his magical horse [[Way]]&lt;br /&gt;
&lt;br /&gt;
 {{Quinalin}}, [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:____|Daniel]])&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; Team MeFight (Kred Region, Gildenhome)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:MeFight Session Notes | Team MeFight Session Notes]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Thed]]&amp;quot;, [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
 {{Kib Absold}}, [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]])&lt;br /&gt;
&lt;br /&gt;
 [[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
 [[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Anise]]&amp;quot;, [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]])&lt;br /&gt;
&lt;br /&gt;
 [[Neven b&#039;Aaronurt]], [[Halfling]] [[Druids|Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]]) and his riding boar, [[Breakfast]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; MeFight Expansion Team (Theoretical)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) (on indefinite hiatus)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Firetalk_Charm&amp;diff=4464</id>
		<title>Firetalk Charm</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Firetalk_Charm&amp;diff=4464"/>
		<updated>2010-03-11T21:52:11Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: New page: A magical charm given to Quinalin by Naprid Daithe, upon the latter entering into the service of the Bog Wraiths. When thrown into a fire, the Firetalk Charm can be used by its owner t...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A magical charm given to Quinalin by Naprid Daithe, upon the latter entering into the service of the [[Bog Wraiths]]. When thrown into a fire, the Firetalk Charm can be used by its owner to communicate with Naprid. Although it is not clear how Naprid receives the messages, he has always been able to respond promptly after every attempt.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Naprid_Daithe&amp;diff=4463</id>
		<title>Naprid Daithe</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Naprid_Daithe&amp;diff=4463"/>
		<updated>2010-03-11T21:46:45Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Naprid Daithe is the retired former leader of the [[Bog Wraiths]]. He declared [[Ralth Onorodil]] his successor upon his retirement. He now serves as an adviser to Ralth and lives at [[Castle Wydmoor]]. Before stepping down, Naprid served as  the Bog Wraiths for 36 years, after assuming the position upon the untimely death of [[Sox Argyle]]. A clever and cautious man, Naprid maintained a low profile through his tenure, although he did order Wraiths into the city in response to the [[Pilgrim&#039;s Revolt]] of 1386 and the grain riots of 1390. &lt;br /&gt;
&lt;br /&gt;
At the time the party meets him, Naprid is 72 years old and acts as a liaison for the Bog Wraiths, leaving Ralth relatively free to manage military, engineering, and defensive matters. His name and features indicate Flannari origins, and he acts with the dismissive arrogance stereotypical of the Flannari aristocracy. A tall, wiry man, Ralth seems healthy and spry for his age, no doubt on account of a life of military discipline and activity. &lt;br /&gt;
&lt;br /&gt;
== Party notes ==&lt;br /&gt;
* Suspicion: He may have a magical cane (perhaps it can eavesdrop)&lt;br /&gt;
* Mose and Naprid aren&#039;t best of friends because Naprid ordered Mose to meet with them in a polite but threatening manner. Naprid got mad at Mose as Mose got mad at Naprid&#039;s insistence. They seem to have somewhat gotten over this as the party works more with Naprid.&lt;br /&gt;
* Naprid gave the party a [[Firetalk Charm|communication magical device]] which can be used to contact him by placing it into a fire.&lt;br /&gt;
* The party notified Naprid of an army at Iros Forge.&lt;br /&gt;
* The party notified Naprid of an assassination attempt on the Mayor and [[Edrell Odenthorpe]] (as reported to them by Edrell). Many city council members were killed.&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Swift_Zombies&amp;diff=4441</id>
		<title>Talk:Swift Zombies</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Swift_Zombies&amp;diff=4441"/>
		<updated>2010-03-03T00:10:23Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If the screecher attack does damage, it shouldn&#039;t be against touch attack AC, since armor would presumably block whatever is being done (probably slam damage). If it&#039;s a touch attack, then it shouldn&#039;t do damage (as per the &amp;quot;grab&amp;quot; in the grapple rules), which would make sense. Succeeding to grapple the target, though, would do damage, probably with claws, and further damage can be done afterward with further attacks that the zombie probably gets no penalty on (rather than the usual -4). Strangely enough, pinning an opponent does not give an option to do damage, but a rule can probably be made for this circumstance. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: The screecher attack is a touch attack because it is a modified grapple. I think you&#039;re probably right that the grapple needs to be successful for damage. You being on your horse made things a little more complicated for me, so I had to wing it. Next time I&#039;ll kill your horse first. After all, the average life span for a mount in most of my games is about 1.5 sessions.&lt;br /&gt;
::Yeah, none of this is to rebel against your rulings in-game, I just wanted to run the rules in line with 3.5e&#039;s combat system to flesh these guys out for future games. The normal grapple rules are touch attack to see if grapple can be initiated (with AoO, but it can probably be assumed that the screecher has an ability that is like the AoO nullifier of Improved Grapple), then opposed grapple check, THEN unarmed damage if the screecher wins the opposed check. -slitherrr&lt;br /&gt;
&lt;br /&gt;
: Main points (Hunter) - &lt;br /&gt;
: 1. Hunter may make a leaping charge grapple attack. &lt;br /&gt;
::It&#039;s still double movement (60&#039; maximum), though if you jump from a vertical distance, you can get bonus damage. (1d6 per 10 feet, as per &amp;quot;falling objects&amp;quot; in DMG)&lt;br /&gt;
: 2. Hunter&#039;s attack is a sort of charge grapple, so it is a touch attack with bonuses for charge, strength, and an innate SA.&lt;br /&gt;
: 3. If pinned, you are helpless and take rake damage on subsequent rounds. A lot of it. &lt;br /&gt;
::To note, here, pinning does NOT make the target helpless. To quote: &amp;quot;When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak.&amp;quot; If the zombie gets something special, doing lots of automatic damage is probably plenty without ALSO giving the pinned character a -5 to AC (-9 to melee attacks) and susceptibility to coup de grace. -slitherrr&lt;br /&gt;
: 4. Research Required - there are some creatures that are able to make an attack that grapples on success. Perhaps worth modeling on.&lt;br /&gt;
:: This is worth looking into. However, if an attack does damage directly as a consequence of the attack (like being slammed into), then it should never be a touch attack, because armor should have its say. Conversely, if it&#039;s a touch attack, then it shouldn&#039;t do damage. The second is the actual grapple rule, the former would be a special case rule that is like the monster abilities (i.e., both claw attacks hit = immediate grapple initiated, that sort of thing). -slitherrr&lt;br /&gt;
: &lt;br /&gt;
: Main Points (Smoker)&lt;br /&gt;
: 1. Touch grapple @ range, if successful target is helpless, but not prone. (And you&#039;re prone, because your ass is dragg&#039;d)&lt;br /&gt;
::Also, since it got mentioned for the Screecher, helpless here is probably too much awesome for a ranged touch attack. Spells that make people helpless either affect only very low-level creatures (Sleep), or are super high-level (two cleric spells, Dictum and Holy word, that are both level 7). None (surprisingly) of the SRD monsters have abilities that make PCs helpless directly--the closest thing I could find with a search is the Hag&#039;s Str-drain ability, which causes helplessness if Str gets to 0, hardly an easy condition. The point is that the ability to cause a coup de grace situation with almost no effort is ridiculously super-stupid powerful, even if it&#039;s only while the tongue is still attached. My suggestion is that the tongue = grappled, maybe even with some hefty bonus to keep people from getting out of it too easily. For example, the giant constrictor snake is a CR 5 monster with a +23 to its grapple check with 1d8+10 constrict damage (not a ranged grapple or anything, but that should give a general idea of the power)-[[User:66.207.91.56|66.207.91.56]]&lt;br /&gt;
: 2. On beginning of smoker&#039;s round, dragging begins @ 30&#039;/round.&lt;br /&gt;
: 3. When you get to the smoker, you take some raking damage. (Less than hunter)&lt;br /&gt;
: 4. Tongue has 2-3 HP. &lt;br /&gt;
:&lt;br /&gt;
: Main Points (Boomer)&lt;br /&gt;
: 1. Listen checks within range (20&#039;, maybe?) to hear them if they are in range and you&#039;re paying attention. &lt;br /&gt;
:: (IE, last game, by the time the boomer was in range to be heard, the sounds of combat were assumed to be drowning it out.)&lt;br /&gt;
:: (When you guy stumbled on the boomer in the barn, you were given listen checks to hear it)&lt;br /&gt;
: 2. The bile explosion is a 10&#039; radius. Puke DC is 15, explosion DC is 25.&lt;br /&gt;
:&lt;br /&gt;
: I&#039;m sad you missed the game where they were introduced, because it was kind of funny watching Xorry, especially, slowly figure out what was going on. He made a boomer-joke about the fat, boil covered zombie. Then it puked and exploded and there was much laughter, OOC, at least. ;) -gm  &lt;br /&gt;
:&lt;br /&gt;
: Other things : attack bonus, AC, wotnot, you guys might be able to figure out with more experience, but I&#039;m not about to tell it here. the common ones, of course, are pretty obvious and you mostly have sussed out.&lt;br /&gt;
&lt;br /&gt;
==More Elaborations and Research on Screecher==&lt;br /&gt;
&lt;br /&gt;
I looked through the SRD list of special abilities and found the following relevant entries:&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab Improved Grab]&lt;br /&gt;
&lt;br /&gt;
If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. &lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. [this can be one of the &amp;quot;otherwise noted&amp;quot; cases, probably rationalized by the combination with the leaping charge, if it even has to be rationalized]&lt;br /&gt;
&lt;br /&gt;
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). &lt;br /&gt;
&lt;br /&gt;
When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20srd.org/srd/specialAbilities.htm#pounce Pounce]&lt;br /&gt;
&lt;br /&gt;
When a creature with this special attack makes a charge, it can follow with a full attack—including rake attacks if the creature also has the rake ability. &lt;br /&gt;
&lt;br /&gt;
*[http://www.d20srd.org/srd/specialAbilities.htm#rake Rake]&lt;br /&gt;
&lt;br /&gt;
A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. &lt;br /&gt;
&lt;br /&gt;
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically, some combination of these would give exactly what you&#039;re looking for, although putting in all would be pretty silly: rake + pounce + [extra-]improved grab + the flying charge would be looking at full attack + rake attacks, with the option for a grapple attempt after each attack, although successfully grappling on an early attack doesn&#039;t allow the later ones, with additional rake attacks if the grapple is successful, all after jumping 60&#039; through the air, basically bypassing AoO from intervening units, which is just ludicrous. I propose any combination of 2: either improved grab + rake, pounce + rake, or pounce + improved grab. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Also, there&#039;s no specific ability for the leaping charge, but all he needs is some ability that makes Jump do what it needs to do. Since the Jump DC for 60&#039; is usually 60 (120 without a running start, holy crap), here&#039;s what I propose:&lt;br /&gt;
&lt;br /&gt;
===Supernatural Leap===&lt;br /&gt;
The creature halves all DCs when attempting a long jump with the Jump skill. In addition, the DC does not change if the creature does not have a running start.&lt;br /&gt;
&lt;br /&gt;
Then the zombie can get a +20 racial bonus to jump skill, and that&#039;ll put him roughly where he needs to be, when his skills from creature levels are added, especially if he starts from higher up.&lt;br /&gt;
&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
On a final note, we&#039;ve been doing this wrong:&lt;br /&gt;
[http://www.d20srd.org/srd/combat/specialInitiativeActions.htm#ready Ready]&lt;br /&gt;
&lt;br /&gt;
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so). &lt;br /&gt;
&lt;br /&gt;
Readying an Action&lt;br /&gt;
You can ready a &#039;&#039;standard action, a move action, &#039;&#039;&#039;or&#039;&#039;&#039; a free action&#039;&#039;. To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action. &lt;br /&gt;
&lt;br /&gt;
You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round. &lt;br /&gt;
&lt;br /&gt;
Initiative Consequences of Readying&lt;br /&gt;
Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.&lt;br /&gt;
&lt;br /&gt;
In other words, the screecher will need another special ability to allow him to charge as a readied action. Since a leap is rather more instantaneous than most other full-round actions, this is a bit plausible, although it does make him more powerful, so that should be taken into account when determining damage and number of his attacks. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Don&#039;t worry, all the beanplating has sucked all of the joy out of this experiment for me. The intent - to build a sense of suspense and anticipation based on subverting a familiar shared experience - has been completely overwhelmed by rulesism. You won&#039;t be seeing these guys again - I can only imagine the headaches as I slowly try to unveil the rest of the special infected roster. I&#039;m going to stick with everything vanilla from now on, and should have the plot retooled by the next game. We&#039;ll just handwavium retcon everything back into normal zombies.  -gm&lt;br /&gt;
::: Ack, sorry. I&#039;ll try to hold back on that in the future. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::: Ah, i don&#039;t mean it like that - not exactly. i underestimated how much effort it was going to take to make the creatures with the charactaristic traits and playtest on the fly, and the other option - having a general discussion - defeats the whole purpose of the mystery. lookind down the barrel at doing the same with jockeys, chargers, spitters, the tanks and the witch was a little bit daunting, to say the least, from a time-inveested to payoff. The sideways nod joke serves the intended purpose well enough. As ever, my ambitious far exceeds my drive. -gm&lt;br /&gt;
::::: that is to say, i&#039;m glad this stuff is here to work out the mechanics for the hunter in the next campaign, since i can&#039;t very well just magic wand all that away. Rather, the extended conceit of a progressively more hard core journey thru the L4D franchise won&#039;t be continued for reasons stated above.&lt;br /&gt;
:::::: Ah, okay. That makes me feel better. And I do hope this is helpful, because I have a whole lot of fun digging through the SRD and finding the rules that are relevant, and helping to hash out something that both serves the narrative and is balanced in the rules (which D&amp;amp;D makes more complicated by its very nature). Anyways, once we&#039;re past this part of the story and don&#039;t have the unknown factor anymore, I think it&#039;d be awesome to actually make this into a proper monster template, a la the SRD zombie template. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::: Are you people talking about a video game or something? --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::::: Go back to your @.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dungeon Crawl Stone Soup version 0.4.5 (crawl-ref) character file.&lt;br /&gt;
&lt;br /&gt;
268814 msa the Evocator (level 21, -6/183 (186) HPs)&lt;br /&gt;
             Began as a Mountain Dwarf Fighter on Apr 18, 2009.&lt;br /&gt;
             Was a High Priest of Nemelex Xobeh.&lt;br /&gt;
             Killed from afar by an acid blob (11 damage)&lt;br /&gt;
             ... on Level 5 of the Pits of Slime on Apr 21, 2009.&lt;br /&gt;
             The game lasted 1day02:13:59 (89670 turns).&lt;br /&gt;
&lt;br /&gt;
msa the Evocator (Mountain Dwarf Fighter)       Turns: 89670, Time: 1, 02:13:59&lt;br /&gt;
&lt;br /&gt;
HP  -6/183 (186) AC 27     Str 33      Exp: 21/475987 (2096), need: 70662&lt;br /&gt;
MP  14/16        EV  9     Int 10      God: Nemelex Xobeh *****&lt;br /&gt;
Gold 3420        SH  0     Dex 10      Spells:  0 memorised, 22 levels left&lt;br /&gt;
&lt;br /&gt;
Res.Fire  : . . .   See Invis. : .   b - rod of striking (9/9)&lt;br /&gt;
Res.Cold  : + . .   Warding    : .   n - +3 plate mail of Unyr Yna&lt;br /&gt;
Life Prot.: . . .   Conserve   : +   (no shield)&lt;br /&gt;
Res.Poison: +       Res.Corr.  : .   (no helmet)&lt;br /&gt;
Res.Elec. : .       Clarity    : .   O - +3 cloak of Satisfaction&lt;br /&gt;
                                     (no gloves)&lt;br /&gt;
Sust.Abil.: .       Prev.Telep.: +   (no boots)&lt;br /&gt;
Res.Mut.  : .       Ctrl.Telep.: .   t - amulet of conservation&lt;br /&gt;
Res.Slow  : .       Levitation : .   H - +2 ring of strength&lt;br /&gt;
Saprovore : . . .   Ctrl.Flight: .   z - ring of Sufaopso&lt;br /&gt;
&lt;br /&gt;
@: extremely resistant to magic, extremely unstealthy&lt;br /&gt;
A: teleportitis 1, blurry vision 1, -10% mp, Str -1, Int +2&lt;br /&gt;
a: Draw One, Peek at Two, Triple Draw, Mark Four, Stack Five, Renounce Religion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You were on level 5 of the Pits of Slime.&lt;br /&gt;
You worshipped Nemelex Xobeh.&lt;br /&gt;
Nemelex Xobeh was exalted by your worship.&lt;br /&gt;
You were not hungry.&lt;br /&gt;
&lt;br /&gt;
You visited 8 branches of the dungeon, and saw 62 of its levels.&lt;br /&gt;
You visited 2 Labyrinths.&lt;br /&gt;
&lt;br /&gt;
Inventory:&lt;br /&gt;
&lt;br /&gt;
Hand weapons&lt;br /&gt;
 a - the +10,+7 mace &amp;quot;Siwoir&amp;quot;&lt;br /&gt;
   (You found it on level 9 of the Dungeon)   &lt;br /&gt;
   It affects your AC (+4).&lt;br /&gt;
   It affects your strength (+3).&lt;br /&gt;
   It protects you from fire.&lt;br /&gt;
   It protects you from cold.&lt;br /&gt;
 K - a +4,+1 war axe of speed&lt;br /&gt;
Armour&lt;br /&gt;
 n - the +3 plate mail of Unyr Yna (worn)&lt;br /&gt;
   (You found it in a Labyrinth)   &lt;br /&gt;
   It affects your evasion (+2).&lt;br /&gt;
 O - the +3 cloak of Satisfaction (worn)&lt;br /&gt;
   (You found it on level 5 of the Lair of Beasts)   &lt;br /&gt;
   It affects your accuracy (+3).&lt;br /&gt;
   It protects you from cold.&lt;br /&gt;
   It increases your resistance to enchantments.&lt;br /&gt;
Magical devices&lt;br /&gt;
 h - a wand of lightning (5)&lt;br /&gt;
 j - a wand of frost (3)&lt;br /&gt;
 o - a wand of digging (11)&lt;br /&gt;
 v - a wand of lightning (1)&lt;br /&gt;
 x - a wand of fireball (2)&lt;br /&gt;
 F - a wand of fire (0)&lt;br /&gt;
 Y - a wand of disintegration (9)&lt;br /&gt;
Comestibles&lt;br /&gt;
 s - 2 meat rations&lt;br /&gt;
Scrolls&lt;br /&gt;
 P - a scroll of magic mapping&lt;br /&gt;
 R - 4 scrolls of remove curse&lt;br /&gt;
 X - 2 scrolls of detect curse&lt;br /&gt;
Jewellery&lt;br /&gt;
 i - an uncursed ring of sustain abilities&lt;br /&gt;
 t - an amulet of conservation (around neck)&lt;br /&gt;
 w - the ring &amp;quot;Beher&amp;quot;&lt;br /&gt;
   (You found it on level 1 of the Swamp)   &lt;br /&gt;
   [ring of regeneration]&lt;br /&gt;
   It greatly protects you from cold.&lt;br /&gt;
 z - the ring of Sufaopso (left hand)&lt;br /&gt;
   (You found it on level 11 of the Dungeon)   &lt;br /&gt;
   [ring of poison resistance]&lt;br /&gt;
   It affects your strength (+2).&lt;br /&gt;
   It prevents most forms of teleportation.&lt;br /&gt;
 C - an uncursed ring of see invisible&lt;br /&gt;
 D - an uncursed ring of levitation&lt;br /&gt;
 E - an uncursed amulet of resist corrosion&lt;br /&gt;
 H - a +2 ring of strength (right hand)&lt;br /&gt;
Potions&lt;br /&gt;
 m - 2 potions of speed&lt;br /&gt;
 p - 5 potions of healing&lt;br /&gt;
 J - 2 potions of heal wounds&lt;br /&gt;
 V - a potion of restore abilities&lt;br /&gt;
Magical staves&lt;br /&gt;
 b - a rod of striking (9/9) (in hand)&lt;br /&gt;
   (You acquired it on level 2 of the Lair of Beasts)&lt;br /&gt;
Miscellaneous&lt;br /&gt;
 l - a plain deck of summonings {god gift}&lt;br /&gt;
 u - a plain deck of destruction {drawn: 5} {god gift}&lt;br /&gt;
 M - an ornate deck of war&lt;br /&gt;
 W - a crystal ball of seeing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 You had 2096 experience left.&lt;br /&gt;
&lt;br /&gt;
   Skills:&lt;br /&gt;
 + Level 14 Fighting&lt;br /&gt;
 + Level 17 Axes&lt;br /&gt;
 + Level 23 Maces &amp;amp; Flails&lt;br /&gt;
 - Level 1 Slings&lt;br /&gt;
 + Level 2 Throwing&lt;br /&gt;
 + Level 14 Armour&lt;br /&gt;
 - Level 13 Shields&lt;br /&gt;
 + Level 5 Traps &amp;amp; Doors&lt;br /&gt;
 + Level 3 Unarmed Combat&lt;br /&gt;
 + Level 1 Spellcasting&lt;br /&gt;
 + Level 24 Evocations&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Crawl Stone Soup RULES. End Of Story.&lt;br /&gt;
: Fact. --[[User:Msallen|Msallen]]&lt;br /&gt;
Also, I still haven&#039;t bought or played L4D2, so the original four (and the normal fast zombies) are the only ones close to my heart. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I love the fast zombie in all its incarnation. If there was no Danny Boyle, would zombies still be the monster of the moment? -gm&lt;br /&gt;
:: I just love post-apocalyptica. The Postman is one of my favorite books of all time! -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
Also, not fucking with L4D2 as been sort of mentally liberating, as I can at least work out a balanced hunter and everyone else can deal with smoker tongue causing helplessness. (Veracity over balance in homages, and its a piss easy status to drop in this case.) That being said, enough of the swift zombies have been encountered to warrant .. (from my notes)&lt;br /&gt;
&lt;br /&gt;
	Common Infected - Small Base Creature&lt;br /&gt;
Hit Dice&lt;br /&gt;
	1d12 (7 HP)&lt;br /&gt;
&lt;br /&gt;
Initiative&lt;br /&gt;
	+5&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
	30 ft.&lt;br /&gt;
&lt;br /&gt;
Armor Class&lt;br /&gt;
	13 (T: 11  FF: 13)&lt;br /&gt;
&lt;br /&gt;
Attack&lt;br /&gt;
	Slam: +1/1d4-1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
	(Most) Undead Traits, Flammable (1d4/round)&lt;br /&gt;
&lt;br /&gt;
Saves&lt;br /&gt;
	F: +0  R: +0   W: +3&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
	Improved Initiative, Turning Resistance&lt;br /&gt;
&lt;br /&gt;
CR&lt;br /&gt;
	1/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Infected - Boomer&lt;br /&gt;
&lt;br /&gt;
Hit Dice&lt;br /&gt;
	1d12 (7 HP)&lt;br /&gt;
&lt;br /&gt;
Inititive	+1&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
	15 ft.&lt;br /&gt;
&lt;br /&gt;
Armor Class&lt;br /&gt;
	13 (T: 11  FF: 13)&lt;br /&gt;
&lt;br /&gt;
Attack&lt;br /&gt;
	Slam: +1/1d4-1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
	Breath Weapon, Bile Explosion, Flammable (1d4/round), Loud (10&#039; radius)&lt;br /&gt;
&lt;br /&gt;
Saves&lt;br /&gt;
	F: +0   R: +0    W: +3&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
	Turning Resistance&lt;br /&gt;
&lt;br /&gt;
CR&lt;br /&gt;
	1/2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breath Weapon: May be used once every ten rounds. Cone of Boomer Bile, 40&#039;. DC 15. Failed save covers target in Boomer Bile for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bile Explosion: When a Boomer Infected is killed, it explodes in a goopy, gooey mess. Everyone in a 10&#039; radius around the boomer when he dies is covered in boomer bile. A DC 25 Reflex Save will avoid contact. If a boomer explodes in range of someone already covered in bile, add 5 rounds to the duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boomer Bile: When a player is covered in bile, he or she suffers the following effects : -1 to hit, -2 to AC, -5 Movement. Additionally, common infected will auto-charge anyone covered in boomer bile and attack them exclusively, and passive infected will aggro.  Boomer Bile can be removed by jumping in a body of water, or it will naturally wear off in 5 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &lt;br /&gt;
&lt;br /&gt;
Talk to me when you&#039;ve fought more than one smoker. -gm&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Kathkallan_Investigation&amp;diff=4439</id>
		<title>Talk:Kathkallan Investigation</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Kathkallan_Investigation&amp;diff=4439"/>
		<updated>2010-03-01T22:09:24Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We were editing at the same time. I tried to get your changes, but you might want to check to see if I destroyed any --[[User:Msallen|Msallen]] 16:54, 16 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Have these questions been answered to your satisfaction, Detective Germain? -gm&lt;br /&gt;
: Er, I guess we know he was in financial trouble... did we know if it was just some bad business deals or something larger? Regardless, I&#039;m pretty sure Germain stopped caring all that much. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Good, suits me! -gm&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Fenn_Lynrick&amp;diff=4438</id>
		<title>Talk:Fenn Lynrick</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Fenn_Lynrick&amp;diff=4438"/>
		<updated>2010-03-01T22:08:48Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes? Did the party ever get in touch with him, or find out where he was, or did they just find out about the safehouses and sic the Wraiths on them? -gm&lt;br /&gt;
: No, we didn&#039;t we pretty much talked to Edrell, the Wraiths, and then we were off to Iros Forge. G at least didn&#039;t want to talk to him just to chat--he was waiting until he had some political capital to spend. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: How is the political capital currently divied?&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Al%27s_Character_Sheet&amp;diff=4437</id>
		<title>Talk:Al&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Al%27s_Character_Sheet&amp;diff=4437"/>
		<updated>2010-03-01T22:08:14Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Re: &amp;quot;Why everyone assumes I&#039;m an incompetent, and why Mr. Allen&#039;s assertions are more canonical than my own I&#039;ll never know. -gm &amp;quot;&lt;br /&gt;
&lt;br /&gt;
The lizardfolk language entry was already on this sheet--I just changed it to the newly determined name for their language. Also, related, on the [[Lizard Men]] page, should &amp;quot;Al can speak their language, but no one else in the party can,&amp;quot; be changed into something else that more closely represents reality, or should the page be taken as a &amp;quot;Germain&#039;s crazy perception&amp;quot; POV? It would be strange, given the general neutrality of this wiki, but stranger things have happened. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Weird! Hmm..&lt;br /&gt;
:: Ahh! FWIW, I believe that it originally did not have &amp;quot;Sidhe&amp;quot; written at all, but instead had &amp;quot;Lizard Man^&amp;quot; since it was clear that Al could speak with the lizard men, but the party (meta- and in-game) were laboring under the assumption Al was a human. Once most of the party (in) and all of the party (meta) is aware of the score, Sidhe got added in but the carroted &amp;quot;Lizard Man&amp;quot; got taken off. Does that make sense? I certainly hope not. ;) In short, yeah, some of &amp;quot;Germain&#039;s &amp;lt;strike&amp;gt;crazy&amp;lt;/strike&amp;gt; incomplete perception&amp;quot; got mixed up with canon. (After all, when it comes to people mixing up their roles between Player and Game Master, it&#039;s almost always Mr. Dr. Allen - it&#039;s a sort of ambiguity we&#039;ve shared in our mutual games going back to high school LARP.) -gm&lt;br /&gt;
::: Not sure how the &amp;quot;Lizard Man^&amp;quot; entry got added back, then. In other news, A)what does the caret mean, and B) do some Lizardfolk speak Sidhe? Is that a Druid thing? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: I have no idea how I factor into this discussion, but I am glad you all are talking about me. I &amp;lt;3 attention! --[[User:Msallen|Msallen]]&lt;br /&gt;
::::: Well, he or I almost certainly added it, though I&#039;m sure the caret was me, probably because Al was not yet known by anyone to be an elf, in or out of game, and he&#039;d exhibited the ability to chatty-chat the lizard folk. When he was then revealed, metagame, to be Sidhe and the Sidhe languages added... things got strange. But, it&#039;s all fixed now! For the next stop on our tour. . .  -gm&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Achievements&amp;diff=4376</id>
		<title>Talk:Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Achievements&amp;diff=4376"/>
		<updated>2010-02-28T15:40:43Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: &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;
:Alphabetized, and there are color codes if anyone wants to go through and add those (I don&#039;t know who&#039;s in what group, really, save for MeFight)-[[User:Slitherrr|Slitherrr]] 19:18, 16 November 2009 (EST)&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:Slitherrr|Slitherrr]] 19:01, 16 November 2009 (EST)&lt;br /&gt;
Also, Team MeFight: 6, for an average of 1.5 per player.  Advantage: Team MeFight. -[[User:Slitherrr|Slitherrr]] 19:05, 16 November 2009 (EST)&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Also: Is this ALL the achievements? It seems short. -gm&lt;br /&gt;
&lt;br /&gt;
Bah, can&#039;t use style tags to define classes.  Foo on that. -[[User:Slitherrr|Slitherrr]] 19:01, 16 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I started trying to color code the teams, but I suppose they share members. -[[User:Slitherrr|Slitherrr]] 13:26, 19 November 2009 (EST)&lt;br /&gt;
: You talking about YT? I hardly count. -gm&lt;br /&gt;
:: YT?  I don&#039;t think so...  I meant All-Stars vs. Alpha Team -[[User:Slitherrr|Slitherrr]] 20:15, 19 November 2009 (EST)&lt;br /&gt;
::: I was talking about sharing members. YT = me. I don&#039;t know what other members they share. Plate of bean! -gm&lt;br /&gt;
:::: I&#039;ve never seen YT used for &amp;quot;Yours Truly&amp;quot; before.  Curious!  But no, I was referring more to the fact that the numbers don&#039;t jive with the numbers given above if I count the people listed as in the All-Stars group on the main page. -[[User:Slitherrr|Slitherrr]] 00:32, 20 November 2009 (EST)&lt;br /&gt;
::::: I dunno. One of the all-stars (Jason) got eaten by a scrag. I picked up the YT thing from Snow Crash. -gm&lt;br /&gt;
:::::: MeFight IS Team Alpha.  Ok, now that that&#039;s straight, we&#039;re definitely winning the achievement game (unless Niteowl and Zeal join, that&#039;ll drop our ratio) -[[User:Slitherrr|Slitherrr]] 14:29, 20 November 2009 (EST)&lt;br /&gt;
::::::: Haven&#039;t heard from either yet. You guys better achievement grind - most recent audit caught an achievement for Kimika in the other game, and she&#039;ll prolly get a second once she dings. (What is it with people not using their skills?) ;) -gm&lt;br /&gt;
:::::::: If she&#039;s got it, WRITE IT UP BEEOTCH. -[[User:Slitherrr|Slitherrr]] 16:43, 21 November 2009 (EST)&lt;br /&gt;
So... it took an audit to know that the character had had sex?  WTF? -[[User:Slitherrr|Slitherrr]] 00:21, 24 November 2009 (EST)&lt;br /&gt;
: Kimika does not kiss and tell, I guess. ;) In fact, I was actually auditing if she&#039;d made any potions or not to check for Collecting Cobwebs achievement. Turns out she did. -gm&lt;br /&gt;
&lt;br /&gt;
FYI: Talking to rats is 15 minutes in-game, not OOC. -gm&lt;br /&gt;
&lt;br /&gt;
I LOLed at &amp;quot;Chime and Punishment&amp;quot; and &amp;quot;Leave No Bone Unturned&amp;quot;. Haha, they&#039;re shoo-ins. -gm&lt;br /&gt;
&lt;br /&gt;
Gave myself credit for wikiwonder and the one where you subdue your opponents (my men subdued the mayor&#039;s men in my introductory solo game) --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I will update before the next mefi game. -gm&lt;br /&gt;
&lt;br /&gt;
Mattie wants more xp for achievements. I think achievements were tacked on to be silly and generally more for pride than power. But, I was thinking that a nice midpoint might be something like the TF2 landmarks, so instead of boosting the xp for achievments, maybe TF2 style, there are some larger - maybe 250-500xp acheievements - awarded for getting a set number of achievements. 6/12/18? 10/20/30? 12/24/36?  10/24/40? Throw me a bone, people. -gm&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4375</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4375"/>
		<updated>2010-02-28T15:36:40Z</updated>

		<summary type="html">&lt;p&gt;75.64.111.120: /* &amp;#039;&amp;#039;&amp;#039;Everyone Loves Lists!&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[Team MeFight Sessions]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Useful Stuff&#039;&#039;&#039; ==&lt;br /&gt;
[[Combat Quick Reference]]; [[:Category:Tables|Tables!]]; A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Omnity]], [[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]] &#039;&#039;&#039;UPDATED!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
Complete = *&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;All Stars (Wydmoor Free City)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 {{Al}}, [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
 {{Germain}}, [[Human]] [[Wydmoor City Guard|City Guardsman]] - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
 {{Kimika}}, [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
 {{LE}}, [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&lt;br /&gt;
&lt;br /&gt;
 {{Mose}}, [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]]) and his magical horse [[Way]]&lt;br /&gt;
&lt;br /&gt;
 {{Quinalin}}, [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:____|Daniel]])&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; Team MeFight (Kred Region, Gildenhome)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:MeFight Session Notes | Team MeFight Session Notes]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Thed]]&amp;quot;, [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
 [[Kib Absold]], [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]])&lt;br /&gt;
&lt;br /&gt;
 [[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
 [[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
 [[Anise]], [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]])&lt;br /&gt;
&lt;br /&gt;
 [[Neven b&#039;Aaronurt]], [[Halfling]] [[Druids|Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; MeFight Expansion Team (Theoretical)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) (on indefinite hiatus)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>75.64.111.120</name></author>
	</entry>
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