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	<updated>2026-05-06T13:37:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_Tuesday_Game_4&amp;diff=769</id>
		<title>The Tuesday Game 4</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_Tuesday_Game_4&amp;diff=769"/>
		<updated>2017-05-23T13:23:28Z</updated>

		<summary type="html">&lt;p&gt;Jon: Created page with &amp;quot;'''Date''' May 16th 2017  '''Character Level''': 12th  == Summary ==  The party heads to the Scaled Cliffs to confront the Mind Flayers. They are spoken to by the Elder Brain...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Date''' May 16th 2017&lt;br /&gt;
&lt;br /&gt;
'''Character Level''': 12th&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The party heads to the Scaled Cliffs to confront the Mind Flayers. They are spoken to by the Elder Brain through Umi on the way there telling them that their world is doomed and offering them a chance to join them. Predictably, they refuse. Illistair taps into the power given to him by his patron and get some cool ass shadow armor and wings. Mercy is able to manifest a body made of shimmering white light. She has angel wings and a mean looking scythe. &lt;br /&gt;
&lt;br /&gt;
When the start getting close the Scaled Cliffs, the Elder Brain uses Rah's power to kill one of the engines on their ship and it begins sinking towards the water. Most of the party is able to jump off the boat and begin making their way across the cliffs to the pool of stagnant water that Rah's body resides in. Along the way, they have to fight through hordes of mind controlled Dragonborn. Illistair flexes his newfound wings and soars about the battlefield. He notices that some of the Dragonborn are piling barrels on the bridge that connects the two islands. He blows the bridge and flies across the start his fight with the Elder Brain. The rest of the party slogs through breath weapons and bodies to reach the other side of the island.&lt;br /&gt;
&lt;br /&gt;
Illistair's duel with the Elder Brain is short but intense as they both pull out the stops. In the end, Illistair is left on death's door and the Elder Brain seems to have the upper hand. In a final act of desperation, he calls upon the source of the power that his patron gave him, infusing it with all his remaining power, including his life force and hurls himself at the Elder Brain. An explosion rocks the island and after the dust settles, there is no brain, there is no Rah, and a large chunk of the island is missing. The remaining Mind Flayers panic and break formation, being gobbled up by Throden turned T-Rexes by some quick thinking on Umi's part. As the Elder Brain dies, the whole party is assailed with vision of a strange place with an orange sky and two suns. In these vision, they see a strange race of people interacting with the Arkxa. The skies go pitch black and people panic. A being appears before this race of creatures and offers them a deal. They accept this deal and are transformed into the first of the Mind Flayers. The Illithid. They see a vision of an armada of Mind Flayers ships flying through the astral sea and an ever encroaching darkness behind them. A bright light appears in the astral sea and a smaller ship breaks off and heads towards that light.&lt;br /&gt;
&lt;br /&gt;
When the party arrives at the site of the explosion, they see that there is a strange temple hidden inside of the Scaled Cliffs. There are a dozen strange green medium creature sized crystals floating at different points in a large stone contraption that looks very similar to an orrery. Upon hitting the sunlight, the crystals float to the surface and crash into the ground, splitting open to reveal mummified corpses, except for one which continues to float. Umi casts daylight over top the crystal and it opens to reveal a human who falls to the ground.&lt;br /&gt;
&lt;br /&gt;
Upon waking, the human has no idea who he is or what has happened. He appears to have no memories what-so-ever. After a series of questions from Lyle, the group begins helping the newly freed Dragonborn and examining the temple. Lyle and Wit manage to activate the orrery and it shows them a vision of darkness, then blasts them backwards. When the newcomer places his hand on the device, it drains him of a significant portion of his power and shows him the same vision, but he has a flash of memory. There used to be things, the astral sea, where there is now nothing.&lt;br /&gt;
&lt;br /&gt;
Something is coming.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Illistair dies the way he always knew he would, filled with spite and vengeance&lt;br /&gt;
* The party offers to take in the stray Dragonborn of the Scaled Cliffs&lt;br /&gt;
* A new member joins the party!&lt;br /&gt;
* The party receives visions of a great darkness and the Mind Flayer's beginnings&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=768</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=768"/>
		<updated>2017-05-23T12:57:19Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* The characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
Long ago, magic was so prevalent that anyone could use it. It allowed civilization to prosper anywhere. However, it also caused conflicts that lead to immeasurable damage. One such war caused The Rending. A spell so powerful that it sundered the Ley Lines and drained much of the world's magic and split one of the continents in half. 1500 years have passed since then and civilization has adapted and gotten used to this limited magic where one in every thirty people might be able to control the arcane.&lt;br /&gt;
&lt;br /&gt;
The party being their adventure as things begin to change. Magic seems to be returning to the world, to some degree. Strange occurrences and shadowy organizations are appeared across the world. Whether they had planned on it or not, they will all be crucial to the fate of this world and how it develops in these new times.&lt;br /&gt;
&lt;br /&gt;
== Session Information ==&lt;br /&gt;
This game is played using the official Dungeons and Dragons 5th edition tabletop system as well as the official Wizards of the Coast Unearthed Arcana releases. During play, everyone gathers at the dungeon master's house. For battles, a battle mat is used or for simpler encounters, simple narrative known colloquially as the &amp;quot;imagisphere&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== The characters ==&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Illistair]]&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Nimble]]&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Witney Bimble]]&lt;br /&gt;
*[[Lyle Fellowbottom]]&lt;br /&gt;
*Morthis?&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
[[The adventure so far (I wasn't doing recaps before that point)]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|April 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game 2|May 2nd 2017]] || One plane down, three to go! But what's with all the commotion about in Zakarna? &lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game 3|May 9th 2017]] || The death of a stinky hero, plans for more sweet sweet vengeance, and strange family ties.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game 4|May 16th 2017]] || Illistair gives the Mind Flayers a major headache, and the past comes to the present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=767</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=767"/>
		<updated>2017-05-23T12:57:02Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* The characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
Long ago, magic was so prevalent that anyone could use it. It allowed civilization to prosper anywhere. However, it also caused conflicts that lead to immeasurable damage. One such war caused The Rending. A spell so powerful that it sundered the Ley Lines and drained much of the world's magic and split one of the continents in half. 1500 years have passed since then and civilization has adapted and gotten used to this limited magic where one in every thirty people might be able to control the arcane.&lt;br /&gt;
&lt;br /&gt;
The party being their adventure as things begin to change. Magic seems to be returning to the world, to some degree. Strange occurrences and shadowy organizations are appeared across the world. Whether they had planned on it or not, they will all be crucial to the fate of this world and how it develops in these new times.&lt;br /&gt;
&lt;br /&gt;
== Session Information ==&lt;br /&gt;
This game is played using the official Dungeons and Dragons 5th edition tabletop system as well as the official Wizards of the Coast Unearthed Arcana releases. During play, everyone gathers at the dungeon master's house. For battles, a battle mat is used or for simpler encounters, simple narrative known colloquially as the &amp;quot;imagisphere&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== The characters ==&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Illistair]]&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Nimble]]&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Witney Bimble]]&lt;br /&gt;
*[[Lyle Fellowbottom]]&lt;br /&gt;
*[[Morthis?]]&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
[[The adventure so far (I wasn't doing recaps before that point)]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|April 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game 2|May 2nd 2017]] || One plane down, three to go! But what's with all the commotion about in Zakarna? &lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game 3|May 9th 2017]] || The death of a stinky hero, plans for more sweet sweet vengeance, and strange family ties.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game 4|May 16th 2017]] || Illistair gives the Mind Flayers a major headache, and the past comes to the present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=766</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=766"/>
		<updated>2017-05-23T12:55:53Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* Play Sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
Long ago, magic was so prevalent that anyone could use it. It allowed civilization to prosper anywhere. However, it also caused conflicts that lead to immeasurable damage. One such war caused The Rending. A spell so powerful that it sundered the Ley Lines and drained much of the world's magic and split one of the continents in half. 1500 years have passed since then and civilization has adapted and gotten used to this limited magic where one in every thirty people might be able to control the arcane.&lt;br /&gt;
&lt;br /&gt;
The party being their adventure as things begin to change. Magic seems to be returning to the world, to some degree. Strange occurrences and shadowy organizations are appeared across the world. Whether they had planned on it or not, they will all be crucial to the fate of this world and how it develops in these new times.&lt;br /&gt;
&lt;br /&gt;
== Session Information ==&lt;br /&gt;
This game is played using the official Dungeons and Dragons 5th edition tabletop system as well as the official Wizards of the Coast Unearthed Arcana releases. During play, everyone gathers at the dungeon master's house. For battles, a battle mat is used or for simpler encounters, simple narrative known colloquially as the &amp;quot;imagisphere&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== The characters ==&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*[[Illistair]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Nimble]]&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
*A fun new character&lt;br /&gt;
*A fun new character&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
[[The adventure so far (I wasn't doing recaps before that point)]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|April 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game 2|May 2nd 2017]] || One plane down, three to go! But what's with all the commotion about in Zakarna? &lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game 3|May 9th 2017]] || The death of a stinky hero, plans for more sweet sweet vengeance, and strange family ties.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game 4|May 16th 2017]] || Illistair gives the Mind Flayers a major headache, and the past comes to the present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Nimble&amp;diff=765</id>
		<title>Nimble</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Nimble&amp;diff=765"/>
		<updated>2017-05-16T13:13:09Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Nimble short, stealthy and quick, likes to roll in things, champion of mini axes and everyone's favorite hero.&amp;quot; - Nimble&lt;br /&gt;
&lt;br /&gt;
Nimble is a Gnomish ranger specializing as a beast master. Although deadly accurate with a bow, his real strength comes from his coordinated attacks with his panther animal companion. Through their travels, Nimble learned that his panther, and by extension himself, was a guardian of Gaia. Something that hadn't existed since before the Rending. But, with magic returning to the world, these old powers began to wake up and choose new champions.&lt;br /&gt;
&lt;br /&gt;
Nimble perished at the &amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;hands&amp;lt;/span&amp;gt; tentacles of an Elder Brain. With his last few moments, he summoned a powerful entity, named Vincent, that he had made a previous bad deal with in order to taunt Vincent before his death. Even in the face of the terrifying Elder Brain, Nimble went out quipping.&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_Tuesday_Game_3&amp;diff=764</id>
		<title>The Tuesday Game 3</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_Tuesday_Game_3&amp;diff=764"/>
		<updated>2017-05-11T13:30:07Z</updated>

		<summary type="html">&lt;p&gt;Jon: Created page with &amp;quot;'''Date''' May 9th 2017  '''Character Level''': 12th  == Summary ==  Nimble is confronted by the group of Dragonborn on the ship. He quickly learns they are all being controll...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Date''' May 9th 2017&lt;br /&gt;
&lt;br /&gt;
'''Character Level''': 12th&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Nimble is confronted by the group of Dragonborn on the ship. He quickly learns they are all being controlled by some unknown entity that appears to be able to jump between their bodies with ease. After a valiant struggle to escape the ship, Nimble is thrown through a portal that lands him in the Scaled Cliffs. All the Dragonborn are standing in single file lines facing the pool of water they took the Body of Water from. It has grown stagnant and putrid in the time they've been away. The body of the ancient red Dragon, Rah, was sitting in the pool with the Elder Brain atop it, tentacles dug into Rah's skull, apparently animating it.&lt;br /&gt;
&lt;br /&gt;
Nimble tried to escape by running past Rah, who chomped down on him, swallowing him. Nimble retreated to the Boot where Granny was looking a little nervous and packing up her things. After a brief conversation with her, she agreed with him that he was in grave danger. In a final act of getting the last word, Nimble summons Vincent to tell him that he'll be cheating him of their deal in moments. Vincent looks as though his mouth was filled with lemons as the roof is torn off the Boot by two dragon claws and tentacles reach in to grab Nimble as Granny escapes by flying up through the chimney. Nimble is pulled out of the boot and killed, only to be saved by his Haunted Doll. But the Elder Brain had learned from its experience with Umi. Upon seeing the change, it broke Nimble's arms and legs before stabbing him through the skull with one of its tentacles.&lt;br /&gt;
&lt;br /&gt;
On the boat, Umi felt Nimble's connection sever and Nimble's panther began acting very distressed. Umi confirms with the panther that Nimble has died and informs the party. A decision is quickly made that revenge is the only course of action and the boat's course is not altered. The party returns to town, leaving the usual team of Throden in charge of the boat. The panther leads Umi to a hidden compartment in their keep that has the magic rose as well as a note. Umi travels to the Dwarven city of Stone Peaks to find the intended recipient of the note, a one &amp;quot;Noble Bimble&amp;quot;. Rorgak begins making preparations for the coming battle and Illistair goes off to make a Dark Deal with his patron in a gamble for more power.&lt;br /&gt;
&lt;br /&gt;
Umi arrives and is lead to the Bimble house which resides at the very top of the mountain. A Gnome that looks very similar to Nimble is presented to Umi and introduces himself as Whitney Bimble, brother of Nimble (he hated that his names rhymed). After reading the letter and seeing the rose, Whit intuits that Nimble has passed on. He leaves on an errand while Umi meditates on trying to gain better control over the power he was given. Upon returning, Whit requests that he would like to help avenge his brother and Umi says they can use all the help they can get. Whit says he might know someone who could be useful and Umi tells him to meet at their town before &amp;quot;birding out&amp;quot; and leaving.&lt;br /&gt;
&lt;br /&gt;
Whit and Lyle teleport to the town and introduce themselves to the party.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* &amp;quot;Am I still a barrel?&amp;quot; - Nimble&lt;br /&gt;
* RIP Nimble&lt;br /&gt;
** Nimble has a brother&lt;br /&gt;
*** His brother has an eclectic friend&lt;br /&gt;
* Illistair has access to a dangerous amount of power&lt;br /&gt;
** Illistair finishes enchanting Rorgak's shield&lt;br /&gt;
* Umi begins making his head safer&lt;br /&gt;
** Umi makes significant progress on his staff&lt;br /&gt;
* The party prepares for WAR&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=763</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=763"/>
		<updated>2017-05-11T12:58:29Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
Long ago, magic was so prevalent that anyone could use it. It allowed civilization to prosper anywhere. However, it also caused conflicts that lead to immeasurable damage. One such war caused The Rending. A spell so powerful that it sundered the Ley Lines and drained much of the world's magic and split one of the continents in half. 1500 years have passed since then and civilization has adapted and gotten used to this limited magic where one in every thirty people might be able to control the arcane.&lt;br /&gt;
&lt;br /&gt;
The party being their adventure as things begin to change. Magic seems to be returning to the world, to some degree. Strange occurrences and shadowy organizations are appeared across the world. Whether they had planned on it or not, they will all be crucial to the fate of this world and how it develops in these new times.&lt;br /&gt;
&lt;br /&gt;
== Session Information ==&lt;br /&gt;
This game is played using the official Dungeons and Dragons 5th edition tabletop system as well as the official Wizards of the Coast Unearthed Arcana releases. During play, everyone gathers at the dungeon master's house. For battles, a battle mat is used or for simpler encounters, simple narrative known colloquially as the &amp;quot;imagisphere&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== The characters ==&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*[[Illistair]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Nimble]]&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
*A fun new character&lt;br /&gt;
*A fun new character&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
[[The adventure so far (I wasn't doing recaps before that point)]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|April 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game 2|May 2nd 2017]] || One plane down, three to go! But what's with all the commotion about in Zakarna? &lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game 3|May 9th 2017]] || The death of a stinky hero, plans for more sweet sweet vengeance, and strange family ties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_Sunday_Game_Session_2&amp;diff=762</id>
		<title>The Sunday Game Session 2</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_Sunday_Game_Session_2&amp;diff=762"/>
		<updated>2017-05-11T12:56:00Z</updated>

		<summary type="html">&lt;p&gt;Jon: Created page with &amp;quot;The party reaches Hag's Rest. They go to the Lawbringer's outpost to report the aggressive Goblin activity to the south east of town. From there, they head to the Seeker's out...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party reaches Hag's Rest. They go to the Lawbringer's outpost to report the aggressive Goblin activity to the south east of town. From there, they head to the Seeker's outpost to do some research on the Skull Mountains the mysterious monastery that resides within them. Vieko and Fargrim learn that whoever built this temple used Dwarven as a base alphabet, but aren't able to glean much more than that. Vuplu spends his time diligently marking all of the books on past history and government that the present is not bound by the past. Jezzara finds her way to the reliquary and pockets a golden egg with gems inlaid in it and a hinge on one side.&lt;br /&gt;
&lt;br /&gt;
From there, they find an inn to stay at here Jezzara is recognized and they are put up for free. The next morning, they start their journey to the Skull Mountains. Along the way, they are assaulted by a group of Gnolls, but deal with them handily. They reach the mountains and begin climbing a switch back trail that will lead them to this monastery. As they climb, they hear the sweet harpy's song and half the party runs haphazardly down the side of the trail they've been following. After a brief skirmish, the party defeats the harpies as well, finding the cave to be full of bones that belonged to Small sized creatures.&lt;br /&gt;
&lt;br /&gt;
As they begin the second leg of their climb up the mountain, they notice that Kobolds are watching them. Shortly after, one Kobold steps out onto the path and begins speaking to them. It demands a toll to use this path which Vuplu pays quickly. As they move past the Kobolds, Jezzara casts a spell to allow her to understand their language and hears them talking to each other about how they never thought that would work. The rest of their climb is uneventful and they reach the front of this temple. Carved across the front, in Dwarven, are the words &amp;quot;The Temple of Kings&amp;quot;. The party stops to consider their next moves.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Jezzara finds a golden egg that has a hinge and is encrusted with jewels&lt;br /&gt;
* The party makes friends with a barkeep&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Sunday_Game&amp;diff=761</id>
		<title>Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Sunday_Game&amp;diff=761"/>
		<updated>2017-05-11T12:43:06Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* Play Sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
A crazed wizard, aided by powerful dragons and demons, attempted a ritual to slay the gods and bring about a &amp;quot;new age&amp;quot; to the world. In response, a group of adventurers banded together in an effort to stop him. This game is not about them. This game is about the aftermath of their assault on the wizard's stronghold which ended in a partial success at best. The spell went off, but not as intended. The wizard and the party were both destroyed and the world almost followed suit. The continents cracked and shifted, weather patterns shifted drastically, no longer following predictable patterns and flowing against an order that made sense.&lt;br /&gt;
&lt;br /&gt;
Life didn't die out, but living isn't easy. Most of the world exists in a permanent cold, somewhere between fall and winter, save for any land around the equator which enjoys seasons similar to southern Indiana or Kentucky. This game follows a group of adventurers trying to survive in a land 300 years after the end of the world.&lt;br /&gt;
&lt;br /&gt;
== Session Information ==&lt;br /&gt;
This game is played using the official Dungeons and Dragons 5th edition tabletop system as well as the official Wizards of the Coast Unearthed Arcana releases. During play, everyone gathers at the dungeon master's house. For battles, a battle mat is used or for simpler encounters, simple narrative known colloquially as the &amp;quot;imagisphere&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== The characters ==&lt;br /&gt;
*[[Jezzara &amp;quot;Summersworth&amp;quot; T'sarran]]&lt;br /&gt;
*[[Fargrim Frostbeard]]&lt;br /&gt;
*[[Veiko]]&lt;br /&gt;
*[[Krom Vuplu]]&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sunday Game|April 23rd 2017]] || It's the end of the world as we know it (well actually that was a while go)&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sunday Game Session 2|May 7th 2017]] || On the road again and why does everything keep trying to kill us?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[Normal Sunday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=World_map_with_travel_distances&amp;diff=750</id>
		<title>World map with travel distances</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=World_map_with_travel_distances&amp;diff=750"/>
		<updated>2017-05-04T17:38:04Z</updated>

		<summary type="html">&lt;p&gt;Jon: Created page with &amp;quot;A hex grid is used to show how long travel will take from place to place. A day's worth of travel is 8 hours. *When traveling on roads, a hex represents 1 day's worth of trave...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A hex grid is used to show how long travel will take from place to place. A day's worth of travel is 8 hours.&lt;br /&gt;
*When traveling on roads, a hex represents 1 day's worth of travel&lt;br /&gt;
*When traveling across open fields/plains, a hex represents 2 day's worth of travel&lt;br /&gt;
*When traveling through forests/swamps, a hex represents 3 day's worth of travel&lt;br /&gt;
*When traveling through mountains, a hex represents 4 day's worth of travel&lt;br /&gt;
&lt;br /&gt;
[[File:Map.jpg|400px]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=File:Map.jpg&amp;diff=749</id>
		<title>File:Map.jpg</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=File:Map.jpg&amp;diff=749"/>
		<updated>2017-05-04T17:37:54Z</updated>

		<summary type="html">&lt;p&gt;Jon: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Normal_Sunday_Game&amp;diff=748</id>
		<title>Normal Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Normal_Sunday_Game&amp;diff=748"/>
		<updated>2017-05-04T17:34:14Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* World Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Known History ==&lt;br /&gt;
Kalarath the mad, he would be come to be know as. He began his rise to infamy with the idea that the gods' power should be his. In his early years, he wheeled and dealed with any who would call him ally. He collected power and influence behind the scenes avoiding notice by all but the keenest eyes. By the time people had pieces together what he was doing, his plan was already in motion beyond stopping. He made deals with dragons and demons, offering them various sacrifices or large swaths of land they could call their own. &lt;br /&gt;
&lt;br /&gt;
A group of heroes assembled as Kalarath's final ritual began. The sky grew dark and plants began to wither all across the land a the heroes led their assault on Kalarath's fortress. During the final confrontation with Kalarath, the group's warrior, a human named Erik, was tempted by the offer of power that Kalarath presented him. He betrayed the party, throwing the fight into a spiraling chaos. No one knows who it was that thought to strike the polished circle of obsidian that Kalarath was using as a catalyst for his ritual, but when it was destroyed the resulting explosion was strong enough to tear continents asunder.&lt;br /&gt;
&lt;br /&gt;
The energy released by the ritual's disruption forever changed the world. Not in the way that Kalarath had meant it, but it was no less drastic. The lands shifted drastically, whole kingdoms falling into the sea, mountains exploding from the earth as tectonic plates collided and shifted. Magic ran rampant, causing a plethora of odd changes. Some as simple as changing the color of a tree's leaves from green to pink. Others more drastic, like altering the flow of the weather. &lt;br /&gt;
&lt;br /&gt;
Most of the world was plunged into a state of perma-cold, existing somewhere between fall and winter at the warmest and icy frozen winters at the coldest. Only the area around the equator seemed to be free from this perma-cold that had befallen the rest of the world, although even it had not escaped the changing climate. The climate around the equator now followed a pattern closer to southern Indiana with a warm summer and rather tepid winter that was too cold for crop growth, but did not turn the land into the frozen wasteland like the rest of the world.&lt;br /&gt;
&lt;br /&gt;
Despite this, life went on. It was a difficult and harrowing, the threat of death loomed around even empty plate or cold night, but the spirit of survival had not yet left the people of the world. New civilizations began to form out of the ruins of the old. Although much of the world's former glory had been destroyed during the Calamity, enough remained to give the survivors an edge against this unforgiving new world. Now, life exists in small town and villages scattered across what livable land remains. A few larger cities dot the world, but none have enough sway or influence to call themselves city-states. &lt;br /&gt;
&lt;br /&gt;
It is in these cities that the curious and determined gather to try to uncover as much of the old world as they can. Seekers, they call themselves. Their primary goal is to recover and put to use as much knowledge as they can. Along with them sprung up the Lawbringers. Those dedicated to upholding law against the tides of savagery. When a Lawbringer sets forth from their training facility, they find an area or town that does not have one and embed themselves there. They care not what the laws of the land are, only that they are enforced. The signature weapon of the Lawbringers is an imposingly large crossbow.&lt;br /&gt;
&lt;br /&gt;
== World Map ==&lt;br /&gt;
&lt;br /&gt;
[[File:Map (1).jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
[[World map with travel distances]]&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
=== The Wastes ===&lt;br /&gt;
A ruined landscape that is inhabited by a variety of small nomadic tribes, although primarily Orcs. It was theorized to have been a rolling grassland capable of producing enough food to feed the world's current population before the Calamity. Now it is a chilly desert. During the day, with the sun beating down, The Wastes can reach about 50-60 degrees &amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;Fahrenheit&amp;lt;/span&amp;gt;(think of some fun fantasy word for this) and will routinely fall well below freezing at night. This tends to have strange effects on the sand, which will sometimes remain frozen solid on cooler days, creating odd looking formations. Some believe these formations are the gods attempting to speak, but there is no proof that this is true.&lt;br /&gt;
&lt;br /&gt;
'''Thrax''' &lt;br /&gt;
A town on the border of the Wastes. Primarily, it serves as a stop on the route to the larger town of Hag's Rest, further away from the Wastes.&lt;br /&gt;
&lt;br /&gt;
'''Hag's Rest''' &lt;br /&gt;
A larger than average town, it sports Lawbringer and Seeker outposts and is often used as a staging ground for expeditions into the Wastes.&lt;br /&gt;
&lt;br /&gt;
=== The Spine Mountain Range ===&lt;br /&gt;
This mountain range was one of the few to survive the Calamity in tact. It is inhabited and fiercely defended by several clans of Dwarves, who believe that this is their birthright and the actions of the other races brought an end to the world.&lt;br /&gt;
&lt;br /&gt;
==== The Skull Mountains ====&lt;br /&gt;
These three mountains sit north of the northernmost end of the Spine Mountains, hence their name. They also managed to survive the Calamity, but since no living creatures appear to inhabit these mountains, or at least none that wish to speak with or interact with the outside world, very little is known about these three mountains.&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Normal_Sunday_Game&amp;diff=747</id>
		<title>Normal Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Normal_Sunday_Game&amp;diff=747"/>
		<updated>2017-05-04T17:33:16Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Known History ==&lt;br /&gt;
Kalarath the mad, he would be come to be know as. He began his rise to infamy with the idea that the gods' power should be his. In his early years, he wheeled and dealed with any who would call him ally. He collected power and influence behind the scenes avoiding notice by all but the keenest eyes. By the time people had pieces together what he was doing, his plan was already in motion beyond stopping. He made deals with dragons and demons, offering them various sacrifices or large swaths of land they could call their own. &lt;br /&gt;
&lt;br /&gt;
A group of heroes assembled as Kalarath's final ritual began. The sky grew dark and plants began to wither all across the land a the heroes led their assault on Kalarath's fortress. During the final confrontation with Kalarath, the group's warrior, a human named Erik, was tempted by the offer of power that Kalarath presented him. He betrayed the party, throwing the fight into a spiraling chaos. No one knows who it was that thought to strike the polished circle of obsidian that Kalarath was using as a catalyst for his ritual, but when it was destroyed the resulting explosion was strong enough to tear continents asunder.&lt;br /&gt;
&lt;br /&gt;
The energy released by the ritual's disruption forever changed the world. Not in the way that Kalarath had meant it, but it was no less drastic. The lands shifted drastically, whole kingdoms falling into the sea, mountains exploding from the earth as tectonic plates collided and shifted. Magic ran rampant, causing a plethora of odd changes. Some as simple as changing the color of a tree's leaves from green to pink. Others more drastic, like altering the flow of the weather. &lt;br /&gt;
&lt;br /&gt;
Most of the world was plunged into a state of perma-cold, existing somewhere between fall and winter at the warmest and icy frozen winters at the coldest. Only the area around the equator seemed to be free from this perma-cold that had befallen the rest of the world, although even it had not escaped the changing climate. The climate around the equator now followed a pattern closer to southern Indiana with a warm summer and rather tepid winter that was too cold for crop growth, but did not turn the land into the frozen wasteland like the rest of the world.&lt;br /&gt;
&lt;br /&gt;
Despite this, life went on. It was a difficult and harrowing, the threat of death loomed around even empty plate or cold night, but the spirit of survival had not yet left the people of the world. New civilizations began to form out of the ruins of the old. Although much of the world's former glory had been destroyed during the Calamity, enough remained to give the survivors an edge against this unforgiving new world. Now, life exists in small town and villages scattered across what livable land remains. A few larger cities dot the world, but none have enough sway or influence to call themselves city-states. &lt;br /&gt;
&lt;br /&gt;
It is in these cities that the curious and determined gather to try to uncover as much of the old world as they can. Seekers, they call themselves. Their primary goal is to recover and put to use as much knowledge as they can. Along with them sprung up the Lawbringers. Those dedicated to upholding law against the tides of savagery. When a Lawbringer sets forth from their training facility, they find an area or town that does not have one and embed themselves there. They care not what the laws of the land are, only that they are enforced. The signature weapon of the Lawbringers is an imposingly large crossbow.&lt;br /&gt;
&lt;br /&gt;
== World Map ==&lt;br /&gt;
&lt;br /&gt;
[[File:Map (1).jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
=== The Wastes ===&lt;br /&gt;
A ruined landscape that is inhabited by a variety of small nomadic tribes, although primarily Orcs. It was theorized to have been a rolling grassland capable of producing enough food to feed the world's current population before the Calamity. Now it is a chilly desert. During the day, with the sun beating down, The Wastes can reach about 50-60 degrees &amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;Fahrenheit&amp;lt;/span&amp;gt;(think of some fun fantasy word for this) and will routinely fall well below freezing at night. This tends to have strange effects on the sand, which will sometimes remain frozen solid on cooler days, creating odd looking formations. Some believe these formations are the gods attempting to speak, but there is no proof that this is true.&lt;br /&gt;
&lt;br /&gt;
'''Thrax''' &lt;br /&gt;
A town on the border of the Wastes. Primarily, it serves as a stop on the route to the larger town of Hag's Rest, further away from the Wastes.&lt;br /&gt;
&lt;br /&gt;
'''Hag's Rest''' &lt;br /&gt;
A larger than average town, it sports Lawbringer and Seeker outposts and is often used as a staging ground for expeditions into the Wastes.&lt;br /&gt;
&lt;br /&gt;
=== The Spine Mountain Range ===&lt;br /&gt;
This mountain range was one of the few to survive the Calamity in tact. It is inhabited and fiercely defended by several clans of Dwarves, who believe that this is their birthright and the actions of the other races brought an end to the world.&lt;br /&gt;
&lt;br /&gt;
==== The Skull Mountains ====&lt;br /&gt;
These three mountains sit north of the northernmost end of the Spine Mountains, hence their name. They also managed to survive the Calamity, but since no living creatures appear to inhabit these mountains, or at least none that wish to speak with or interact with the outside world, very little is known about these three mountains.&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=File:Map_(1).jpg&amp;diff=746</id>
		<title>File:Map (1).jpg</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=File:Map_(1).jpg&amp;diff=746"/>
		<updated>2017-05-04T17:32:40Z</updated>

		<summary type="html">&lt;p&gt;Jon: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Hadarri_Felnaras&amp;diff=745</id>
		<title>Hadarri Felnaras</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Hadarri_Felnaras&amp;diff=745"/>
		<updated>2017-05-04T13:15:35Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hadarri is an artificer who has specialized in firearms.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
HP: 39&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Str || 08 || -1&lt;br /&gt;
|-&lt;br /&gt;
| Dex || 18 || +4&lt;br /&gt;
|-&lt;br /&gt;
| Con || 13 || +1&lt;br /&gt;
|-&lt;br /&gt;
| Int || 16 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Wis || 10 || +0&lt;br /&gt;
|-&lt;br /&gt;
| Cha || 12 || +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Saving Throws: Intelligence and Constitution&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Hadarri is slight, even for an Elf. He has chestnut/auburn hair that is kept short largely by necessity. The multiple grease smudges and singed bits of hair give you an idea of why that might be. He has a distracted look about him and is often scribbling in a small, well worn journal. He wears a purple, almost lavender, traveling vest with gold buttons. Underneath that, a vest of studded leather can be seen. Wrapped around his chest and waist is a rope that seems to move on its own accord. Often time, one tip of the rope hovers next to Hadarri's head, in a way similar to how a snake's head might sit. The only thing he seems to have on him is a cloth sack tied to the right side of his waist.&lt;br /&gt;
&lt;br /&gt;
When forced to fight, Hadarri wields a custom made arcane rifle. The rifle's stock is steel, but is covered in all sorts of glowing tubes, ports, and spinning gears. He is aided and protected by a large mechanical polar bear he calls Seran. Seran has a very clockwork feel about her. The only notable points (other than the fact that she's a giant mechanical bear) are that she has wide U shaped bars attached to her at various points for Hadarri to grab on to and there is a small extending table that shoots out of her chest/abdomen that acts as Hadarri's portable workshop while he's on the road.&lt;br /&gt;
&lt;br /&gt;
==Backstory, Personality, and Other Character Details==&lt;br /&gt;
&lt;br /&gt;
Hadarri's life is currently in the employ of a university in Thain-win. Most of his life was spent in or around a university of some sort. When he graduated, he went on to become a researcher (and sometimes professor, but he prefers to stay out of the classroom as much as possible). He has made several inventions landed him a permanent position there. His personal life involved a long and happy marriage to a woman named Seran and a bright daughter named Yenla. Yenla works in Thain-win and does her best to stop by Hadarri's residence and make sure he's taking care of himself.&lt;br /&gt;
&lt;br /&gt;
Hadarri is normally rather amicable and easy going (unless a group of strange people break into his house and threaten him). He prefers non-violent solutions to problems, but has no issue resorting to using his weapons when needed. The pursuit of knowledge is a siren's song for Hadarri. He can't resist the idea of learning something new that might help him with one of his various half built inventions or ideas.&lt;br /&gt;
&lt;br /&gt;
== Pixel Art ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hadari.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Dwarven Wedding]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_Tuesday_Game_2&amp;diff=744</id>
		<title>The Tuesday Game 2</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_Tuesday_Game_2&amp;diff=744"/>
		<updated>2017-05-04T13:14:35Z</updated>

		<summary type="html">&lt;p&gt;Jon: Created page with &amp;quot;'''Date''' May 2nd 2017  '''Character Level''': 12th  == Summary ==  The party takes their flying ship down to the earth elemental who has been named &amp;quot;Rock Dad&amp;quot; to see if it c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Date''' May 2nd 2017&lt;br /&gt;
&lt;br /&gt;
'''Character Level''': 12th&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The party takes their flying ship down to the earth elemental who has been named &amp;quot;Rock Dad&amp;quot; to see if it can help them get to the elemental plane of earth. They knew it could protect them while they were there, but the effort might kill it. With the help of their planar engines powering their flying ship, they create a portal to the plane of earth. Nimble is the first through, after Ijij moves the earth enough for the party to walk into the plane of earth.&lt;br /&gt;
&lt;br /&gt;
As Nimble enters into the plane of earth, the others on the outside notice an almost imperceptible shift in the portal. They all enter through and walk down a long, narrow earthen hallway that Ijij is holding open for them. After a short time, the party reaches a strange foyer of sorts. The walls, floor, and ceiling are all made of smooth rock and there is a hallway that leads deeper into this place. After lighting the Lantern of Revealing, Nimble moves down the hallway and enters into a room made of the same smooth stone that is a 60 foot cube. In the center there is a raised dais, but as Nimble approaches it, five stone figures rise from the ground.&lt;br /&gt;
&lt;br /&gt;
Nimble continues approaching, explaining that they are here with the Bones of Stone, but mid sentence, the stone figure closest to Nimble rushes forward and strikes him in the chest, pushing him back against the wall. &amp;quot;YOU MUST PROVE YOUR WORTH&amp;quot; it bellows as the other four figures assume a fighting stance. The fight is over quickly, each time one of the stone creatures is struck down, the remains sink into the floor until they have all been felled and the room is as it was when the party first entered.&lt;br /&gt;
&lt;br /&gt;
When the Bones of Stone are placed on the dais, the room changes and a hallway reappears, showing them the foyer where they left Ijij to rest. They retreat back to the portal and enter back into the material plane, looking up hopefully at the giant planar hole in the sky only to find that it has not changed. The party sends their ship to the place where Umi got his powers, piloted by several Throden. While the ship is flying, the party returns to their town to attend to a few errands. Nimble and Illistair venture to Zakarna to find a huge commotion at the docks. When Illistair investigates, he sees six Dragonborn from the Scaled Cliffs. One is speaking broken common and asking for humanitarian aid in the form of people to help rebuild their now ruined civilization.     &lt;br /&gt;
&lt;br /&gt;
Illistair notices the other five Dragonborn standing more or less perfectly still and looking forward at nothing in particular. Finding this behavior odd, he calls the rest of the party to the docks. After they arrive, they begin examining the Dragonborn from the cover of the gathering crowd that seems very interested in helping the Dragonborn. Their investigations dance around the idea that something isn't quite right with these Dragonborn, so they start getting more direct until eventually Illistair has a direct verbal confrontation with the one who is speaking. Drawing on his cunning and quick wit, Illistair is able to turn the crowd to his side (being a local hero has its perks) and creates some suspicion about the Dragonborn who is asking for help.&lt;br /&gt;
&lt;br /&gt;
Claiming to be insulted and not wanting anything more to do with people who refuse aid to a dying people, the Dragonborn turn to leave. Nimble instructs the party to slow down their departure and &amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;hides&amp;lt;/span&amp;gt; becomes the darkness itself on the ship the Dragonborn arrived on. They depart and Nimble notices the ship moving faster than an average ship would. After finishing up some last few errands, the rest of the party beats feet back to their town and waits for Aeyo to open the portal that will lead them back to their ship. When he does, they instruct the Throden to fly towards the Scaled Cliffs in an effort to intercept the ship that Nimble is hiding on.&lt;br /&gt;
&lt;br /&gt;
As Nimble hides in hold of the ship, a Dragonborn walks down the stairs to the hold and announces to the seemingly empty room &amp;quot;Hello little one, we should talk.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The temple of Earth has been activated&lt;br /&gt;
** Rock Dad didn't die during the process&lt;br /&gt;
* The party struck a deal with Ijij to help expand their keep further into the mountain&lt;br /&gt;
* Illistair got his tail reattached&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=743</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=743"/>
		<updated>2017-05-04T12:43:07Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* Play Sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
Long ago, magic was so prevalent that anyone could use it. It allowed civilization to prosper anywhere. However, it also caused conflicts that lead to immeasurable damage. One such war caused The Rending. A spell so powerful that it sundered the Ley Lines and drained much of the world's magic and split one of the continents in half. 1500 years have passed since then and civilization has adapted and gotten used to this limited magic where one in every thirty people might be able to control the arcane.&lt;br /&gt;
&lt;br /&gt;
The party being their adventure as things begin to change. Magic seems to be returning to the world, to some degree. Strange occurrences and shadowy organizations are appeared across the world. Whether they had planned on it or not, they will all be crucial to the fate of this world and how it develops in these new times.&lt;br /&gt;
&lt;br /&gt;
== Session Information ==&lt;br /&gt;
This game is played using the official Dungeons and Dragons 5th edition tabletop system as well as the official Wizards of the Coast Unearthed Arcana releases. During play, everyone gathers at the dungeon master's house. For battles, a battle mat is used or for simpler encounters, simple narrative known colloquially as the &amp;quot;imagisphere&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== The characters ==&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*[[Illistair]]&lt;br /&gt;
*[[Nimble]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
[[The adventure so far (I wasn't doing recaps before that point)]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|April 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game 2|May 2nd 2017]] || One plane down, three to go! But what's with all the commotion about in Zakarna? &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=742</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=742"/>
		<updated>2017-05-04T12:42:01Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* Play Sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
Long ago, magic was so prevalent that anyone could use it. It allowed civilization to prosper anywhere. However, it also caused conflicts that lead to immeasurable damage. One such war caused The Rending. A spell so powerful that it sundered the Ley Lines and drained much of the world's magic and split one of the continents in half. 1500 years have passed since then and civilization has adapted and gotten used to this limited magic where one in every thirty people might be able to control the arcane.&lt;br /&gt;
&lt;br /&gt;
The party being their adventure as things begin to change. Magic seems to be returning to the world, to some degree. Strange occurrences and shadowy organizations are appeared across the world. Whether they had planned on it or not, they will all be crucial to the fate of this world and how it develops in these new times.&lt;br /&gt;
&lt;br /&gt;
== Session Information ==&lt;br /&gt;
This game is played using the official Dungeons and Dragons 5th edition tabletop system as well as the official Wizards of the Coast Unearthed Arcana releases. During play, everyone gathers at the dungeon master's house. For battles, a battle mat is used or for simpler encounters, simple narrative known colloquially as the &amp;quot;imagisphere&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== The characters ==&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*[[Illistair]]&lt;br /&gt;
*[[Nimble]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
[[The adventure so far (I wasn't doing recaps before that point)]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|April 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|May 2nd 2017]] || One plane down, three to go! But what's with all the commotion about in Zakarna? &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=741</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=741"/>
		<updated>2017-05-04T12:40:26Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* Play Sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
Long ago, magic was so prevalent that anyone could use it. It allowed civilization to prosper anywhere. However, it also caused conflicts that lead to immeasurable damage. One such war caused The Rending. A spell so powerful that it sundered the Ley Lines and drained much of the world's magic and split one of the continents in half. 1500 years have passed since then and civilization has adapted and gotten used to this limited magic where one in every thirty people might be able to control the arcane.&lt;br /&gt;
&lt;br /&gt;
The party being their adventure as things begin to change. Magic seems to be returning to the world, to some degree. Strange occurrences and shadowy organizations are appeared across the world. Whether they had planned on it or not, they will all be crucial to the fate of this world and how it develops in these new times.&lt;br /&gt;
&lt;br /&gt;
== Session Information ==&lt;br /&gt;
This game is played using the official Dungeons and Dragons 5th edition tabletop system as well as the official Wizards of the Coast Unearthed Arcana releases. During play, everyone gathers at the dungeon master's house. For battles, a battle mat is used or for simpler encounters, simple narrative known colloquially as the &amp;quot;imagisphere&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== The characters ==&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*[[Illistair]]&lt;br /&gt;
*[[Nimble]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
[[The adventure so far (I wasn't doing recaps before that point)]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|April 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Hadarri_Felnaras&amp;diff=740</id>
		<title>Hadarri Felnaras</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Hadarri_Felnaras&amp;diff=740"/>
		<updated>2017-05-01T16:01:02Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hadarri is an artificer who has specialized in firearms.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
HP: 39&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Str || 08 || -1&lt;br /&gt;
|-&lt;br /&gt;
| Dex || 18 || +4&lt;br /&gt;
|-&lt;br /&gt;
| Con || 13 || +1&lt;br /&gt;
|-&lt;br /&gt;
| Int || 16 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Wis || 10 || +0&lt;br /&gt;
|-&lt;br /&gt;
| Cha || 12 || +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Saving Throws: Intelligence and Constitution&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Hadarri is slight, even for an Elf. He has chestnut/auburn hair that is kept short largely by necessity. The multiple grease smudges and singed bits of hair give you an idea of why that might be. He has a distracted look about him and is often scribbling in a small, well worn journal. He wears a purple, almost lavender, traveling vest with gold buttons. Underneath that, a vest of studded leather can be seen. Wrapped around his chest and waist is a rope that seems to move on its own accord. Often time, one tip of the rope hovers next to Hadarri's head, in a way similar to how a snake's head might sit. The only thing he seems to have on him is a cloth sack tied to the right side of his waist.&lt;br /&gt;
&lt;br /&gt;
When forced to fight, Hadarri wields a custom made arcane rifle. The rifle's stock is steel, but is covered in all sorts of glowing tubes, ports, and spinning gears. He is aided and protected by a large mechanical polar bear he calls Seran. Seran has a very clockwork feel about her. The only notable points (other than the fact that she's a giant mechanical bear) are that she has wide U shaped bars attached to her at various points for Hadarri to grab on to and there is a small extending table that shoots out of her chest/abdomen that acts as Hadarri's portable workshop while he's on the road.&lt;br /&gt;
&lt;br /&gt;
==Backstory, Personality, and Other Character Details==&lt;br /&gt;
&lt;br /&gt;
Hadarri's life is currently in the employ of a university in Thain-win. Most of his life was spent in or around a university of some sort. When he graduated, he went on to become a researcher (and sometimes professor, but he prefers to stay out of the classroom as much as possible). He has made several inventions landed him a permanent position there. His personal life involved a long and happy marriage to a woman named Seran and a bright daughter named Yenla. Yenla works in Thain-win and does her best to stop by Hadarri's residence and make sure he's taking care of himself.&lt;br /&gt;
&lt;br /&gt;
Hadarri is normally rather amicable and easy going (unless a group of strange people break into his house and threaten him). He prefers non-violent solutions to problems, but has no issue resorting to using his weapons when needed. The pursuit of knowledge is a siren's song for Hadarri. He can't resist the idea of learning something new that might help him with one of his various half built inventions or ideas.&lt;br /&gt;
&lt;br /&gt;
== Pixel Art ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hadari.png|400px]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=File:Hadari.png&amp;diff=739</id>
		<title>File:Hadari.png</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=File:Hadari.png&amp;diff=739"/>
		<updated>2017-05-01T16:00:52Z</updated>

		<summary type="html">&lt;p&gt;Jon: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Hadarri_Felnaras&amp;diff=738</id>
		<title>Hadarri Felnaras</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Hadarri_Felnaras&amp;diff=738"/>
		<updated>2017-05-01T15:59:58Z</updated>

		<summary type="html">&lt;p&gt;Jon: Created page with &amp;quot;Hadarri is an artificer who has specialized in firearms.  ==Statistics==  HP: 39  {| class=&amp;quot;wikitable&amp;quot; |- | Str || 08 || -1 |- | Dex || 18 || +4 |- | Con || 13 || +1 |- | Int...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hadarri is an artificer who has specialized in firearms.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
HP: 39&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Str || 08 || -1&lt;br /&gt;
|-&lt;br /&gt;
| Dex || 18 || +4&lt;br /&gt;
|-&lt;br /&gt;
| Con || 13 || +1&lt;br /&gt;
|-&lt;br /&gt;
| Int || 16 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Wis || 10 || +0&lt;br /&gt;
|-&lt;br /&gt;
| Cha || 12 || +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Saving Throws: Intelligence and Constitution&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Hadarri is slight, even for an Elf. He has chestnut/auburn hair that is kept short largely by necessity. The multiple grease smudges and singed bits of hair give you an idea of why that might be. He has a distracted look about him and is often scribbling in a small, well worn journal. He wears a purple, almost lavender, traveling vest with gold buttons. Underneath that, a vest of studded leather can be seen. Wrapped around his chest and waist is a rope that seems to move on its own accord. Often time, one tip of the rope hovers next to Hadarri's head, in a way similar to how a snake's head might sit. The only thing he seems to have on him is a cloth sack tied to the right side of his waist.&lt;br /&gt;
&lt;br /&gt;
When forced to fight, Hadarri wields a custom made arcane rifle. The rifle's stock is steel, but is covered in all sorts of glowing tubes, ports, and spinning gears. He is aided and protected by a large mechanical polar bear he calls Seran. Seran has a very clockwork feel about her. The only notable points (other than the fact that she's a giant mechanical bear) are that she has wide U shaped bars attached to her at various points for Hadarri to grab on to and there is a small extending table that shoots out of her chest/abdomen that acts as Hadarri's portable workshop while he's on the road.&lt;br /&gt;
&lt;br /&gt;
==Backstory, Personality, and Other Character Details==&lt;br /&gt;
&lt;br /&gt;
Hadarri's life is currently in the employ of a university in Thain-win. Most of his life was spent in or around a university of some sort. When he graduated, he went on to become a researcher (and sometimes professor, but he prefers to stay out of the classroom as much as possible). He has made several inventions landed him a permanent position there. His personal life involved a long and happy marriage to a woman named Seran and a bright daughter named Yenla. Yenla works in Thain-win and does her best to stop by Hadarri's residence and make sure he's taking care of himself.&lt;br /&gt;
&lt;br /&gt;
Hadarri is normally rather amicable and easy going (unless a group of strange people break into his house and threaten him). He prefers non-violent solutions to problems, but has no issue resorting to using his weapons when needed. The pursuit of knowledge is a siren's song for Hadarri. He can't resist the idea of learning something new that might help him with one of his various half built inventions or ideas.&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_Sunday_Game&amp;diff=737</id>
		<title>The Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_Sunday_Game&amp;diff=737"/>
		<updated>2017-05-01T14:16:20Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game opens up to a freeze frame snapshot of the party. A crowd has gathered around Jezzara as she puts on an amazing display of grace and musical prowess. Just outside the bar, Fargrim acquires up a nasty gash across his face as he intercepts a blade meant for a hapless human. Veiko is employing &amp;quot;aggressive up-selling&amp;quot; to offload his small collection of small game pelts. Vuplu lands with a crunch on the ground outside the bar the party where the party was gathered. Shards of broken glass ''tnk'' harmlessly off his armor as the bar's owner steps into the door frame and tells him that his teachings aren't welcome in his establishment. Fargrim knocks his aggressor unconscious with a well placed blow to the head.&lt;br /&gt;
&lt;br /&gt;
Vuplu stands and magically compels the man to a duel. He succumbs easily and asks whether or not they should be armed. After agreeing on weapons, Vuplu cuts down the man in the first round of combat then reenters the bar to speak with the remaining staff. Outside, Vieko and Fargrim notice a Lawbringer begin walking towards the bar. After some brief conversation with the staff about a worker collective, the Lawbringer interrupts Vuplu with questions and accusations of murder. Jezzara swoops in and disarms the situation, explaining that Vuplu was simply defending himself. &lt;br /&gt;
&lt;br /&gt;
Seeming satisfied with this answer, the Lawbringer informs Vuplu that the law of this land is a variant of &amp;quot;you keep what you kill&amp;quot; then leaves. Vuplu sets about exploring his new property and explaining his visions further to a young Dwarf woman who seems taken with the concept. He finds a stash of money the owner had socked away and divides it up. As this is happening, one of the bar's patrons makes himself known to the party in a ~~mysterious~~ way. An old and frail man with one milky white eye and one eye that looks like the night sky, wearing unassuming wizard's attire, sits down at a table that may have always had four chairs at it, all facing him. &lt;br /&gt;
&lt;br /&gt;
When the party joins him, he presents them with a sack, heavy with coin, and explains that he needs a special relic, a cup or chalice, collected from a temple far to the north of the Wastes and the Spine mountains. In a small collection of three mountains known as the Skull mountains due to their position above the northern tip of the Spine mountains. With some hesitation, they agree to search for this relic. After they do, the old man thanks them and leaves in short order. &lt;br /&gt;
&lt;br /&gt;
Before setting out for the Skull mountains, the party decides they should do some research about what might await them and sets off for the town of Hag's Rest that exists north west of the village they're in. Along the way, they were beset by a band of Goblins. After dispatching them, they found several day's worth of food and a strange gold necklace with a gem set into it the shade of a rather green aqua. Jezzara put the necklace on without a second thought.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Vuplu is the technical owner of a bar in the Waste border town of Thrax&lt;br /&gt;
* A mysterious old man offered them a sizable amount of money to recover a cup from an old temple&lt;br /&gt;
** The temple is located in the Skull mountains&lt;br /&gt;
* Jezzara puts on a fancy looking necklace&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_Sunday_Game&amp;diff=736</id>
		<title>The Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_Sunday_Game&amp;diff=736"/>
		<updated>2017-05-01T13:25:13Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game opens up to a freeze frame snapshot of the party. A crowd has gathered around Jezzara as she puts on an amazing display of grace and musical prowess. Just outside the bar, Fargrim acquires up a nasty gash across his face as he intercepts a blade meant for a hapless human. Veiko is employing &amp;quot;aggressive up-selling&amp;quot; to offload his small collection of small game pelts. Vuplu lands with a crunch on the ground outside the bar the party where the party was gathered. Shards of broken glass ''tnk'' harmlessly off his armor as the bar's owner steps into the door frame and tells him that his teachings aren't welcome in his establishment. Fargrim knocks his aggressor unconscious with a well placed blow to the head.&lt;br /&gt;
&lt;br /&gt;
Vuplu stands and magically compels the man to a duel. He succumbs easily and asks whether or not they should be armed. After agreeing on weapons, Vuplu cuts down the man in the first round of combat then reenters the bar to speak with the remaining staff. Outside, Vieko and Fargrim notice a Lawbringer begin walking towards the bar. After some brief conversation with the staff about a worker collective, the Lawbringer interrupts Vuplu with questions and accusations of murder. Jezzara swoops in and disarms the situation, explaining that Vuplu was simply defending himself. &lt;br /&gt;
&lt;br /&gt;
Seeming satisfied with this answer, the Lawbringer informs Vuplu that the law of this land is a variant of &amp;quot;you keep what you kill&amp;quot; then leaves. Vuplu sets about exploring his new property and explaining his visions further to a young Dwarf woman who seems taken with the concept. He finds a stash of money the owner had socked away and divides it up. As this is happening, one of the bar's patrons makes himself known to the party in a ~~mysterious~~ way. An old and frail man with one milky white eye and one eye that looks like the night sky, wearing unassuming wizard's attire, sits down at a table that may have always had four chairs at it, all facing him. &lt;br /&gt;
&lt;br /&gt;
When the party joins him, he presents them with a sack, heavy with coin, and explains that he needs a special relic, a cup or chalice, collected from a temple far to the north of the Wastes and the Spine mountains. In a small collection of three mountains known as the Skull mountains due to their position above the northern tip of the Spine mountains. With some hesitation, they agree to search for this relic. After they do, the old man thanks them and leaves in short order. &lt;br /&gt;
&lt;br /&gt;
Before setting out for the Skull mountains, the party decides they should do some research about what might await them and sets off for the town of Wellspring that exists north west of the village they're in. Along the way, they were beset by a band of Goblins. After dispatching them, they found several day's worth of food and a strange gold necklace with a gem set into it the shade of a rather green aqua. Jezzara put the necklace on without a second thought.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Vuplu is the technical owner of a bar in the Waste border town of Thrax&lt;br /&gt;
* A mysterious old man offered them a sizable amount of money to recover a cup from an old temple&lt;br /&gt;
** The temple is located in the Skull mountains&lt;br /&gt;
* Jezzara puts on a fancy looking necklace&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Nimble&amp;diff=735</id>
		<title>Nimble</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Nimble&amp;diff=735"/>
		<updated>2017-04-28T14:44:05Z</updated>

		<summary type="html">&lt;p&gt;Jon: Created page with &amp;quot;&amp;quot;Nimble short, stealthy and quick, likes to roll in things, champion of mini axes and everyone's favorite hero.&amp;quot; - Nimble&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Nimble short, stealthy and quick, likes to roll in things, champion of mini axes and everyone's favorite hero.&amp;quot; - Nimble&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Normal_Sunday_Game&amp;diff=734</id>
		<title>Normal Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Normal_Sunday_Game&amp;diff=734"/>
		<updated>2017-04-28T14:32:21Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* The Wastes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Known History ==&lt;br /&gt;
Kalarath the mad, he would be come to be know as. He began his rise to infamy with the idea that the gods' power should be his. In his early years, he wheeled and dealed with any who would call him ally. He collected power and influence behind the scenes avoiding notice by all but the keenest eyes. By the time people had pieces together what he was doing, his plan was already in motion beyond stopping. He made deals with dragons and demons, offering them various sacrifices or large swaths of land they could call their own. &lt;br /&gt;
&lt;br /&gt;
A group of heroes assembled as Kalarath's final ritual began. The sky grew dark and plants began to wither all across the land a the heroes led their assault on Kalarath's fortress. During the final confrontation with Kalarath, the group's warrior, a human named Erik, was tempted by the offer of power that Kalarath presented him. He betrayed the party, throwing the fight into a spiraling chaos. No one knows who it was that thought to strike the polished circle of obsidian that Kalarath was using as a catalyst for his ritual, but when it was destroyed the resulting explosion was strong enough to tear continents asunder.&lt;br /&gt;
&lt;br /&gt;
The energy released by the ritual's disruption forever changed the world. Not in the way that Kalarath had meant it, but it was no less drastic. The lands shifted drastically, whole kingdoms falling into the sea, mountains exploding from the earth as tectonic plates collided and shifted. Magic ran rampant, causing a plethora of odd changes. Some as simple as changing the color of a tree's leaves from green to pink. Others more drastic, like altering the flow of the weather. &lt;br /&gt;
&lt;br /&gt;
Most of the world was plunged into a state of perma-cold, existing somewhere between fall and winter at the warmest and icy frozen winters at the coldest. Only the area around the equator seemed to be free from this perma-cold that had befallen the rest of the world, although even it had not escaped the changing climate. The climate around the equator now followed a pattern closer to southern Indiana with a warm summer and rather tepid winter that was too cold for crop growth, but did not turn the land into the frozen wasteland like the rest of the world.&lt;br /&gt;
&lt;br /&gt;
Despite this, life went on. It was a difficult and harrowing, the threat of death loomed around even empty plate or cold night, but the spirit of survival had not yet left the people of the world. New civilizations began to form out of the ruins of the old. Although much of the world's former glory had been destroyed during the Calamity, enough remained to give the survivors an edge against this unforgiving new world. Now, life exists in small town and villages scattered across what livable land remains. A few larger cities dot the world, but none have enough sway or influence to call themselves city-states. &lt;br /&gt;
&lt;br /&gt;
It is in these cities that the curious and determined gather to try to uncover as much of the old world as they can. Seekers, they call themselves. Their primary goal is to recover and put to use as much knowledge as they can. Along with them sprung up the Lawbringers. Those dedicated to upholding law against the tides of savagery. When a Lawbringer sets forth from their training facility, they find an area or town that does not have one and embed themselves there. They care not what the laws of the land are, only that they are enforced. The signature weapon of the Lawbringers is an imposingly large crossbow.&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
=== The Wastes ===&lt;br /&gt;
A ruined landscape that is inhabited by a variety of small nomadic tribes, although primarily Orcs. It was theorized to have been a rolling grassland capable of producing enough food to feed the world's current population before the Calamity. Now it is a chilly desert. During the day, with the sun beating down, The Wastes can reach about 50-60 degrees &amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;Fahrenheit&amp;lt;/span&amp;gt;(think of some fun fantasy word for this) and will routinely fall well below freezing at night. This tends to have strange effects on the sand, which will sometimes remain frozen solid on cooler days, creating odd looking formations. Some believe these formations are the gods attempting to speak, but there is no proof that this is true.&lt;br /&gt;
&lt;br /&gt;
'''Thrax''' &lt;br /&gt;
A town on the border of the Wastes. Primarily, it serves as a stop on the route to the larger town of Hag's Rest, further away from the Wastes.&lt;br /&gt;
&lt;br /&gt;
'''Hag's Rest''' &lt;br /&gt;
A larger than average town, it sports Lawbringer and Seeker outposts and is often used as a staging ground for expeditions into the Wastes.&lt;br /&gt;
&lt;br /&gt;
=== The Spine Mountain Range ===&lt;br /&gt;
This mountain range was one of the few to survive the Calamity in tact. It is inhabited and fiercely defended by several clans of Dwarves, who believe that this is their birthright and the actions of the other races brought an end to the world.&lt;br /&gt;
&lt;br /&gt;
==== The Skull Mountains ====&lt;br /&gt;
These three mountains sit north of the northernmost end of the Spine Mountains, hence their name. They also managed to survive the Calamity, but since no living creatures appear to inhabit these mountains, or at least none that wish to speak with or interact with the outside world, very little is known about these three mountains.&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Normal_Sunday_Game&amp;diff=733</id>
		<title>Normal Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Normal_Sunday_Game&amp;diff=733"/>
		<updated>2017-04-28T14:31:49Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* The Spine Mountains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Known History ==&lt;br /&gt;
Kalarath the mad, he would be come to be know as. He began his rise to infamy with the idea that the gods' power should be his. In his early years, he wheeled and dealed with any who would call him ally. He collected power and influence behind the scenes avoiding notice by all but the keenest eyes. By the time people had pieces together what he was doing, his plan was already in motion beyond stopping. He made deals with dragons and demons, offering them various sacrifices or large swaths of land they could call their own. &lt;br /&gt;
&lt;br /&gt;
A group of heroes assembled as Kalarath's final ritual began. The sky grew dark and plants began to wither all across the land a the heroes led their assault on Kalarath's fortress. During the final confrontation with Kalarath, the group's warrior, a human named Erik, was tempted by the offer of power that Kalarath presented him. He betrayed the party, throwing the fight into a spiraling chaos. No one knows who it was that thought to strike the polished circle of obsidian that Kalarath was using as a catalyst for his ritual, but when it was destroyed the resulting explosion was strong enough to tear continents asunder.&lt;br /&gt;
&lt;br /&gt;
The energy released by the ritual's disruption forever changed the world. Not in the way that Kalarath had meant it, but it was no less drastic. The lands shifted drastically, whole kingdoms falling into the sea, mountains exploding from the earth as tectonic plates collided and shifted. Magic ran rampant, causing a plethora of odd changes. Some as simple as changing the color of a tree's leaves from green to pink. Others more drastic, like altering the flow of the weather. &lt;br /&gt;
&lt;br /&gt;
Most of the world was plunged into a state of perma-cold, existing somewhere between fall and winter at the warmest and icy frozen winters at the coldest. Only the area around the equator seemed to be free from this perma-cold that had befallen the rest of the world, although even it had not escaped the changing climate. The climate around the equator now followed a pattern closer to southern Indiana with a warm summer and rather tepid winter that was too cold for crop growth, but did not turn the land into the frozen wasteland like the rest of the world.&lt;br /&gt;
&lt;br /&gt;
Despite this, life went on. It was a difficult and harrowing, the threat of death loomed around even empty plate or cold night, but the spirit of survival had not yet left the people of the world. New civilizations began to form out of the ruins of the old. Although much of the world's former glory had been destroyed during the Calamity, enough remained to give the survivors an edge against this unforgiving new world. Now, life exists in small town and villages scattered across what livable land remains. A few larger cities dot the world, but none have enough sway or influence to call themselves city-states. &lt;br /&gt;
&lt;br /&gt;
It is in these cities that the curious and determined gather to try to uncover as much of the old world as they can. Seekers, they call themselves. Their primary goal is to recover and put to use as much knowledge as they can. Along with them sprung up the Lawbringers. Those dedicated to upholding law against the tides of savagery. When a Lawbringer sets forth from their training facility, they find an area or town that does not have one and embed themselves there. They care not what the laws of the land are, only that they are enforced. The signature weapon of the Lawbringers is an imposingly large crossbow.&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
=== The Wastes ===&lt;br /&gt;
A ruined landscape that is inhabited by a variety of small nomadic tribes, although primarily Orcs. It was theorized to have been a rolling grassland capable of producing enough food to feed the world's current population before the Calamity. Now it is a chilly desert. During the day, with the sun beating down, The Wastes can reach about 50-60 degrees &amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;Fahrenheit&amp;lt;/span&amp;gt;(think of some fun fantasy word for this) and will routinely fall well below freezing at night. This tends to have strange effects on the sand, which will sometimes freeze solid on cooler days, creating odd looking formations. Some believe these formations are the gods attempting to speak, but there is no proof that this is true.&lt;br /&gt;
&lt;br /&gt;
'''Thrax''' &lt;br /&gt;
A town on the border of the Wastes. Primarily, it serves as a stop on the route to the larger town of Hag's Rest, further away from the Wastes.&lt;br /&gt;
&lt;br /&gt;
'''Hag's Rest''' &lt;br /&gt;
A larger than average town, it sports Lawbringer and Seeker outposts and is often used as a staging ground for expeditions into the Wastes.&lt;br /&gt;
&lt;br /&gt;
=== The Spine Mountain Range ===&lt;br /&gt;
This mountain range was one of the few to survive the Calamity in tact. It is inhabited and fiercely defended by several clans of Dwarves, who believe that this is their birthright and the actions of the other races brought an end to the world.&lt;br /&gt;
&lt;br /&gt;
==== The Skull Mountains ====&lt;br /&gt;
These three mountains sit north of the northernmost end of the Spine Mountains, hence their name. They also managed to survive the Calamity, but since no living creatures appear to inhabit these mountains, or at least none that wish to speak with or interact with the outside world, very little is known about these three mountains.&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Normal_Sunday_Game&amp;diff=732</id>
		<title>Normal Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Normal_Sunday_Game&amp;diff=732"/>
		<updated>2017-04-28T14:31:32Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Known History ==&lt;br /&gt;
Kalarath the mad, he would be come to be know as. He began his rise to infamy with the idea that the gods' power should be his. In his early years, he wheeled and dealed with any who would call him ally. He collected power and influence behind the scenes avoiding notice by all but the keenest eyes. By the time people had pieces together what he was doing, his plan was already in motion beyond stopping. He made deals with dragons and demons, offering them various sacrifices or large swaths of land they could call their own. &lt;br /&gt;
&lt;br /&gt;
A group of heroes assembled as Kalarath's final ritual began. The sky grew dark and plants began to wither all across the land a the heroes led their assault on Kalarath's fortress. During the final confrontation with Kalarath, the group's warrior, a human named Erik, was tempted by the offer of power that Kalarath presented him. He betrayed the party, throwing the fight into a spiraling chaos. No one knows who it was that thought to strike the polished circle of obsidian that Kalarath was using as a catalyst for his ritual, but when it was destroyed the resulting explosion was strong enough to tear continents asunder.&lt;br /&gt;
&lt;br /&gt;
The energy released by the ritual's disruption forever changed the world. Not in the way that Kalarath had meant it, but it was no less drastic. The lands shifted drastically, whole kingdoms falling into the sea, mountains exploding from the earth as tectonic plates collided and shifted. Magic ran rampant, causing a plethora of odd changes. Some as simple as changing the color of a tree's leaves from green to pink. Others more drastic, like altering the flow of the weather. &lt;br /&gt;
&lt;br /&gt;
Most of the world was plunged into a state of perma-cold, existing somewhere between fall and winter at the warmest and icy frozen winters at the coldest. Only the area around the equator seemed to be free from this perma-cold that had befallen the rest of the world, although even it had not escaped the changing climate. The climate around the equator now followed a pattern closer to southern Indiana with a warm summer and rather tepid winter that was too cold for crop growth, but did not turn the land into the frozen wasteland like the rest of the world.&lt;br /&gt;
&lt;br /&gt;
Despite this, life went on. It was a difficult and harrowing, the threat of death loomed around even empty plate or cold night, but the spirit of survival had not yet left the people of the world. New civilizations began to form out of the ruins of the old. Although much of the world's former glory had been destroyed during the Calamity, enough remained to give the survivors an edge against this unforgiving new world. Now, life exists in small town and villages scattered across what livable land remains. A few larger cities dot the world, but none have enough sway or influence to call themselves city-states. &lt;br /&gt;
&lt;br /&gt;
It is in these cities that the curious and determined gather to try to uncover as much of the old world as they can. Seekers, they call themselves. Their primary goal is to recover and put to use as much knowledge as they can. Along with them sprung up the Lawbringers. Those dedicated to upholding law against the tides of savagery. When a Lawbringer sets forth from their training facility, they find an area or town that does not have one and embed themselves there. They care not what the laws of the land are, only that they are enforced. The signature weapon of the Lawbringers is an imposingly large crossbow.&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
=== The Wastes ===&lt;br /&gt;
A ruined landscape that is inhabited by a variety of small nomadic tribes, although primarily Orcs. It was theorized to have been a rolling grassland capable of producing enough food to feed the world's current population before the Calamity. Now it is a chilly desert. During the day, with the sun beating down, The Wastes can reach about 50-60 degrees &amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;Fahrenheit&amp;lt;/span&amp;gt;(think of some fun fantasy word for this) and will routinely fall well below freezing at night. This tends to have strange effects on the sand, which will sometimes freeze solid on cooler days, creating odd looking formations. Some believe these formations are the gods attempting to speak, but there is no proof that this is true.&lt;br /&gt;
&lt;br /&gt;
'''Thrax''' &lt;br /&gt;
A town on the border of the Wastes. Primarily, it serves as a stop on the route to the larger town of Hag's Rest, further away from the Wastes.&lt;br /&gt;
&lt;br /&gt;
'''Hag's Rest''' &lt;br /&gt;
A larger than average town, it sports Lawbringer and Seeker outposts and is often used as a staging ground for expeditions into the Wastes.&lt;br /&gt;
&lt;br /&gt;
=== The Spine Mountains ===&lt;br /&gt;
This mountain range was one of the few to survive the Calamity in tact. It is inhabited and fiercely defended by several clans of Dwarves, who believe that this is their birthright and the actions of the other races brought an end to the world.&lt;br /&gt;
&lt;br /&gt;
==== The Skull Mountains ====&lt;br /&gt;
These three mountains sit north of the northernmost end of the Spine Mountains, hence their name. They also managed to survive the Calamity, but since no living creatures appear to inhabit these mountains, or at least none that wish to speak with or interact with the outside world, very little is known about these three mountains.&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_Sunday_Game&amp;diff=731</id>
		<title>The Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_Sunday_Game&amp;diff=731"/>
		<updated>2017-04-28T13:44:46Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game opens up to a freeze frame snapshot of the party. A crowd has gathered around Jezzara as she puts on an amazing display of grace and musical prowess. Just outside the bar, Fargrim acquires up a nasty gash across his face as he intercepts a blade meant for a hapless human. Veiko is employing &amp;quot;aggressive up-selling&amp;quot; to offload his small collection of small game pelts. Vuplu lands with a crunch on the ground outside the bar the party where the party was gathered. Shards of broken glass ''tnk'' harmlessly off his armor as the bar's owner steps into the door frame and tells him that his teachings aren't welcome in his establishment. Fargrim knocks his aggressor unconscious with a well placed blow to the head.&lt;br /&gt;
&lt;br /&gt;
Vuplu stands and magically compels the man to a duel. He succumbs easily and asks whether or not they should be armed. After agreeing on weapons, Vuplu cuts down the man in the first round of combat then reenters the bar to speak with the remaining staff. Outside, Vieko and Fargrim notice a Lawbringer begin walking towards the bar. After some brief conversation with the staff about a worker collective, the Lawbringer interrupts Vuplu with questions and accusations of murder. Jezzara swoops in and disarms the situation, explaining that Vuplu was simply defending himself. &lt;br /&gt;
&lt;br /&gt;
Seeming satisfied with this answer, the Lawbringer informs Vuplu that the law of this land is a variant of &amp;quot;you keep what you kill&amp;quot; then leaves. Vuplu sets about exploring his new property and explaining his visions further to a young Dwarf woman who seems taken with the concept. He finds a stash of money the owner had socked away and divides it up. As this is happening, one of the bar's patrons makes himself known to the party in a ~~mysterious~~ way. An old and frail man with one milky white eye and one eye that looks like the night sky, wearing unassuming wizard's attire, sits down at a table that may have always had four chairs at it, all facing him. &lt;br /&gt;
&lt;br /&gt;
When the party joins him, he presents them with a sack, heavy with coin, and explains that he needs a special relic, a cup or chalice, collected from a temple far to the north of the Wastes and the Spine mountains. In a small collection of three mountains known as the Skull mountains due to their position above the northern tip of the Spine mountains. With some hesitation, they agree to search for this relic. After they do, the old man thanks them and leaves in short order. &lt;br /&gt;
&lt;br /&gt;
Before setting out for the Skull mountains, the party decides they should do some research about what might await them and sets off for a larger town that exists north east of the town they're in. Along the way, they were beset by a band of Goblins. After dispatching them, they found several day's worth of food and a strange gold necklace with a gem set into it the shade of a rather green aqua. Jezzara put the necklace on without a second thought.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Vuplu is the technical owner of a bar in the Waste border town of Thrax&lt;br /&gt;
* A mysterious old man offered them a sizable amount of money to recover a cup from an old temple&lt;br /&gt;
** The temple is located in the Skull mountains&lt;br /&gt;
* Jezzara puts on a fancy looking necklace&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_Sunday_Game&amp;diff=730</id>
		<title>The Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_Sunday_Game&amp;diff=730"/>
		<updated>2017-04-28T01:37:02Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game opens up to a still scene. A crowd has gathered around&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Sunday_Game&amp;diff=729</id>
		<title>Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Sunday_Game&amp;diff=729"/>
		<updated>2017-04-28T01:36:15Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
A crazed wizard, aided by powerful dragons and demons, attempted a ritual to slay the gods and bring about a &amp;quot;new age&amp;quot; to the world. In response, a group of adventurers banded together in an effort to stop him. This game is not about them. This game is about the aftermath of their assault on the wizard's stronghold which ended in a partial success at best. The spell went off, but not as intended. The wizard and the party were both destroyed and the world almost followed suit. The continents cracked and shifted, weather patterns shifted drastically, no longer following predictable patterns and flowing against an order that made sense.&lt;br /&gt;
&lt;br /&gt;
Life didn't die out, but living isn't easy. Most of the world exists in a permanent cold, somewhere between fall and winter, save for any land around the equator which enjoys seasons similar to southern Indiana or Kentucky. This game follows a group of adventurers trying to survive in a land 300 years after the end of the world.&lt;br /&gt;
&lt;br /&gt;
== Session Information ==&lt;br /&gt;
This game is played using the official Dungeons and Dragons 5th edition tabletop system as well as the official Wizards of the Coast Unearthed Arcana releases. During play, everyone gathers at the dungeon master's house. For battles, a battle mat is used or for simpler encounters, simple narrative known colloquially as the &amp;quot;imagisphere&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== The characters ==&lt;br /&gt;
*[[Jezzara &amp;quot;Summersworth&amp;quot; T'sarran]]&lt;br /&gt;
*[[Fargrim Frostbeard]]&lt;br /&gt;
*[[Veiko]]&lt;br /&gt;
*[[Krom Vuplu]]&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sunday Game|March 23rd 2017]] || It's the end of the world as we know it (well actually that was a while go)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[Normal Sunday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=728</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=728"/>
		<updated>2017-04-28T01:27:13Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
Long ago, magic was so prevalent that anyone could use it. It allowed civilization to prosper anywhere. However, it also caused conflicts that lead to immeasurable damage. One such war caused The Rending. A spell so powerful that it sundered the Ley Lines and drained much of the world's magic and split one of the continents in half. 1500 years have passed since then and civilization has adapted and gotten used to this limited magic where one in every thirty people might be able to control the arcane.&lt;br /&gt;
&lt;br /&gt;
The party being their adventure as things begin to change. Magic seems to be returning to the world, to some degree. Strange occurrences and shadowy organizations are appeared across the world. Whether they had planned on it or not, they will all be crucial to the fate of this world and how it develops in these new times.&lt;br /&gt;
&lt;br /&gt;
== Session Information ==&lt;br /&gt;
This game is played using the official Dungeons and Dragons 5th edition tabletop system as well as the official Wizards of the Coast Unearthed Arcana releases. During play, everyone gathers at the dungeon master's house. For battles, a battle mat is used or for simpler encounters, simple narrative known colloquially as the &amp;quot;imagisphere&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== The characters ==&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*[[Illistair]]&lt;br /&gt;
*[[Nimble]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
[[The adventure so far (I wasn't doing recaps before that point)]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|March 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_Tuesday_Game&amp;diff=727</id>
		<title>The Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_Tuesday_Game&amp;diff=727"/>
		<updated>2017-04-27T18:12:49Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Date''' April 25th 2017&lt;br /&gt;
&lt;br /&gt;
'''Character Level''': 12th&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
After retreating from the Scaled Cliffs as they tumbled into the ocean below, the party traveled back to their town to consider their next steps. They spoke with the old wizard teacher about potential ways to survive in different elemental sitatuons. Rorgak decided to go through the portal to speak with the wizards at the college they had saved half a year ago.&lt;br /&gt;
&lt;br /&gt;
When he walks through the portal that connects their town and the city-state of Zekarna, he smells evil and sees that the city is burning. Calling his friends to his aid, he rushes into the fray. The party make their way to a town square where most of the fighting seems to be happening. They see the Daragoulian man who had threatened Illistair there along with a dozen knights, all doing their best to fend off demons who are appearing through portals that show up at random every few minutes. Illistair magically binds the Daragoulian man and one of the stronger demons takes this opportunity to teleport him hundreds of feet in the air. The man survives the fall and Illistair demands that he be the one to finish him off. The demon acquiesces. Illistair is able talk the demons out of their attacking and they transform into human forms and disappear off into the city to go &amp;quot;do business&amp;quot;. The Daragoulian man is stripped of all useful things. Illistair finds his severed tail from his childhood and a horn that looks suspiciously like his own.&lt;br /&gt;
&lt;br /&gt;
They inform the mayor that the demons won't be conducting an all out assault on the city anymore, but they haven't left either. From there, they look into how to survive on different planes of existence and find that they are able to protect themselves from fire with a ritual requiring a lot of strange and hard to find items. They gather some potions of water breathing and set off for Jid, the Halfling desert, in order to find someone who knows more about earth manipulation. On the way there, Umi and Illistair portal back to town to continue working on their various projects. Umi keeps having strange flashes of memories that are definitively not his and eventually he is able to separate them from his own enough to gather some information from them.&lt;br /&gt;
&lt;br /&gt;
He sees a strange forest and an orange sky above it. The sky suddenly turns pitch black and he begins fleeing through the woods. Along the way, he sees an Arkxa hunting with a strange firearm. When this Arkxa sees him running, it looks to the sky and begins fleeing as well. As the vision ends, he realizes that he can reach out mentally and form a telepathic one way link with the other party members, but chooses to remain silent for now.&lt;br /&gt;
&lt;br /&gt;
The party arrives in Jid and heads to the only major city in the land, Kirala. It is a city carved into the base of a mountain. The arrive and notice that many of the outer houses are empty and that only the inner area near the mountain itself seems to be inhabited. They are greeted by a swarm of excited and curious halflings. One of them pipes up and takes charge, welcoming them to Jid and asking them for what they've come. They say they're seeking a man from Rorgak's past named Ijij. This halflings knows who that is and send a magical message out to Ijij. The party goes to a bar to wait for Ijij. When he arrives, they speak for a while and eventually convince Ijij to help them when the journey to the plane of earth. Nimble wanders out to the bazaar and begins shopping around. He finds a vendor selling something that helps people breathe in sandstorms and barters some of his cold arrows and a pile of other assorted things for enough of the stuff to give the entire party several hours of protection.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Umi gets a vision of a strange place&lt;br /&gt;
** The vision contains a glimpse of an Arkxa&lt;br /&gt;
* Umi can connect mentally with the party members, although they cannot speak back&lt;br /&gt;
* Nir's severed forearm has turned entirely into crystal&lt;br /&gt;
&lt;br /&gt;
* Illistair slays an old foe and recovers his severed tail and a horn that looks suspiciously like one of his&lt;br /&gt;
&lt;br /&gt;
* The party learns how to survive in the planes of fire, water, and earth&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_Tuesday_Game&amp;diff=726</id>
		<title>The Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_Tuesday_Game&amp;diff=726"/>
		<updated>2017-04-27T18:12:20Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Date'''&lt;br /&gt;
&lt;br /&gt;
'''Character Level''': 12th&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
After retreating from the Scaled Cliffs as they tumbled into the ocean below, the party traveled back to their town to consider their next steps. They spoke with the old wizard teacher about potential ways to survive in different elemental sitatuons. Rorgak decided to go through the portal to speak with the wizards at the college they had saved half a year ago.&lt;br /&gt;
&lt;br /&gt;
When he walks through the portal that connects their town and the city-state of Zekarna, he smells evil and sees that the city is burning. Calling his friends to his aid, he rushes into the fray. The party make their way to a town square where most of the fighting seems to be happening. They see the Daragoulian man who had threatened Illistair there along with a dozen knights, all doing their best to fend off demons who are appearing through portals that show up at random every few minutes. Illistair magically binds the Daragoulian man and one of the stronger demons takes this opportunity to teleport him hundreds of feet in the air. The man survives the fall and Illistair demands that he be the one to finish him off. The demon acquiesces. Illistair is able talk the demons out of their attacking and they transform into human forms and disappear off into the city to go &amp;quot;do business&amp;quot;. The Daragoulian man is stripped of all useful things. Illistair finds his severed tail from his childhood and a horn that looks suspiciously like his own.&lt;br /&gt;
&lt;br /&gt;
They inform the mayor that the demons won't be conducting an all out assault on the city anymore, but they haven't left either. From there, they look into how to survive on different planes of existence and find that they are able to protect themselves from fire with a ritual requiring a lot of strange and hard to find items. They gather some potions of water breathing and set off for Jid, the Halfling desert, in order to find someone who knows more about earth manipulation. On the way there, Umi and Illistair portal back to town to continue working on their various projects. Umi keeps having strange flashes of memories that are definitively not his and eventually he is able to separate them from his own enough to gather some information from them.&lt;br /&gt;
&lt;br /&gt;
He sees a strange forest and an orange sky above it. The sky suddenly turns pitch black and he begins fleeing through the woods. Along the way, he sees an Arkxa hunting with a strange firearm. When this Arkxa sees him running, it looks to the sky and begins fleeing as well. As the vision ends, he realizes that he can reach out mentally and form a telepathic one way link with the other party members, but chooses to remain silent for now.&lt;br /&gt;
&lt;br /&gt;
The party arrives in Jid and heads to the only major city in the land, Kirala. It is a city carved into the base of a mountain. The arrive and notice that many of the outer houses are empty and that only the inner area near the mountain itself seems to be inhabited. They are greeted by a swarm of excited and curious halflings. One of them pipes up and takes charge, welcoming them to Jid and asking them for what they've come. They say they're seeking a man from Rorgak's past named Ijij. This halflings knows who that is and send a magical message out to Ijij. The party goes to a bar to wait for Ijij. When he arrives, they speak for a while and eventually convince Ijij to help them when the journey to the plane of earth. Nimble wanders out to the bazaar and begins shopping around. He finds a vendor selling something that helps people breathe in sandstorms and barters some of his cold arrows and a pile of other assorted things for enough of the stuff to give the entire party several hours of protection.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Umi gets a vision of a strange place&lt;br /&gt;
** The vision contains a glimpse of an Arkxa&lt;br /&gt;
* Umi can connect mentally with the party members, although they cannot speak back&lt;br /&gt;
* Nir's severed forearm has turned entirely into crystal&lt;br /&gt;
&lt;br /&gt;
* Illistair slays an old foe and recovers his severed tail and a horn that looks suspiciously like one of his&lt;br /&gt;
&lt;br /&gt;
* The party learns how to survive in the planes of fire, water, and earth&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_Tuesday_Game&amp;diff=725</id>
		<title>The Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_Tuesday_Game&amp;diff=725"/>
		<updated>2017-04-27T17:34:29Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Date'''&lt;br /&gt;
&lt;br /&gt;
'''Character Level''': 12th&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
THIS IS WHERE THE WORDS WOULD GO&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Umi gets a vision of a strange place&lt;br /&gt;
** The vision contains a glimpse of an Arkxa&lt;br /&gt;
* Umi can connect mentally with the party members, although they cannot speak back&lt;br /&gt;
* Nir's severed forearm has turned entirely into crystal&lt;br /&gt;
&lt;br /&gt;
* Illistair slays an old foe and recovers his severed tail and a horn that looks suspiciously like one of his&lt;br /&gt;
&lt;br /&gt;
* The party learns how to survive in the planes of fire, water, and earth&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=724</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=724"/>
		<updated>2017-04-27T17:16:06Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
Long ago, magic was so prevalent that anyone could use it. It allowed civilization to prosper anywhere. However, it also caused conflicts that lead to immeasurable damage. One such war caused The Rending. A spell so powerful that it sundered the Ley Lines and drained much of the world's magic and split one of the continents in half. 1500 years have passed since then and civilization has adapted and gotten used to this limited magic where one in every 30 people might be able to control the arcane.&lt;br /&gt;
&lt;br /&gt;
The party being their adventure as things begin to change. Magic seems to be returning to the world, to some degree. Strange occurrences and shadowy organizations are appeared across the world. Whether they had planned on it or not, they will all be crucial to the fate of this world and how it develops in these new times.&lt;br /&gt;
&lt;br /&gt;
== Session Information ==&lt;br /&gt;
This game is played using the official Dungeons and Dragons 5th edition tabletop system as well as the official Wizards of the Coast Unearthed Arcana releases. During play, everyone gathers at the dungeon master's house. For battles, a battle mat is used or for simpler encounters, simple narrative known colloquially as the &amp;quot;imagisphere&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== The characters ==&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*[[Illistair]]&lt;br /&gt;
*[[Nimble]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
[[The adventure so far (I wasn't doing recaps before that point)]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|March 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=723</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=723"/>
		<updated>2017-04-27T17:15:17Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The adventure so far (I wasn't doing recaps before that point)]]&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Long ago, magic was so prevalent that anyone could use it. It allowed civilization to prosper anywhere. However, it also caused conflicts that lead to immeasurable damage. One such war caused The Rending. A spell so powerful that it sundered the Ley Lines and drained much of the world's magic and split one of the continents in half. 1500 years have passed since then and civilization has adapted and gotten used to this limited magic where one in every 30 people might be able to control the arcane.&lt;br /&gt;
&lt;br /&gt;
The party being their adventure as things begin to change. Magic seems to be returning to the world, to some degree. Strange occurrences and shadowy organizations are appeared across the world. Whether they had planned on it or not, they will all be crucial to the fate of this world and how it develops in these new times.&lt;br /&gt;
&lt;br /&gt;
== Session Information ==&lt;br /&gt;
This game is played using the official Dungeons and Dragons 5th edition tabletop system as well as the official Wizards of the Coast Unearthed Arcana releases. During play, everyone gathers at the dungeon master's house. For battles, a battle mat is used or for simpler encounters, simple narrative known colloquially as the &amp;quot;imagisphere&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== The characters ==&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*[[Illistair]]&lt;br /&gt;
*[[Nimble]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|March 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=722</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=722"/>
		<updated>2017-04-27T17:03:10Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party consist of:&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*[[Illistair]]&lt;br /&gt;
*[[Nimble]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The adventure so far (I wasn't doing recaps before that point)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|March 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_adventure_so_far_(I_wasn%27t_doing_recaps_before_that_point)&amp;diff=721</id>
		<title>The adventure so far (I wasn't doing recaps before that point)</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_adventure_so_far_(I_wasn%27t_doing_recaps_before_that_point)&amp;diff=721"/>
		<updated>2017-04-27T17:02:28Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* The story so far */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The adventure began with the party in the employ of a shipping company. They were tasked with delivering goods brought from over seas to their various inland destinations. At one of these towns, they helped a blacksmith find and save his kidnapped daughter from a band of Goblins. The next town had some strange troubles that seemed to center around a mysterious and very old temple to a long dead god. During the night, before the party could investigate, they were abducted by the townsfolk and brought to the temple's prison.&lt;br /&gt;
&lt;br /&gt;
After breaking free, they began exploring the temple and quickly found the central chamber where a strange teenaged boy with crystal shards stuck through his chest and right wrist was conducting some dark ritual. They interrupted the ritual, causing catastrophic results and had to fight off the awful thing that was spawned by it. After the fight, they were approached by a mysterious man who offered them a job, but first wanted to look around the temple. As he lit a torch to ward off the darkness, it ignited a huge pocket of natural gas and caused a colossal explosion that send the party falling into the Underdark.&lt;br /&gt;
&lt;br /&gt;
After several grueling days, they managed to escape the murky depths and return to the surface. They found that the landscape had been changed drastically by the explosion and that Drow were now waging an all out war on the surface. They were attacked by a band of drow, but managed to take shelter in a derelict fortress built into the side of a mountain. After fending off the assault, they decided to make this fort their home base.&lt;br /&gt;
&lt;br /&gt;
Rorgak's adoptive father drew them to their next encounter with the strange teenage boy whose name, they learned, was Nir. After thwarting his plans once again, he vowed vengeance against the party, threatening Balasar's home village. After a hasty trip across the untamed wilds of the southern lands, they found his village. Although all seemed normal at first, it had been taken over by a Naga, sent by Nir. The party dispatched the beast and continued on their way.&lt;br /&gt;
&lt;br /&gt;
After traveling far across the land and doing many things that the DM cannot quite remember at this time, they eventually found themselves in the captial city of Zekarna. They found it under attack and siege by Drow. A large amount of the richer population had fled, leaving the city in shambles. The party met with the impromptu leader of the military in addition to the new mayor. They pledged their aid to Zekarna and set about accomplishing various tasks to improve the defense and preparedness of the city. During this time, they learned that Nir was acting as an adviser to the mayor.&lt;br /&gt;
&lt;br /&gt;
Before much could be done about that, the Drow launched a huge assault and the party was forced to respond to that. They fought off the initial Drow assault and went to confront Nir, which prompted the start of the first arc's final boss fight. The fight was cut short by Balasar, who went ham all over the boss (a god that had been roused from slumber), tearing off it's arm and beating it to death with itself. Nir was slain and the Drow retreated back into earth.&lt;br /&gt;
&lt;br /&gt;
Six months passed as Zekarna put itself back together. A portal was established that led between Zekarna and the player's growing town. The party set up a shop in Zekarna to sell the various goodies they found and looted from corpses on their journey. One of their allies was a being not unlike the one that Nir had summoned but not evil and crazy. During the fight, it had been injured and drained greatly and now resided in the body/form of a house cat named Kim. During these six months, Illistair made a very powerful set of armor for Rorgak. Umi awoke a number of treants to guard their town.&lt;br /&gt;
&lt;br /&gt;
Things got hectic once again when a portal opened in the sky above their town and a strange being fell out in addition to the back half of a ship. This being's name was Zera and he had come from very far away in the Astral Sea searching for the party, having heard that they were able to slay a god. The ship was repaired and they found that it was a flying ship. From there, they took the ship into the Astral Sea in time to see a large Mind Flayer ship approaching. As they were surveying the scene, a mysterious woman appeared on the deck of their ship and announced that she had an offer for their world and that they should join her for a meeting. As they entered the Material Plane once more, they saw that she was gathering all the world's leaders onto a brass disk that floated far above the ground.&lt;br /&gt;
&lt;br /&gt;
After a short, but heated, discussion, the leaders took a vote and decided not to accept the offer of safety but subjugation under the Queen of Pain. She left, warning them that she would be back to claim this place by force if needed. The disk floated to the ground and the party used their ship to escort everyone back to a dock where they could make their way home. During this time, Illistair noticed and was noticed by the leader of the nation of Daragoul (famous for hunting and killing demons). Tensions flared and a fight almost happened, but was stopped (for a while).&lt;br /&gt;
&lt;br /&gt;
The party returned to their town and were greeted by a woman, clad in green. It was obvious from looking at her and being near her that she was immensely powerful. She introduced herself as Gaia and explained that there was another way to protect their plane from outside invaders. She gave the party a list of four artifacts that needed to be collected and brought to temples in the four elemental planes. From there, they would need to bind a power source to a final temple in the Feywild and the defensive systems would activate. The party went back out into the Astral plane to examine the Mind Flayer ship which had been damaged by the Queen of Pain on her way in. They also noticed a giant turtle with a forest on its back as well as another ship that looked very strange.&lt;br /&gt;
&lt;br /&gt;
They investigated the turtle first and found that it was home to a strange race of humanoid frog creatures known as Throden. The turtle turned out to be siblings with the cat-creature Kim and they had a long talk. When the threat of the Mind Flayers was brought up, some of the Throden offered to join them in their fight. After that, the party went to investigate the other ship. It was made of a strange light metal with four wings (one on each side) that seemed to float and dance in a non-existent breeze. As they approached, a port opened and they were greeted by a strange creature with upper body of a slug and the lower body of a slug, sporting feathered wings. It introduced itself as an Arkxa and that they had come from a very remote part of the planar system with the intent to observe and learn. The party was treated very nicely on their ship and given gifts that would help them if they fell from their ship.&lt;br /&gt;
&lt;br /&gt;
When the party entered back into the material plane, they noticed that the Mind Flayers had entered as well and they flew out to meet them. A huge fight ensued and when the Mind Flayers tried to retreat, the party pushed forward and boarded their ship. A brutal fight took place across the ship that culminated in many dead Mind Flayers and Umi being killed but brought back by a magical item acquired much earlier in the adventure. Through the use of some quick thinking and even quicker casting, Umi was able to flee the Mind Flayers and made his way to the dock of the ship only to find that they had flown high into the sky. Kim had waited for him and told him to jump with her and that she would take care of him. He did.&lt;br /&gt;
&lt;br /&gt;
He lost consciousness on the way down, and when he awoke, he was lying on Kim's lifeless body. Thinking on their feet, the party cast Revivify on Kim, but she came back as just a cat. They returned to town to lick their wounds and plan their next move. During this time, a strange entity calling itself Vincent appeared to them and offered them all deals that would give them more power, but at a cost. Some of the party accepted, others did not. After gathering all the needed, they set off to collect the artifacts Gaia had told them about. The Soul of Air and the Bones of Stone were collected with ease. They ventured far north to the lands of Lafavel to search out the Veins of Fire. While they were there, they took a detour to collect Everfrost in order to trade for a stock of magic items the Elves of Lafavel had, but when they ventured into the northern mountains, they were assaulted by Frost Giants. In a desperate bargain, Zera offered himself up as a slave to the giants if they would let the rest of the party leave unharmed. They accepted.&lt;br /&gt;
&lt;br /&gt;
When the returned to the city they had been staying at, they found a Throden who had been knocked off course while entering their plane. They consulted what to do next and how to deal with Umi's worsening mental condition that seemed to be linked to the Elder Brain that had dealt the killing blow to him several weeks ago. Vincent was summoned, Nimble made a desperate gamble with him while Illistair summoned his dark patron. Nimble lost the bargain, but between him and Illistair they managed to piece together that they were not being hounded by Mind Flayers, as Umi's divination spells had indicated they were being. The act of finding this information out left Illistair drained of his usual power.&lt;br /&gt;
&lt;br /&gt;
Nimble set off on a stealth mission to try to steal the Veins of Fire from the Salamanders that inhabited the mountain where it was located. Umi transformed him into a large bird and he attempted to dive bomb the mountain to collect the Veins of Fire and escape. Unfortunately, he was not able to fully escape before he was knocked out of bird form and being falling. Through some quick footwork and a little luck, Nimble landed on the outside of the volcano as it began to rumble and erupt. Although it was close, Nimble made it off of the volcano with the help of the party before it collapsed. With the Veins of Fire in their possession, they set off to collect the last of the relics. The Body of Water.&lt;br /&gt;
&lt;br /&gt;
It was on the Scaled Cliffs, an ancient Dragonborn city that was said to house one of the last living dragons. They had met this dragon during their time on the brass disk and an invitation to visit the Scaled Cliffs had been extended to them. They arrived and were brought before the dragon, who's named they found out was Rah. Rah explained that taking the Body of Water was both necessary and would kill him and the society of Dragonborn as it was the only source of magic that was holding up all of their floating structures. Before they did that, Umi descended into the water and with Rah's help, was able to sever the connection the Elder Brain had over his mind. After that, the party moved quickly to secure the Body of Water and beat feet out of there as to not take any unnecessary Dragonborn lives.&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_adventure_so_far_(I_wasn%27t_doing_recaps_before_that_point)&amp;diff=720</id>
		<title>The adventure so far (I wasn't doing recaps before that point)</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_adventure_so_far_(I_wasn%27t_doing_recaps_before_that_point)&amp;diff=720"/>
		<updated>2017-04-27T17:02:08Z</updated>

		<summary type="html">&lt;p&gt;Jon: Created page with &amp;quot;=== The story so far ===  The adventure began with the party in the employ of a shipping company. They were tasked with delivering goods brought from over seas to their variou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== The story so far ===&lt;br /&gt;
&lt;br /&gt;
The adventure began with the party in the employ of a shipping company. They were tasked with delivering goods brought from over seas to their various inland destinations. At one of these towns, they helped a blacksmith find and save his kidnapped daughter from a band of Goblins. The next town had some strange troubles that seemed to center around a mysterious and very old temple to a long dead god. During the night, before the party could investigate, they were abducted by the townsfolk and brought to the temple's prison.&lt;br /&gt;
&lt;br /&gt;
After breaking free, they began exploring the temple and quickly found the central chamber where a strange teenaged boy with crystal shards stuck through his chest and right wrist was conducting some dark ritual. They interrupted the ritual, causing catastrophic results and had to fight off the awful thing that was spawned by it. After the fight, they were approached by a mysterious man who offered them a job, but first wanted to look around the temple. As he lit a torch to ward off the darkness, it ignited a huge pocket of natural gas and caused a colossal explosion that send the party falling into the Underdark.&lt;br /&gt;
&lt;br /&gt;
After several grueling days, they managed to escape the murky depths and return to the surface. They found that the landscape had been changed drastically by the explosion and that Drow were now waging an all out war on the surface. They were attacked by a band of drow, but managed to take shelter in a derelict fortress built into the side of a mountain. After fending off the assault, they decided to make this fort their home base.&lt;br /&gt;
&lt;br /&gt;
Rorgak's adoptive father drew them to their next encounter with the strange teenage boy whose name, they learned, was Nir. After thwarting his plans once again, he vowed vengeance against the party, threatening Balasar's home village. After a hasty trip across the untamed wilds of the southern lands, they found his village. Although all seemed normal at first, it had been taken over by a Naga, sent by Nir. The party dispatched the beast and continued on their way.&lt;br /&gt;
&lt;br /&gt;
After traveling far across the land and doing many things that the DM cannot quite remember at this time, they eventually found themselves in the captial city of Zekarna. They found it under attack and siege by Drow. A large amount of the richer population had fled, leaving the city in shambles. The party met with the impromptu leader of the military in addition to the new mayor. They pledged their aid to Zekarna and set about accomplishing various tasks to improve the defense and preparedness of the city. During this time, they learned that Nir was acting as an adviser to the mayor.&lt;br /&gt;
&lt;br /&gt;
Before much could be done about that, the Drow launched a huge assault and the party was forced to respond to that. They fought off the initial Drow assault and went to confront Nir, which prompted the start of the first arc's final boss fight. The fight was cut short by Balasar, who went ham all over the boss (a god that had been roused from slumber), tearing off it's arm and beating it to death with itself. Nir was slain and the Drow retreated back into earth.&lt;br /&gt;
&lt;br /&gt;
Six months passed as Zekarna put itself back together. A portal was established that led between Zekarna and the player's growing town. The party set up a shop in Zekarna to sell the various goodies they found and looted from corpses on their journey. One of their allies was a being not unlike the one that Nir had summoned but not evil and crazy. During the fight, it had been injured and drained greatly and now resided in the body/form of a house cat named Kim. During these six months, Illistair made a very powerful set of armor for Rorgak. Umi awoke a number of treants to guard their town.&lt;br /&gt;
&lt;br /&gt;
Things got hectic once again when a portal opened in the sky above their town and a strange being fell out in addition to the back half of a ship. This being's name was Zera and he had come from very far away in the Astral Sea searching for the party, having heard that they were able to slay a god. The ship was repaired and they found that it was a flying ship. From there, they took the ship into the Astral Sea in time to see a large Mind Flayer ship approaching. As they were surveying the scene, a mysterious woman appeared on the deck of their ship and announced that she had an offer for their world and that they should join her for a meeting. As they entered the Material Plane once more, they saw that she was gathering all the world's leaders onto a brass disk that floated far above the ground.&lt;br /&gt;
&lt;br /&gt;
After a short, but heated, discussion, the leaders took a vote and decided not to accept the offer of safety but subjugation under the Queen of Pain. She left, warning them that she would be back to claim this place by force if needed. The disk floated to the ground and the party used their ship to escort everyone back to a dock where they could make their way home. During this time, Illistair noticed and was noticed by the leader of the nation of Daragoul (famous for hunting and killing demons). Tensions flared and a fight almost happened, but was stopped (for a while).&lt;br /&gt;
&lt;br /&gt;
The party returned to their town and were greeted by a woman, clad in green. It was obvious from looking at her and being near her that she was immensely powerful. She introduced herself as Gaia and explained that there was another way to protect their plane from outside invaders. She gave the party a list of four artifacts that needed to be collected and brought to temples in the four elemental planes. From there, they would need to bind a power source to a final temple in the Feywild and the defensive systems would activate. The party went back out into the Astral plane to examine the Mind Flayer ship which had been damaged by the Queen of Pain on her way in. They also noticed a giant turtle with a forest on its back as well as another ship that looked very strange.&lt;br /&gt;
&lt;br /&gt;
They investigated the turtle first and found that it was home to a strange race of humanoid frog creatures known as Throden. The turtle turned out to be siblings with the cat-creature Kim and they had a long talk. When the threat of the Mind Flayers was brought up, some of the Throden offered to join them in their fight. After that, the party went to investigate the other ship. It was made of a strange light metal with four wings (one on each side) that seemed to float and dance in a non-existent breeze. As they approached, a port opened and they were greeted by a strange creature with upper body of a slug and the lower body of a slug, sporting feathered wings. It introduced itself as an Arkxa and that they had come from a very remote part of the planar system with the intent to observe and learn. The party was treated very nicely on their ship and given gifts that would help them if they fell from their ship.&lt;br /&gt;
&lt;br /&gt;
When the party entered back into the material plane, they noticed that the Mind Flayers had entered as well and they flew out to meet them. A huge fight ensued and when the Mind Flayers tried to retreat, the party pushed forward and boarded their ship. A brutal fight took place across the ship that culminated in many dead Mind Flayers and Umi being killed but brought back by a magical item acquired much earlier in the adventure. Through the use of some quick thinking and even quicker casting, Umi was able to flee the Mind Flayers and made his way to the dock of the ship only to find that they had flown high into the sky. Kim had waited for him and told him to jump with her and that she would take care of him. He did.&lt;br /&gt;
&lt;br /&gt;
He lost consciousness on the way down, and when he awoke, he was lying on Kim's lifeless body. Thinking on their feet, the party cast Revivify on Kim, but she came back as just a cat. They returned to town to lick their wounds and plan their next move. During this time, a strange entity calling itself Vincent appeared to them and offered them all deals that would give them more power, but at a cost. Some of the party accepted, others did not. After gathering all the needed, they set off to collect the artifacts Gaia had told them about. The Soul of Air and the Bones of Stone were collected with ease. They ventured far north to the lands of Lafavel to search out the Veins of Fire. While they were there, they took a detour to collect Everfrost in order to trade for a stock of magic items the Elves of Lafavel had, but when they ventured into the northern mountains, they were assaulted by Frost Giants. In a desperate bargain, Zera offered himself up as a slave to the giants if they would let the rest of the party leave unharmed. They accepted.&lt;br /&gt;
&lt;br /&gt;
When the returned to the city they had been staying at, they found a Throden who had been knocked off course while entering their plane. They consulted what to do next and how to deal with Umi's worsening mental condition that seemed to be linked to the Elder Brain that had dealt the killing blow to him several weeks ago. Vincent was summoned, Nimble made a desperate gamble with him while Illistair summoned his dark patron. Nimble lost the bargain, but between him and Illistair they managed to piece together that they were not being hounded by Mind Flayers, as Umi's divination spells had indicated they were being. The act of finding this information out left Illistair drained of his usual power.&lt;br /&gt;
&lt;br /&gt;
Nimble set off on a stealth mission to try to steal the Veins of Fire from the Salamanders that inhabited the mountain where it was located. Umi transformed him into a large bird and he attempted to dive bomb the mountain to collect the Veins of Fire and escape. Unfortunately, he was not able to fully escape before he was knocked out of bird form and being falling. Through some quick footwork and a little luck, Nimble landed on the outside of the volcano as it began to rumble and erupt. Although it was close, Nimble made it off of the volcano with the help of the party before it collapsed. With the Veins of Fire in their possession, they set off to collect the last of the relics. The Body of Water.&lt;br /&gt;
&lt;br /&gt;
It was on the Scaled Cliffs, an ancient Dragonborn city that was said to house one of the last living dragons. They had met this dragon during their time on the brass disk and an invitation to visit the Scaled Cliffs had been extended to them. They arrived and were brought before the dragon, who's named they found out was Rah. Rah explained that taking the Body of Water was both necessary and would kill him and the society of Dragonborn as it was the only source of magic that was holding up all of their floating structures. Before they did that, Umi descended into the water and with Rah's help, was able to sever the connection the Elder Brain had over his mind. After that, the party moved quickly to secure the Body of Water and beat feet out of there as to not take any unnecessary Dragonborn lives.&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=719</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=719"/>
		<updated>2017-04-27T17:01:32Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party consist of:&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*[[Illistair]]&lt;br /&gt;
*[[Nimble]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The adventure so far (I wasn't doing recaps before that point)]]&lt;br /&gt;
&lt;br /&gt;
The adventure began with the party in the employ of a shipping company. They were tasked with delivering goods brought from over seas to their various inland destinations. At one of these towns, they helped a blacksmith find and save his kidnapped daughter from a band of Goblins. The next town had some strange troubles that seemed to center around a mysterious and very old temple to a long dead god. During the night, before the party could investigate, they were abducted by the townsfolk and brought to the temple's prison.&lt;br /&gt;
&lt;br /&gt;
After breaking free, they began exploring the temple and quickly found the central chamber where a strange teenaged boy with crystal shards stuck through his chest and right wrist was conducting some dark ritual. They interrupted the ritual, causing catastrophic results and had to fight off the awful thing that was spawned by it. After the fight, they were approached by a mysterious man who offered them a job, but first wanted to look around the temple. As he lit a torch to ward off the darkness, it ignited a huge pocket of natural gas and caused a colossal explosion that send the party falling into the Underdark.&lt;br /&gt;
&lt;br /&gt;
After several grueling days, they managed to escape the murky depths and return to the surface. They found that the landscape had been changed drastically by the explosion and that Drow were now waging an all out war on the surface. They were attacked by a band of drow, but managed to take shelter in a derelict fortress built into the side of a mountain. After fending off the assault, they decided to make this fort their home base.&lt;br /&gt;
&lt;br /&gt;
Rorgak's adoptive father drew them to their next encounter with the strange teenage boy whose name, they learned, was Nir. After thwarting his plans once again, he vowed vengeance against the party, threatening Balasar's home village. After a hasty trip across the untamed wilds of the southern lands, they found his village. Although all seemed normal at first, it had been taken over by a Naga, sent by Nir. The party dispatched the beast and continued on their way.&lt;br /&gt;
&lt;br /&gt;
After traveling far across the land and doing many things that the DM cannot quite remember at this time, they eventually found themselves in the captial city of Zekarna. They found it under attack and siege by Drow. A large amount of the richer population had fled, leaving the city in shambles. The party met with the impromptu leader of the military in addition to the new mayor. They pledged their aid to Zekarna and set about accomplishing various tasks to improve the defense and preparedness of the city. During this time, they learned that Nir was acting as an adviser to the mayor.&lt;br /&gt;
&lt;br /&gt;
Before much could be done about that, the Drow launched a huge assault and the party was forced to respond to that. They fought off the initial Drow assault and went to confront Nir, which prompted the start of the first arc's final boss fight. The fight was cut short by Balasar, who went ham all over the boss (a god that had been roused from slumber), tearing off it's arm and beating it to death with itself. Nir was slain and the Drow retreated back into earth.&lt;br /&gt;
&lt;br /&gt;
Six months passed as Zekarna put itself back together. A portal was established that led between Zekarna and the player's growing town. The party set up a shop in Zekarna to sell the various goodies they found and looted from corpses on their journey. One of their allies was a being not unlike the one that Nir had summoned but not evil and crazy. During the fight, it had been injured and drained greatly and now resided in the body/form of a house cat named Kim. During these six months, Illistair made a very powerful set of armor for Rorgak. Umi awoke a number of treants to guard their town.&lt;br /&gt;
&lt;br /&gt;
Things got hectic once again when a portal opened in the sky above their town and a strange being fell out in addition to the back half of a ship. This being's name was Zera and he had come from very far away in the Astral Sea searching for the party, having heard that they were able to slay a god. The ship was repaired and they found that it was a flying ship. From there, they took the ship into the Astral Sea in time to see a large Mind Flayer ship approaching. As they were surveying the scene, a mysterious woman appeared on the deck of their ship and announced that she had an offer for their world and that they should join her for a meeting. As they entered the Material Plane once more, they saw that she was gathering all the world's leaders onto a brass disk that floated far above the ground.&lt;br /&gt;
&lt;br /&gt;
After a short, but heated, discussion, the leaders took a vote and decided not to accept the offer of safety but subjugation under the Queen of Pain. She left, warning them that she would be back to claim this place by force if needed. The disk floated to the ground and the party used their ship to escort everyone back to a dock where they could make their way home. During this time, Illistair noticed and was noticed by the leader of the nation of Daragoul (famous for hunting and killing demons). Tensions flared and a fight almost happened, but was stopped (for a while).&lt;br /&gt;
&lt;br /&gt;
The party returned to their town and were greeted by a woman, clad in green. It was obvious from looking at her and being near her that she was immensely powerful. She introduced herself as Gaia and explained that there was another way to protect their plane from outside invaders. She gave the party a list of four artifacts that needed to be collected and brought to temples in the four elemental planes. From there, they would need to bind a power source to a final temple in the Feywild and the defensive systems would activate. The party went back out into the Astral plane to examine the Mind Flayer ship which had been damaged by the Queen of Pain on her way in. They also noticed a giant turtle with a forest on its back as well as another ship that looked very strange.&lt;br /&gt;
&lt;br /&gt;
They investigated the turtle first and found that it was home to a strange race of humanoid frog creatures known as Throden. The turtle turned out to be siblings with the cat-creature Kim and they had a long talk. When the threat of the Mind Flayers was brought up, some of the Throden offered to join them in their fight. After that, the party went to investigate the other ship. It was made of a strange light metal with four wings (one on each side) that seemed to float and dance in a non-existent breeze. As they approached, a port opened and they were greeted by a strange creature with upper body of a slug and the lower body of a slug, sporting feathered wings. It introduced itself as an Arkxa and that they had come from a very remote part of the planar system with the intent to observe and learn. The party was treated very nicely on their ship and given gifts that would help them if they fell from their ship.&lt;br /&gt;
&lt;br /&gt;
When the party entered back into the material plane, they noticed that the Mind Flayers had entered as well and they flew out to meet them. A huge fight ensued and when the Mind Flayers tried to retreat, the party pushed forward and boarded their ship. A brutal fight took place across the ship that culminated in many dead Mind Flayers and Umi being killed but brought back by a magical item acquired much earlier in the adventure. Through the use of some quick thinking and even quicker casting, Umi was able to flee the Mind Flayers and made his way to the dock of the ship only to find that they had flown high into the sky. Kim had waited for him and told him to jump with her and that she would take care of him. He did.&lt;br /&gt;
&lt;br /&gt;
He lost consciousness on the way down, and when he awoke, he was lying on Kim's lifeless body. Thinking on their feet, the party cast Revivify on Kim, but she came back as just a cat. They returned to town to lick their wounds and plan their next move. During this time, a strange entity calling itself Vincent appeared to them and offered them all deals that would give them more power, but at a cost. Some of the party accepted, others did not. After gathering all the needed, they set off to collect the artifacts Gaia had told them about. The Soul of Air and the Bones of Stone were collected with ease. They ventured far north to the lands of Lafavel to search out the Veins of Fire. While they were there, they took a detour to collect Everfrost in order to trade for a stock of magic items the Elves of Lafavel had, but when they ventured into the northern mountains, they were assaulted by Frost Giants. In a desperate bargain, Zera offered himself up as a slave to the giants if they would let the rest of the party leave unharmed. They accepted.&lt;br /&gt;
&lt;br /&gt;
When the returned to the city they had been staying at, they found a Throden who had been knocked off course while entering their plane. They consulted what to do next and how to deal with Umi's worsening mental condition that seemed to be linked to the Elder Brain that had dealt the killing blow to him several weeks ago. Vincent was summoned, Nimble made a desperate gamble with him while Illistair summoned his dark patron. Nimble lost the bargain, but between him and Illistair they managed to piece together that they were not being hounded by Mind Flayers, as Umi's divination spells had indicated they were being. The act of finding this information out left Illistair drained of his usual power.&lt;br /&gt;
&lt;br /&gt;
Nimble set off on a stealth mission to try to steal the Veins of Fire from the Salamanders that inhabited the mountain where it was located. Umi transformed him into a large bird and he attempted to dive bomb the mountain to collect the Veins of Fire and escape. Unfortunately, he was not able to fully escape before he was knocked out of bird form and being falling. Through some quick footwork and a little luck, Nimble landed on the outside of the volcano as it began to rumble and erupt. Although it was close, Nimble made it off of the volcano with the help of the party before it collapsed. With the Veins of Fire in their possession, they set off to collect the last of the relics. The Body of Water.&lt;br /&gt;
&lt;br /&gt;
It was on the Scaled Cliffs, an ancient Dragonborn city that was said to house one of the last living dragons. They had met this dragon during their time on the brass disk and an invitation to visit the Scaled Cliffs had been extended to them. They arrived and were brought before the dragon, who's named they found out was Rah. Rah explained that taking the Body of Water was both necessary and would kill him and the society of Dragonborn as it was the only source of magic that was holding up all of their floating structures. Before they did that, Umi descended into the water and with Rah's help, was able to sever the connection the Elder Brain had over his mind. After that, the party moved quickly to secure the Body of Water and beat feet out of there as to not take any unnecessary Dragonborn lives.&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|March 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=718</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=718"/>
		<updated>2017-04-27T01:54:20Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party consist of:&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*[[Illistair]]&lt;br /&gt;
*[[Nimble]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The adventure began with the party in the employ of a shipping company. They were tasked with delivering goods brought from over seas to their various inland destinations. At one of these towns, they helped a blacksmith find and save his kidnapped daughter from a band of Goblins. The next town had some strange troubles that seemed to center around a mysterious and very old temple to a long dead god. During the night, before the party could investigate, they were abducted by the townsfolk and brought to the temple's prison.&lt;br /&gt;
&lt;br /&gt;
After breaking free, they began exploring the temple and quickly found the central chamber where a strange teenaged boy with crystal shards stuck through his chest and right wrist was conducting some dark ritual. They interrupted the ritual, causing catastrophic results and had to fight off the awful thing that was spawned by it. After the fight, they were approached by a mysterious man who offered them a job, but first wanted to look around the temple. As he lit a torch to ward off the darkness, it ignited a huge pocket of natural gas and caused a colossal explosion that send the party falling into the Underdark.&lt;br /&gt;
&lt;br /&gt;
After several grueling days, they managed to escape the murky depths and return to the surface. They found that the landscape had been changed drastically by the explosion and that Drow were now waging an all out war on the surface. They were attacked by a band of drow, but managed to take shelter in a derelict fortress built into the side of a mountain. After fending off the assault, they decided to make this fort their home base.&lt;br /&gt;
&lt;br /&gt;
Rorgak's adoptive father drew them to their next encounter with the strange teenage boy whose name, they learned, was Nir. After thwarting his plans once again, he vowed vengeance against the party, threatening Balasar's home village. After a hasty trip across the untamed wilds of the southern lands, they found his village. Although all seemed normal at first, it had been taken over by a Naga, sent by Nir. The party dispatched the beast and continued on their way.&lt;br /&gt;
&lt;br /&gt;
After traveling far across the land and doing many things that the DM cannot quite remember at this time, they eventually found themselves in the captial city of Zekarna.&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|March 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Normal_Sunday_Game&amp;diff=717</id>
		<title>Normal Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Normal_Sunday_Game&amp;diff=717"/>
		<updated>2017-04-27T01:38:26Z</updated>

		<summary type="html">&lt;p&gt;Jon: Created page with &amp;quot;The world has ended, but only somewhat. A power hungry mage grew jealous of the gods and set about poisoning the hearts and minds of dragons and demons to aid him in destroyin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world has ended, but only somewhat. A power hungry mage grew jealous of the gods and set about poisoning the hearts and minds of dragons and demons to aid him in destroying them.&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Sunday_Game&amp;diff=716</id>
		<title>Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Sunday_Game&amp;diff=716"/>
		<updated>2017-04-27T01:36:35Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* Play Sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Sunday Game''' takes place in a world that didn't quite end, but wasn't quite saved. When a mad wizard rose to power by cutting deals with dragons and demons, a group of heroes banded together to stop the wizard, but were betrayed by one of their own. Despite this, the heroes were able to prevent the wizard from outright destroying everything, but the world was forever changed.&lt;br /&gt;
&lt;br /&gt;
The party consist of:&lt;br /&gt;
*Jezzara &amp;quot;Summersworth&amp;quot; T'sarran&lt;br /&gt;
*Fargrim Frostbeard&lt;br /&gt;
*Veiko&lt;br /&gt;
*Krom Vuplu&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sunday Game|March 23rd 2017]] || It's the end of the world as we know it (well actually that was a while go)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[Normal Sunday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Sunday_Game&amp;diff=715</id>
		<title>Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Sunday_Game&amp;diff=715"/>
		<updated>2017-04-27T01:35:06Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Sunday Game''' takes place in a world that didn't quite end, but wasn't quite saved. When a mad wizard rose to power by cutting deals with dragons and demons, a group of heroes banded together to stop the wizard, but were betrayed by one of their own. Despite this, the heroes were able to prevent the wizard from outright destroying everything, but the world was forever changed.&lt;br /&gt;
&lt;br /&gt;
The party consist of:&lt;br /&gt;
*Jezzara &amp;quot;Summersworth&amp;quot; T'sarran&lt;br /&gt;
*Fargrim Frostbeard&lt;br /&gt;
*Veiko&lt;br /&gt;
*Krom Vuplu&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sunday Game|March 23rd 2017]] || It's the end of the world as we know it (well actually that was a while go)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game is part of the (link to come soon)&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=The_Sunday_Game&amp;diff=714</id>
		<title>The Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=The_Sunday_Game&amp;diff=714"/>
		<updated>2017-04-27T01:32:22Z</updated>

		<summary type="html">&lt;p&gt;Jon: Created page with &amp;quot;glass was broken, hearts were wooed, ect ect...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;glass was broken, hearts were wooed, ect ect...&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Sunday_Game&amp;diff=711</id>
		<title>Sunday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Sunday_Game&amp;diff=711"/>
		<updated>2017-04-26T17:22:18Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Sunday Game''' takes place in a world that didn't quite end, but wasn't quite saved. When a mad wizard rose to power by cutting deals with dragons and demons, a group of heroes banded together to stop the wizard, but were betrayed by one of their own. Despite this, the heroes were able to prevent the wizard from outright destroying everything, but the world was forever changed.&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sunday Game|March 23rd 2017]] || It's the end of the world as we know it (well actually that was a while go)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game is part of the (link to come soon)&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=GR_Local_Game&amp;diff=710</id>
		<title>GR Local Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=GR_Local_Game&amp;diff=710"/>
		<updated>2017-04-26T17:16:31Z</updated>

		<summary type="html">&lt;p&gt;Jon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Tuesday Game]]&lt;br /&gt;
&lt;br /&gt;
==The World==&lt;br /&gt;
The world is composed of three continents. The northwestern continent is Aveth. The northeastern continent is Thonas. The southern continent is Shalera.&lt;br /&gt;
&lt;br /&gt;
==Aveth==&lt;br /&gt;
&lt;br /&gt;
There are seven major factions/nations that exist on the continet of Aveth&lt;br /&gt;
* [[Igthaer]]&lt;br /&gt;
* [[Golkaav]]&lt;br /&gt;
* [[Tha'velen]]&lt;br /&gt;
* [[The United North]]&lt;br /&gt;
* [[Quanris]]&lt;br /&gt;
* [[Lafavel]]&lt;br /&gt;
* [[Rokdar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thonas==&lt;br /&gt;
&lt;br /&gt;
There are seven major factions/nations that exist on the continet of Thonas&lt;br /&gt;
* [[Brenthal]]&lt;br /&gt;
* [[Daragoul]]&lt;br /&gt;
* [[Covina]]&lt;br /&gt;
* [[Faerengar]]&lt;br /&gt;
* [[Savoth]]&lt;br /&gt;
* [[Jid]]&lt;br /&gt;
* [[The Scaled Cliffs]]&lt;br /&gt;
&lt;br /&gt;
==Shalera==&lt;br /&gt;
&lt;br /&gt;
There are four major factions/nations that exist on the continent of Shalera. &lt;br /&gt;
* [[Rytheria]]&lt;br /&gt;
* [[Londova]]&lt;br /&gt;
* [[Zekarna]]&lt;br /&gt;
* [[Navkadrak]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Odal and Vesta were the first to exist. Odal covered the world with flora and fauna that Vesta breathed life into. Between the both of them, they created most of the world. Little is known of this period in history.&lt;br /&gt;
&lt;br /&gt;
The world is connected to the astral plane through a series of connection points scattered across the world known as Bridges. These bridges exist where ley lines meet/cross paths. Perhaps it is more accurate to say the the ley lines stem from the bridges and spread out over the world as a result of the connection to the astral plane. In the early time, there were a great many Bridges and magic flowed freely across the land for any to use.&lt;br /&gt;
&lt;br /&gt;
Onda was the first to create mortal creatures. The Dwarves were first born of this world. Onda created them so she could share her knowledge of the forge with them. Under her guidance, they build architectural wonders the likes of which will likely never be seen again in the world. They carved out great swaths of earth beneath towering mountains to make their cities.&lt;br /&gt;
&lt;br /&gt;
Shortly after Onda had created the Dwarves, Ezion decided to bring the Gnomes into being. They would study, learn, and tinker. They were to be the driving force of industry and knowledge in the world. They observed and studied what the Dwarves had done and set off to find mountains of their own to inhabit. They eventually found one and carved their home into it. &lt;br /&gt;
&lt;br /&gt;
With all the activity that was taking place on the world, Odal decided his creations needed needed gardeners and care takers. Instead of creating something entirely new, he found one of his previous creations and modified it. They were upright, two legged creatures, similar in shape to the Dwarves and Gnomes that had been created, although significantly taller. At the time, Odal did not realize what a crucial role the creatures he used as a base would play in the future of the world. He imbued them with magic, extending the length of their lives and eschewing the need to sleep, instead simply needing to meditate for a few hours. He fostered a great love and respect for nature in these new creatures as well. And with that, Odal had created the Elves. They built great cities all throughout the forests that covered the land, using powerful magics to shape the living wood into cities far above the forest floor.&lt;br /&gt;
&lt;br /&gt;
Uundara poured his power into the world, creating the Halflings. He created them to be free spirited creatures who could get along with any who would talk with them. He taught them a great many songs and tales that they might recite to others around a fire to entertain them.&lt;br /&gt;
&lt;br /&gt;
Baol saw these races being created and grew jealous. She wanted something to call her own. But, she lacked the cleverness to create something from her raw power alone. So, she went to the creatures that Odal had formed the Elves out of and stole some of them for herself. With her power and influence, the creatures changed. They grew thick cords of muscle with half as much effort as almost any other race. They grew small fangs that protruded from their mouths and their tempers shortened. Baol had created the Orks.&lt;br /&gt;
&lt;br /&gt;
It was the appearance of the Orks that set the first wars in motion. They followed the ideals of Baol and used their strength to take what they wanted from the world. The Elves and Dwarves formed an alliance and struck against the Orks with deadly coordination and precision. The war’s tide quickly changed and it seemed as though the Orks were going to be crushed. It was at this point that Drakka used his power to form the first Dragons. Giant winged and scaled beasts that had unprecedented control over the elements.&lt;br /&gt;
&lt;br /&gt;
The appearance of the Dragons turned the war on its head and spun things further into chaos as forests were reduced to fields of ash and Dwarves were burned out of their mountain fortress-cities. Throughout the war, the creatures that Odal and Baol had taken to make their creations were the ones to suffer the greatest. The Orks quickly enslaved large numbers of them, considering them to be inferior to their brutal strength. When the dragons struck and the world burned, the small groups that dwelled in the plains were burnt out. The few that survived banded together and wandered as starving nomads.&lt;br /&gt;
&lt;br /&gt;
It was among these wandering wretches that Two-souled Igta was born and raised. Igta was different from the rest. They had a connection to the magic that flowed through the world that was stronger than any other of their kind. Many of their kin could do small acts of magic, but Igta seemingly had perfect and full control over the arcane. This mastery of arcane powers was demonstrated when Igta reduced a band of marauding Orks to ash with seemingly little to no effort. Under the guidance of Igta, these creatures began to recover. Their numbers swelled as entire generations were no longer wiped out by the various dangers of the world. Eventually, when the group of wanderers was too large to move effectively, Igta called upon the arcane to raise a fortress of solid, smooth rock from the earth in the middle of a vast field. It was large enough to house all the wanderers should danger find them, but most took to creating crude structures around the outside of the fortress as to have more living space. The creation of this fortress marked the birth of the first Human empire.&lt;br /&gt;
&lt;br /&gt;
Humans quickly adapted to their sedentary lifestyle. They set about creating farms and roads. Two-souled Igta spent long hours teaching and training any who would listen the secrets of the arcane. Within two decades, they had built a city so grand that the other races began to take notice. It was the Orks who were the first to strike at the newly constructed Human city. They were easily repelled as the world began to realize that these new Humans might be here to stay. The Ork’s defeat was closely followed by an assault by Dragons who were hoping to capitalize on a war weary people for a swift victory. The fighting was vicious, with both sides taking a great deal of losses. Eventually, the Dragons retreated, feeling that they had been too weakened to continue the assault.&lt;br /&gt;
&lt;br /&gt;
It was during these wars and battles that the rest of the world began to follow in the Human’s footsteps and uplift themselves from their more animalistic natures. The end of the Dragon’s assault on the Human city brought about an end to the first age, the age of Creation, and ushered in the second age. Although no one knew it yet, this was to be the age of Wonder. The first age lasted enough enough to see the birth of four generations of Elves.&lt;br /&gt;
&lt;br /&gt;
The age of Wonder was a time of creation and exploration. During this time, most of the other creatures and races came to be. Some uplifted themselves as the Humans had done, others were the results of magical experiments. Much of the knowledge was lost in the coming conflicts. Records of the old factions, nations, and empires have been gathered from the ruins found across the world from ages long past. &lt;br /&gt;
&lt;br /&gt;
The Elves had split into four distinct factions. The southern most were the Elves that inhabited the vast forests of the continent known as Shalera. They believed in following the old ways, shaping their cities from the living wood of the trees and vigilantly defending the woods from any unwelcome intruders. There were the Elves of the swamplands and marshes known as Ogdrak. These reclusive Elves hid themselves deep in the heart of the swamp. They alone knew how to navigate the treacherous peat bogs and unstable ground of the swamps. And there were the northernmost Elves, inhabiting the dense forests along the north western corner of what was once the whole continent of Avethonas (Now the two individual continents of Aveth and Thonas). Of all the Elves, they were the most amiable to outsiders entering their lands and would often encourage trade between them and the other nations. The last of the Elves took to the earth as the Dwarves had. Their home forest had been burned and destroyed by the Dragons and Orks. They grew to despise the other races for the wrongs they had done to the Elves and became bitter and spiteful. These Elves would later become known as the Drow.&lt;br /&gt;
&lt;br /&gt;
The Dwarves had two distinct factions. The northernmost inhabited the mountains of the Narrow Pass. Their cities spilled out from the mountains and they began to build up and around the surrounding area, creating a very large city-nation. Being so far north, they weren’t on any trade route, so they began to encourage the creation of fine goods to bring trade to them. After some time, their city was known as the trade capital of the world. The other Dwarves found their way to the mountains of Shalera. There, they dug deep into the earth and isolated themselves from the surface world. They had an understanding with the Elves of Shalera that both were to leave the other be. Shalera was more populated by “wild races” and less by what would have been considered a standard civilized world, so the Elves and the Dwarves took extra measures to insulate themselves from the other potential threats of the land.&lt;br /&gt;
&lt;br /&gt;
The Gnomes remained in their capital city, continuing to expand around it.&lt;br /&gt;
&lt;br /&gt;
The Halflings spread across the world was surprising speed. Their homelands were the rolling plains of Jid, but their natural inclination for storytelling and expressiveness saw them welcomed as bards and troubadours in most parts of the world.&lt;br /&gt;
&lt;br /&gt;
The Orks made their home in the Hilt Peninsula on Shalera and the southern coast of the Ogdrak swamplands. After their initial conquest, their numbers were decimated by the other races when they combined forces to repel the Orkish threat.&lt;br /&gt;
&lt;br /&gt;
The Humans filled in most everywhere else. The great empire of Igthaer (named after Two-souled Igta) expanded quickly through the southern sun-bathed fields of (what is now) Aveth. Their capital was the city that sprung up around the rock moulded fortress that Igta called from the earth. To their west was the sea faring nation of Galen. They built their homes on the edge of the Pantekar Sea. They were renowned sailors and merchants. Little remains of their civilization after the Rending. East of the, across the Pantekar was the northern nation of Yevar. Yevar’s shared its borders with Jid. As a result, they found little in the way of trade or travel because of Jid’s cultural influence. It is said that Yevar was a very insular nation as a result of that. All that is known is that Yevarian weapons are said to be very, very deadly. Their blades never dull and the metal never rusts. To the south of Jid and the west of the Odrakian swamplands was the queendom of Lunimeth. Entirely unlike Yevar, Lunimeth was likely one of the cultural centers of the known world. Their lands were passed through by many coming or going from Jid. Their economy thrived on trade tariffs and wine from their many vineyards.&lt;br /&gt;
&lt;br /&gt;
None are sure when the Dragonborn first arrived, but when they did, they claimed the islands west of Thonas as their land. They built a mighty empire out of those two islands.&lt;br /&gt;
&lt;br /&gt;
It was during this time of discovery and expansion that the Trolls first emerged. The Trolls were as smart as they were cruel. In combination with their inherent strength and incredible regeneration, they quickly carved out a large area of the Ogdrak swamp land for themselves. They laid waste to the Elves that dwelled in those woods, forcing the remainder of them deep into hiding. Similarly, they crushed the Orks along the coast. But, with each victory, they did not leave a trail of ruined villages and broken bodies. The Trolls kept the death toll to an absolute minimum, instead taking slaves to be sent back to their capital city. Due to their rapid regeneration, their armies needed little time between battles and those wounded during the fighting were ready to take the field when the next conflict happened. It was for these reasons that the Trolls spread so quickly across the land. By the time the other nations and kingdoms rallied and put up any amount of unified defense, the Trolls had carved out a significant chunk of land for themselves.&lt;br /&gt;
&lt;br /&gt;
Yet there was one place they had not managed to overtake. On one of the most central convergence of ley lines stood a university and temple to Ezion. The combined knowledge of the many mages had kept the Trolls at bay. And the sophisticated runes and glyphs laid into the grounds allowed for teleportation of goods and supplies to help those trapped inside withstand the siege. It was here that the greatest minds of the time convened. They knew that if the Trolls were able to take the university, their power would grow tenfold; they would likely be unstoppable after that. So, as it often does, desperation paved the way to a drastic plan. The most powerful mages and arcanists were teleported in from across the land. Together, they all formed a ritual circle and began weaving a spell that would, hopefully, quell the Troll invasion for good.&lt;br /&gt;
&lt;br /&gt;
The ground shook and buildings began to crack and tumble because of the amount of raw power being drawn in. The ley line convergance was tapped into by all who participated in the spell. It was this spell that caused the continent to tear in half; the Rending. The earth simply parted where the convergance was, or had been, as the amount of energy drawn from it caused the Bridge to collapse. This, in turn, caused a back draft across the rest of the ley lines. Many fizzled out, some exploded with new power, others vanished and reappeared in other parts of the world. But, the spell went off. It addled the minds of the Trolls. All of them, and any who would come in future generations. They went from wickedly clever creatures who had almost brought the whole world to its knees to little more than animals in the blink of an eye. Although they still had all of their previous malice. Many of them fell into the hole that had been rent into the earth. Those that weren’t killed by the fall were drowned as the ocean and the sea mixed together to fill in the sudden void of solid earth.&lt;br /&gt;
&lt;br /&gt;
Although no record officially exists, explorers have found ruins of the Drow’s capital city under the ley line convergence. It seems likely that they had been siphoning power and energy from it. When the earth split open, all they had built and worked towards was dashed as the ocean flooded in.&lt;br /&gt;
&lt;br /&gt;
Aside from defeating the Troll threat, the actions of those mages forever changed the world. They ley lines never recovered. Not everyone was tapped into the flow of energy anymore. Not everyone could manipulate it to their will. Now, only the most talented people could work and mold the arcane energies. And even then, it took years of practice and study to achieve results that had been considered commonplace before.&lt;br /&gt;
&lt;br /&gt;
The gods grew silent on the day of the rending. They no longer physically manifested on the material plane. The energy required to host a physical shell for them simply did not exist anymore. Although they were effectively banished from the material plane, their influence and power still lingered. On rare occasions, they were able to imbue a fraction of their power into a mortal champion, but could give them nothing in the way of direction, simply having to trust that their chosen champion would carry out their will.&lt;br /&gt;
&lt;br /&gt;
The age of Wonder had come to an end. The third age was upon the world and none knew what the future would hold. It took a great many years, but the different races of the world recovered from the Rending. The Humans and Orks recovered the fastest because they could reproduce quickly. Dwarves and Elves had a much harder time. They lived long lives and didn’t sire offspring nearly as quickly. And even after they did, the effort involved in raising the child to the point of independence was significantly higher than the other races.&lt;br /&gt;
&lt;br /&gt;
When the continent tore asunder, a gigantic mountain range was thrust into the sky as the earth’s tectonic plates collided. This mountain range destroyed any cities close to Jid’s inner coast. The mountains also turned Jid into a waterless desert. The land quickly deteriorated from lush grasslands to a sun blasted wasteland. Many Halflings left to start their lives elsewhere in the world, but just as many stayed and did their best to rebuild Jid.&lt;br /&gt;
&lt;br /&gt;
The next period of history is shrouded in mystery and inaccuracies as everyone tried to rebuild. But, the world before had been a place where magic and power had been abundant and easily accessible by anyone. This new world was something entirely different. At best, one out of every twenty people had the ability to manipulate the arcane, and even then, their abilities were significantly weaker after the collapse of one of the Bridges. Civilizations that had relied on the daily use of magic for common things crumbled as their way of life was no longer feasible. For a time, it almost seemed as though the cost to stop the Troll thread had been too great. It looked as though it was going to wipe out civilization entirely.&lt;br /&gt;
&lt;br /&gt;
But, as is often the case, life found a way to keep going. The second generation found it easier to live without magic, and the third even easier, until most people not having access to the arcane simply became the norm.&lt;br /&gt;
&lt;br /&gt;
== The Silent Pantheon ==&lt;br /&gt;
&lt;br /&gt;
=== Major ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Odal ====&lt;br /&gt;
 &lt;br /&gt;
God of nature and beasts. Fauna and flora. Creator of humans, father of elves&lt;br /&gt;
&lt;br /&gt;
==== Vesta ==== &lt;br /&gt;
Goddess of life and death. Not one or the other, in particular, but the whole of life from start to finish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Middling ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ezion ==== &lt;br /&gt;
God of knowledge and magic, father of gnomes&lt;br /&gt;
&lt;br /&gt;
==== Yovna ==== &lt;br /&gt;
Goddess of honor and courage&lt;br /&gt;
&lt;br /&gt;
==== Uundara ==== &lt;br /&gt;
God of communication and emotions, father of halflings&lt;br /&gt;
&lt;br /&gt;
==== Nastak ==== &lt;br /&gt;
Goddess of trickery and luck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Minor ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Baol ==== &lt;br /&gt;
Goddess of strength and war/conquest, mother of orks&lt;br /&gt;
&lt;br /&gt;
==== Suthifal ==== &lt;br /&gt;
God of trade and travel&lt;br /&gt;
&lt;br /&gt;
==== Onda ==== &lt;br /&gt;
Goddess of metals and the forge/crafting, mother of dwarves&lt;br /&gt;
&lt;br /&gt;
==== Drakka ==== &lt;br /&gt;
God of the elements and chaos, father of dragons&lt;br /&gt;
&lt;br /&gt;
==== Theruvun ==== &lt;br /&gt;
Goddess of order/law and conviction, also known as the oathbinder&lt;br /&gt;
&lt;br /&gt;
==== Dolma ==== &lt;br /&gt;
God of weather and good harvest &lt;br /&gt;
&lt;br /&gt;
==== Yxti ==== &lt;br /&gt;
Goddess of the unknown and the far planes&lt;br /&gt;
&lt;br /&gt;
==== Poxital ==== &lt;br /&gt;
God of plagues and famine&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Main_Page&amp;diff=709</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Main_Page&amp;diff=709"/>
		<updated>2017-04-26T17:15:59Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* Current Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The D&amp;amp;D Wiki! =&lt;br /&gt;
&lt;br /&gt;
This is the home of any and all D&amp;amp;D campaigns created by [http://www.mikerapin.com/ Mike Rapin] and friends!&lt;br /&gt;
&lt;br /&gt;
== Current Games ==&lt;br /&gt;
&lt;br /&gt;
* [[The Dwarven Wedding]]&lt;br /&gt;
* [[The Underwoods]]&lt;br /&gt;
* [[Kidnapped, or was it?]]&lt;br /&gt;
* [[Shadowbuns]]&lt;br /&gt;
* [[Tuesday Game]]&lt;br /&gt;
* [[Sunday Game]]&lt;br /&gt;
* [[Space Cops!]]&lt;br /&gt;
&lt;br /&gt;
== Old Games ==&lt;br /&gt;
&lt;br /&gt;
... ?&lt;br /&gt;
&lt;br /&gt;
== D&amp;amp;D Tools ==&lt;br /&gt;
&lt;br /&gt;
* [http://manata.net/dd5e/npc/ 5e NPC character sheet generator]&lt;br /&gt;
** [http://manata.net/dd5e/npc/index.txt Source code if interested]&lt;br /&gt;
** [http://rpgtinker.com/ 5e NPC / enemy generator]&lt;br /&gt;
* [http://www.orcpub.com/ 5e tools/generators/tracker]&lt;br /&gt;
* [http://www.myth-weavers.com/generate_npc.php 3.5e NPC Generator (text)]&lt;br /&gt;
* An okay [http://inkwellideas.com/free-tools/random-city-map-generator/ City Map Generator]&lt;br /&gt;
&lt;br /&gt;
* [https://sites.google.com/a/jadetiger.org/randomtables/random-generators List of a bunch of generator sites]&lt;br /&gt;
&lt;br /&gt;
* [http://www.rpglegion.com/sprites/ Mini Sprites!]&lt;br /&gt;
&lt;br /&gt;
* [https://campaignwiki.org/gridmapper.svg? Sort of complex dungeon builder]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
	<entry>
		<id>http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=708</id>
		<title>Tuesday Game</title>
		<link rel="alternate" type="text/html" href="http://dnd.pfwr.info/index.php?title=Tuesday_Game&amp;diff=708"/>
		<updated>2017-04-26T17:11:34Z</updated>

		<summary type="html">&lt;p&gt;Jon: /* Play Sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party consist of:&lt;br /&gt;
*[[Umi]]&lt;br /&gt;
*[[Rorgak]]&lt;br /&gt;
*[[Illistair]]&lt;br /&gt;
*[[Nimble]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;text-decoration:line-through&amp;quot;&amp;gt;[[Balasar Myastan]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party started off working as a delivery service for a trading company that one of the previous party members was employed by. They would deliver goods that had been shipped in to the remote farming villages that surrounded the city-state Zekarna. Along their route, they began encountering strange occurrences. A tribe of once peaceful Goblins had kidnapped a blacksmith's daughter and brought her to an old crypt to be sacrificed in some dark ritual. The next village's population acted very strangely to the party and, when they went to sleep, abducted them all and brought them to an old temple where a much larger scale dark ritual was underway. They quickly broke free of their bindings and interrupted the ritual. They met a strange teenaged boy who had crystals embedded in his chest and wrist of his right hand. He fled when the ritual was disrupted.&lt;br /&gt;
&lt;br /&gt;
During the fight, an old pipeline that tapped into a large supply of natural gas was broken. &lt;br /&gt;
&lt;br /&gt;
'''''A BUNCH OF SHIT HAPPENED'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Play Sessions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tuesday Game|March 25th 2017]] || The gang figured out how to exist in fire, water, and earth. Also sweet sweet vengeance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This game takes place in the world of the [[GR_Local_Game|Normal Tuesday Game]]&lt;/div&gt;</summary>
		<author><name>Jon</name></author>
	</entry>
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