<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.bonemarch.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DM</id>
	<title>greyhawk - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.bonemarch.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DM"/>
	<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php/Special:Contributions/DM"/>
	<updated>2026-05-01T12:15:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3310</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3310"/>
		<updated>2025-03-21T22:01:01Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
This template replicates the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{AD&amp;amp;D 1e Module Split&lt;br /&gt;
| name = Location Name&lt;br /&gt;
| dialogue = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{name|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: Avant Garde, Helvetica, sans-serif; margin: 10px 10px 0 10px; text-transform: uppercase; font-weight: bold; font-size: 1.2em;&amp;quot;&amp;gt;&lt;br /&gt;
{{{name}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialogue|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: Futura, Helvetica, sans-serif; border: 3px double #000; padding: 20px; margin: 0 10px 10px 10px; background-color: #fefefe;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{dialogue}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 0 10px 10px 10px; padding-top: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;font-family: Avant Garde, Helvetica, sans-serif; margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-family: Futura, Helvetica, sans-serif;&amp;quot;&amp;gt;{{{notes}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialogue&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialogue&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes, including an optional location name.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Font information sourced from: discussions on RPG forums and the TSR &amp;amp; WotC Font FAQ, specifically noting the frequent use of Futura, Helvetica, and Avant Garde in AD&amp;amp;D 1st Edition publications. While exact fonts may vary, these are strongly associated with the era&#039;s aesthetic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3309</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3309"/>
		<updated>2025-03-21T11:43:04Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
This template replicates the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{AD&amp;amp;D 1e Location&lt;br /&gt;
| name = Location Name&lt;br /&gt;
| dialogue = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
| texture = parchment.jpg (Optional: Image file name for texture)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;&lt;br /&gt;
    {{#if:{{{texture|}}}|background-image: url(&#039;{{{texture}}}&#039;); background-repeat: repeat;}}&lt;br /&gt;
    font-family: Futura, Helvetica, sans-serif;&lt;br /&gt;
    border: 3px double #000;&lt;br /&gt;
    padding: 20px;&lt;br /&gt;
    margin: 10px;&lt;br /&gt;
    line-height: 1.4;&lt;br /&gt;
    text-align: justify;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{name|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;&lt;br /&gt;
    font-family: Avant Garde, Helvetica, sans-serif;&lt;br /&gt;
    margin-bottom: 10px;&lt;br /&gt;
    text-transform: uppercase;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    font-size: 1.3em;&lt;br /&gt;
    border-bottom: 2px solid #000;&lt;br /&gt;
    padding-bottom: 5px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
{{{name}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialogue|}}}|&lt;br /&gt;
&amp;lt;p&amp;gt;{{{dialogue}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;font-family: Avant Garde, Helvetica, sans-serif; margin-top: 15px; margin-bottom: 5px; border-bottom: 1px solid #000; padding-bottom: 3px;&amp;quot;&amp;gt;Notes:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-family: Futura, Helvetica, sans-serif;&amp;quot;&amp;gt;{{{notes}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialogue&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialogue&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;texture&amp;quot;:{&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Background Texture&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Optional: Image file name for a parchment or aged paper texture.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes, including an optional location name and background texture.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Font information sourced from: discussions on RPG forums and the TSR &amp;amp; WotC Font FAQ, specifically noting the frequent use of Futura, Helvetica, and Avant Garde in AD&amp;amp;D 1st Edition publications. While exact fonts may vary, these are strongly associated with the era&#039;s aesthetic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3308</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3308"/>
		<updated>2025-03-21T11:40:25Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
This template replicates the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{AD&amp;amp;D 1e Location&lt;br /&gt;
| name = Location Name&lt;br /&gt;
| dialogue = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
| texture = parchment.jpg (Optional: Image file name for texture)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;&lt;br /&gt;
    {{#if:{{{texture|}}}|background-image: url(&#039;{{{texture}}}&#039;); background-repeat: repeat;}}&lt;br /&gt;
    font-family: Futura, Helvetica, sans-serif;&lt;br /&gt;
    border: 3px double #000;&lt;br /&gt;
    padding: 20px;&lt;br /&gt;
    margin: 10px;&lt;br /&gt;
    line-height: 1.4;&lt;br /&gt;
    text-align: justify;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{name|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;&lt;br /&gt;
    font-family: Avant Garde, Helvetica, sans-serif;&lt;br /&gt;
    margin-bottom: 10px;&lt;br /&gt;
    text-transform: uppercase;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    font-size: 1.3em;&lt;br /&gt;
    border-bottom: 2px solid #000;&lt;br /&gt;
    padding-bottom: 5px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
{{{name}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialogue|}}}|&lt;br /&gt;
&amp;lt;p&amp;gt;{{{dialogue}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;font-family: Avant Garde, Helvetica, sans-serif; margin-top: 15px; margin-bottom: 5px; border-bottom: 1px solid #000; padding-bottom: 3px;&amp;quot;&amp;gt;Notes:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{notes}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialogue&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialogue&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;texture&amp;quot;:{&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Background Texture&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Optional: Image file name for a parchment or aged paper texture.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes, including an optional location name and background texture.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Font information sourced from: discussions on RPG forums and the TSR &amp;amp; WotC Font FAQ, specifically noting the frequent use of Futura, Helvetica, and Avant Garde in AD&amp;amp;D 1st Edition publications. While exact fonts may vary, these are strongly associated with the era&#039;s aesthetic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3307</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3307"/>
		<updated>2025-03-21T05:49:29Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
This template replicates the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{AD&amp;amp;D 1e Module Split&lt;br /&gt;
| name = Location Name&lt;br /&gt;
| dialogue = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{name|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: Avant Garde, Helvetica, sans-serif; margin: 10px 10px 0 10px; text-transform: uppercase; font-weight: bold; font-size: 1.2em;&amp;quot;&amp;gt;&lt;br /&gt;
{{{name}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialogue|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: Futura, Helvetica, sans-serif; border: 3px double #000; padding: 20px; margin: 0 10px 10px 10px; background-color: #fefefe;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{dialogue}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 0 10px 10px 10px; padding-top: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;font-family: Avant Garde, Helvetica, sans-serif; margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-family: Futura, Helvetica, sans-serif;&amp;quot;&amp;gt;{{{notes}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialogue&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialogue&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes, including an optional location name.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Font information sourced from: discussions on RPG forums and the TSR &amp;amp; WotC Font FAQ, specifically noting the frequent use of Futura, Helvetica, and Avant Garde in AD&amp;amp;D 1st Edition publications. While exact fonts may vary, these are strongly associated with the era&#039;s aesthetic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Obsidian_Flask&amp;diff=3306</id>
		<title>Obsidian Flask</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Obsidian_Flask&amp;diff=3306"/>
		<updated>2025-03-21T05:42:16Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
== Main Building ==&lt;br /&gt;
The Obsidian Flask is actually a collection of buildings that occupy nearly a city block. The largest contains the  Auction House, Cantina, Guild Hall, and private residences of guild members. A few rooms are available for rent to well-to-do visitors.&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Obsidian Flask &lt;br /&gt;
| dialogue = The Obsidian Flask stands as a massive, three-story structure, occupying nearly a city block. From a distance, it appears deceptively plain, a dark silhouette against the skyline. However, as you approach, the intricate details of its construction become apparent. The building is crafted from polished black Ebony wood and interwoven Ironwood, its surfaces shimmering with subtle magical enchantments. The air around it hums with a palpable sense of arcane power.&lt;br /&gt;
| notes =&lt;br /&gt;
* The building&#039;s deceptive appearance is a deliberate magical effect, meant to discourage casual scrutiny.&lt;br /&gt;
* The combination of Ebony and Ironwood makes the building exceptionally sturdy and resistant to damage.&lt;br /&gt;
* A DC 14 Arcana check reveals faint magical runes etched into the wood, likely defensive wards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Buildings==&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Courtyard&lt;br /&gt;
| dialogue = A spacious courtyard lies behind the main building, enclosed by high walls of the same dark wood and Ironwood. A well-maintained garden flourishes with exotic plants and herbs, some glowing with faint magical light. A stone fountain, carved in the shape of a stylized flask, stands in the center, its water shimmering with a subtle magical sheen.&lt;br /&gt;
| notes =&lt;br /&gt;
* The garden contains rare magical herbs used in potions and rituals.&lt;br /&gt;
* The fountain&#039;s water is magically purified and can heal minor wounds (1d4 HP).&lt;br /&gt;
* A hidden passage beneath the fountain leads to the warehouse (DC 18 Perception to find).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Stables&lt;br /&gt;
| dialogue = The stables are located at the far end of the courtyard, built from the same dark woods as the main building. Several sturdy stalls house a variety of magical beasts and well-groomed horses. The air is filled with the scent of hay and animal musk, mixed with a faint magical aroma.&lt;br /&gt;
| notes =&lt;br /&gt;
* The stables house magically enhanced horses capable of greater speed and endurance.&lt;br /&gt;
* Several stalls are empty, suggesting the guild uses magical beasts for various purposes.&lt;br /&gt;
* A hidden compartment in a feed trough contains a small pouch of magical animal feed (DC 14 Perception).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Exterior Kitchen&lt;br /&gt;
| dialogue = Located near the stables, the exterior kitchen is a large, open-air structure with a massive stone hearth. The air is filled with the tantalizing aroma of roasted meats and exotic spices. Several cooks, some human, some gnomes, bustle about, preparing meals for the guild members and guests.&lt;br /&gt;
| notes =&lt;br /&gt;
* The cooks use magical ingredients and techniques to enhance the flavor and nutritional value of their dishes.&lt;br /&gt;
* A hidden compartment in the hearth contains a small, enchanted spice grinder (DC 16 Perception).&lt;br /&gt;
* The kitchen staff may have information about guild activities or visiting patrons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Warehouse&lt;br /&gt;
| dialogue = The warehouse is a large, dimly lit building located at the rear of the property. Crates and barrels of various sizes are stacked haphazardly, containing a mix of mundane and magical goods. The air is thick with the scent of dust and old parchment.&lt;br /&gt;
| notes =&lt;br /&gt;
* The warehouse contains supplies for the guild, including magical components, rare artifacts, and mundane goods.&lt;br /&gt;
* A hidden passage leads from the warehouse to the courtyard (DC 18 Perception to find).&lt;br /&gt;
* Several crates are magically sealed and require a passphrase or magical key to open (DC 20 Arcana to attempt to bypass).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Interior Locations of Interest==&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Grand Foyer&lt;br /&gt;
| dialogue = The party steps into the grand foyer of the Obsidian Flask. The air is thick with the scent of polished wood and subtle magical energies. The room is vast, designed to impress and inspire. Before them, a wide, sweeping staircase of polished Ebony and Ironwood ascends to the upper floors, its banisters intricately carved with arcane symbols. To the left, a large, ornately framed bulletin board displays notices. To the right, a set of massive double doors, crafted from the same dark woods and reinforced with enchanted iron bands, stand imposing. A faint murmur of voices and the clinking of glasses emanate from behind them. The foyer is lit by several large, ornate chandeliers that hang from the high, vaulted ceiling, casting a warm, inviting glow.&lt;br /&gt;
| notes =&lt;br /&gt;
* The small door under the staircase leads to a magically warded storage room (locked, DC 16 to pick). Inside are spare magical components and a few old, enchanted maps (mostly outdated).&lt;br /&gt;
* The bulletin board contains notices about upcoming auctions and guild events.&lt;br /&gt;
* The double doors lead to the guild&#039;s cantina/common room, a lively space with several guild members relaxing.&lt;br /&gt;
* An apprentice at the desk is named Theron. He can provide basic information about the guild and its activities. DC 14 Charisma check to get more detailed information.&lt;br /&gt;
* The display case contains valuable magical trinkets (worth 75gp each if stolen). DC 20 to pick the lock.&lt;br /&gt;
* A faint humming sound is coming from a magical workshop behind a hidden door (DC 18 Perception check to find) near the base of the staircase.&lt;br /&gt;
* The draft from the double doors indicates that the cantina is magically ventilated.&lt;br /&gt;
* An alcove contains a hidden compartment (DC 16 Perception check) with a small, enchanted silver locket.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Auction Hall of the Obsidian Flask&lt;br /&gt;
| dialogue = The party enters a semi-circular chamber, its design clearly intended to offer all within an unobstructed view of the elevated dais at its fore. The air shimmers with subtle, arcane energies, a palpable hum that speaks of potent magical wards. Plush, cushioned seats, arranged in tiered rows, face the platform where various magical artifacts rest upon velvet-draped pedestals. The room is dimly lit, the light emanating from enchanted sconces that cast long, dancing shadows, adding to the air of hushed anticipation. Whispers ripple through the assembled patrons, a mix of scholars, merchants, and those whose intentions are less easily discerned. The silence is broken only by the occasional soft rustle of expensive fabrics or the faint clinking of coins. The very air seems to hold its breath, awaiting the commencement of the auction.&lt;br /&gt;
| notes =&lt;br /&gt;
* **Elevated Dais:** A raised platform at the far end of the chamber, where the auctioneer and the items for sale are displayed.&lt;br /&gt;
* **Magical Wards:** A visible shimmer in the air, indicating powerful anti-teleportation and anti-gating wards.&lt;br /&gt;
* **Plush Seating:** Comfortable, cushioned seats arranged in rows, offering a clear view of the dais.&lt;br /&gt;
* **Dim Lighting:** Enchanted sconces providing dim, atmospheric illumination.&lt;br /&gt;
* **Patrons:** A diverse group of individuals, each with their own interests and motives.&lt;br /&gt;
* **Items on Display:** Magical artifacts resting on velvet-draped pedestals, awaiting the auction.&lt;br /&gt;
&lt;br /&gt;
**The Auctioneer:**&lt;br /&gt;
* Upon the dais stands Lyra Silverwhisper, a tall, slender elf with eyes that gleam with shrewd intelligence. Her voice, when she speaks, is melodious and carries effortlessly across the chamber. She wears elegant robes of deep blue, embroidered with silver thread, and holds a small, ornately carved gavel in her hand. A faint, golden aura surrounds the gavel, hinting at its enchanted nature.&lt;br /&gt;
&lt;br /&gt;
**Patrons of Interest:**&lt;br /&gt;
* A gruff dwarf, his beard braided with silver rings, sits near the front, his eyes fixed on a glowing orb resting on a pedestal. He clutches a bulging coin purse, his knuckles white.&lt;br /&gt;
* A veiled woman, dressed in dark, flowing robes, sits in a shadowed corner, her eyes never leaving the items on display. She occasionally makes notes in a small, leather-bound journal.&lt;br /&gt;
* A nervous human man, his eyes darting around the room, fidgets in his seat. He wears simple, travel-worn clothing.&lt;br /&gt;
&lt;br /&gt;
**Items for Auction:**&lt;br /&gt;
* **The Whispering Orb:** A glowing sphere that whispers cryptic prophecies when held. *Starting Bid: 500 Gold Pieces.*&lt;br /&gt;
* **Ring of Fire Resistance:** A simple silver band that grants the wearer resistance to fire damage. *Starting Bid: 300 Gold Pieces.*&lt;br /&gt;
* **Staff of the Elements:** A polished wooden staff with embedded gemstones that allow the wielder to control the elements. *Starting Bid: 800 Gold Pieces.*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Great Stairway&lt;br /&gt;
| dialogue = A grand staircase of polished Ebony and Ironwood sweeps upward, its wide steps inviting ascent. The banisters are intricately carved with scenes of arcane symbols and magical creatures, each telling a silent story. The air hums with a subtle magical energy, suggesting the staircase itself may hold some enchantment.&lt;br /&gt;
| notes =&lt;br /&gt;
* The staircase leads to the upper floors of the guild, likely containing private chambers, libraries, or meeting rooms.&lt;br /&gt;
* The carvings may offer clues to guild history or hidden lore (DC 14 Investigation check).&lt;br /&gt;
* The magical energy may be a protective ward or a means of enhancing magical studies.&lt;br /&gt;
}}&lt;br /&gt;
===Guild Hall===&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Main Guild Hall&lt;br /&gt;
| dialogue = The main guild hall is a spacious chamber, filled with the bustling activity of scholars and mages. Long tables are laden with scrolls, tomes, and arcane devices. The air crackles with magical energy, and the scent of incense and parchment fills the room. Guild members engage in animated discussions, their voices mingling with the soft rustling of pages. A large, circular dais dominates the center of the room, suggesting a place for formal gatherings or magical rituals.&lt;br /&gt;
| notes =&lt;br /&gt;
* The tables contain various research materials and magical components.&lt;br /&gt;
* The dais is likely used for important guild ceremonies or powerful spellcasting.&lt;br /&gt;
* Several guild members are present, including researchers, scribes, and mages.&lt;br /&gt;
* A hidden compartment under one of the tables contains a partially completed spell scroll (DC 16 Perception check).&lt;br /&gt;
* A magical sensor near the dais detects unauthorized magical activity (DC 18 Arcana check to detect).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cantina Room and Private Alcoves====&lt;br /&gt;
This area is the most active of the complex and where the PC&#039;s will likely spend most of their time. It is always occupied and guests are constantly coming and going - discreetly.&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Cantina Room&lt;br /&gt;
| dialogue = This is the most active room of the Obsidian Flask and in here can be found all manner of visitors and occasional noble of the city. A massive ornate bar dominates the center of the room, while tables of various sizes surround it. The outside walls are composed of alcoves where patrons who desire more privacy can meet.&lt;br /&gt;
| notes =&lt;br /&gt;
* The bar is a central point of activity, with gnomes serving drinks.&lt;br /&gt;
* The alcoves offer privacy for meetings.&lt;br /&gt;
* Turgen Voxhall&#039;s private alcove has a hidden door.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Ornate Bar&lt;br /&gt;
| dialogue = Made from Obsidian and Iron wood and embedded with magic. Three levitating gnomes on gold and red pillows float behind it serving food and drinks.&lt;br /&gt;
| notes =&lt;br /&gt;
* The gnomes are magically bound to serve here.&lt;br /&gt;
* The bar itself may contain hidden magical properties.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Turgens Alcove&lt;br /&gt;
| dialogue = The Arch-Wizard [[Turgen Voxhall]] has a private alcove where he mets guests and enjoys a break from his guild master duties. A heavy grey and purple velvet curtain covers can be pulled to give its guests privacy and a similar curtain along the back wall conceals an hallway that leads to a singular well made wooden door.&lt;br /&gt;
| notes =&lt;br /&gt;
* The curtain provides privacy.&lt;br /&gt;
* The hidden door leads to Turgen&#039;s private chambers or a secret exit.&lt;br /&gt;
* The Dimension Door Locations table suggests Turgen has access to teleportation magic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Dimension Door Locations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || A windswept, rocky mountain peak || Jagged cliffs, thin air, and panoramic views.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || A single tree on a plain of grass || Solitary, with a wide expanse of grassland surrounding it.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || A sprawling, misty swamp at dawn || Cypress trees, murky water, and the croaking of frogs.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || A vast, sun-baked desert canyon || Scorching heat, towering rock formations, and hidden oases.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A vibrant coral reef during low tide || Exposed coral, colorful sea creatures, and the smell of salt.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || A frozen tundra under the aurora borealis || Icy plains, shimmering lights, and the howling of the wind.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || A lush, tropical rainforest after a downpour || Steaming vegetation, dripping leaves, and the calls of exotic birds.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || A volcanic caldera with bubbling hot springs || Steaming vents, sulfurous smells, and the glow of molten rock.&lt;br /&gt;
|}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Obsidian_Flask&amp;diff=3305</id>
		<title>Obsidian Flask</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Obsidian_Flask&amp;diff=3305"/>
		<updated>2025-03-21T05:41:19Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
== Main Building ==&lt;br /&gt;
The Obsidian Flask is actually a collection of buildings that occupy nearly a city block. The largest contains the  Auction House, Cantina, Guild Hall, and private residences of guild members. A few rooms are available for rent to well-to-do visitors.&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Obsidian Flask &lt;br /&gt;
| dialogue = The Obsidian Flask stands as a massive, three-story structure, occupying nearly a city block. From a distance, it appears deceptively plain, a dark silhouette against the skyline. However, as you approach, the intricate details of its construction become apparent. The building is crafted from polished black Ebony wood and interwoven Ironwood, its surfaces shimmering with subtle magical enchantments. The air around it hums with a palpable sense of arcane power.&lt;br /&gt;
| notes =&lt;br /&gt;
* The building&#039;s deceptive appearance is a deliberate magical effect, meant to discourage casual scrutiny.&lt;br /&gt;
* The combination of Ebony and Ironwood makes the building exceptionally sturdy and resistant to damage.&lt;br /&gt;
* A DC 14 Arcana check reveals faint magical runes etched into the wood, likely defensive wards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Buildings==&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Courtyard&lt;br /&gt;
| dialogue = A spacious courtyard lies behind the main building, enclosed by high walls of the same dark wood and Ironwood. A well-maintained garden flourishes with exotic plants and herbs, some glowing with faint magical light. A stone fountain, carved in the shape of a stylized flask, stands in the center, its water shimmering with a subtle magical sheen.&lt;br /&gt;
| notes =&lt;br /&gt;
* The garden contains rare magical herbs used in potions and rituals.&lt;br /&gt;
* The fountain&#039;s water is magically purified and can heal minor wounds (1d4 HP).&lt;br /&gt;
* A hidden passage beneath the fountain leads to the warehouse (DC 18 Perception to find).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Stables&lt;br /&gt;
| dialogue = The stables are located at the far end of the courtyard, built from the same dark woods as the main building. Several sturdy stalls house a variety of magical beasts and well-groomed horses. The air is filled with the scent of hay and animal musk, mixed with a faint magical aroma.&lt;br /&gt;
| notes =&lt;br /&gt;
* The stables house magically enhanced horses capable of greater speed and endurance.&lt;br /&gt;
* Several stalls are empty, suggesting the guild uses magical beasts for various purposes.&lt;br /&gt;
* A hidden compartment in a feed trough contains a small pouch of magical animal feed (DC 14 Perception).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Exterior Kitchen&lt;br /&gt;
| dialogue = Located near the stables, the exterior kitchen is a large, open-air structure with a massive stone hearth. The air is filled with the tantalizing aroma of roasted meats and exotic spices. Several cooks, some human, some gnomes, bustle about, preparing meals for the guild members and guests.&lt;br /&gt;
| notes =&lt;br /&gt;
* The cooks use magical ingredients and techniques to enhance the flavor and nutritional value of their dishes.&lt;br /&gt;
* A hidden compartment in the hearth contains a small, enchanted spice grinder (DC 16 Perception).&lt;br /&gt;
* The kitchen staff may have information about guild activities or visiting patrons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Warehouse&lt;br /&gt;
| dialogue = The warehouse is a large, dimly lit building located at the rear of the property. Crates and barrels of various sizes are stacked haphazardly, containing a mix of mundane and magical goods. The air is thick with the scent of dust and old parchment.&lt;br /&gt;
| notes =&lt;br /&gt;
* The warehouse contains supplies for the guild, including magical components, rare artifacts, and mundane goods.&lt;br /&gt;
* A hidden passage leads from the warehouse to the courtyard (DC 18 Perception to find).&lt;br /&gt;
* Several crates are magically sealed and require a passphrase or magical key to open (DC 20 Arcana to attempt to bypass).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Interior Locations of Interest==&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Grand Foyer&lt;br /&gt;
| dialogue = The party steps into the grand foyer of the Obsidian Flask. The air is thick with the scent of polished wood and subtle magical energies. The room is vast, designed to impress and inspire. Before them, a wide, sweeping staircase of polished Ebony and Ironwood ascends to the upper floors, its banisters intricately carved with arcane symbols. To the left, a large, ornately framed bulletin board displays notices. To the right, a set of massive double doors, crafted from the same dark woods and reinforced with enchanted iron bands, stand imposing. A faint murmur of voices and the clinking of glasses emanate from behind them. The foyer is lit by several large, ornate chandeliers that hang from the high, vaulted ceiling, casting a warm, inviting glow.&lt;br /&gt;
| notes =&lt;br /&gt;
* The small door under the staircase leads to a magically warded storage room (locked, DC 16 to pick). Inside are spare magical components and a few old, enchanted maps (mostly outdated).&lt;br /&gt;
* The bulletin board contains notices about upcoming auctions and guild events.&lt;br /&gt;
* The double doors lead to the guild&#039;s cantina/common room, a lively space with several guild members relaxing.&lt;br /&gt;
* An apprentice at the desk is named Theron. He can provide basic information about the guild and its activities. DC 14 Charisma check to get more detailed information.&lt;br /&gt;
* The display case contains valuable magical trinkets (worth 75gp each if stolen). DC 20 to pick the lock.&lt;br /&gt;
* A faint humming sound is coming from a magical workshop behind a hidden door (DC 18 Perception check to find) near the base of the staircase.&lt;br /&gt;
* The draft from the double doors indicates that the cantina is magically ventilated.&lt;br /&gt;
* An alcove contains a hidden compartment (DC 16 Perception check) with a small, enchanted silver locket.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Auction Hall of the Obsidian Flask&lt;br /&gt;
| dialogue = The party enters a semi-circular chamber, its design clearly intended to offer all within an unobstructed view of the elevated dais at its fore. The air shimmers with subtle, arcane energies, a palpable hum that speaks of potent magical wards. Plush, cushioned seats, arranged in tiered rows, face the platform where various magical artifacts rest upon velvet-draped pedestals. The room is dimly lit, the light emanating from enchanted sconces that cast long, dancing shadows, adding to the air of hushed anticipation. Whispers ripple through the assembled patrons, a mix of scholars, merchants, and those whose intentions are less easily discerned. The silence is broken only by the occasional soft rustle of expensive fabrics or the faint clinking of coins. The very air seems to hold its breath, awaiting the commencement of the auction.&lt;br /&gt;
| notes =&lt;br /&gt;
* **Elevated Dais:** A raised platform at the far end of the chamber, where the auctioneer and the items for sale are displayed.&lt;br /&gt;
* **Magical Wards:** A visible shimmer in the air, indicating powerful anti-teleportation and anti-gating wards.&lt;br /&gt;
* **Plush Seating:** Comfortable, cushioned seats arranged in rows, offering a clear view of the dais.&lt;br /&gt;
* **Dim Lighting:** Enchanted sconces providing dim, atmospheric illumination.&lt;br /&gt;
* **Patrons:** A diverse group of individuals, each with their own interests and motives.&lt;br /&gt;
* **Items on Display:** Magical artifacts resting on velvet-draped pedestals, awaiting the auction.&lt;br /&gt;
&lt;br /&gt;
**The Auctioneer:**&lt;br /&gt;
* Upon the dais stands Lyra Silverwhisper, a tall, slender elf with eyes that gleam with shrewd intelligence. Her voice, when she speaks, is melodious and carries effortlessly across the chamber. She wears elegant robes of deep blue, embroidered with silver thread, and holds a small, ornately carved gavel in her hand. A faint, golden aura surrounds the gavel, hinting at its enchanted nature.&lt;br /&gt;
&lt;br /&gt;
**Patrons of Interest:**&lt;br /&gt;
* A gruff dwarf, his beard braided with silver rings, sits near the front, his eyes fixed on a glowing orb resting on a pedestal. He clutches a bulging coin purse, his knuckles white.&lt;br /&gt;
* A veiled woman, dressed in dark, flowing robes, sits in a shadowed corner, her eyes never leaving the items on display. She occasionally makes notes in a small, leather-bound journal.&lt;br /&gt;
* A nervous human man, his eyes darting around the room, fidgets in his seat. He wears simple, travel-worn clothing.&lt;br /&gt;
&lt;br /&gt;
**Items for Auction:**&lt;br /&gt;
* **The Whispering Orb:** A glowing sphere that whispers cryptic prophecies when held. *Starting Bid: 500 Gold Pieces.*&lt;br /&gt;
* **Ring of Fire Resistance:** A simple silver band that grants the wearer resistance to fire damage. *Starting Bid: 300 Gold Pieces.*&lt;br /&gt;
* **Staff of the Elements:** A polished wooden staff with embedded gemstones that allow the wielder to control the elements. *Starting Bid: 800 Gold Pieces.*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Great Stairway&lt;br /&gt;
| dialogue = A grand staircase of polished Ebony and Ironwood sweeps upward, its wide steps inviting ascent. The banisters are intricately carved with scenes of arcane symbols and magical creatures, each telling a silent story. The air hums with a subtle magical energy, suggesting the staircase itself may hold some enchantment.&lt;br /&gt;
| notes =&lt;br /&gt;
* The staircase leads to the upper floors of the guild, likely containing private chambers, libraries, or meeting rooms.&lt;br /&gt;
* The carvings may offer clues to guild history or hidden lore (DC 14 Investigation check).&lt;br /&gt;
* The magical energy may be a protective ward or a means of enhancing magical studies.&lt;br /&gt;
}}&lt;br /&gt;
===Guild Hall===&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Main Guild Hall&lt;br /&gt;
| dialogue = The main guild hall is a spacious chamber, filled with the bustling activity of scholars and mages. Long tables are laden with scrolls, tomes, and arcane devices. The air crackles with magical energy, and the scent of incense and parchment fills the room. Guild members engage in animated discussions, their voices mingling with the soft rustling of pages. A large, circular dais dominates the center of the room, suggesting a place for formal gatherings or magical rituals.&lt;br /&gt;
| notes =&lt;br /&gt;
* The tables contain various research materials and magical components.&lt;br /&gt;
* The dais is likely used for important guild ceremonies or powerful spellcasting.&lt;br /&gt;
* Several guild members are present, including researchers, scribes, and mages.&lt;br /&gt;
* A hidden compartment under one of the tables contains a partially completed spell scroll (DC 16 Perception check).&lt;br /&gt;
* A magical sensor near the dais detects unauthorized magical activity (DC 18 Arcana check to detect).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cantina Room and Private Alcoves====&lt;br /&gt;
This area is the most active of the complex and where the PC&#039;s will likely spend most of their time. It is always occupied and guests are constantly coming and going - discreetly.&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Cantina Room&lt;br /&gt;
| dialogue = This is the most active room of the Obsidian Flask and in here can be found all manner of visitors and occasional noble of the city. A massive ornate bar dominates the center of the room, while tables of various sizes surround it. The outside walls are composed of alcoves where patrons who desire more privacy can meet.&lt;br /&gt;
| notes =&lt;br /&gt;
* The bar is a central point of activity, with gnomes serving drinks.&lt;br /&gt;
* The alcoves offer privacy for meetings.&lt;br /&gt;
* Turgen Voxhall&#039;s private alcove has a hidden door.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Ornate Bar&lt;br /&gt;
| dialogue = Made from Obsidian and Iron wood and embedded with magic. Three levitating gnomes on gold and red pillows float behind it serving food and drinks.&lt;br /&gt;
| notes =&lt;br /&gt;
* The gnomes are magically bound to serve here.&lt;br /&gt;
* The bar itself may contain hidden magical properties.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Turgens Alcove&lt;br /&gt;
| dialogue = The Arch-Wizard [[Turgen Voxhall]] has a private alcove where he mets guests and enjoys a break from his guild master duties. A heavy grey and purple velvet curtain covers can be pulled to give its guests privacy and a similar curtain along the back wall conceals an hallway that leads to a singular well made wooden door.&lt;br /&gt;
| notes =&lt;br /&gt;
* The curtain provides privacy.&lt;br /&gt;
* The hidden door leads to Turgen&#039;s private chambers or a secret exit.&lt;br /&gt;
* The Dimension Door Locations table suggests Turgen has access to teleportation magic.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Dimension Door Locations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || A windswept, rocky mountain peak || Jagged cliffs, thin air, and panoramic views.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || A single tree on a plain of grass || Solitary, with a wide expanse of grassland surrounding it.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || A sprawling, misty swamp at dawn || Cypress trees, murky water, and the croaking of frogs.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || A vast, sun-baked desert canyon || Scorching heat, towering rock formations, and hidden oases.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A vibrant coral reef during low tide || Exposed coral, colorful sea creatures, and the smell of salt.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || A frozen tundra under the aurora borealis || Icy plains, shimmering lights, and the howling of the wind.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || A lush, tropical rainforest after a downpour || Steaming vegetation, dripping leaves, and the calls of exotic birds.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || A volcanic caldera with bubbling hot springs || Steaming vents, sulfurous smells, and the glow of molten rock.&lt;br /&gt;
|}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Obsidian_Flask&amp;diff=3304</id>
		<title>Obsidian Flask</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Obsidian_Flask&amp;diff=3304"/>
		<updated>2025-03-21T05:24:07Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Obsidian Flask (Exterior)&lt;br /&gt;
| dialogue = The Obsidian Flask stands as a massive, three-story structure, occupying nearly a city block. From a distance, it appears deceptively plain, a dark silhouette against the skyline. However, as you approach, the intricate details of its construction become apparent. The building is crafted from polished black Ebony wood and interwoven Ironwood, its surfaces shimmering with subtle magical enchantments. The air around it hums with a palpable sense of arcane power.&lt;br /&gt;
| notes =&lt;br /&gt;
* The building&#039;s deceptive appearance is a deliberate magical effect, meant to discourage casual scrutiny.&lt;br /&gt;
* The combination of Ebony and Ironwood makes the building exceptionally sturdy and resistant to damage.&lt;br /&gt;
* A DC 14 Arcana check reveals faint magical runes etched into the wood, likely defensive wards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Main Building ==&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Grand Foyer&lt;br /&gt;
| dialogue = The party steps into the grand foyer of the Obsidian Flask. The air is thick with the scent of polished wood and subtle magical energies. The room is vast, designed to impress and inspire. Before them, a wide, sweeping staircase of polished Ebony and Ironwood ascends to the upper floors, its banisters intricately carved with arcane symbols. To the left, a large, ornately framed bulletin board displays notices. To the right, a set of massive double doors, crafted from the same dark woods and reinforced with enchanted iron bands, stand imposing. A faint murmur of voices and the clinking of glasses emanate from behind them. The foyer is lit by several large, ornate chandeliers that hang from the high, vaulted ceiling, casting a warm, inviting glow.&lt;br /&gt;
| notes =&lt;br /&gt;
* The small door under the staircase leads to a magically warded storage room (locked, DC 16 to pick). Inside are spare magical components and a few old, enchanted maps (mostly outdated).&lt;br /&gt;
* The bulletin board contains notices about upcoming auctions and guild events.&lt;br /&gt;
* The double doors lead to the guild&#039;s cantina/common room, a lively space with several guild members relaxing.&lt;br /&gt;
* An apprentice at the desk is named Theron. He can provide basic information about the guild and its activities. DC 14 Charisma check to get more detailed information.&lt;br /&gt;
* The display case contains valuable magical trinkets (worth 75gp each if stolen). DC 20 to pick the lock.&lt;br /&gt;
* A faint humming sound is coming from a magical workshop behind a hidden door (DC 18 Perception check to find) near the base of the staircase.&lt;br /&gt;
* The draft from the double doors indicates that the cantina is magically ventilated.&lt;br /&gt;
* An alcove contains a hidden compartment (DC 16 Perception check) with a small, enchanted silver locket.&lt;br /&gt;
}}&lt;br /&gt;
==Exterior Locations==&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Courtyard&lt;br /&gt;
| dialogue = A spacious courtyard lies behind the main building, enclosed by high walls of the same dark wood and Ironwood. A well-maintained garden flourishes with exotic plants and herbs, some glowing with faint magical light. A stone fountain, carved in the shape of a stylized flask, stands in the center, its water shimmering with a subtle magical sheen.&lt;br /&gt;
| notes =&lt;br /&gt;
* The garden contains rare magical herbs used in potions and rituals.&lt;br /&gt;
* The fountain&#039;s water is magically purified and can heal minor wounds (1d4 HP).&lt;br /&gt;
* A hidden passage beneath the fountain leads to the warehouse (DC 18 Perception to find).&lt;br /&gt;
}}&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Stables&lt;br /&gt;
| dialogue = The stables are located at the far end of the courtyard, built from the same dark woods as the main building. Several sturdy stalls house a variety of magical beasts and well-groomed horses. The air is filled with the scent of hay and animal musk, mixed with a faint magical aroma.&lt;br /&gt;
| notes =&lt;br /&gt;
* The stables house magically enhanced horses capable of greater speed and endurance.&lt;br /&gt;
* Several stalls are empty, suggesting the guild uses magical beasts for various purposes.&lt;br /&gt;
* A hidden compartment in a feed trough contains a small pouch of magical animal feed (DC 14 Perception).&lt;br /&gt;
}}&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Exterior Kitchen&lt;br /&gt;
| dialogue = Located near the stables, the exterior kitchen is a large, open-air structure with a massive stone hearth. The air is filled with the tantalizing aroma of roasted meats and exotic spices. Several cooks, some human, some gnomes, bustle about, preparing meals for the guild members and guests.&lt;br /&gt;
| notes =&lt;br /&gt;
* The cooks use magical ingredients and techniques to enhance the flavor and nutritional value of their dishes.&lt;br /&gt;
* A hidden compartment in the hearth contains a small, enchanted spice grinder (DC 16 Perception).&lt;br /&gt;
* The kitchen staff may have information about guild activities or visiting patrons.&lt;br /&gt;
}}&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Warehouse&lt;br /&gt;
| dialogue = The warehouse is a large, dimly lit building located at the rear of the property. Crates and barrels of various sizes are stacked haphazardly, containing a mix of mundane and magical goods. The air is thick with the scent of dust and old parchment.&lt;br /&gt;
| notes =&lt;br /&gt;
* The warehouse contains supplies for the guild, including magical components, rare artifacts, and mundane goods.&lt;br /&gt;
* A hidden passage leads from the warehouse to the courtyard (DC 18 Perception to find).&lt;br /&gt;
* Several crates are magically sealed and require a passphrase or magical key to open (DC 20 Arcana to attempt to bypass).&lt;br /&gt;
}}&lt;br /&gt;
==Interior Locations==&lt;br /&gt;
===Auction House===&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Auction House&lt;br /&gt;
| dialogue = The auction house is a semi-circular chamber, designed to provide clear views of the elevated auctioneer&#039;s platform. Rows of plush, cushioned seats face the platform, where various magical artifacts are displayed on pedestals. The air shimmers with subtle magical wards, preventing any unauthorized teleportation or magical interference. Patrons whisper amongst themselves, their eyes gleaming with anticipation.&lt;br /&gt;
| notes =&lt;br /&gt;
* **Magical Wards:** Anti-teleportation and anti-gating wards are in place. DC 18 Arcana to detect, DC 22 to attempt to bypass.&lt;br /&gt;
* **Auctioneer:** A tall, slender elf named Lyra Silverwhisper presides over the auction. She speaks with a melodious voice, her eyes sparkling with shrewd intelligence. She wears elegant robes embroidered with silver thread and carries a small, enchanted gavel.&lt;br /&gt;
* **Patrons:**&lt;br /&gt;
    * A gruff-looking dwarf, his beard braided with silver rings, sits near the front, clutching a bulging coin purse.&lt;br /&gt;
    * A veiled woman in dark robes observes the items intently, occasionally making notes in a small, leather-bound journal.&lt;br /&gt;
    * A nervous-looking human man fidgets in his seat, his eyes darting around the room.&lt;br /&gt;
* **Items for Sale:** (DM to determine based on campaign)&lt;br /&gt;
    * A glowing orb that whispers prophecies.&lt;br /&gt;
    * A ring that grants resistance to fire.&lt;br /&gt;
    * A staff that can control the elements.&lt;br /&gt;
}}&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Great Stairway&lt;br /&gt;
| dialogue = A grand staircase of polished Ebony and Ironwood sweeps upward, its wide steps inviting ascent. The banisters are intricately carved with scenes of arcane symbols and magical creatures, each telling a silent story. The air hums with a subtle magical energy, suggesting the staircase itself may hold some enchantment.&lt;br /&gt;
| notes =&lt;br /&gt;
* The staircase leads to the upper floors of the guild, likely containing private chambers, libraries, or meeting rooms.&lt;br /&gt;
* The carvings may offer clues to guild history or hidden lore (DC 14 Investigation check).&lt;br /&gt;
* The magical energy may be a protective ward or a means of enhancing magical studies.&lt;br /&gt;
}}&lt;br /&gt;
===Guild Hall===&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Main Guild Hall&lt;br /&gt;
| dialogue = The main guild hall is a spacious chamber, filled with the bustling activity of scholars and mages. Long tables are laden with scrolls, tomes, and arcane devices. The air crackles with magical energy, and the scent of incense and parchment fills the room. Guild members engage in animated discussions, their voices mingling with the soft rustling of pages. A large, circular dais dominates the center of the room, suggesting a place for formal gatherings or magical rituals.&lt;br /&gt;
| notes =&lt;br /&gt;
* The tables contain various research materials and magical components.&lt;br /&gt;
* The dais is likely used for important guild ceremonies or powerful spellcasting.&lt;br /&gt;
* Several guild members are present, including researchers, scribes, and mages.&lt;br /&gt;
* A hidden compartment under one of the tables contains a partially completed spell scroll (DC 16 Perception check).&lt;br /&gt;
* A magical sensor near the dais detects unauthorized magical activity (DC 18 Arcana check to detect).&lt;br /&gt;
}}&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Cantina Room&lt;br /&gt;
| dialogue = This is the most active room of the Obsidian Flask and in here can be found all manner of visitors and occasional noble of the city. A massive ornate bar dominates the center of the room, while tables of various sizes surround it. The outside walls are composed of alcoves where patrons who desire more privacy can meet.&lt;br /&gt;
| notes =&lt;br /&gt;
* The bar is a central point of activity, with gnomes serving drinks.&lt;br /&gt;
* The alcoves offer privacy for meetings.&lt;br /&gt;
* Turgen Voxhall&#039;s private alcove has a hidden door.&lt;br /&gt;
}}&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Ornate Bar&lt;br /&gt;
| dialogue = Made from Obsidian and Iron wood and embedded with magic. Three levitating gnomes on gold and red pillows float behind it serving food and drinks.&lt;br /&gt;
| notes =&lt;br /&gt;
* The gnomes are magically bound to serve here.&lt;br /&gt;
* The bar itself may contain hidden magical properties.&lt;br /&gt;
{{Location&lt;br /&gt;
| name = Turgens Alcove&lt;br /&gt;
| dialogue = The Arch-Wizard [[Turgen Voxhall]] has a private alcove where he meets guests and enjoys a break from his guild master duties. A heavy grey and purple velvet curtain can be pulled to give its guests privacy, and a similar curtain along the back wall conceals a hallway that leads to a singular, well-made wooden door.&lt;br /&gt;
| notes =&lt;br /&gt;
* The curtain provides privacy.&lt;br /&gt;
* The hidden door leads to Turgen&#039;s private chambers or a secret exit.&lt;br /&gt;
* The Dimension Door Locations table suggests Turgen has access to teleportation magic.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Dimension Door Locations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || A windswept, rocky mountain peak || Jagged cliffs, thin air, and panoramic views.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || A single tree on a plain of grass || Solitary, with a wide expanse of grassland surrounding it.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || A sprawling, misty swamp at dawn || Cypress trees, murky water, and the croaking of frogs.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || A vast, sun-baked desert canyon || Scorching heat, towering rock formations, and hidden oases.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A vibrant coral reef during low tide || Exposed coral, colorful sea creatures, and the smell of salt.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || A frozen tundra under the aurora borealis || Icy plains, shimmering lights, and the howling of the wind.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || A lush, tropical rainforest after a downpour || Steaming vegetation, dripping leaves, and the calls of exotic birds.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || A volcanic caldera with bubbling hot springs || Steaming vents, sulfurous smells, and the glow of molten rock.&lt;br /&gt;
|}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3303</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3303"/>
		<updated>2025-03-21T05:06:51Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
This template replicates the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{AD&amp;amp;D 1e Module Split&lt;br /&gt;
| name = Location Name&lt;br /&gt;
| dialogue = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{name|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: &#039;Times New Roman&#039;, Times, serif; margin: 10px 10px 0 10px; text-transform: uppercase; font-weight: bold; font-size: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
{{{name}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialogue|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: &#039;Times New Roman&#039;, Times, serif; border: 3px double #000; padding: 20px; margin: 0 10px 10px 10px; background-color: #fefefe;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{dialogue}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 0 10px 10px 10px; padding-top: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{notes}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialogue&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialogue&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes, including an optional location name.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3302</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3302"/>
		<updated>2025-03-21T05:05:41Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
This template replicates the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{AD&amp;amp;D 1e Module Split&lt;br /&gt;
| name = Location Name&lt;br /&gt;
| dialogue = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{name|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: &#039;Times New Roman&#039;, Times, serif; margin: 10px 10px 0 10px; text-transform: uppercase;&amp;quot;&amp;gt;&lt;br /&gt;
{{{name}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialogue|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: &#039;Times New Roman&#039;, Times, serif; border: 3px double #000; padding: 20px; margin: 0 10px 10px 10px; background-color: #fefefe;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{dialogue}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 0 10px 10px 10px; padding-top: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{notes}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialogue&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialogue&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes, including an optional location name.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3301</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3301"/>
		<updated>2025-03-21T05:03:54Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
This template replicates the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{AD&amp;amp;D 1e Module Split&lt;br /&gt;
| name = Location Name&lt;br /&gt;
| dialogue = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialogue|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: &#039;Times New Roman&#039;, Times, serif; border: 3px double #000; padding: 20px; margin: 10px; background-color: #fefefe;&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{name|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;margin: 0; text-transform: uppercase;&amp;quot;&amp;gt;{{{name}}}&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;{{{dialogue}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: 20px; padding-top: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{notes}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialogue&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialogue&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes, including an optional location name.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3300</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3300"/>
		<updated>2025-03-21T05:02:49Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
This template replicates the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{AD&amp;amp;D 1e Module Split&lt;br /&gt;
| name = Location Name&lt;br /&gt;
| dialogue = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialogue|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: &#039;Times New Roman&#039;, Times, serif; border: 3px double #000; padding: 20px; margin: 10px; background-color: #fefefe;&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{name|}}}|&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;margin-bottom: 5px; text-transform: uppercase;&amp;quot;&amp;gt;{{{name}}}&amp;lt;/h4&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;{{{dialogue}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: 20px; padding-top: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{notes}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialogue&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialogue&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes, including an optional location name.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3299</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3299"/>
		<updated>2025-03-21T05:00:27Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
This template replicates the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{AD&amp;amp;D 1e Module Split&lt;br /&gt;
| location = Location Name&lt;br /&gt;
| dialogue = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialogue|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: &#039;Times New Roman&#039;, Times, serif; border: 3px double #000; padding: 20px; margin: 10px; background-color: #fefefe;&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{location|}}}|&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;margin-bottom: 5px; text-transform: uppercase;&amp;quot;&amp;gt;{{{location}}}&amp;lt;/h4&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;{{{dialogue}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: 20px; padding-top: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{notes}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;location&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Location Name&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the location.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;dialogue&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialogue&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes, including an optional location name.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3298</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3298"/>
		<updated>2025-03-21T04:56:22Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
This template replicates the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{AD&amp;amp;D 1e Module Split&lt;br /&gt;
| dialogue = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialogue|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: &#039;Times New Roman&#039;, Times, serif; border: 3px double #000; padding: 20px; margin: 10px; background-color: #fefefe;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{dialogue}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: 20px; padding-top: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{notes}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;dialogue&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialogue&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3297</id>
		<title>Template:Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Location&amp;diff=3297"/>
		<updated>2025-03-21T04:53:01Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
This template replicates the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{AD&amp;amp;D 1e Module Split&lt;br /&gt;
| dialogue = Description to be read to players...&lt;br /&gt;
| notes = Notes for the Dungeon Master...&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: &#039;Times New Roman&#039;, Times, serif; border: 3px double #000; padding: 20px; margin: 10px; background-color: #fefefe;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{dialogue|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{dialogue}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{notes|}}}|&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: 20px; border-top: 1px solid #000; padding-top: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;margin-bottom: 5px;&amp;quot;&amp;gt;Notes:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;{{{notes}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;dialogue&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Dialogue&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The description to be read to the players.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;notes&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Notes&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Notes for the Dungeon Master.&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false&lt;br /&gt;
        }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;Template to replicate the style of an AD&amp;amp;D 1e adventure module, with separate sections for dialogue and notes.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=MediaWiki:Sidebar&amp;diff=3296</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=MediaWiki:Sidebar&amp;diff=3296"/>
		<updated>2025-03-21T04:30:11Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
** MediaWiki:Sidebar | Update Sidebar&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
&lt;br /&gt;
* Campaign Pages&lt;br /&gt;
** Category:Corsairs Campaign | Corsairs Campaign&lt;br /&gt;
** Category:Ivae Orr Campaign | Ivae Orr Campaign&lt;br /&gt;
** Category:Vellors Prison Campaign | Vellors Prison Campaign&lt;br /&gt;
&lt;br /&gt;
* Quick Links&lt;br /&gt;
** Category:Encounter Table | Encounter Tables&lt;br /&gt;
** Category:Fortification | Fortifications&lt;br /&gt;
** Category:Location | Locations&lt;br /&gt;
** Category:NPC | Non Player Characters&lt;br /&gt;
** Category:Settlement | Settlements&lt;br /&gt;
** Category:Session Summary | Session Summaries&lt;br /&gt;
** Category:Session Prep | Session Prep (DM Only)&lt;br /&gt;
** Party Experience | Party Experience&lt;br /&gt;
&lt;br /&gt;
* Player References&lt;br /&gt;
** [https://greyhawkonline.com/greyhawkwiki/  Canonfire!]&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Wilderness&amp;diff=3295</id>
		<title>Encounter Table: Wilderness</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Wilderness&amp;diff=3295"/>
		<updated>2025-03-21T04:27:52Z</updated>

		<summary type="html">&lt;p&gt;DM: DM moved page Wilderness Encounters to Encounter Table: Wilderness without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Encounter Table]]&lt;br /&gt;
&lt;br /&gt;
=== ENCOUNTER TABLES ===&lt;br /&gt;
These tables are for the wandering monsters in the wilderness area in the lowlands of the Blemu Hills. Roll 2dl0 once during each day of traveling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | WILDERNESS - RANDOM ENCOUNTER TABLE &lt;br /&gt;
[[Wanborne]] , [[Damerel]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dice Roll&#039;&#039;&#039; ||  &#039;&#039;&#039;Creature Encountered&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 || No encounter&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 1-20 Traders*&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10-40 Brigands&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3-30 Animals in herd&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 4-24 Giant ants&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 1-6 Panthers*&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 1-4 Grizzly bears&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 20-60 Humanoid Raiders/Patrol&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 2-8 Harpies 1-6 Dryads*&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 2-12 Werewolves &lt;br /&gt;
|-&lt;br /&gt;
| 18 || 1-3 Insect swarms** &lt;br /&gt;
|-&lt;br /&gt;
| 19 || 2-16 Griffons** &lt;br /&gt;
|- &lt;br /&gt;
| 20 || 2-12 Werewolves &lt;br /&gt;
|-&lt;br /&gt;
| 21 || 1-3 Insect swarms** &lt;br /&gt;
|-&lt;br /&gt;
| 22 || 2-16 Griffons**&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 1-6 Wyvems** &lt;br /&gt;
|-&lt;br /&gt;
| 24 || 10-40 Brigands**&lt;br /&gt;
|-&lt;br /&gt;
| 25 || Grab grass**&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 1 Gargantuan crocodile**&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  l Gargantuan insect swarm** l Gargantuan troll&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  l Odie&lt;br /&gt;
|-&lt;br /&gt;
| 29 || 1 Hill Giant&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  2-3 Ogres&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_128_Prep&amp;diff=3294</id>
		<title>Session 128 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_128_Prep&amp;diff=3294"/>
		<updated>2025-03-21T04:26:49Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;module&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
&lt;br /&gt;
== Previously... ==&lt;br /&gt;
The party activated an ancient Flan runestone portal, with Egon accidentally leaving the party behind. He explored the Solonor coast near Belport, while the party fought off a Sahuagin attack. Reuniting in Belport, they navigated the city&#039;s tensions, encountered an old acquaintance of Durmen&#039;s father, and learned of a mercenary army preparing for a Frost Barbarian attack. They settled at the Silver Swan and discovered a quest to find a lost spellbook for a 1500 GP reward. [[Session 128]]&lt;br /&gt;
The party then entered the Obsidian Flask, learned more details about the missing spellbook, fought a demonic patron, and accepted a quest from Turgen Voxhall to retrieve the book. They were then magically trapped in a room by Turgen Voxhall. [[Session 129]]&lt;br /&gt;
&lt;br /&gt;
== Interludes ==&lt;br /&gt;
&lt;br /&gt;
=== Flashback: Lexana&#039;s Ambush ===&lt;br /&gt;
* A flashback showing Lexana Brightshore being ambushed and captured, revealing a clue about her captors or the location of the spellbook. Focus on the speed and efficiency of her captors, possibly revealing a symbol or mark.&lt;br /&gt;
&lt;br /&gt;
== Planned Events ==&lt;br /&gt;
&lt;br /&gt;
=== Escape the Room ===&lt;br /&gt;
* The party must solve puzzles or overcome challenges to escape Turgen Voxhall&#039;s magical room.&lt;br /&gt;
* Puzzles may include:&lt;br /&gt;
* Deciphering a magical lock using knowledge gained from the Obsidian Flask.&lt;br /&gt;
* Overcoming illusions that reflect the party&#039;s fears or desires.&lt;br /&gt;
* Solving a riddle related to the history of the runestone gates.&lt;br /&gt;
&lt;br /&gt;
=== Investigate Lexana&#039;s Disappearance ===&lt;br /&gt;
* After escaping, the party investigates Lexana Brightshore&#039;s disappearance.&lt;br /&gt;
====They may:====&lt;br /&gt;
* Visit her known associates or contacts in Belport.&lt;br /&gt;
* Search her last known location (e.g., her room at the Obsidian Flask).&lt;br /&gt;
* Gather information from the Thieves&#039; Guild or other underworld contacts.&lt;br /&gt;
* Investigate rumors regarding the upcoming auction at the Obsidian Flask.&lt;br /&gt;
&lt;br /&gt;
=== Meet Exter ===&lt;br /&gt;
* The party seeks out Exter, the gnome offering the 1500 GP reward.&lt;br /&gt;
==== They may: ====&lt;br /&gt;
* Interrogate Exter about the spellbook and its importance.&lt;br /&gt;
* Negotiate terms for the reward.&lt;br /&gt;
* Gather information about the auction at the Obsidian Flask.&lt;br /&gt;
&lt;br /&gt;
== Cliffhanger ==&lt;br /&gt;
The party discovers a hidden message or clue left by Lexana, revealing a secret location or a dangerous enemy involved in her disappearance. This clue leads them to a location outside of Belport, forcing them to choose between their current quest, and their original mission to Coregilia.&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters ===&lt;br /&gt;
[[Category:Encounter Table]]&lt;br /&gt;
* Thieves&#039; Guild members attempting to intercept the party.&lt;br /&gt;
* City watch patrols investigating suspicious activity.&lt;br /&gt;
* Street urchins with information or rumors.&lt;br /&gt;
* Members of the mercenary army patrolling the city.&lt;br /&gt;
&lt;br /&gt;
== Key NPC&#039;s ==&lt;br /&gt;
{{:Turgen Voxhall}}&lt;br /&gt;
{{:Lexana Brightshore}}&lt;br /&gt;
{{:Exter}}&lt;br /&gt;
{{:Elra the Wizard}}&lt;br /&gt;
{{:Giuseppe della Cucina}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Turgen_Voxhall&amp;diff=3293</id>
		<title>Turgen Voxhall</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Turgen_Voxhall&amp;diff=3293"/>
		<updated>2025-03-21T04:25:28Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;module&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #DDD2; border: 1px solid #5556; padding: 0.6em; text-align: left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Turgen Voxhall ==&lt;br /&gt;
[[File:TurgenVoxhall.jpg|border|thumb|Turgen Voxhall]]Turgen Voxhall Voxhall, a 230-year-old archmage, driven by reckless curiosity and the pursuit of arcane secrets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Turgen Voxhall Voxhall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Turgen Voxhall is pale skinned and old, over 230 years old. He favors dark, flowing robes embroidered with arcane symbols, and his long, silver hair is often tied back with a simple leather cord.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Voice/Mannerisms:&#039;&#039;&#039; Silent and calculating. When he does speak, his voice is a low, measured rasp, betraying little emotion. His movements are deliberate and precise.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom of Knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Reckless Curiosity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; The Pursuit of Arcane Secrets.&lt;br /&gt;
&lt;br /&gt;
Ability scores and combat statistics are best left on the NPC&#039;s main page and not included in Session or Session Prep for ease of reading.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Scores:&#039;&#039;&#039; STR 10 (+0), DEX 14 (+2), CON 16 (+3), INT 22 (+6), WIS 18 (+4), CHA 12 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Arcana +11, History +11, Insight +9, Perception +9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Condition Immunities:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage Immunities:&#039;&#039;&#039; damage from spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Challenge Rating:&#039;&#039;&#039; 12 (8,400 XP)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; passive Perception 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; All common languages, Draconic, Infernal, Deep Speech&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Dagger, Arcane Robes, Spellbook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic Resistance:&#039;&#039;&#039; Turgen Voxhall has advantage on saving throws against spells and other magical effects.&lt;br /&gt;
* &#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; Turgen Voxhall is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Turgen Voxhall has the following wizard spells prepared:&amp;lt;br&amp;gt;&lt;br /&gt;
    * Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *shocking grasp*&amp;lt;br&amp;gt;&lt;br /&gt;
    * 1st level (4 slots): *detect magic*, *mage armor*, *magic missile*, *shield*&amp;lt;br&amp;gt;&lt;br /&gt;
    * 2nd level (3 slots): *detect thoughts*, *invisibility*, *mirror image*&amp;lt;br&amp;gt;&lt;br /&gt;
    * 3rd level (3 slots): *counterspell*, *fireball*, *fly*&amp;lt;br&amp;gt;&lt;br /&gt;
    * 4th level (3 slots): *dimension door*, *greater invisibility*, *stoneskin*&amp;lt;br&amp;gt;&lt;br /&gt;
    * 5th level (3 slots): *cone of cold*, *scrying*, *telekinesis*&amp;lt;br&amp;gt;&lt;br /&gt;
    * 6th level (1 slot): *globe of invulnerability*, *mass suggestion*&amp;lt;br&amp;gt;&lt;br /&gt;
    * 7th level (1 slot): *plane shift*, *teleport*&amp;lt;br&amp;gt;&lt;br /&gt;
    * 8th level (1 slot): *mind blank*&amp;lt;br&amp;gt;&lt;br /&gt;
    * 9th level (1 slot): *time stop*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Actions:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dagger:&#039;&#039;&#039; Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legendary Actions:&#039;&#039;&#039; Turgen Voxhall can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature&#039;s turn. Turgen Voxhall regains spent legendary actions at the start of his turn.&lt;br /&gt;
* &#039;&#039;&#039;Cantrip:&#039;&#039;&#039; Turgen Voxhall casts a cantrip.&lt;br /&gt;
* &#039;&#039;&#039;Spell Slot (Costs 2 Actions):&#039;&#039;&#039; Turgen Voxhall expends a spell slot of 5th level or lower to cast a spell.&lt;br /&gt;
* &#039;&#039;&#039;Teleport (Costs 3 Actions):&#039;&#039;&#039; Turgen Voxhall magically teleports up to 60 feet to an unoccupied space he can see.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Obsidian_Flask&amp;diff=3292</id>
		<title>Obsidian Flask</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Obsidian_Flask&amp;diff=3292"/>
		<updated>2025-03-21T04:24:54Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
== Main Building ==&lt;br /&gt;
&lt;br /&gt;
==Interior Locations==&lt;br /&gt;
===Auction House===&lt;br /&gt;
====Great Stairway====&lt;br /&gt;
===Guild Hall===&lt;br /&gt;
===Cantina Room===&lt;br /&gt;
This is the main room of the Obsidian Flask and in here can be found all manner of visitors and occasional noble of the city. A massive ornate bar dominates the center of the room, while tables of various sizes surround it. The outside walls are composed of alcoves where patrons who desire more privacy can meet.&lt;br /&gt;
&lt;br /&gt;
====Ornate Bar====&lt;br /&gt;
Made from Obsidian and Iron wood and embedded with magic. Three levitating gnomes on gold and red pillows float behind it serving food and drinks.&lt;br /&gt;
====Turgens Alcove====&lt;br /&gt;
The Arch-Wizard [[Turgen Voxhall]] has a private alcove where he mets guests and enjoys a break from his guild master duties. A heavy grey and purple velvet curtain covers can be pulled to give its guests privacy and a similar curtain along the back wall conceals an hallway that leads to a singular well made wooden door.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Dimension Door Locations&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
! # !! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || A windswept, rocky mountain peak || Jagged cliffs, thin air, and panoramic views.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || A single tree on a plain of grass || Solitary, with a wide expanse of grassland surrounding it.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || A sprawling, misty swamp at dawn || Cypress trees, murky water, and the croaking of frogs.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || A vast, sun-baked desert canyon || Scorching heat, towering rock formations, and hidden oases.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A vibrant coral reef during low tide || Exposed coral, colorful sea creatures, and the smell of salt.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || A frozen tundra under the aurora borealis || Icy plains, shimmering lights, and the howling of the wind.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || A lush, tropical rainforest after a downpour || Steaming vegetation, dripping leaves, and the calls of exotic birds.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || A volcanic caldera with bubbling hot springs || Steaming vents, sulfurous smells, and the glow of molten rock.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Oleg_Keep&amp;diff=3291</id>
		<title>Oleg Keep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Oleg_Keep&amp;diff=3291"/>
		<updated>2025-03-21T04:16:14Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:Module/Style.css&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;module&amp;quot;&amp;gt;&lt;br /&gt;
{{dialog |tan| Oleg Keep |The largest keep in the Barony and ancestral home to the Baron and his family since CY334.&lt;br /&gt;
You move steadily up a hill along up a dirt path covering remnants of flagstones long unmaintained.  A series of old and weatherbeaten buildings line the path that leads to the main gate of the keep..The red and black men-at-arms who guard the entrance shout at you to give your names and state your business. Atop the wall you see a mix of curious civilian workers and stoic military faces peering down at you their arms at the ready&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Wall Encounter Table&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Encounter occurs every 1 in 6 (d6), check each turn&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2-8&lt;br /&gt;
|Guards (off duty); see below &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2-12&lt;br /&gt;
|Working party; see below&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 3-5 &lt;br /&gt;
| Serving staff; see below&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 1-2 &lt;br /&gt;
| Officers; see below&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|3-5&lt;br /&gt;
|Guards (on duty and alert)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|Merchant (daytime), Thief (after dark)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guards:&#039;&#039;&#039; the guards are milling about as they are either coming off duty, or preparing to go on duty. they will ignore anyone who des not appear to be out of place or clearly caught in the act of causing trouble. If the PC&#039;s encounter the on duty guards they will accost the PC&#039;s asking why they are on the walls. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Working Party:&#039;&#039;&#039; The castle is old and in constant need of repair, this group will be found working on shoring up the stone walls or framing supports. They are will not attack but rather sound the alarm calling in 2-12 guardsmen within 3-5 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serving Staff:&#039;&#039;&#039; A mix of cleaning, cooking, and general laborers going about the business of caring for the castles occupants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officers:&#039;&#039;&#039; 50% chance of being hobgoblin. These officers are discussing plans for the upcoming war and preparing for the defense of he castle. They will be of name level, professional, and depending on the PC&#039;s actions willing to talk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant or Thief:&#039;&#039;&#039; The merchant will be moving quickly having concluded a business deal (or on his way to one) and want to avoid being bothered. The merchant (fights as a 5th level thief) is well dressed but not richly so and will have 30-70SP and a few low faulty gems with a long knife hidden in a sleeve. The merchant will know 3-4 [[rumors]] off the [[Oleg region rumor]] table.&lt;br /&gt;
&lt;br /&gt;
The thief will be between 7th &amp;amp; 9th level and on an errand for the guild, with a 50% chance of just concluding his business, or trying to complete the task. The thief will be disguised as a junior officer or senior enlisted. Perception 15 or higher to notice some issues with his uniform.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Grounds Encounter Table&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Encounter occurs every 1 in 12 (d12), check each turn&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
| 2-8 || Guards (off duty); see below&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| 2-12 || Working party; see below&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 3-5 || Serving staff; see below&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| 1-2 || Officers; see below&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 5-10 || Guards (on duty and alert)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| 1 || Merchant (daytime) Thief (after dark)&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 7-12 || Ripper Clan hobgoblin patrol&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| 2-12 || Villagers&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 3-5 || Red Company Slavers&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 1-2 || Visting nobles&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 2-3 || Members of the Barons personal staff&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| 1 || [[Baron Dunthmore]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visiting nobles:&#039;&#039;&#039; Well dressed, haughty, and talking amongst themselves as they moving languidly about the grounds. The will be accompanied by 3-7 retainers moving at a respectful distance behind them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barons personal staff:&#039;&#039;&#039; Some of the better servants and children from outlying areas serve the Baron and his family. They are all trained in swordsmanship (FTR LV 5) and are typically moving about in some deliberate haste barring orders to and from the Baron. If encountered after hours the will be moving with more discretion but just as likely to be on some errand.&lt;br /&gt;
&lt;br /&gt;
----&#039;&#039;&#039;RUMOR TABLE&#039;&#039;&#039;&lt;br /&gt;
#A merchant, imprisoned in the caves, will reward his rescuers.&lt;br /&gt;
# A powerful magic-user will destroy all cave in- vaders.&lt;br /&gt;
#Tribes of different creatures live in different caves.&lt;br /&gt;
#An ogre sometimes helps the cave dwellers.&lt;br /&gt;
#A magic wand was lost in the caves’ area.&lt;br /&gt;
#All of the cave entrances are trapped.If you get lost, beware the eater of men!&lt;br /&gt;
#Altars are very dangerous.&lt;br /&gt;
#A fair maiden is imprisoned within the caves.&lt;br /&gt;
#“Bree-yark” is goblin-language for “we sur- render”!&lt;br /&gt;
#Beware of treachery from within the party.&lt;br /&gt;
#The big dog-men live very high in the caves.&lt;br /&gt;
#There are hordes of tiny dog-men in the lower caves.&lt;br /&gt;
# Piles of magic armor are hoarded in the southern caves.&lt;br /&gt;
#The bugbears in the caves are afraid of dwarves!&lt;br /&gt;
#Lizard-men live in the marshes.&lt;br /&gt;
#An elf once disappeared across the marshes,&lt;br /&gt;
#Nobody has ever returned from an expedition to the caves.&lt;br /&gt;
#There is more than one tribe of hobgoblins trying to gain favor with the Baron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAIN GATE:&#039;&#039;&#039; Two towers 30’ high with battlements*, flank a gatehouse 20’ high. All have holes for bow and crossbow fire. A deep crevice is in front of the place is spanned by a drawbridge which is typically kept down during the daytime and raised at night.&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|ENTRY YARD|This narrow place is paved. All entrants, save those of the garrison, will be required to dismount and stable their animals (area 4., below). The corporal of the watch is here. He is dressed in plate mail and carries a shield, with sword and dagger at his waist.}}&lt;br /&gt;
(AC 2, F 5, hp 40, #AT I, D 2-7) He has standing orders to raise the alarm if he suspects anything is amiss, and is rather grouchy, with a low charisma, but he admires outspoken, brave fighters and is easily taken in by a pretty girl&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|STABLES|This wooden building is in good condition. In it is a row of stalls for horses, three of which are occupied at the moment. Tack hangs from the walls and three saddles are piled near the double doors. Piles of hay line the walls opposite the stalls and several open sacks of grain are beside them. Four humans are sitting on the sacks, their short swords thrust into the hay beside them. A ladder near the single door leads to a loft.}}&lt;br /&gt;
&lt;br /&gt;
The four humans are actually half-orcs (AC 7,MV 9”. HD I , hp 8 each, #AT I , D by short sword D 1-6) assigned to work here as stable hands and guards. One of the four has a horn concealed under his cloak and at the first sign of trouble he will attempt to call for help by blowing on it. If the alarm is raised, more half-orcs will arrive according to the numbers found under the ran- dom encounter tables.They will arrive in 2-5rounds.The loft over the stable is filled with loose hay and more stacks of grain.&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|BARN AND LIVESTOCK PEN|The barn and livestock pen is a bustling area. The barn is made of wood and stone, and it is divided into two sections. The first section is for the livestock, and the second section is for storage. The livestock section of the barn is home to a variety of animals, including horses, cows, pigs, chickens, and goats. The animals are kept in stalls, and they are well-fed and cared for. The storage section of the barn is filled with hay, grain, and other supplies for the animals.}}&lt;br /&gt;
&lt;br /&gt;
The livestock pen is located outside the barn, and occupies the open area between the stables and north gate. The pen is home to a variety of animals, including sheep, goats, and rabbits. The animals are kept in the pen so that they can graze on the grass and have plenty of space to run around. The barn and livestock pen are easily accessible from the courtyard.&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|COMMON WAREHOUSE|Visiting merchants and other travelers who have quantities of goods are required to keep their materials here until they are either sold to the persons at the keep or taken elsewhere. Its double doors are chained and padlocked, and the corporal of the watch must be called to gain entry, as he has the keys.}}&lt;br /&gt;
Inside are two wagons, a cart, many boxes, barrels, and bales with various food items, cloth, arrows, bolts, salt, and two tuns’ of wine. (Average value is 100 gold pieces per wagon-load).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GUILD HALL:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PRIVATE WAREHOUSE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|INNER COURTYARD|This large courtyard is mostly dust and grass, although several large trees grow at one end. Near the edges of the yard are large blocks of stone and wooden scaffolding that are being worked into shape to repair the walls.}}&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|SMITHY AND ARMORER|This building is about 20’ high, with the usual 5’ parapet above and walls pierced for defense. The lower floor is occupied by a forge, bellows, and other items. Here horses and mules are shod, weapons made, armor repaired and similar work done. The smith is also an armorer, and has two assistants.}}&amp;lt;ref&amp;gt;The Keep on the Borderlands&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WOODSHOP:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|CATHEDRAL| The Cathedral to Hextor is a massive, imposing building located within Oleg Keep. It is the largest temple to Hextor in the region, and it is a place of great power. The exterior of the cathedral is made of dark stone, and its walls are decorated with carvings of skulls and bones. The windows are small and barred, and the only light comes from torches that are hung on the walls. The air around the cathedral is thick with the smell of incense and blood. }}&lt;br /&gt;
&lt;br /&gt;
The interior of the cathedral is divided into three main sections. The first section is the nave, which is a large, open room with a high ceiling. The nave is where the congregation gathers to worship Hextor. The second section is the sanctuary, which is a smaller, more intimate room where the priest and his acolytes conduct their rituals. The third section is the crypt, which is a dark and gloomy place where the bones of the dead are kept.&lt;br /&gt;
&lt;br /&gt;
The cathedral adjoins the Tower of the Damned via an iron portcullis. The portcullis is guarded by a hobgoblin shaman and his two acolytes of the Ripper clan. The shaman is a powerful spellcaster, and he is able to control the spirits of the dead. His acolytes are skilled warriors, and they are loyal to the death to the shaman and his cause.&lt;br /&gt;
&lt;br /&gt;
There is an entrance to the Underdark tunnels hidden behind a crypt door accessible under the altar. The crypt door is guarded by a powerful undead creature, such as a death knight or a vampire. The creature is bound to the cathedral by a powerful curse, and it will do anything to protect the entrance to the Underdark.&lt;br /&gt;
&lt;br /&gt;
The priest of Hextor who resides in the cathedral is a 14th-level cleric. He is a powerful warrior and a skilled spellcaster. He is able to cast spells such as harm, circle of death, and finger of death. His chief acolyte is a 9th-level cleric. He is a skilled warrior and a proficient healer. He is able to cast spells such as cure wounds, mass healing word, and revivify.&lt;br /&gt;
&lt;br /&gt;
Priest of Hextor&lt;br /&gt;
&lt;br /&gt;
Str: 18 (+4)&lt;br /&gt;
Dex: 14 (+2)&lt;br /&gt;
Con: 16 (+3)&lt;br /&gt;
Int: 12 (+1)&lt;br /&gt;
Wis: 16 (+3)&lt;br /&gt;
Cha: 18 (+4)&lt;br /&gt;
Saving Throws: Str +7, Con +6, Wis +6, Cha +7&lt;br /&gt;
&lt;br /&gt;
Skills: Arcana +5, History +5, Insight +6, Intimidation +7, Religion +5&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Heavy armor, martial weapons, simple weapons, shields&lt;br /&gt;
&lt;br /&gt;
Equipment: Chain mail, warhammer, shield, holy symbol, +1 mace, potion of healing, scroll of cure wounds&lt;br /&gt;
&lt;br /&gt;
Spells: Cantrips (at will): light, sacred flame, searing smite&lt;br /&gt;
&lt;br /&gt;
1st level (4 slots): bless, command, cure wounds, guiding bolt, shield of faith&lt;br /&gt;
2nd level (3 slots): aid, detect magic, enhance ability, spiritual weapon&lt;br /&gt;
3rd level (3 slots): blindness/deafness, dispel magic, fear, mass healing word&lt;br /&gt;
4th level (2 slots): death ward, greater restoration, wall of fire&lt;br /&gt;
&lt;br /&gt;
Chief Acolyte of Hextor&lt;br /&gt;
&lt;br /&gt;
Str: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
Dex: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Con: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Int: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Wis: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
Cha: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Saving Throws: Wis +5, Cha +4&lt;br /&gt;
&lt;br /&gt;
Skills: Arcana +3, History +3, Insight +4, Intimidation +4, Medicine +3, Religion +3&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Light armor, simple weapons, shields&lt;br /&gt;
&lt;br /&gt;
Equipment: Scale mail, longsword, shield, holy symbol, potion of healing, scroll of cure wounds&lt;br /&gt;
&lt;br /&gt;
Spells: Cantrips (at will): light, sacred flame, spare the dying&lt;br /&gt;
&lt;br /&gt;
1st level (4 slots): bless, _cure&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|TOWER OF THE DAMNED|The Tower of the Damned is a square, three-story tower, made of dark stone, connected to the cathedral. The only exterior entrance is a large wooden door opening to the courtyard.}}&lt;br /&gt;
&lt;br /&gt;
The Baron granted use of the tower to the Rippers, arguably employed as his jailers and shock troops. The Rippers maintain a small garrison of @25 heavy infantry who live in the tower. The Rippers also act as guards for the Cathedral and ensure the high priest has a ready supply of sacrifices for the foul rites that occur on feast days.&lt;br /&gt;
&lt;br /&gt;
The ground floor is the barracks, where the hobgoblins sleep and eat. There is also a kitchen, a storage room, and a training room on this floor.&lt;br /&gt;
&lt;br /&gt;
* Barracks: The barracks is a large, open room on the ground floor of the tower. There are rows of bunk beds lining the walls, and there is a communal area in the center of the room where the hobgoblins eat and maintain their equipment.&lt;br /&gt;
* Kitchen: The kitchen is located in the back of the barracks. It is a small, cramped room, but it is well-equipped with everything the hobgoblins need to cook their meals.&lt;br /&gt;
* Storage Room: The storage room is located next to the kitchen. It is a large, dusty room that is filled with supplies for the hobgoblins. There are barrels of food, crates of weapons, and stacks of armor in the storage room.&lt;br /&gt;
* Training Room: The training room is located on the ground floor, next to the barracks. It is a large, open room with a high ceiling. The walls of the training room are covered in weapons and armor, and there is a training dummy in the center of the room.&lt;br /&gt;
&lt;br /&gt;
=== MAIN KEEP ===&lt;br /&gt;
{{dialog |tan|BARONS TOWER|The tower is made of black stone, and it has a tall, pointed roof with a single entrance located within the Keep. There are rumors it is protected by multiple magical wards and Baron Dunthmore allows no personal visitors to his tower.}} The tower is home to Baron Dunthmore, his wife, and his two sons. His wife is an acolyte of Hextor, and sons are between 20 and 28 years old. He only receives his guests in the great hall outside the keep. The interior of the tower is divided into three floors. The ground floor is the living quarters for Baron Dunthmore and his family. The second floor is the library, and the third floor is the stables. The library is filled with books on magic, warfare, and tyranny. The stables are home to two nightmares, which are powerful creatures that Baron Dunthmore keeps as a secret. &lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|INGVALES TOWER|Ingvales Tower was a once-proud structure, standing six stories tall and made of white marble. It was located in the area that is now Oleg Keep, and it was the home of a powerful wizard named Ingvales who ruled this area before the Oredians arrived hundreds of years ago. The exterior of the tower was decorated with intricate carvings of dragons and other creatures. The windows were made of stained glass, and the doors were made of solid oak. The tower was surrounded by a high wall, and there was a portcullis at the entrance. The walls are cracked and crumbling, the roof is caved in, and the windows are shattered. The portcullis is rusted and broken, and the doors are hanging off their hinges.&lt;br /&gt;
}}&lt;br /&gt;
On a successful DC20 history check: The PC&#039;s learn the tower was blasted into ruin by the dragon Glaslhugs when it attacked Oleg Keep. There are a few remanents of traps in the tower. There is a pit trap in the entryway, and there is a tripwire trap in the hallway on the first floor. There is also a pressure plate trap in the library on the third floor.&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|CHAPEL TO HEXTOR|The Chapel to Hextor is a small, but imposing building located within the main building of Oleg Keep. The only entrance is through the inner courtyard, which is guarded at all times by Baron Dunthmore&#039;s personal guard. The exterior of the chapel is made of dark stone, and its walls are decorated with carvings of skulls and bones. The windows are small and barred, and the only light comes from torches that are hung on the walls. The air around the chapel is thick with the smell of incense and blood.}}&lt;br /&gt;
&lt;br /&gt;
The interior of the chapel is divided into two rooms. The first room is the antechamber, where visitors are greeted by the high priest and his acolytes. The antechamber is decorated with tapestries depicting scenes of Hextor&#039;s victories in battle. The second room is the chapel itself, where Baron Dunthmore and his family worship Hextor. The chapel is a large, domed room with a high ceiling. The walls are lined with pillars, and the floor is covered in a red carpet. In the center of the room is an altar dedicated to Hextor. The altar is made of black marble, and it is decorated with skulls and bones. There is a stab lock on the door to the chapel that can only be opened by the high priest and his chief acolyte. The stab lock is a small, metal box that is attached to the door. The box has a slit in the top, and a small keyhole on the front. To open the stab lock, the high priest or his chief acolyte must insert a special key into the keyhole and then stab the key with a dagger. The altar is made of black marble, and it is decorated with skulls and bones.The walls are lined with pillars, and the floor is covered in a red carpet.There are tapestries depicting scenes of Hextor&#039;s victories in battle hanging on the walls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Granery:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Great Hall:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|NORTH WEST BARRACKS|The barracks is a sturdy two story stone building with a steeply sloped roof that abuts the wall. The building can be easily defended from small arrow slits that serve as windows. All doors are made of heavy, reinforced timber with double latches and bars.}}&lt;br /&gt;
&lt;br /&gt;
The upper story serves as a store room for the garrison and contains dry goods though a few barrels of wine and beer are sometimes kept here.&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|KITCHENS| }}&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|WEST BARRACKS|The barracks is clearly not as well maintained as the others, like the other barracks it is also a two story stone building with a steeply sloped roof that abuts the wall. Many of the shutters and roof shingles are missing and a few soldiers are milling bout outside the main door.}} &lt;br /&gt;
&lt;br /&gt;
The barracks is a currently used to house mercenaries and temporary living quarters for patrols levied from the outer settlements. The troops here are generally not as well trained or paid by the Baron and will refuse to fight the PC&#039;s unless attacked first. &lt;br /&gt;
&lt;br /&gt;
The upper story serves as a store room for the garrison and contains dry goods though a few barrels of wine and beer are sometimes kept here.&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|SOUTH BARRACKS| The barracks is a sturdy two story stone building with a steeply sloped roof that abuts the wall. The building can be easily defended from small arrow slits that serve as windows. All doors are made of heavy, reinforced timber with double latches and bars.}}&lt;br /&gt;
&lt;br /&gt;
The upper story serves as a store room for the garrison and contains dry goods though a few barrels of wine and beer are sometimes kept here.&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|SARGENTS BARRACKS| }}&lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|GLASLHUGS BANE TOWER|Glaslhug&#039;s Tower is a four-story circular tower with a small gatehouse and ballista on the roof. The ground floor serves as a gatehouse, with a portcullis and two sets of heavy doors controlling access to the south road. The walls are made of smooth, black stone, and the tower is topped with a conical roof of red tiles. The ballista is mounted on a platform at the top of the roof.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The interior of the tower is divided into four floors. The first floor is the gatehouse, the second floor is the barracks, the third floor is the armory, and the fourth floor is the living quarters of the tower&#039;s lord.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Second floor, Barracks:&#039;&#039;&#039; The barracks are on the second floor of the tower. There are about 20 beds in the barracks, and each bed is shared by two soldiers who sleep here in 12 hour shifts. There is also a common room where the soldiers can eat, drink, and relax.&lt;br /&gt;
* &#039;&#039;&#039;Third floor Armory:&#039;&#039;&#039; The armory is stocked with weapons and armor for the soldiers. There are also a few magical items in the armory, which are used in defense of the keep.&lt;br /&gt;
* &#039;&#039;&#039;Fourth floor, Captains quarters:&#039;&#039;&#039; The Captain of the watch lives here and his quarters are luxurious by local standards. They include a bedroom, a study, and a dining room. A balcony offers a panoramic view of the surrounding countryside is on the south side of the tower. A small staircase leads up to the ballista.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Top floor:&#039;&#039;&#039; The top floor is the ballista platform, which is used to defend the keep from arial attack. The ballista was used to severely wound the Blue Dragon Glaslhug when the tower was occupied by more noble men before the humanoid invasion and is the reason for the towers name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OLEG GROVE:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{{dialog |tan|CASTELLANS TOWER|The Castellan&#039;s Tower is a large, rectangular building though still under construction is imposing, with its tall walls and crenellated battlements. It is made of stone and mortar, and the walls are still unfinished. The roof is not yet complete, and the interior is a jumble of scaffolding, tools, and materials. . The entrance is a large wooden door, which is currently chained shut. There are several windows on each side of the tower, but they are all covered with wooden shutters.}}&lt;br /&gt;
&lt;br /&gt;
The interior of the tower is a mess. The floor is covered in sawdust and construction debris. There are ladders and scaffolding everywhere, making it difficult to move around. The walls are unfinished, and the ceiling is supported by wooden beams. &lt;br /&gt;
&lt;br /&gt;
In the center of the tower is a large pit, where the foundation of the tower is being dug. The pit is filled with dirt and rocks, and there are several workers digging and hauling materials. The scaffolding is unstable, and the pit is deep. There is also the risk of falling debris from the unfinished roof. Roll 1D8 and on a 1-3 debris falls on the PC&#039;s for 2D6 damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Fortification]] &lt;br /&gt;
[[category:Ivae Orr Campaign]]&lt;br /&gt;
[[Category:DM Info]] &lt;br /&gt;
[[Category:Location]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Obsidian_Flask&amp;diff=3290</id>
		<title>Obsidian Flask</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Obsidian_Flask&amp;diff=3290"/>
		<updated>2025-03-21T04:09:48Z</updated>

		<summary type="html">&lt;p&gt;DM: Created page with &amp;quot;__NOTOC__ {{Special:Whatlinkshere/{{PAGENAME}}}} Category:Location Category:Corsairs Campaign Category:DM Info  ===Turgens Alcove===  Dimension Door {| class=&amp;quot;wikitable&amp;quot; |- ! # !! Setting !! Description |- | 1 || A windswept, rocky mountain peak || Jagged cliffs, thin air, and panoramic views. |- | 2 || A single tree on a plain of grass || Solitary, with a wide expanse of grassland surrounding it. |- | 3 || A sprawling, misty swamp at dawn || Cypress trees, m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
===Turgens Alcove===&lt;br /&gt;
&lt;br /&gt;
Dimension Door&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || A windswept, rocky mountain peak || Jagged cliffs, thin air, and panoramic views.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || A single tree on a plain of grass || Solitary, with a wide expanse of grassland surrounding it.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || A sprawling, misty swamp at dawn || Cypress trees, murky water, and the croaking of frogs.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || A vast, sun-baked desert canyon || Scorching heat, towering rock formations, and hidden oases.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A vibrant coral reef during low tide || Exposed coral, colorful sea creatures, and the smell of salt.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || A frozen tundra under the aurora borealis || Icy plains, shimmering lights, and the howling of the wind.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || A lush, tropical rainforest after a downpour || Steaming vegetation, dripping leaves, and the calls of exotic birds.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || A volcanic caldera with bubbling hot springs || Steaming vents, sulfurous smells, and the glow of molten rock.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_130_Prep&amp;diff=3289</id>
		<title>Session 130 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_130_Prep&amp;diff=3289"/>
		<updated>2025-03-21T04:06:07Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;module&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
&lt;br /&gt;
== Previously... ==&lt;br /&gt;
The party explored a ruined alchemist&#039;s house in Coregilia, finding moldy books and a hidden laboratory. They encountered and defeated a mutated alchemist and his creations. The party then turned the books over to Keldec the Sage. [[Session 127 Lexana&#039;s Fall]]&lt;br /&gt;
The party activated an ancient Flan runestone portal, with Egon accidentally leaving the party behind. He explored the Solonor coast near Belport, while the party fought off a Sahuagin attack. Reuniting in Belport, they navigated the city&#039;s tensions, encountered an old acquaintance of Durmen&#039;s father, and learned of a mercenary army preparing for a Frost Barbarian attack. They settled at the Silver Swan and discovered a quest to find a lost spellbook for a 1500 GP reward. [[Session 128]]&lt;br /&gt;
The party then entered the Obsidian Flask, learned more details about the missing spellbook, fought a demonic patron, and accepted a quest from Turgen Voxhall to retrieve the book. They were then magically trapped in a room by Turgen Voxhall. [[Session 129]]&lt;br /&gt;
&lt;br /&gt;
== Interludes ==&lt;br /&gt;
&lt;br /&gt;
=== Flashback: Lexana&#039;s Secret Meeting ===&lt;br /&gt;
A flashback showing Lexana Brightshore in a clandestine meeting with an agent of the Empire of Lyhnn. Reveal a coded message, a secret symbol, or a specific item that links her to the arms smuggling operation.&lt;br /&gt;
&lt;br /&gt;
== Planned Events ==&lt;br /&gt;
&lt;br /&gt;
=== Escape the Room ===&lt;br /&gt;
The party must solve puzzles to escape Turgen Voxhall&#039;s magical room.&lt;br /&gt;
&lt;br /&gt;
==== Puzzle 1: The Cleric&#039;s Trial of Faith ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid black; padding: 10px; margin: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
**Player Description (Cleric):**&lt;br /&gt;
&amp;quot;Before you, a spectral image of a wounded pilgrim shimmers into existence. Their face is etched with pain, and their eyes plead for help. The room darkens, and a heavy sense of dread fills the air. You sense that the pilgrim&#039;s wounds are not of the flesh, but of the spirit. They are burdened by doubt, fear, and despair. What do you do?&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
====== DM Guidance: ======&lt;br /&gt;
* Tailor the pilgrim&#039;s wounds to the cleric&#039;s backstory or recent events.&lt;br /&gt;
====== Solution: ======&lt;br /&gt;
* The cleric must use their divine abilities to heal the pilgrim&#039;s spiritual wounds. &lt;br /&gt;
====== Actions: ======&lt;br /&gt;
* Casting Cure Wounds or Lesser Restoration: Describe the spell as soothing the pilgrim&#039;s spirit, not their physical form. Success removes a level of despair.&lt;br /&gt;
* Performing a ritual of prayer: A successful Religion check (DC 13) restores a level of faith. A failed check deepens the pilgrim&#039;s despair.&lt;br /&gt;
* Speaking words of encouragement: A successful Persuasion check (DC 15) offers hope. A failed check increases their fear.&lt;br /&gt;
====== Outcomes: ======&lt;br /&gt;
* Three successful actions (any combination) fully heal the pilgrim, and a section of the exit reveals itself.&lt;br /&gt;
* Failure to heal the pilgrim after three attempts results in the pilgrim fading away, and a minor magical trap activates in the room (e.g., a sudden gust of cold wind).&lt;br /&gt;
&lt;br /&gt;
==== Puzzle 2: The Wizard&#039;s Arcane Labyrinth ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid black; padding: 10px; margin: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
**Player Description (Wizard):**&lt;br /&gt;
&amp;quot;The very walls of the room begin to writhe and change, transforming into a labyrinth of glowing arcane symbols and pulsing energy fields. The paths before you shift and rearrange themselves, and the air crackles with magical energy. You feel the pull of powerful forces, and you know that your arcane knowledge will be your guide. How do you proceed?&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
====== DM Guidance: ====== &lt;br /&gt;
* Vary the labyrinth&#039;s complexity based on the wizard&#039;s level.&lt;br /&gt;
====== Solution: ====== &lt;br /&gt;
*The wizard must use arcane knowledge to navigate.&lt;br /&gt;
======Actions: ======&lt;br /&gt;
* Casting Detect Magic: Reveals the energy flow, indicating the correct path.&lt;br /&gt;
* Using Arcane Eye or Clairvoyance: Allows the wizard to scout ahead, revealing the labyrinth&#039;s layout.&lt;br /&gt;
* Casting Dimension Door or Teleport: Bypasses sections of the labyrinth, but risks landing in a trapped area (Dexterity saving throw DC 14 to avoid).&lt;br /&gt;
* Intelligence (Arcana) Checks: Allows the player to understand the symbols, and predict where paths will move.&lt;br /&gt;
====== Outcomes:====== &lt;br /&gt;
* Successfully navigating the labyrinth reveals a section of the exit.&lt;br /&gt;
* Incorrect paths lead to minor magical effects (e.g., a burst of harmless energy, a brief illusion).&lt;br /&gt;
&lt;br /&gt;
==== Puzzle 3: The Druid&#039;s Grove of Balance ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid black; padding: 10px; margin: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
**Player Description (Druid):**&lt;br /&gt;
&amp;quot;The room around you transforms into a miniature grove, complete with a small stream, a solitary tree, and a patch of earth. However, the scene is far from idyllic. The stream is murky and foul, the tree&#039;s branches are bare and brittle, and the earth is cracked and barren. You sense a deep imbalance in the natural order of this place. What do you do?&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
====== DM Guidance:====== &lt;br /&gt;
*  Provide subtle visual or auditory cues to indicate the grove&#039;s imbalance.&lt;br /&gt;
====== Solution:====== &lt;br /&gt;
* The druid restores balance using nature magic.&lt;br /&gt;
====== Actions:====== &lt;br /&gt;
* Casting Purify Food and Drink: Cleanses the stream, restoring its flow.&lt;br /&gt;
* Using Goodberry or Plant Growth: Revitalizes the tree and earth, restoring their vitality.&lt;br /&gt;
* Performing a ritual of nature magic: A successful Nature check (DC 12) identifies the source of the imbalance (e.g., a corrupted earth elemental).&lt;br /&gt;
* Casting Speak with Animals or Animal Messenger: Allows the druid to gain insight from the animals that are present in the grove.&lt;br /&gt;
====== Outcomes:====== &lt;br /&gt;
* Restoring all three elements (stream, tree, earth) reveals a section of the exit.&lt;br /&gt;
* Failure to restore an element after two attempts results in a minor natural hazard (e.g., a swarm of biting insects, a sudden tremor).&lt;br /&gt;
&lt;br /&gt;
=== Investigate Lexana&#039;s Imperial Connections ===&lt;br /&gt;
After escaping, the party investigates Lexana&#039;s ties to the Empire of Lyhnn and her role in arming the uprising.&lt;br /&gt;
====== Options: ======&lt;br /&gt;
* Determine why [[Turgen Voxhall]] wants the spellbook, and if it&#039;s connected to Lyhnn&#039;s plans.&lt;br /&gt;
* Discover who Lexana&#039;s contact within the Empire was.&lt;br /&gt;
* Find out if anyone in Belport is aware of Lexana&#039;s activities.&lt;br /&gt;
* Investigate rumors regarding the upcoming auction at the Obsidian Flask, and if it is still happening, and if it is being used to move arms.&lt;br /&gt;
* Find out if the book they gave [[Keldec]], is related to the book Turgen Voxhall wants, and if either book is connected to Lyhnn.&lt;br /&gt;
&lt;br /&gt;
=== Meet Exter ===&lt;br /&gt;
The party seeks out [[Exter]], the gnome offering the reward.&lt;br /&gt;
======Options: ======&lt;br /&gt;
Interrogate Exter about the spellbook and his knowledge of Lexana, negotiate terms, gather auction information.&lt;br /&gt;
&lt;br /&gt;
=== Open the dimension Door ===&lt;br /&gt;
The part may want to explore the doorway behind Turgens Alcove. If so it&#039;s a dimension door that leads to various pocket dimensions where Turgen entertains his guests, or in some cases deposits less than agreeable patrons.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Obsidian Flask]] Locations Key for the list of pocket dimensions.&lt;br /&gt;
&lt;br /&gt;
== Cliffhanger ==&lt;br /&gt;
The party discovers a coded message or item left by Lexana, revealing a specific location or person involved in the arms smuggling operation. This clue leads them outside Belport, and forces a choice between quests. The clue may resemble the books from Session 127 Lexana&#039;s Fall, or bear the symbol of Lyhnn.&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters ===&lt;br /&gt;
[[Category:Encounter Table]]&lt;br /&gt;
Possible Encounters: &lt;br /&gt;
*Thieves&#039; Guild,  looking to recover the book and following the party, will attempt to pickpocket if the situation arises.&lt;br /&gt;
*City watch, no issues with the PC&#039;s unless they area acting suspicious&lt;br /&gt;
*Agents of Lyhnn, looking to recover the book and following the party.&lt;br /&gt;
* Mercenary Army soldiers out carousing.&lt;br /&gt;
{{:Encounter Table: Mercenary Army Soldiers Carousing}}&lt;br /&gt;
&lt;br /&gt;
== Key NPC&#039;s ==&lt;br /&gt;
{{:Turgen Voxhall}}&lt;br /&gt;
{{:Exter}}&lt;br /&gt;
{{:Elra the Wizard}}&lt;br /&gt;
{{:Giuseppe della Cucina}}&lt;br /&gt;
{{:Keldec the Sage}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_130_Trials_of_Worth&amp;diff=3288</id>
		<title>Session 130 Trials of Worth</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_130_Trials_of_Worth&amp;diff=3288"/>
		<updated>2025-03-21T03:58:52Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Session&lt;br /&gt;
|campaign=Corsairs&lt;br /&gt;
|session_date=14 March 2025&lt;br /&gt;
|game_date=Morning, CY627&lt;br /&gt;
|synopsis=The PC&#039;s must prover their worth to Turgen&lt;br /&gt;
|summary=&lt;br /&gt;
&lt;br /&gt;
A little shocked at their recent turn of events the party takes stock of the situation and notices that the room itself is described with Mystic rooms and various accoutrements of both a magical and non-magical looking nature hang from the walls. As they move about the room.Aldran and Durmen notice a small glowing sphere has appeared in which they can see what looks to be a shifting and moving set of walls like a rats maze. They began concentrating on it, and before Long realize it they can control the direction of the maze and moments later find themselves standing within it. Durmen uses his arcane senses to find the magical lay lines that reverse the maze, and before long he and aldrin were able to sense, but seems to be a clear path through the maze.&lt;br /&gt;
&lt;br /&gt;
====Nails Moral Quandary====&lt;br /&gt;
His nail moved about the room. He notices a painting of a a simple town with a crowd of people standing in front of a magistrate as he looks into it, he finds himself transported into the scene where the captured bandit leader notorious for brutal raids is brought before him for justice. The villagers demand immediate execution. However, the leader pleads for mercy, claiming he was forced into banditry to save his starving family, and offers information about a larger, more dangerous threat.&lt;br /&gt;
&lt;br /&gt;
Challenge:&lt;br /&gt;
The paladin must discern the truth of the bandit&#039;s claims.&lt;br /&gt;
They must balance justice with mercy, upholding the law while considering extenuating circumstances.&lt;br /&gt;
They must decide whether to execute the prisoner, imprison him, or offer a chance for redemption (potentially by helping his family and/or using the provided information).&lt;br /&gt;
This challenge tests the paladin&#039;s ability to discern truth, exercise compassion, and make difficult moral choices.&lt;br /&gt;
&lt;br /&gt;
Nails passes summary judgment and kills the bandit leader, the scenes fades and is replaced with A sacred grove or temple, dedicated to the paladin&#039;s deity, has been corrupted by a dark influence. The once-peaceful place now radiates malevolence, and its guardians (animals, spirits, or former priests) have become hostile.&lt;br /&gt;
&lt;br /&gt;
* Challenge:&lt;br /&gt;
** The paladin must identify the source of the corruption.&lt;br /&gt;
** They must confront and purify the corrupted guardians, without resorting to unnecessary violence.&lt;br /&gt;
** They must restore the sanctuary to its former state, potentially through ritual, prayer, or a specific act of atonement.&lt;br /&gt;
** This tests the paladin&#039;s faith, their ability to resist corruption, and their understanding of sacred rites.&lt;br /&gt;
* Possible Complications:&lt;br /&gt;
** The corruption is tied to a personal flaw or past sin of the paladin.&lt;br /&gt;
** The corrupted guardians are former allies or loved ones.&lt;br /&gt;
** The source of the corruption is a powerful entity that can manipulate the paladin&#039;s mind.&lt;br /&gt;
** Nail - attempts to pay an dhearl their and as he does do they move towards him menacingly. After his prayer they return to the guard positions &lt;br /&gt;
** he enters and sees a pitcher flowing with blood that seeps into he stones.&lt;br /&gt;
** the corruption is emanating from the alcohol &lt;br /&gt;
* __________________________________________&lt;br /&gt;
&lt;br /&gt;
Egon interacts with the spectral figure  and casts healing word on the creature. Balmaris casts Beacon of hope and asks him if he&#039;s been poisoned or someway inhibited in mind or body. He casts  protection from poison - thee seems to be no effect.&lt;br /&gt;
&lt;br /&gt;
Balmaris casts channel divinity while asking his god for his help in curing this pour creature. The creature seems to respond positivly. Egon sense its his spirit not body, spectral that it may be, that really needs healing.&lt;br /&gt;
&lt;br /&gt;
====Navigating the maze ====&lt;br /&gt;
Meanwhile Aldran and Durmen continue to use their arcane sight to look for the lay lines and use them to find their way thought the maze. They avoid pit traps, flash bangs, and shifting walls before they finally make their way to a otherwise normal looking pure white 6 panel door at the end of an equally bright white hallway. &lt;br /&gt;
&lt;br /&gt;
They scour the edges, looking for any clues as to how it opens, they push, pull, and attempt to slide it sideways, as well as vertically with no success. Getting frustrated they decide to blast it with spells and see if that will open it in the process a few of the spells seemed to ricochet off one of which injured German within steps behind Balmaris for the rest of their attempts. Taking a chance they began to up the spell level it and start to notice the door begins to scar and buckle. After a few more minutes of blasting the door vanishes, and moments later they find themselves standing in the hallway behind the alcove where they met Turgen and battled the demon. &lt;br /&gt;
&lt;br /&gt;
==== Challenge Passed? ====&lt;br /&gt;
At the opposite end of the hallway is a singular door that looks identical to the one German and all drawn were blasting away at except all wood and much more weather beaten.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The party chooses to enter the doorway and choses #2&lt;br /&gt;
** Ironwood tree on a grassy plain&lt;br /&gt;
** Sitting net to the tree.&lt;br /&gt;
** They can learn knowledge quickly here, as time runs at a different spped&lt;br /&gt;
** Members who die here are absorbed by the tees. and their eases is taken in&lt;br /&gt;
** Wisdom +1 for 24 hour temporary effect..&lt;br /&gt;
* The party chooses to enter #1 the Rocky Mountain Peak.&lt;br /&gt;
** The party Time seems normal the environment doesnt&lt;br /&gt;
&lt;br /&gt;
{{:Aldrans dead Uncle Borin Frostbeard}}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_109_Prep&amp;diff=3287</id>
		<title>Session 109 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_109_Prep&amp;diff=3287"/>
		<updated>2025-03-21T03:40:06Z</updated>

		<summary type="html">&lt;p&gt;DM: Text replacement - &amp;quot;Encounter Table: Solnor Coat&amp;quot; to &amp;quot;Encounter Table: Solnor Coast&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;module&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Previously... ==&lt;br /&gt;
The party arrived at [[Coregilia]] and promptly got involved in a bar fight that resulted in a &amp;quot;virtual&amp;quot; massacre that though killed many, ultimately resulted in no deaths due to the quick work of Balmaris the cleric.&lt;br /&gt;
&lt;br /&gt;
[[Session 108 Killed by a flumph]]&lt;br /&gt;
&lt;br /&gt;
== Interludes ==&lt;br /&gt;
&lt;br /&gt;
=== A night in jail ===&lt;br /&gt;
&lt;br /&gt;
* The PC&#039;s are taken into custody to await the traveling magistrate. Their magical brands are discovered and the magistrate takes them aside to tell them of their quest.&lt;br /&gt;
&lt;br /&gt;
=== Hvitserk Arrives ===&lt;br /&gt;
&lt;br /&gt;
* [[Hvitserk]] arrives looking for his companions to start some carousing. His preference is to head to the The Empty Net tavern and blow off steam.&lt;br /&gt;
&lt;br /&gt;
=== Raider sails are sighted ===&lt;br /&gt;
&lt;br /&gt;
* The sails of raiders from the Sea Princes are sighted on the horizon. The town panics and sounds the alarms. Do the PC&#039;s head out to sea or help fortify the town? The PC&#039;s may discover some of the odd artifacts in use (linked to the Empire of Lynn arms dealers)&lt;br /&gt;
&lt;br /&gt;
== Planned Events ==&lt;br /&gt;
&lt;br /&gt;
=== The Constable Arrives ===&lt;br /&gt;
* The constable Halvor and a heavily armed escort arrives to put a stop to the bar fight to find the PC&#039;s sitting at the bar drinking quietly. The remaining patrons still in the bar are in shock but no property damage is apparent.&lt;br /&gt;
* Depending on their actions Halvor may have them taken in for questioning at which point their brands are discovered. (Ref &#039; A night in jail&#039; )&lt;br /&gt;
&lt;br /&gt;
=== The tale of the Haunted House ===&lt;br /&gt;
* The PC&#039;s meet with [[Julia]] who tells them of the old alchemists mansion on the hill outside of town. Its reportedly haunted and strange lights have been seen there on moonless nights.&lt;br /&gt;
&lt;br /&gt;
== Cliffhanger ==&lt;br /&gt;
If they are in town the raiders arrive. If they are on the road use the coastal random encounter.&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters ===&lt;br /&gt;
[[Encounter Table: Solnor Coast|Coastal Encounter]]&lt;br /&gt;
&lt;br /&gt;
== Key NPC&#039;s ==&lt;br /&gt;
{{:Abe Falstaff}}&lt;br /&gt;
{{:Anya}}&lt;br /&gt;
{{:Alyndra Strongarm}}&lt;br /&gt;
{{:Eira Shadowglow}}&lt;br /&gt;
{{:Hvitserk}}&lt;br /&gt;
{{:Halvor Ironfist}}&lt;br /&gt;
=== Halvors Escorts ===&lt;br /&gt;
Name: Corporal Corrado&lt;br /&gt;
&lt;br /&gt;
Race/Class: Human (Guard)&lt;br /&gt;
&lt;br /&gt;
Personality: Experienced and stoic. He&#039;s been with the town watch for over a decade now and has seen it all.&lt;br /&gt;
&lt;br /&gt;
Motivations: Protect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Name: Sergeant Raffaele&lt;br /&gt;
&lt;br /&gt;
Race/Class: Human (Guard)&lt;br /&gt;
&lt;br /&gt;
Personality: Confident and commanding.&lt;br /&gt;
&lt;br /&gt;
Motivations: Protect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Name: Luca&lt;br /&gt;
&lt;br /&gt;
Race/Class: Human (Guard)&lt;br /&gt;
&lt;br /&gt;
Personality: Friendly and approachable.&lt;br /&gt;
&lt;br /&gt;
Motivations: Protect&lt;br /&gt;
&lt;br /&gt;
=== Town Guard Stats ===&lt;br /&gt;
* Alignment generally LN but a few may be LE.&lt;br /&gt;
* Armor Class: 12 (leather)&lt;br /&gt;
* Hit Points: 18&lt;br /&gt;
* Speed: 30 ft.&lt;br /&gt;
* Attack Bonus: +4 (broadsword or spear)&lt;br /&gt;
* Defense Bonus: +5&lt;br /&gt;
* Special Abilities: None&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_107_Prep&amp;diff=3286</id>
		<title>Session 107 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_107_Prep&amp;diff=3286"/>
		<updated>2025-03-21T03:39:59Z</updated>

		<summary type="html">&lt;p&gt;DM: Text replacement - &amp;quot;Encounter Table: Solnor Coat&amp;quot; to &amp;quot;Encounter Table: Solnor Coast&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:Module/Style.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;module&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Previously...==&lt;br /&gt;
PC&#039;s deal with the shipwreck and try to recover items from the boat. [[Session 106 Boating is for sailors|Session 106]]&lt;br /&gt;
&lt;br /&gt;
==Interludes==&lt;br /&gt;
*Roll on the coastal encounter table if heading north or inland from the shipwreck site.&lt;br /&gt;
*Pickpockets (in town)&lt;br /&gt;
*Exploring the town of [[Coregilia]].&lt;br /&gt;
&lt;br /&gt;
==Planned Events==&lt;br /&gt;
&lt;br /&gt;
===Underway===&lt;br /&gt;
*Having completed the repairs to the boak, [[Hvitserk]] and [[Helga]] hurry the PC&#039;s aboard and continue their trip to [[Coregilia]] via ship instead of marching overland. The adventure should proceed much like 106 was projected to had they not gotten involved with the Shaughain.&lt;br /&gt;
&lt;br /&gt;
===Continuing the voyage (by sea)===&lt;br /&gt;
*One aboard make a random encounter check using the [[Encounter Table: Solnor Coast]] and Weather Table. The journey takes less than 1/2 day assuming there are no negative weather or coastal encounter effects.&lt;br /&gt;
&lt;br /&gt;
===Continuing the voyage (by land)===&lt;br /&gt;
*The PC&#039;s will be walking to [[Coregilia]] which will take the a full day if they start out in the morning. At midday make a weather and coastal encounter table check. They will arrive by dusk and find the town bustling with activity as the remains boats enter the small harbor.&lt;br /&gt;
&lt;br /&gt;
===Arrival in [[Coregilia]]===&lt;br /&gt;
*They will be met at the town gate and asked to pay the tax (3 SP) to enter. The town is generally welcoming.&lt;br /&gt;
&lt;br /&gt;
==Cliffhanger==&lt;br /&gt;
The barbarian raiders sails are sighted by the town watch and the alarm is raised. General chaos ensues as the citizens rush to their homes and the guard is mustered. The PC&#039;s are views with suspicion or possibly spies depending their interactions with the townsfolk thus far.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key NPC&#039;s==&lt;br /&gt;
{{:Hvitserk}}&lt;br /&gt;
{{:helga}}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_108_Prep&amp;diff=3285</id>
		<title>Session 108 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_108_Prep&amp;diff=3285"/>
		<updated>2025-03-21T03:39:51Z</updated>

		<summary type="html">&lt;p&gt;DM: Text replacement - &amp;quot;Encounter Table: Solnor Coat&amp;quot; to &amp;quot;Encounter Table: Solnor Coast&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:Module/Style.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;module&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Previously...==&lt;br /&gt;
The PC&#039;s investigated a shipwreck inhabited by a sea hag. [[Session Summary - 107|Session 107 - The Sea Hags treasure]]&lt;br /&gt;
&lt;br /&gt;
==Interludes==&lt;br /&gt;
*Roll on the coastal encounter table if at sea, or the [[Coregilia]] encounter chart if in port.&lt;br /&gt;
*Pickpockets (in town)&lt;br /&gt;
*Exploring the town of [[Coregilia]].&lt;br /&gt;
&lt;br /&gt;
==Planned Events==&lt;br /&gt;
&lt;br /&gt;
===Continuing the voyage (by sea)===&lt;br /&gt;
*One aboard make a random encounter check using the [[Encounter Table: Solnor Coast]] and Weather Table. The journey takes less than 1/2 day assuming there are no negative weather or coastal encounter effects.  They will arrive at Coregilia harbor late in the afternoon or at dusk and find the town bustling with activity as the fishing boats enter the small harbor. If the winds are fair...&lt;br /&gt;
&lt;br /&gt;
===Arrival in [[Coregilia]]===&lt;br /&gt;
*They will be met at the town gate and asked to pay the tax (3 SP) to enter. The town is generally welcoming.&lt;br /&gt;
&lt;br /&gt;
==Cliffhanger==&lt;br /&gt;
&lt;br /&gt;
If in town: &lt;br /&gt;
*The barbarian raiders sails are sighted by the town watch and the alarm is raised. General chaos ensues as the citizens rush to their homes and the guard is mustered. The PC&#039;s are views with suspicion or possibly spies depending their interactions with the townsfolk thus far.&lt;br /&gt;
&lt;br /&gt;
If on the road to the mansion:&lt;br /&gt;
*They may spot smoke rising from the direction of the town and depending on their locale hear/see the town ringing the alarm.&lt;br /&gt;
&lt;br /&gt;
==Key NPC&#039;s==&lt;br /&gt;
{{:Abe Falstaff}}&lt;br /&gt;
{{:Anya}}&lt;br /&gt;
{{:Hvitserk}}&lt;br /&gt;
{{:Helga}}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Corsairs_Campaign&amp;diff=3284</id>
		<title>Corsairs Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Corsairs_Campaign&amp;diff=3284"/>
		<updated>2025-03-21T03:39:48Z</updated>

		<summary type="html">&lt;p&gt;DM: Text replacement - &amp;quot;Coastal Encounters&amp;quot; to &amp;quot;Encounter Table: Solnor Coat&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;module&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
===&#039;&#039;&#039;Introduction&#039;&#039;&#039;===&lt;br /&gt;
This adventure is set along the eastern coast of the North Kingdom and the western lands of Oerik. The purpose of the adventure is to introduce the players to a coastal adventure that should bring them into initial contract with the Barbarians from the Tholian peninsula. At some point they should discover that the Barbarians do not appear to be acting alone and are in possession of information and items long thought lost to the Flanaess.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dungeon Masters Background&#039;&#039;&#039;===&lt;br /&gt;
This campaign story arc is broken up into multiple acts that will occur over the course of one to two game years.&lt;br /&gt;
&lt;br /&gt;
===Rumors===&lt;br /&gt;
There are many [[rumors]] circulating about current (and past) events that have an impact on the various factions the PC&#039;s will be interacting with. In some cases the rumors reflect elements of the greater campaign setting and can affect how NPC&#039;s act if not perturbed by the PC&#039;s action. Refer to the [[timeline]] section for additional information.&lt;br /&gt;
&lt;br /&gt;
===Random Encounters===&lt;br /&gt;
[[Encounter Table: Solnor Coat]] Solonor Ocean area along the North Province&lt;br /&gt;
==Prominent Locations==&lt;br /&gt;
&lt;br /&gt;
===Business===&lt;br /&gt;
&lt;br /&gt;
*Green Market&lt;br /&gt;
&lt;br /&gt;
===Temples &amp;amp; Religious Sites===&lt;br /&gt;
&lt;br /&gt;
*Temple of Procan&lt;br /&gt;
&lt;br /&gt;
===Residences===&lt;br /&gt;
&lt;br /&gt;
*Eliander&#039;s House&lt;br /&gt;
&lt;br /&gt;
===Coach Houses, Inns &amp;amp; Taverns===&lt;br /&gt;
&lt;br /&gt;
* Snapping Line&lt;br /&gt;
* The Wicker Goat&lt;br /&gt;
* The Empty Net&lt;br /&gt;
&lt;br /&gt;
=== Other Notable Sites ===&lt;br /&gt;
&lt;br /&gt;
*Kelendek Tower&lt;br /&gt;
&lt;br /&gt;
===Notoriety &amp;amp; Black Points===&lt;br /&gt;
The PC&#039;s will be interacting with various individuals and factions who have a vested interest in seeing that events go the way they planned. The PC&#039;s actions will be noticed and as situation permits be responded to directly or indirectly. Keep track of the PC&#039;s [[Notoriety]] as the campaign progresses because it will act as a trigger event to aid in making decisions on behalf of the larger factions. Generally speaking a localized disruption by the PC&#039;s say attacking or even killing 1-2 low or mid level NPC&#039;s associated with the Ripper Clan or Dunthmore&#039;s insurrection or criminal underground in a routine encounter will not necessarily result in a heavy handed response from the organization. However if they discern what could be considered a systemic house cleaning or major disruptions to their plans will be noticed and investigated, potentially in force.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Goal of the Adventure&#039;&#039;&#039;===&lt;br /&gt;
Discover the links across time and space between the Barbarians of the north and their Suel brethren from Western Oerik. The lands of Western Oerik were ruled by the Empire of Lynn a millennia before the present day. Their magicians and artisans were unrivaled and at the time of their demise they had created a huge military industrial complex. The remnants of their empire broke up into the Sundered Suns and they now sell their items.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Beginning the Adventure&#039;&#039;&#039;===&lt;br /&gt;
The adventure begins with the PC&#039;s having been arrested for breaking into Oleg Keeps rare stocks of whiskey and given their skills offered a chance at redemption or death. They are magically branded as thieves and sent to [[Coregilia]] to meet their contact who will provide them the instructions for their next steps.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Chronology of Events&lt;br /&gt;
|-&lt;br /&gt;
|CY 618&lt;br /&gt;
|[[Oleg Keep]] is restored to human control and trade resumes. &lt;br /&gt;
|-&lt;br /&gt;
|CY 619&lt;br /&gt;
|The Barbarian &amp;quot;allies&amp;quot; of Lord Valor are tracked down and watched by spies from Oleg Keep.&lt;br /&gt;
|-&lt;br /&gt;
|CY 620&lt;br /&gt;
|[[Cardum]] and Oleg Whiskey begins to be traded with Ratik and shipped south via Johnsport.&lt;br /&gt;
|-&lt;br /&gt;
|CY 622-624&lt;br /&gt;
|Barbarians resume raiding along the North Coast of the Great Kingdom, and sack Johnsport.&lt;br /&gt;
|-&lt;br /&gt;
|CY 625 &lt;br /&gt;
|The PC&#039;s skirmish with the Barbarians and notice they are using items of Suel manufacture long thought lost.&lt;br /&gt;
|-&lt;br /&gt;
|CY 625-626&lt;br /&gt;
|The spies report the Barbarians have resumed trade long dormant trade with Western Oerik.&lt;br /&gt;
|-&lt;br /&gt;
|CY 627&lt;br /&gt;
|The Castellan of Oleg Keep sends the PC&#039;s to [[Coregilia]] to investigate the Barbarians plans.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Corsairs Campaign Act 1|Act 1]] The quiet port of Coregilia ==&lt;br /&gt;
==[[Corsairs Campaign Act 2|Act 2]] The water gates ==&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&lt;br /&gt;
[[Category:Settlement]]&lt;br /&gt;
[[File:Lune Noire - Empire de Lhynn (L Empire de La Negation 2013).png|thumb|&#039;&#039;&#039;Empire of Lhynn&#039;&#039;&#039;]]North Province of the former Great Kingdom&lt;br /&gt;
&lt;br /&gt;
Empire of Lhynn&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
[[Scarlet Brotherhood]]&lt;br /&gt;
&lt;br /&gt;
==MajorPersonalities==&lt;br /&gt;
&lt;br /&gt;
===The Major Non-Player Characters (NPC&#039;s)===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Major NPC Power Brokers CY 627&lt;br /&gt;
|-&lt;br /&gt;
!NPC&lt;br /&gt;
!Title &amp;amp; Role&lt;br /&gt;
!Class&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|[[Alyndra Strongarm]]&lt;br /&gt;
|Iron Thighs&lt;br /&gt;
|Fighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Anya]]&lt;br /&gt;
|Mistress of the Empty Net&lt;br /&gt;
|Thief&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Abe Falstaff]]&lt;br /&gt;
|Owner of [[the Snapping Line]] Tavern&lt;br /&gt;
|Fighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eira Shadowglow]]&lt;br /&gt;
|&lt;br /&gt;
|Thief&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Halvor Ironfist]]&lt;br /&gt;
|Constable of Coregilia&lt;br /&gt;
|Fighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hvitserk]]&lt;br /&gt;
|The ships captain&lt;br /&gt;
|Barbarian&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Helga]]&lt;br /&gt;
|The first mate&lt;br /&gt;
|Barbarian&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lexana Brightshore]]&lt;br /&gt;
|&lt;br /&gt;
|Mage&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_109_Prep&amp;diff=3283</id>
		<title>Session 109 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_109_Prep&amp;diff=3283"/>
		<updated>2025-03-21T03:39:38Z</updated>

		<summary type="html">&lt;p&gt;DM: Text replacement - &amp;quot;Coastal Encounters&amp;quot; to &amp;quot;Encounter Table: Solnor Coat&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;module&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Previously... ==&lt;br /&gt;
The party arrived at [[Coregilia]] and promptly got involved in a bar fight that resulted in a &amp;quot;virtual&amp;quot; massacre that though killed many, ultimately resulted in no deaths due to the quick work of Balmaris the cleric.&lt;br /&gt;
&lt;br /&gt;
[[Session 108 Killed by a flumph]]&lt;br /&gt;
&lt;br /&gt;
== Interludes ==&lt;br /&gt;
&lt;br /&gt;
=== A night in jail ===&lt;br /&gt;
&lt;br /&gt;
* The PC&#039;s are taken into custody to await the traveling magistrate. Their magical brands are discovered and the magistrate takes them aside to tell them of their quest.&lt;br /&gt;
&lt;br /&gt;
=== Hvitserk Arrives ===&lt;br /&gt;
&lt;br /&gt;
* [[Hvitserk]] arrives looking for his companions to start some carousing. His preference is to head to the The Empty Net tavern and blow off steam.&lt;br /&gt;
&lt;br /&gt;
=== Raider sails are sighted ===&lt;br /&gt;
&lt;br /&gt;
* The sails of raiders from the Sea Princes are sighted on the horizon. The town panics and sounds the alarms. Do the PC&#039;s head out to sea or help fortify the town? The PC&#039;s may discover some of the odd artifacts in use (linked to the Empire of Lynn arms dealers)&lt;br /&gt;
&lt;br /&gt;
== Planned Events ==&lt;br /&gt;
&lt;br /&gt;
=== The Constable Arrives ===&lt;br /&gt;
* The constable Halvor and a heavily armed escort arrives to put a stop to the bar fight to find the PC&#039;s sitting at the bar drinking quietly. The remaining patrons still in the bar are in shock but no property damage is apparent.&lt;br /&gt;
* Depending on their actions Halvor may have them taken in for questioning at which point their brands are discovered. (Ref &#039; A night in jail&#039; )&lt;br /&gt;
&lt;br /&gt;
=== The tale of the Haunted House ===&lt;br /&gt;
* The PC&#039;s meet with [[Julia]] who tells them of the old alchemists mansion on the hill outside of town. Its reportedly haunted and strange lights have been seen there on moonless nights.&lt;br /&gt;
&lt;br /&gt;
== Cliffhanger ==&lt;br /&gt;
If they are in town the raiders arrive. If they are on the road use the coastal random encounter.&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters ===&lt;br /&gt;
[[Encounter Table: Solnor Coat|Coastal Encounter]]&lt;br /&gt;
&lt;br /&gt;
== Key NPC&#039;s ==&lt;br /&gt;
{{:Abe Falstaff}}&lt;br /&gt;
{{:Anya}}&lt;br /&gt;
{{:Alyndra Strongarm}}&lt;br /&gt;
{{:Eira Shadowglow}}&lt;br /&gt;
{{:Hvitserk}}&lt;br /&gt;
{{:Halvor Ironfist}}&lt;br /&gt;
=== Halvors Escorts ===&lt;br /&gt;
Name: Corporal Corrado&lt;br /&gt;
&lt;br /&gt;
Race/Class: Human (Guard)&lt;br /&gt;
&lt;br /&gt;
Personality: Experienced and stoic. He&#039;s been with the town watch for over a decade now and has seen it all.&lt;br /&gt;
&lt;br /&gt;
Motivations: Protect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Name: Sergeant Raffaele&lt;br /&gt;
&lt;br /&gt;
Race/Class: Human (Guard)&lt;br /&gt;
&lt;br /&gt;
Personality: Confident and commanding.&lt;br /&gt;
&lt;br /&gt;
Motivations: Protect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Name: Luca&lt;br /&gt;
&lt;br /&gt;
Race/Class: Human (Guard)&lt;br /&gt;
&lt;br /&gt;
Personality: Friendly and approachable.&lt;br /&gt;
&lt;br /&gt;
Motivations: Protect&lt;br /&gt;
&lt;br /&gt;
=== Town Guard Stats ===&lt;br /&gt;
* Alignment generally LN but a few may be LE.&lt;br /&gt;
* Armor Class: 12 (leather)&lt;br /&gt;
* Hit Points: 18&lt;br /&gt;
* Speed: 30 ft.&lt;br /&gt;
* Attack Bonus: +4 (broadsword or spear)&lt;br /&gt;
* Defense Bonus: +5&lt;br /&gt;
* Special Abilities: None&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_107_Prep&amp;diff=3282</id>
		<title>Session 107 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_107_Prep&amp;diff=3282"/>
		<updated>2025-03-21T03:39:22Z</updated>

		<summary type="html">&lt;p&gt;DM: Text replacement - &amp;quot;Coastal Encounters&amp;quot; to &amp;quot;Encounter Table: Solnor Coat&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:Module/Style.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;module&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Previously...==&lt;br /&gt;
PC&#039;s deal with the shipwreck and try to recover items from the boat. [[Session 106 Boating is for sailors|Session 106]]&lt;br /&gt;
&lt;br /&gt;
==Interludes==&lt;br /&gt;
*Roll on the coastal encounter table if heading north or inland from the shipwreck site.&lt;br /&gt;
*Pickpockets (in town)&lt;br /&gt;
*Exploring the town of [[Coregilia]].&lt;br /&gt;
&lt;br /&gt;
==Planned Events==&lt;br /&gt;
&lt;br /&gt;
===Underway===&lt;br /&gt;
*Having completed the repairs to the boak, [[Hvitserk]] and [[Helga]] hurry the PC&#039;s aboard and continue their trip to [[Coregilia]] via ship instead of marching overland. The adventure should proceed much like 106 was projected to had they not gotten involved with the Shaughain.&lt;br /&gt;
&lt;br /&gt;
===Continuing the voyage (by sea)===&lt;br /&gt;
*One aboard make a random encounter check using the [[Encounter Table: Solnor Coat]] and Weather Table. The journey takes less than 1/2 day assuming there are no negative weather or coastal encounter effects.&lt;br /&gt;
&lt;br /&gt;
===Continuing the voyage (by land)===&lt;br /&gt;
*The PC&#039;s will be walking to [[Coregilia]] which will take the a full day if they start out in the morning. At midday make a weather and coastal encounter table check. They will arrive by dusk and find the town bustling with activity as the remains boats enter the small harbor.&lt;br /&gt;
&lt;br /&gt;
===Arrival in [[Coregilia]]===&lt;br /&gt;
*They will be met at the town gate and asked to pay the tax (3 SP) to enter. The town is generally welcoming.&lt;br /&gt;
&lt;br /&gt;
==Cliffhanger==&lt;br /&gt;
The barbarian raiders sails are sighted by the town watch and the alarm is raised. General chaos ensues as the citizens rush to their homes and the guard is mustered. The PC&#039;s are views with suspicion or possibly spies depending their interactions with the townsfolk thus far.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key NPC&#039;s==&lt;br /&gt;
{{:Hvitserk}}&lt;br /&gt;
{{:helga}}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_108_Prep&amp;diff=3281</id>
		<title>Session 108 Prep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_108_Prep&amp;diff=3281"/>
		<updated>2025-03-21T03:39:17Z</updated>

		<summary type="html">&lt;p&gt;DM: Text replacement - &amp;quot;Coastal Encounters&amp;quot; to &amp;quot;Encounter Table: Solnor Coat&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:Module/Style.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;module&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Session Prep]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Previously...==&lt;br /&gt;
The PC&#039;s investigated a shipwreck inhabited by a sea hag. [[Session Summary - 107|Session 107 - The Sea Hags treasure]]&lt;br /&gt;
&lt;br /&gt;
==Interludes==&lt;br /&gt;
*Roll on the coastal encounter table if at sea, or the [[Coregilia]] encounter chart if in port.&lt;br /&gt;
*Pickpockets (in town)&lt;br /&gt;
*Exploring the town of [[Coregilia]].&lt;br /&gt;
&lt;br /&gt;
==Planned Events==&lt;br /&gt;
&lt;br /&gt;
===Continuing the voyage (by sea)===&lt;br /&gt;
*One aboard make a random encounter check using the [[Encounter Table: Solnor Coat]] and Weather Table. The journey takes less than 1/2 day assuming there are no negative weather or coastal encounter effects.  They will arrive at Coregilia harbor late in the afternoon or at dusk and find the town bustling with activity as the fishing boats enter the small harbor. If the winds are fair...&lt;br /&gt;
&lt;br /&gt;
===Arrival in [[Coregilia]]===&lt;br /&gt;
*They will be met at the town gate and asked to pay the tax (3 SP) to enter. The town is generally welcoming.&lt;br /&gt;
&lt;br /&gt;
==Cliffhanger==&lt;br /&gt;
&lt;br /&gt;
If in town: &lt;br /&gt;
*The barbarian raiders sails are sighted by the town watch and the alarm is raised. General chaos ensues as the citizens rush to their homes and the guard is mustered. The PC&#039;s are views with suspicion or possibly spies depending their interactions with the townsfolk thus far.&lt;br /&gt;
&lt;br /&gt;
If on the road to the mansion:&lt;br /&gt;
*They may spot smoke rising from the direction of the town and depending on their locale hear/see the town ringing the alarm.&lt;br /&gt;
&lt;br /&gt;
==Key NPC&#039;s==&lt;br /&gt;
{{:Abe Falstaff}}&lt;br /&gt;
{{:Anya}}&lt;br /&gt;
{{:Hvitserk}}&lt;br /&gt;
{{:Helga}}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Solnor_Coast&amp;diff=3280</id>
		<title>Encounter Table: Solnor Coast</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Solnor_Coast&amp;diff=3280"/>
		<updated>2025-03-21T03:38:33Z</updated>

		<summary type="html">&lt;p&gt;DM: DM moved page Coastal Encounters to Encounter Table: Solnor Coast without leaving a redirect: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Encounter Table]]&lt;br /&gt;
&lt;br /&gt;
Along the North Eastern Solonor Coast near the old Great Kingdom.&lt;br /&gt;
&lt;br /&gt;
== Daytime ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Roll&lt;br /&gt;
!Encounter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Sunbathing Stirges&lt;br /&gt;
|Two Stirges bask on a sun-warmed rock, lazily fanning their wings. They screech and attack if disturbed. (Stirges: AC 12, HP 13, STR 5, DEX 13, CON 11, INT 2, WIS 11, CHA 5)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Lost Lizardfolk Patrol&lt;br /&gt;
|Three Lizardfolk scouts, lost after a storm, stumble upon the party. They are wary but not hostile unless threatened. (Lizardfolk Scout: AC 13, HP 16, STR 13, DEX 14, CON 13, INT 6, WIS 12, CHA 7)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| Driftwood Ambush&lt;br /&gt;
|A Giant Octopus, camouflaged among driftwood, ambushes the party from the shallows. It seeks to drag them underwater and drown them. (Giant Octopus: AC 11, HP 57, STR 18, DEX 8, CON 16, INT 3, WIS 13, CHA 7)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Sea Serpent Sight&lt;br /&gt;
|A brief glimpse of a sleek, serpentine head breaks the surface of the ocean far offshore. It disappears as quickly as it appeared, leaving the party to wonder what lurks beneath the waves.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Treasure Trove&lt;br /&gt;
|A hidden cove reveals a stash of pirate booty: gold coins, gems, and a rusty cutlass. However, a territorial Sea Hag claims the cove as her own and attacks intruders. (Sea Hag: AC 15, HP 22, STR 10, DEX 14, CON 13, INT 12, WIS 14, CHA 16)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Shipwrecked Survivors&lt;br /&gt;
|A group of shipwrecked sailors, desperate for food and water, plead for help. They offer a valuable map in exchange for assistance.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|Giant Oysters&lt;br /&gt;
|A cluster of giant oysters cling to the rocks, their shells pulsating with bioluminescent light. They are harmless, but their eerie glow can be unsettling.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Playful Dolphins&lt;br /&gt;
|A pod of playful dolphins leaps and splashes alongside the party, offering a brief moment of joy and wonder.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Lost Tomb&lt;br /&gt;
|The entrance to a hidden tomb lies half-buried in the sand. Strange symbols and weathered bones hint at the dangers within.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Mermaid Melody&lt;br /&gt;
|A haunting melody drifts from the ocean depths, luring the party closer to the shore. It is the song of a Mermaid, who seeks to charm and drown them. (Mermaid: AC 13, HP 16, STR 10, DEX 13, CON 13, INT 12, WIS 14, CHA 16)&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Gull Infestation&lt;br /&gt;
|A swarm of hungry gulls attacks, seeking scraps of food or shiny objects. They can be a nuisance, but also a warning of nearby predators.&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Tidal Surge&lt;br /&gt;
|A sudden, powerful wave crashes down upon the shore, knocking the party off their feet and dragging them towards the ocean.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Along the coast road.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Roll&lt;br /&gt;
! Encounter&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Sunbathing Stirges&lt;br /&gt;
| Two Stirges perch on a sun-warmed signpost, lazily fanning their wings. They screech and attack if disturbed. (Stirges: AC 12, HP 13, STR 5, DEX 13, CON 11, INT 2, WIS 11, CHA 5)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Lost Lizardfolk Scout&lt;br /&gt;
| A lone Lizardfolk scout, disoriented after losing his patrol, stumbles onto the road. He is wary but not hostile unless threatened. (Lizardfolk Scout: AC 13, HP 16, STR 13, DEX 14, CON 13, INT 6, WIS 12, CHA 7)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Brigand Ambush&lt;br /&gt;
| A hidden band of brigands emerges from a rocky outcrop, hoping to relieve travelers of their valuables. (Brigands: AC 14, HP 11, STR 13, DEX 12, CON 12, INT 10, WIS 11, CHA 12)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Distant Dust Cloud&lt;br /&gt;
| A distant plume of dust billows on the horizon, hinting at a hidden caravan, a traveling circus, or perhaps something more ominous.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Smuggler&#039;s Stash&lt;br /&gt;
| A collapsed wagon reveals a hidden cache of contraband goods, guarded by a nervous but trigger-happy smuggler. (Smuggler: AC 15, HP 18, STR 12, DEX 14, CON 13, INT 11, WIS 12, CHA 13)&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Traveling Herbalist&lt;br /&gt;
| A friendly old herbalist offers aid and wisdom to passersby, sharing knowledge of local plants and potions in exchange for stories or coin.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Glowing Mushrooms&lt;br /&gt;
| Strange, bioluminescent mushrooms sprout among the roadside ferns, casting an eerie glow and attracting unusual insects.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Playful Sprites&lt;br /&gt;
| A mischievous band of sprites teases and tricks travelers, leading them on harmless detours or leaving playful gifts in their path.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Ancient Ruin&lt;br /&gt;
| The crumbling remains of an ancient watchtower or tollhouse stand by the road, hinting at forgotten secrets and buried treasures.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Siren&#039;s Song&lt;br /&gt;
| A hauntingly beautiful song whispers from the dense forest, luring travelers towards their doom with promises of hidden wealth. (Siren: AC 13, HP 16, STR 10, DEX 13, CON 13, INT 12, WIS 14, CHA 16)&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Raven&#039;s Warning&lt;br /&gt;
| A lone raven circles overhead, cawing loudly and dropping pebbles in the path, seemingly trying to warn travelers of unseen danger ahead.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Flash Flood&lt;br /&gt;
| A sudden downpour transforms the road into a raging torrent, testing the party&#039;s strength and resourcefulness to reach higher ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nightime ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Roll&lt;br /&gt;
!Encounter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Glowing Kelp&lt;br /&gt;
|The party stumbles upon a vibrant patch of bioluminescent kelp, casting an eerie blue glow across the shore.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Siren&#039;s Song&lt;br /&gt;
|A haunting melody drifts across the waves, drawing one party member closer to the water&#039;s edge. A hidden siren (AC 15, HP 36, Str 10, Dex 16, Con 13, Int 13, Wis 16, Cha 18) observes, waiting for the right moment to strike.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Will-o&#039;-the-Wisps&lt;br /&gt;
|Mischievous will-o&#039;-the-wisps (AC 11, HP 2, Str 1, Dex 16, Con 10, Int 10, Wis 10, Cha 13) dance near the party, leading them in circles or towards hidden dangers.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Crab Feast&lt;br /&gt;
|A swarm of hungry giant crabs (AC 16, HP 22, Str 18, Dex 10, Con 15, Int 2, Wis 11, Cha 5) emerges from the surf, attracted by the scent of food or disturbed by the party&#039;s presence.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spectral Whaler&lt;br /&gt;
|A ghostly whaler ship, crewed by skeletal figures, drifts silently past the party. Legend tells of its curse, trapping souls onboard forever.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Sea Hag Haggling&lt;br /&gt;
|A crafty sea hag (AC 13, HP 22, Str 13, Dex 14, Con 15, Int 12, Wis 13, Cha 16) approaches the party, offering cryptic bargains and dark secrets in exchange for favors or valuables.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Coral Cavern&lt;br /&gt;
|The party discovers a hidden cave entrance beneath the tideline, leading to a bioluminescent coral cavern inhabited by playful sea otters (AC 12, HP 7, Str 11, Dex 14, Con 13, Int 2, Wis 11, Cha 7).&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Storm Giant&#039;s Footprint&lt;br /&gt;
|A colossal footprint, seemingly made by a giant, stretches across the beach. Examining it reveals strange tracks and the lingering scent of ozone.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Shipwrecked Survivors&lt;br /&gt;
|The party encounters the survivors of a recent shipwreck, desperate for help and potentially holding a valuable treasure they want to keep secret.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Glowing Jellyfish Swarm&lt;br /&gt;
|A mesmerizing swarm of bioluminescent jellyfish lights up the water ahead, but its beauty hides a danger, as their touch inflicts a painful sting (1d6 piercing damage).&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Sea Serpent Silhouette&lt;br /&gt;
|A long, sinuous shadow glides beneath the waves, barely glimpsed in the moonlight. A watchful party might recognize the form of a sea serpent (AC 17, HP 97, Str 22, Dex 15, Con 18, Int 5, Wis 12, Cha 11).&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Mooncalf Ritual&lt;br /&gt;
|Deep within the dunes, the party stumbles upon a hidden circle of chanting mooncalves (AC 11, HP 13, Str 8, Dex 14, Con 11, Int 2, Wis 13, Cha 12). Their ritual, harmless but unsettling, could attract unwanted attention.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_130_Trials_of_Worth&amp;diff=3279</id>
		<title>Session 130 Trials of Worth</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_130_Trials_of_Worth&amp;diff=3279"/>
		<updated>2025-03-21T03:36:33Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Session Summary]]&lt;br /&gt;
&lt;br /&gt;
. The Test of Mercy (Moral Dilemma):&lt;br /&gt;
&lt;br /&gt;
Scenario: A captured bandit leader, notorious for brutal raids, is brought before the paladin. The villagers demand immediate execution. However, the leader pleads for mercy, claiming he was forced into banditry to save his starving family, and offers information about a larger, more dangerous threat.&lt;br /&gt;
Challenge:&lt;br /&gt;
The paladin must discern the truth of the bandit&#039;s claims.&lt;br /&gt;
They must balance justice with mercy, upholding the law while considering extenuating circumstances.&lt;br /&gt;
They must decide whether to execute the prisoner, imprison him, or offer a chance for redemption (potentially by helping his family and/or using the provided information).&lt;br /&gt;
This challenge tests the paladin&#039;s ability to discern truth, exercise compassion, and make difficult moral choices.&lt;br /&gt;
&lt;br /&gt;
Nails passes summary judgment and kills the bandit leader, the scenes fades and is replaced with A sacred grove or temple, dedicated to the paladin&#039;s deity, has been corrupted by a dark influence. The once-peaceful place now radiates malevolence, and its guardians (animals, spirits, or former priests) have become hostile.&lt;br /&gt;
&lt;br /&gt;
* Challenge:&lt;br /&gt;
** The paladin must identify the source of the corruption.&lt;br /&gt;
** They must confront and purify the corrupted guardians, without resorting to unnecessary violence.&lt;br /&gt;
** They must restore the sanctuary to its former state, potentially through ritual, prayer, or a specific act of atonement.&lt;br /&gt;
** This tests the paladin&#039;s faith, their ability to resist corruption, and their understanding of sacred rites.&lt;br /&gt;
* Possible Complications:&lt;br /&gt;
** The corruption is tied to a personal flaw or past sin of the paladin.&lt;br /&gt;
** The corrupted guardians are former allies or loved ones.&lt;br /&gt;
** The source of the corruption is a powerful entity that can manipulate the paladin&#039;s mind.&lt;br /&gt;
** Nail - attempts to pay an dhearl their and as he does do they move towards him menacingly. After his prayer they return to the guard positions &lt;br /&gt;
** he enters and sees a pitcher flowing with blood that seeps into he stones.&lt;br /&gt;
** the corruption is emanating from the alcohol &lt;br /&gt;
* __________________________________________&lt;br /&gt;
* Egon interacts with the spectral figure  healing word on the creature  Balmaris casts Beacon of hope  asks him   protection from poison  Balmaris challnesl divinity heals&lt;br /&gt;
* Egon sense its his spriit not hobody that&#039;s&lt;br /&gt;
*  ----&amp;lt;br /&amp;gt;aldran and Durmen look for the lay lines and use them to find their way thought the maze. the avoid pit traps, flash bangs, and shifting walls.they finally make their way to a white 6 panel door that they investigate &lt;br /&gt;
* they blast it with spells to open it&lt;br /&gt;
* The party finds themselves standing in the hallway out between the alcove where they met Turan and battled the Demon. At the opposite end of the hallway is a singular door that looks identical to the one German and all drawn were blasting away at except all wood and much more weather beaten.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || A windswept, rocky mountain peak || Jagged cliffs, thin air, and panoramic views.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || A single tree on a plain of grass || Solitary, with a wide expanse of grassland surrounding it.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || A sprawling, misty swamp at dawn || Cypress trees, murky water, and the croaking of frogs.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || A vast, sun-baked desert canyon || Scorching heat, towering rock formations, and hidden oases.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A vibrant coral reef during low tide || Exposed coral, colorful sea creatures, and the smell of salt.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || A frozen tundra under the aurora borealis || Icy plains, shimmering lights, and the howling of the wind.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || A lush, tropical rainforest after a downpour || Steaming vegetation, dripping leaves, and the calls of exotic birds.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || A volcanic caldera with bubbling hot springs || Steaming vents, sulfurous smells, and the glow of molten rock.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
* The party chooses to enter the doorway and choses #2&lt;br /&gt;
** Ironwood tree on a grassy plain&lt;br /&gt;
** Sitting net to the tree.&lt;br /&gt;
** They can learn knowledge quickly here, as time runs at a different spped&lt;br /&gt;
** Members who die here are absorbed by the tees. and their eases is taken in&lt;br /&gt;
** Wisdom +1 for 24 hour temporary effect..&lt;br /&gt;
* The party chooses to enter #1 the Rocky Mountain Peak.&lt;br /&gt;
** The party Time seems normal the environment doesnt&lt;br /&gt;
&lt;br /&gt;
{{:Aldrans dead Uncle Borin Frostbeard}}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Solnor_Coast&amp;diff=3278</id>
		<title>Encounter Table: Solnor Coast</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Solnor_Coast&amp;diff=3278"/>
		<updated>2025-03-21T03:35:17Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Encounter Table]]&lt;br /&gt;
&lt;br /&gt;
Along the North Eastern Solonor Coast near the old Great Kingdom.&lt;br /&gt;
&lt;br /&gt;
== Daytime ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Roll&lt;br /&gt;
!Encounter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Sunbathing Stirges&lt;br /&gt;
|Two Stirges bask on a sun-warmed rock, lazily fanning their wings. They screech and attack if disturbed. (Stirges: AC 12, HP 13, STR 5, DEX 13, CON 11, INT 2, WIS 11, CHA 5)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Lost Lizardfolk Patrol&lt;br /&gt;
|Three Lizardfolk scouts, lost after a storm, stumble upon the party. They are wary but not hostile unless threatened. (Lizardfolk Scout: AC 13, HP 16, STR 13, DEX 14, CON 13, INT 6, WIS 12, CHA 7)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| Driftwood Ambush&lt;br /&gt;
|A Giant Octopus, camouflaged among driftwood, ambushes the party from the shallows. It seeks to drag them underwater and drown them. (Giant Octopus: AC 11, HP 57, STR 18, DEX 8, CON 16, INT 3, WIS 13, CHA 7)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Sea Serpent Sight&lt;br /&gt;
|A brief glimpse of a sleek, serpentine head breaks the surface of the ocean far offshore. It disappears as quickly as it appeared, leaving the party to wonder what lurks beneath the waves.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Treasure Trove&lt;br /&gt;
|A hidden cove reveals a stash of pirate booty: gold coins, gems, and a rusty cutlass. However, a territorial Sea Hag claims the cove as her own and attacks intruders. (Sea Hag: AC 15, HP 22, STR 10, DEX 14, CON 13, INT 12, WIS 14, CHA 16)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Shipwrecked Survivors&lt;br /&gt;
|A group of shipwrecked sailors, desperate for food and water, plead for help. They offer a valuable map in exchange for assistance.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|Giant Oysters&lt;br /&gt;
|A cluster of giant oysters cling to the rocks, their shells pulsating with bioluminescent light. They are harmless, but their eerie glow can be unsettling.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Playful Dolphins&lt;br /&gt;
|A pod of playful dolphins leaps and splashes alongside the party, offering a brief moment of joy and wonder.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Lost Tomb&lt;br /&gt;
|The entrance to a hidden tomb lies half-buried in the sand. Strange symbols and weathered bones hint at the dangers within.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Mermaid Melody&lt;br /&gt;
|A haunting melody drifts from the ocean depths, luring the party closer to the shore. It is the song of a Mermaid, who seeks to charm and drown them. (Mermaid: AC 13, HP 16, STR 10, DEX 13, CON 13, INT 12, WIS 14, CHA 16)&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Gull Infestation&lt;br /&gt;
|A swarm of hungry gulls attacks, seeking scraps of food or shiny objects. They can be a nuisance, but also a warning of nearby predators.&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Tidal Surge&lt;br /&gt;
|A sudden, powerful wave crashes down upon the shore, knocking the party off their feet and dragging them towards the ocean.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Along the coast road.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Roll&lt;br /&gt;
! Encounter&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Sunbathing Stirges&lt;br /&gt;
| Two Stirges perch on a sun-warmed signpost, lazily fanning their wings. They screech and attack if disturbed. (Stirges: AC 12, HP 13, STR 5, DEX 13, CON 11, INT 2, WIS 11, CHA 5)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Lost Lizardfolk Scout&lt;br /&gt;
| A lone Lizardfolk scout, disoriented after losing his patrol, stumbles onto the road. He is wary but not hostile unless threatened. (Lizardfolk Scout: AC 13, HP 16, STR 13, DEX 14, CON 13, INT 6, WIS 12, CHA 7)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Brigand Ambush&lt;br /&gt;
| A hidden band of brigands emerges from a rocky outcrop, hoping to relieve travelers of their valuables. (Brigands: AC 14, HP 11, STR 13, DEX 12, CON 12, INT 10, WIS 11, CHA 12)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Distant Dust Cloud&lt;br /&gt;
| A distant plume of dust billows on the horizon, hinting at a hidden caravan, a traveling circus, or perhaps something more ominous.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Smuggler&#039;s Stash&lt;br /&gt;
| A collapsed wagon reveals a hidden cache of contraband goods, guarded by a nervous but trigger-happy smuggler. (Smuggler: AC 15, HP 18, STR 12, DEX 14, CON 13, INT 11, WIS 12, CHA 13)&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Traveling Herbalist&lt;br /&gt;
| A friendly old herbalist offers aid and wisdom to passersby, sharing knowledge of local plants and potions in exchange for stories or coin.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Glowing Mushrooms&lt;br /&gt;
| Strange, bioluminescent mushrooms sprout among the roadside ferns, casting an eerie glow and attracting unusual insects.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Playful Sprites&lt;br /&gt;
| A mischievous band of sprites teases and tricks travelers, leading them on harmless detours or leaving playful gifts in their path.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Ancient Ruin&lt;br /&gt;
| The crumbling remains of an ancient watchtower or tollhouse stand by the road, hinting at forgotten secrets and buried treasures.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Siren&#039;s Song&lt;br /&gt;
| A hauntingly beautiful song whispers from the dense forest, luring travelers towards their doom with promises of hidden wealth. (Siren: AC 13, HP 16, STR 10, DEX 13, CON 13, INT 12, WIS 14, CHA 16)&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Raven&#039;s Warning&lt;br /&gt;
| A lone raven circles overhead, cawing loudly and dropping pebbles in the path, seemingly trying to warn travelers of unseen danger ahead.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Flash Flood&lt;br /&gt;
| A sudden downpour transforms the road into a raging torrent, testing the party&#039;s strength and resourcefulness to reach higher ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nightime ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Roll&lt;br /&gt;
!Encounter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Glowing Kelp&lt;br /&gt;
|The party stumbles upon a vibrant patch of bioluminescent kelp, casting an eerie blue glow across the shore.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Siren&#039;s Song&lt;br /&gt;
|A haunting melody drifts across the waves, drawing one party member closer to the water&#039;s edge. A hidden siren (AC 15, HP 36, Str 10, Dex 16, Con 13, Int 13, Wis 16, Cha 18) observes, waiting for the right moment to strike.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Will-o&#039;-the-Wisps&lt;br /&gt;
|Mischievous will-o&#039;-the-wisps (AC 11, HP 2, Str 1, Dex 16, Con 10, Int 10, Wis 10, Cha 13) dance near the party, leading them in circles or towards hidden dangers.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Crab Feast&lt;br /&gt;
|A swarm of hungry giant crabs (AC 16, HP 22, Str 18, Dex 10, Con 15, Int 2, Wis 11, Cha 5) emerges from the surf, attracted by the scent of food or disturbed by the party&#039;s presence.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spectral Whaler&lt;br /&gt;
|A ghostly whaler ship, crewed by skeletal figures, drifts silently past the party. Legend tells of its curse, trapping souls onboard forever.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Sea Hag Haggling&lt;br /&gt;
|A crafty sea hag (AC 13, HP 22, Str 13, Dex 14, Con 15, Int 12, Wis 13, Cha 16) approaches the party, offering cryptic bargains and dark secrets in exchange for favors or valuables.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Coral Cavern&lt;br /&gt;
|The party discovers a hidden cave entrance beneath the tideline, leading to a bioluminescent coral cavern inhabited by playful sea otters (AC 12, HP 7, Str 11, Dex 14, Con 13, Int 2, Wis 11, Cha 7).&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Storm Giant&#039;s Footprint&lt;br /&gt;
|A colossal footprint, seemingly made by a giant, stretches across the beach. Examining it reveals strange tracks and the lingering scent of ozone.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Shipwrecked Survivors&lt;br /&gt;
|The party encounters the survivors of a recent shipwreck, desperate for help and potentially holding a valuable treasure they want to keep secret.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Glowing Jellyfish Swarm&lt;br /&gt;
|A mesmerizing swarm of bioluminescent jellyfish lights up the water ahead, but its beauty hides a danger, as their touch inflicts a painful sting (1d6 piercing damage).&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Sea Serpent Silhouette&lt;br /&gt;
|A long, sinuous shadow glides beneath the waves, barely glimpsed in the moonlight. A watchful party might recognize the form of a sea serpent (AC 17, HP 97, Str 22, Dex 15, Con 18, Int 5, Wis 12, Cha 11).&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Mooncalf Ritual&lt;br /&gt;
|Deep within the dunes, the party stumbles upon a hidden circle of chanting mooncalves (AC 11, HP 13, Str 8, Dex 14, Con 11, Int 2, Wis 13, Cha 12). Their ritual, harmless but unsettling, could attract unwanted attention.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Category:Encounter_Table&amp;diff=3277</id>
		<title>Category:Encounter Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Category:Encounter_Table&amp;diff=3277"/>
		<updated>2025-03-21T03:33:46Z</updated>

		<summary type="html">&lt;p&gt;DM: Created page with &amp;quot;Lots of Random encounter tables ready for use, most are tailored for specific regions of the campaign settings but can serve almost anywhere.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lots of Random encounter tables ready for use, most are tailored for specific regions of the campaign settings but can serve almost anywhere.&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Mercenary_Army_Soldiers_Carousing&amp;diff=3276</id>
		<title>Encounter Table: Mercenary Army Soldiers Carousing</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Mercenary_Army_Soldiers_Carousing&amp;diff=3276"/>
		<updated>2025-03-21T03:32:43Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Encounter Table]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Encounter Table: Mercenary Army Soldiers Carousing&lt;br /&gt;
! d100 Roll !! Encounter !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 01-10 || Rowdy Singing || A group of mercenaries are singing loudly and off-key, possibly attracting unwanted attention. They might challenge the party to a drinking contest or a sing-off.&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || Arm Wrestling Contest || Two mercenaries are engaged in a heated arm wrestling match, drawing a crowd. Bets are being placed. A player might be challenged to participate.&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || Drunken Brawl (Minor) || A small scuffle breaks out between two mercenaries, mostly shoving and shouting. Easily broken up, but could escalate if interfered with poorly.&lt;br /&gt;
|-&lt;br /&gt;
| 31-40 || Storytelling Session || A seasoned mercenary is regaling a group with tales of past battles and adventures. They might share useful information or rumors if the party joins them.&lt;br /&gt;
|-&lt;br /&gt;
| 41-50 || Gambling Game || A group of mercenaries are playing a game of chance (e.g., dice, cards). They might invite the party to join, potentially leading to a high-stakes game.&lt;br /&gt;
|-&lt;br /&gt;
| 51-60 || Buying Drinks || A generous mercenary is buying drinks for everyone. They might offer the party free drinks and engage in friendly conversation.&lt;br /&gt;
|-&lt;br /&gt;
| 61-70 || Lost Item Search || A mercenary has lost a valuable item (e.g., a lucky charm, a pouch of coins) and is frantically searching for it. They might ask the party for help.&lt;br /&gt;
|-&lt;br /&gt;
| 71-80 || Recruiting Pitch || A mercenary officer is trying to recruit new members for their company. They might approach the party and offer them a lucrative contract.&lt;br /&gt;
|-&lt;br /&gt;
| 81-90 || Drunken Brawl (Major) || A large brawl erupts, involving multiple mercenaries. Weapons might be drawn. The party might need to intervene to prevent serious injury or death, or risk getting caught in the middle.&lt;br /&gt;
|-&lt;br /&gt;
| 91-95 || Information Exchange || A mercenary is overheard discussing sensitive information (e.g., a planned raid, a secret rendezvous). The party might learn valuable secrets if they listen carefully.&lt;br /&gt;
|-&lt;br /&gt;
| 96-100 || Officer&#039;s Challenge || A high-ranking mercenary officer challenges a party member to a duel or a test of skill (e.g., archery, strength). This could be a friendly competition or a serious challenge to prove worth.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Mercenary_Army_Soldiers_Carousing&amp;diff=3275</id>
		<title>Encounter Table: Mercenary Army Soldiers Carousing</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Mercenary_Army_Soldiers_Carousing&amp;diff=3275"/>
		<updated>2025-03-21T03:32:09Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Encounter table]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Encounter Table: Mercenary Army Soldiers Carousing&lt;br /&gt;
! d100 Roll !! Encounter !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 01-10 || Rowdy Singing || A group of mercenaries are singing loudly and off-key, possibly attracting unwanted attention. They might challenge the party to a drinking contest or a sing-off.&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || Arm Wrestling Contest || Two mercenaries are engaged in a heated arm wrestling match, drawing a crowd. Bets are being placed. A player might be challenged to participate.&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || Drunken Brawl (Minor) || A small scuffle breaks out between two mercenaries, mostly shoving and shouting. Easily broken up, but could escalate if interfered with poorly.&lt;br /&gt;
|-&lt;br /&gt;
| 31-40 || Storytelling Session || A seasoned mercenary is regaling a group with tales of past battles and adventures. They might share useful information or rumors if the party joins them.&lt;br /&gt;
|-&lt;br /&gt;
| 41-50 || Gambling Game || A group of mercenaries are playing a game of chance (e.g., dice, cards). They might invite the party to join, potentially leading to a high-stakes game.&lt;br /&gt;
|-&lt;br /&gt;
| 51-60 || Buying Drinks || A generous mercenary is buying drinks for everyone. They might offer the party free drinks and engage in friendly conversation.&lt;br /&gt;
|-&lt;br /&gt;
| 61-70 || Lost Item Search || A mercenary has lost a valuable item (e.g., a lucky charm, a pouch of coins) and is frantically searching for it. They might ask the party for help.&lt;br /&gt;
|-&lt;br /&gt;
| 71-80 || Recruiting Pitch || A mercenary officer is trying to recruit new members for their company. They might approach the party and offer them a lucrative contract.&lt;br /&gt;
|-&lt;br /&gt;
| 81-90 || Drunken Brawl (Major) || A large brawl erupts, involving multiple mercenaries. Weapons might be drawn. The party might need to intervene to prevent serious injury or death, or risk getting caught in the middle.&lt;br /&gt;
|-&lt;br /&gt;
| 91-95 || Information Exchange || A mercenary is overheard discussing sensitive information (e.g., a planned raid, a secret rendezvous). The party might learn valuable secrets if they listen carefully.&lt;br /&gt;
|-&lt;br /&gt;
| 96-100 || Officer&#039;s Challenge || A high-ranking mercenary officer challenges a party member to a duel or a test of skill (e.g., archery, strength). This could be a friendly competition or a serious challenge to prove worth.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Wilderness&amp;diff=3274</id>
		<title>Encounter Table: Wilderness</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Wilderness&amp;diff=3274"/>
		<updated>2025-03-21T03:30:13Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Encounter Table]]&lt;br /&gt;
&lt;br /&gt;
=== ENCOUNTER TABLES ===&lt;br /&gt;
These tables are for the wandering monsters in the wilderness area in the lowlands of the Blemu Hills. Roll 2dl0 once during each day of traveling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | WILDERNESS - RANDOM ENCOUNTER TABLE &lt;br /&gt;
[[Wanborne]] , [[Damerel]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dice Roll&#039;&#039;&#039; ||  &#039;&#039;&#039;Creature Encountered&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 || No encounter&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 1-20 Traders*&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10-40 Brigands&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3-30 Animals in herd&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 4-24 Giant ants&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 1-6 Panthers*&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 1-4 Grizzly bears&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 20-60 Humanoid Raiders/Patrol&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 2-8 Harpies 1-6 Dryads*&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 2-12 Werewolves &lt;br /&gt;
|-&lt;br /&gt;
| 18 || 1-3 Insect swarms** &lt;br /&gt;
|-&lt;br /&gt;
| 19 || 2-16 Griffons** &lt;br /&gt;
|- &lt;br /&gt;
| 20 || 2-12 Werewolves &lt;br /&gt;
|-&lt;br /&gt;
| 21 || 1-3 Insect swarms** &lt;br /&gt;
|-&lt;br /&gt;
| 22 || 2-16 Griffons**&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 1-6 Wyvems** &lt;br /&gt;
|-&lt;br /&gt;
| 24 || 10-40 Brigands**&lt;br /&gt;
|-&lt;br /&gt;
| 25 || Grab grass**&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 1 Gargantuan crocodile**&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  l Gargantuan insect swarm** l Gargantuan troll&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  l Odie&lt;br /&gt;
|-&lt;br /&gt;
| 29 || 1 Hill Giant&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  2-3 Ogres&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Solnor_Coast&amp;diff=3273</id>
		<title>Encounter Table: Solnor Coast</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Encounter_Table:_Solnor_Coast&amp;diff=3273"/>
		<updated>2025-03-21T03:28:37Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Cetegory:Encounter Table]]&lt;br /&gt;
&lt;br /&gt;
Along the North Eastern Solonor Coast near the old Great Kingdom.&lt;br /&gt;
&lt;br /&gt;
== Daytime ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Roll&lt;br /&gt;
!Encounter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Sunbathing Stirges&lt;br /&gt;
|Two Stirges bask on a sun-warmed rock, lazily fanning their wings. They screech and attack if disturbed. (Stirges: AC 12, HP 13, STR 5, DEX 13, CON 11, INT 2, WIS 11, CHA 5)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Lost Lizardfolk Patrol&lt;br /&gt;
|Three Lizardfolk scouts, lost after a storm, stumble upon the party. They are wary but not hostile unless threatened. (Lizardfolk Scout: AC 13, HP 16, STR 13, DEX 14, CON 13, INT 6, WIS 12, CHA 7)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| Driftwood Ambush&lt;br /&gt;
|A Giant Octopus, camouflaged among driftwood, ambushes the party from the shallows. It seeks to drag them underwater and drown them. (Giant Octopus: AC 11, HP 57, STR 18, DEX 8, CON 16, INT 3, WIS 13, CHA 7)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Sea Serpent Sight&lt;br /&gt;
|A brief glimpse of a sleek, serpentine head breaks the surface of the ocean far offshore. It disappears as quickly as it appeared, leaving the party to wonder what lurks beneath the waves.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Treasure Trove&lt;br /&gt;
|A hidden cove reveals a stash of pirate booty: gold coins, gems, and a rusty cutlass. However, a territorial Sea Hag claims the cove as her own and attacks intruders. (Sea Hag: AC 15, HP 22, STR 10, DEX 14, CON 13, INT 12, WIS 14, CHA 16)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Shipwrecked Survivors&lt;br /&gt;
|A group of shipwrecked sailors, desperate for food and water, plead for help. They offer a valuable map in exchange for assistance.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|Giant Oysters&lt;br /&gt;
|A cluster of giant oysters cling to the rocks, their shells pulsating with bioluminescent light. They are harmless, but their eerie glow can be unsettling.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Playful Dolphins&lt;br /&gt;
|A pod of playful dolphins leaps and splashes alongside the party, offering a brief moment of joy and wonder.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Lost Tomb&lt;br /&gt;
|The entrance to a hidden tomb lies half-buried in the sand. Strange symbols and weathered bones hint at the dangers within.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Mermaid Melody&lt;br /&gt;
|A haunting melody drifts from the ocean depths, luring the party closer to the shore. It is the song of a Mermaid, who seeks to charm and drown them. (Mermaid: AC 13, HP 16, STR 10, DEX 13, CON 13, INT 12, WIS 14, CHA 16)&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Gull Infestation&lt;br /&gt;
|A swarm of hungry gulls attacks, seeking scraps of food or shiny objects. They can be a nuisance, but also a warning of nearby predators.&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Tidal Surge&lt;br /&gt;
|A sudden, powerful wave crashes down upon the shore, knocking the party off their feet and dragging them towards the ocean.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Along the coast road.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Roll&lt;br /&gt;
! Encounter&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Sunbathing Stirges&lt;br /&gt;
| Two Stirges perch on a sun-warmed signpost, lazily fanning their wings. They screech and attack if disturbed. (Stirges: AC 12, HP 13, STR 5, DEX 13, CON 11, INT 2, WIS 11, CHA 5)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Lost Lizardfolk Scout&lt;br /&gt;
| A lone Lizardfolk scout, disoriented after losing his patrol, stumbles onto the road. He is wary but not hostile unless threatened. (Lizardfolk Scout: AC 13, HP 16, STR 13, DEX 14, CON 13, INT 6, WIS 12, CHA 7)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Brigand Ambush&lt;br /&gt;
| A hidden band of brigands emerges from a rocky outcrop, hoping to relieve travelers of their valuables. (Brigands: AC 14, HP 11, STR 13, DEX 12, CON 12, INT 10, WIS 11, CHA 12)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Distant Dust Cloud&lt;br /&gt;
| A distant plume of dust billows on the horizon, hinting at a hidden caravan, a traveling circus, or perhaps something more ominous.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Smuggler&#039;s Stash&lt;br /&gt;
| A collapsed wagon reveals a hidden cache of contraband goods, guarded by a nervous but trigger-happy smuggler. (Smuggler: AC 15, HP 18, STR 12, DEX 14, CON 13, INT 11, WIS 12, CHA 13)&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Traveling Herbalist&lt;br /&gt;
| A friendly old herbalist offers aid and wisdom to passersby, sharing knowledge of local plants and potions in exchange for stories or coin.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Glowing Mushrooms&lt;br /&gt;
| Strange, bioluminescent mushrooms sprout among the roadside ferns, casting an eerie glow and attracting unusual insects.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Playful Sprites&lt;br /&gt;
| A mischievous band of sprites teases and tricks travelers, leading them on harmless detours or leaving playful gifts in their path.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Ancient Ruin&lt;br /&gt;
| The crumbling remains of an ancient watchtower or tollhouse stand by the road, hinting at forgotten secrets and buried treasures.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Siren&#039;s Song&lt;br /&gt;
| A hauntingly beautiful song whispers from the dense forest, luring travelers towards their doom with promises of hidden wealth. (Siren: AC 13, HP 16, STR 10, DEX 13, CON 13, INT 12, WIS 14, CHA 16)&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Raven&#039;s Warning&lt;br /&gt;
| A lone raven circles overhead, cawing loudly and dropping pebbles in the path, seemingly trying to warn travelers of unseen danger ahead.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Flash Flood&lt;br /&gt;
| A sudden downpour transforms the road into a raging torrent, testing the party&#039;s strength and resourcefulness to reach higher ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nightime ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Roll&lt;br /&gt;
!Encounter&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Glowing Kelp&lt;br /&gt;
|The party stumbles upon a vibrant patch of bioluminescent kelp, casting an eerie blue glow across the shore.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Siren&#039;s Song&lt;br /&gt;
|A haunting melody drifts across the waves, drawing one party member closer to the water&#039;s edge. A hidden siren (AC 15, HP 36, Str 10, Dex 16, Con 13, Int 13, Wis 16, Cha 18) observes, waiting for the right moment to strike.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Will-o&#039;-the-Wisps&lt;br /&gt;
|Mischievous will-o&#039;-the-wisps (AC 11, HP 2, Str 1, Dex 16, Con 10, Int 10, Wis 10, Cha 13) dance near the party, leading them in circles or towards hidden dangers.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Crab Feast&lt;br /&gt;
|A swarm of hungry giant crabs (AC 16, HP 22, Str 18, Dex 10, Con 15, Int 2, Wis 11, Cha 5) emerges from the surf, attracted by the scent of food or disturbed by the party&#039;s presence.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spectral Whaler&lt;br /&gt;
|A ghostly whaler ship, crewed by skeletal figures, drifts silently past the party. Legend tells of its curse, trapping souls onboard forever.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Sea Hag Haggling&lt;br /&gt;
|A crafty sea hag (AC 13, HP 22, Str 13, Dex 14, Con 15, Int 12, Wis 13, Cha 16) approaches the party, offering cryptic bargains and dark secrets in exchange for favors or valuables.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Coral Cavern&lt;br /&gt;
|The party discovers a hidden cave entrance beneath the tideline, leading to a bioluminescent coral cavern inhabited by playful sea otters (AC 12, HP 7, Str 11, Dex 14, Con 13, Int 2, Wis 11, Cha 7).&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Storm Giant&#039;s Footprint&lt;br /&gt;
|A colossal footprint, seemingly made by a giant, stretches across the beach. Examining it reveals strange tracks and the lingering scent of ozone.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Shipwrecked Survivors&lt;br /&gt;
|The party encounters the survivors of a recent shipwreck, desperate for help and potentially holding a valuable treasure they want to keep secret.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Glowing Jellyfish Swarm&lt;br /&gt;
|A mesmerizing swarm of bioluminescent jellyfish lights up the water ahead, but its beauty hides a danger, as their touch inflicts a painful sting (1d6 piercing damage).&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Sea Serpent Silhouette&lt;br /&gt;
|A long, sinuous shadow glides beneath the waves, barely glimpsed in the moonlight. A watchful party might recognize the form of a sea serpent (AC 17, HP 97, Str 22, Dex 15, Con 18, Int 5, Wis 12, Cha 11).&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Mooncalf Ritual&lt;br /&gt;
|Deep within the dunes, the party stumbles upon a hidden circle of chanting mooncalves (AC 11, HP 13, Str 8, Dex 14, Con 11, Int 2, Wis 13, Cha 12). Their ritual, harmless but unsettling, could attract unwanted attention.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=MediaWiki:Sidebar&amp;diff=3272</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=MediaWiki:Sidebar&amp;diff=3272"/>
		<updated>2025-03-20T07:52:37Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
** MediaWiki:Sidebar | Update Sidebar&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
&lt;br /&gt;
* Campaign Pages&lt;br /&gt;
** Category:Corsairs Campaign | Corsairs Campaign&lt;br /&gt;
** Category:Ivae Orr Campaign | Ivae Orr Campaign&lt;br /&gt;
** Category:Vellors Prison Campaign | Vellors Prison Campaign&lt;br /&gt;
&lt;br /&gt;
* Quick Links&lt;br /&gt;
** Category:Fortification | Fortifications&lt;br /&gt;
** Category:Location | Locations&lt;br /&gt;
** Category:NPC | Non Player Characters&lt;br /&gt;
** Category:Settlement | Settlements&lt;br /&gt;
** Category:Session Summary | Session Summaries&lt;br /&gt;
** Category:Session Prep | Session Prep (DM Only)&lt;br /&gt;
** Party Experience | Party Experience&lt;br /&gt;
&lt;br /&gt;
* Player References&lt;br /&gt;
** [https://greyhawkonline.com/greyhawkwiki/  Canonfire!]&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Vellors_Prison_Campaign&amp;diff=3271</id>
		<title>Vellors Prison Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Vellors_Prison_Campaign&amp;diff=3271"/>
		<updated>2025-03-20T07:51:11Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{PAGENAME}}}}&amp;lt;div class=&amp;quot;module&amp;quot;&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Introduction&#039;&#039;&#039; ===&lt;br /&gt;
This adventure is set in a demi-plane.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Dungeon Masters Background&#039;&#039;&#039; ===&lt;br /&gt;
This campaign story arc is broken up into multiple acts that will occur over the course of one to two game years.&lt;br /&gt;
&lt;br /&gt;
=== Rumors ===&lt;br /&gt;
There are many [[rumors]] circulating about current (and past) events that have an impact on the various factions the PC&#039;s will be interacting with. In some cases the rumors reflect elements of the greater campaign setting and can affect how NPC&#039;s act if not perturbed by the PC&#039;s action. Refer to the [[timeline]] section for additional information.&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters ===&lt;br /&gt;
&lt;br /&gt;
== Prominent Locations ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Vellors_Prison_Campaign&amp;diff=3270</id>
		<title>Vellors Prison Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Vellors_Prison_Campaign&amp;diff=3270"/>
		<updated>2025-03-20T07:49:04Z</updated>

		<summary type="html">&lt;p&gt;DM: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Bone_March_Campaign&amp;diff=3269</id>
		<title>Bone March Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Bone_March_Campaign&amp;diff=3269"/>
		<updated>2025-03-20T07:48:47Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The current campaign year is CY627. The [https://greyhawkonline.com/greyhawkwiki/Bone_March Bone March] was overrun by humanoid invaders in [[Timeline|CY 563]] and over the decades since various attempts to retake the lands by adventurers and other nations have repeatedly failed. Undaunted by the challenge of operating in such a dangers area a hardy group of new [https://vtt.greyhawk.icu adventurers] is attempting to free the Marches. Their tireless efforts are part of a long running insurgency campaign sponsored by [[doi:Nyrond|Nyrond]] and [[doi:Furyondy|Furdony]] to contain, and where the opportunity presents itself, push back the [[doi:Great_Kingdom|Great Kingdom]] (and its remnants) to the old borders.&lt;br /&gt;
&lt;br /&gt;
Their chronicles and details about the environment are captured in the following series of articles as they take part in the ( [[Ivae Orr Campaign]] &#039;&#039;&#039;DM&#039;s only spoiler alert&#039;&#039;&#039;) set in the World of Greyhawk. Over the past thirty years a few co-DM&#039;s and some great players have [[Contributors and Disclaimers|contributed]] their time and energy to create the backstory that continues to shape todays adventures.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;&amp;lt;big&amp;gt;Prior Campaign Series &amp;amp; Story Arcs&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Greyhawk Common Year (CY)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Story Arc&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Dungeon Masters&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Gregorian Year&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 627 +&#039;&#039;&#039;&lt;br /&gt;
|[[Corsairs Campaign|Corsairs]]&lt;br /&gt;
|Smith&lt;br /&gt;
|2023-2024&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 621 - 626&#039;&#039;&#039;&lt;br /&gt;
|[[Ivae Orr Campaign|Ivae Orr]]&lt;br /&gt;
|Smith&lt;br /&gt;
|2022-2023&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 620 - 621&#039;&#039;&#039;&lt;br /&gt;
|[[Vellors Prison Campaign|Vellors Prison]]&lt;br /&gt;
|Smith&lt;br /&gt;
|2021-2022&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 619 - 620&#039;&#039;&#039;&lt;br /&gt;
|[[Darzog Hold Campaign|Darzog Hold]]&lt;br /&gt;
|Smith&lt;br /&gt;
| 2021&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 619&#039;&#039;&#039;&lt;br /&gt;
|[[Knurl Run Campaign|Knurl Run]]&lt;br /&gt;
|Smith&lt;br /&gt;
|2020-2021&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 576 - 616&#039;&#039;&#039;&lt;br /&gt;
|One Shots&lt;br /&gt;
|Smith&lt;br /&gt;
|2004-2020&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 615 - 616&#039;&#039;&#039;&lt;br /&gt;
|[[Tri-World&#039;s|Tri-Worlds]]&lt;br /&gt;
|Ashbaker, Glasgow, Smith&lt;br /&gt;
|1997-2004&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 610 - 615&#039;&#039;&#039;&lt;br /&gt;
|Wildlands&lt;br /&gt;
|Loftis, Smith&lt;br /&gt;
|1992-1996&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 576 - 610&#039;&#039;&#039;&lt;br /&gt;
|Homeworld&lt;br /&gt;
|Miller, Smith, Strauss&lt;br /&gt;
|1984-1988&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 576&#039;&#039;&#039;&lt;br /&gt;
|Lendore Isle&lt;br /&gt;
|Deterding&lt;br /&gt;
|1984&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Current campaign ===&lt;br /&gt;
Player information&lt;br /&gt;
&lt;br /&gt;
* [[Languages of the Flanaess]] - A reference [[list]] of the languages.&lt;br /&gt;
&lt;br /&gt;
[[Dungeon Masters Information Only|Dungeon Master]] information (players should stop reading here!).&lt;br /&gt;
&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Darzog Hold Campaign]]&lt;br /&gt;
[[Category:Ivae Orr Campaign]]&lt;br /&gt;
[[Category:Knurl Run Campaign]]&lt;br /&gt;
[[Category:Vellors Prison Campaign]]&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Bone_March_Campaign&amp;diff=3268</id>
		<title>Bone March Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Bone_March_Campaign&amp;diff=3268"/>
		<updated>2025-03-20T07:47:32Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The current campaign year is CY627. The [https://greyhawkonline.com/greyhawkwiki/Bone_March Bone March] was overrun by humanoid invaders in [[Timeline|CY 563]] and over the decades since various attempts to retake the lands by adventurers and other nations have repeatedly failed. Undaunted by the challenge of operating in such a dangers area a hardy group of new [https://vtt.greyhawk.icu adventurers] is attempting to free the Marches. Their tireless efforts are part of a long running insurgency campaign sponsored by [[doi:Nyrond|Nyrond]] and [[doi:Furyondy|Furdony]] to contain, and where the opportunity presents itself, push back the [[doi:Great_Kingdom|Great Kingdom]] (and its remnants) to the old borders.&lt;br /&gt;
&lt;br /&gt;
Their chronicles and details about the environment are captured in the following series of articles as they take part in the ( [[Ivae Orr Campaign]] &#039;&#039;&#039;DM&#039;s only spoiler alert&#039;&#039;&#039;) set in the World of Greyhawk. Over the past thirty years a few co-DM&#039;s and some great players have [[Contributors and Disclaimers|contributed]] their time and energy to create the backstory that continues to shape todays adventures.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;&amp;lt;big&amp;gt;Prior Campaign Series &amp;amp; Story Arcs&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Greyhawk Common Year (CY)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Story Arc&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Dungeon Masters&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Gregorian Year&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 627 +&#039;&#039;&#039;&lt;br /&gt;
|[[Corsairs Campaign Campaign|Corsairs]]&lt;br /&gt;
|Smith&lt;br /&gt;
|2023-2024&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 621 - 626&#039;&#039;&#039;&lt;br /&gt;
|[[Ivae Orr Campaign|Ivae Orr]]&lt;br /&gt;
|Smith&lt;br /&gt;
|2022-2023&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 620 - 621&#039;&#039;&#039;&lt;br /&gt;
|[[Vellors Prison Campaign|Vellors Prison]]&lt;br /&gt;
|Smith&lt;br /&gt;
|2021-2022&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 619 - 620&#039;&#039;&#039;&lt;br /&gt;
|[[Darzog Hold Campaign|Darzog Hold]]&lt;br /&gt;
|Smith&lt;br /&gt;
| 2021&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 619&#039;&#039;&#039;&lt;br /&gt;
|[[Knurl Run Campaign|Knurl Run]]&lt;br /&gt;
|Smith&lt;br /&gt;
|2020-2021&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 576 - 616&#039;&#039;&#039;&lt;br /&gt;
|One Shots&lt;br /&gt;
|Smith&lt;br /&gt;
|2004-2020&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 615 - 616&#039;&#039;&#039;&lt;br /&gt;
|[[Tri-World&#039;s|Tri-Worlds]]&lt;br /&gt;
|Ashbaker, Glasgow, Smith&lt;br /&gt;
|1997-2004&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 610 - 615&#039;&#039;&#039;&lt;br /&gt;
|Wildlands&lt;br /&gt;
|Loftis, Smith&lt;br /&gt;
|1992-1996&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 576 - 610&#039;&#039;&#039;&lt;br /&gt;
|Homeworld&lt;br /&gt;
|Miller, Smith, Strauss&lt;br /&gt;
|1984-1988&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 576&#039;&#039;&#039;&lt;br /&gt;
|Lendore Isle&lt;br /&gt;
|Deterding&lt;br /&gt;
|1984&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Current campaign ===&lt;br /&gt;
Player information&lt;br /&gt;
&lt;br /&gt;
* [[Languages of the Flanaess]] - A reference [[list]] of the languages.&lt;br /&gt;
&lt;br /&gt;
[[Dungeon Masters Information Only|Dungeon Master]] information (players should stop reading here!).&lt;br /&gt;
&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Darzog Hold Campaign]]&lt;br /&gt;
[[Category:Ivae Orr Campaign]]&lt;br /&gt;
[[Category:Knurl Run Campaign]]&lt;br /&gt;
[[Category:Vellors Prison Campaign]]&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_126_Jailbreak&amp;diff=3267</id>
		<title>Session 126 Jailbreak</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_126_Jailbreak&amp;diff=3267"/>
		<updated>2025-03-20T07:45:46Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ Session&lt;br /&gt;
| campaign = Corsairs&lt;br /&gt;
| session_date = 17 January 2025&lt;br /&gt;
| game_date =  01 Fireseek CY 627&lt;br /&gt;
| synopsis = The party escaped their cells by manipulating guards, freed fellow prisoners to create a distraction, discovered their confiscated gear was taken by Lexana, looted the jail&#039;s evidence room, and then fled into the woods, leaving a chained and enraged Halvor behind.&lt;br /&gt;
| summary =&lt;br /&gt;
As the party makes their way out of the cells they hear a guard shouting for Halvor. The door at the end of the row of cells is locked. Rickfire grabs the ring of keys and unlocks the door, peering out he sees a guard rounding the corner. The guard seeing the party trying to escape slams his body into the door shutting it and trapping the party inside. &lt;br /&gt;
&lt;br /&gt;
Aldran grabs Halvor and drags him out of the cell using him as a hostage to negotiate with the the guard (Leon) who came to check on Halvor. Aldran threatens to hurt Halvor if Leon doesn&#039;t put down his weapon. Aldran intimidates Leon and he drops his club, and opens the door. Ricfire picks up the Leons billy club and then locks him in Aldrans former cell.&lt;br /&gt;
&lt;br /&gt;
The hallway door now open, int he dim light Aldran and Rickfire spot a second guard peering at them through the bars of another of door. Aldran shouts out your gonna play along princess or Halvor get its... Halvor yells out don&#039;t let them escape you idiot! Turgen Voxhall the guard, takes aim with his crossbow at what he thinks is a magic user (Egon) and fires a bolt but the shot goes wild narrowly missing Aldran and Halvor.&lt;br /&gt;
&lt;br /&gt;
A series of threats and counter-threats is exchanged but ultimately Turgen Voxhall gets conned into believing the party will kill Halvor. The party locks him into Balmaris old cell and hearing no more guards approaching heads towards the exit. After striping Halvor down to his underwear (a speedo) Aldran puts a neck shackle on the semi-conscious Halvor and walks him out to use as a bargaining chip.&lt;br /&gt;
&lt;br /&gt;
On the way out they rummage through the jailers room and find a logbook of prisoners, their crimes, and sentences. The party notes most are allowed to go free after paying a fine, and only a few have been hanged (mostly pirates who committed violent crimes). Durmen notes that it appears Dame Yarla&#039;s name (or her Mining company) has paid to have multiple individuals (mostly dwarves but a few noteworthy humans) released who were all charged with smuggling.&lt;br /&gt;
&lt;br /&gt;
The party comes to an intersection with stairs leading up to the courtroom, and two more locked doors. The door to the east bars the common cell which holds four townsfolk and a sailor. Balmaris releases the prisoners so they can cause chaos to distract the guards so the party can escape unnoticed. They decide fortune must favor the foolish and decide to take the party up on their offer to make a break for it and run past the party upstairs.&lt;br /&gt;
&lt;br /&gt;
After investigating the evidence room to the north the party fails to find some of their more unique items. Balmaris questions Halvor about their missing gear to which Halvor says Lexana came in with a writ sating the items were taken from the mines and the lawful property of Dame Yarla and the Empire of Lhynn Merchants Guild so they took custody of the parties magic items. Agitated to say the least, Halvor states the papers were signed and sealed by the town council and everything was in order so he released them to her.&lt;br /&gt;
&lt;br /&gt;
The party decides to pick out unique items from the jailers evidence room and armory to make up for their loss. As they loot the evidence room Egon hears the sounds of a scuffle that fades in the distance which he believes to be the sounds of the guards rushing out after the escaped prisoners. After completing their looting the party heads up the stairs to the exit of the jail. At the top of the stair Egon listens at the door to the trial room and finds it all quiet. He cracks open the door and looks leads into the common room before moving forward to the room and finally to doors and outside. &lt;br /&gt;
&lt;br /&gt;
Rickfire makes a quick scout of the guards barracks adjoining the common/trial room and rummages through some of the chests. He also finds a set of armor but it is too big for a halfling as Balmaris raps hard on the window to let him know that the guards are returning with a few of the escaped prisoners in hand. He grabs a few of the town watch tabards thinking they may come in useful to help disguise the party and rushes back through the common room to rejoin the party as they leave the jail.&lt;br /&gt;
&lt;br /&gt;
Signaling &#039;all clear&#039; Aldran moves to chain Halvor to the witness bench in the courtroom. Halvor begins to rage but Aldran puts an ax to his neck as Rickfire chains him to the floor. Aldran gives him a kiss on the cheek saying &amp;quot;Be cool Honey Bunny - just chill out!&amp;quot; With all the rough handling Halvor gets a chubby and Aldran states &amp;quot;my eyes are up here Halvor&amp;quot;. Now securely chained to the witness bench Halvor bellows out in anger yelling for his guards before Aldran says he&#039;ll be back for Halvors&#039; mom if he doesn&#039;t be quiet. At that Halvor stops yelling and stares at the floor as the rest of the party makes their way outside.&lt;br /&gt;
&lt;br /&gt;
The party looks about quickly and seeing the guards moving up the road witht he recaptured prisoners bolts across the road to the woods to the south of the [[Wicker Goat]]. A short dash ensues and they hunker down in the brush watching as the guards renter the jail, moment later Halvors voice rings out in rage though what he says is indiscernible the party knows the hunt fir them will be on shortly!&lt;br /&gt;
&lt;br /&gt;
Notes: Balmaris releases prisoners (inspiration point)  &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Session_127_Lexana%27s_Fall&amp;diff=3266</id>
		<title>Session 127 Lexana&#039;s Fall</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Session_127_Lexana%27s_Fall&amp;diff=3266"/>
		<updated>2025-03-20T07:45:23Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ Session&lt;br /&gt;
|campaign=Corsairs&lt;br /&gt;
|session_date = 01 January 2020&lt;br /&gt;
|game_date =  01 Fireseek CY 627&lt;br /&gt;
|synopsis = The party infiltrated the island, manipulated villagers, confronted and killed Lexana, looted her belongings, and then inadvertently announced their presence to the island&#039;s inhabitants with a magical explosion.&lt;br /&gt;
|summary=&lt;br /&gt;
&lt;br /&gt;
==== Approaching the Island ====&lt;br /&gt;
The party stealthily traversed the eastern edge of the peninsula, heading towards the island. A longboat passed without spotting them. However, they detected the sound of footsteps in the mud, indicating the presence of Sahuagin.&lt;br /&gt;
&lt;br /&gt;
==== Activating the Runestones and Crossing the Water ====&lt;br /&gt;
They activated the runestones, then sprinted across the water towards Lexana&#039;s house. Attempting to hide behind fishing boats, Aldran inadvertently unmoored the lines, setting all the boats adrift. They then seized a boat and rowed to shore, where Aldran secured it.&lt;br /&gt;
&lt;br /&gt;
==== Dealing with the Villagers ====&lt;br /&gt;
Villagers approached, intending to take the party into custody. Aldran successfully deceived them, claiming the guards had cut the boat ropes. The villagers, convinced, took the boat and pursued imaginary pirates across the water.&lt;br /&gt;
&lt;br /&gt;
==== Confrontation in Lexana&#039;s House ====&lt;br /&gt;
Inside Lexana&#039;s house, the party heard the thumping of an old clock. Nail kicked down the door and they proceeded upstairs to the dining room. Egon offered inspiration. Nail then kicked open a second door, leading to Lexana&#039;s bathroom.&lt;br /&gt;
&lt;br /&gt;
Lexana appeared in the doorway to the porch, but was spotted before she could launch a sneak attack. The party rushed her, landing multiple hits. As she withdrew, she unleashed an &#039;&#039;ice storm&#039;&#039;, killing Durmen and severely wounding the others. She attempted to escape by jumping out the window and using a &#039;&#039;fly&#039;&#039; spell, but Nail struck her down, causing her to crash to the ground.&lt;br /&gt;
&lt;br /&gt;
==== Searching and Looting ====&lt;br /&gt;
Searching the room, the party discovered a hidden compartment beneath Lexana&#039;s bed, containing a large lockbox. Aldran forced open the concealed door, triggering a magic mouth that screamed an alarm and cursed him before deactivating.&lt;br /&gt;
&lt;br /&gt;
==== Returning to the Island and the Lockbox ====&lt;br /&gt;
Egon cast &#039;&#039;animate dead&#039;&#039;, raising Lexana as a zombie. The party then walked across the water back towards the wharf. Lexana followed, walking beneath the water. A merchant ship crew spotted them, shouting in fear and firing a crossbow at Lexana, hitting her before she disappeared beneath the waves.&lt;br /&gt;
&lt;br /&gt;
The party reached the island and proceeded to the gate. They instructed Lexana to open the lockbox, triggering a magical explosion (fireball) that disintegrated her and lit up the sky, alerting the island&#039;s inhabitants to their presence.&lt;br /&gt;
&lt;br /&gt;
| treasure =&lt;br /&gt;
The lockbox contained Lexana&#039;s spellbook, a moonstone, a sword, and potions.&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Bone_March_Campaign&amp;diff=3265</id>
		<title>Bone March Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Bone_March_Campaign&amp;diff=3265"/>
		<updated>2025-03-20T07:43:06Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The current campaign year is CY627. The [https://greyhawkonline.com/greyhawkwiki/Bone_March Bone March] was overrun by humanoid invaders in [[Timeline|CY 563]] and over the decades since various attempts to retake the lands by adventurers and other nations have repeatedly failed. Undaunted by the challenge of operating in such a dangers area a hardy group of new [https://vtt.greyhawk.icu adventurers] is attempting to free the Marches. Their tireless efforts are part of a long running insurgency campaign sponsored by [[doi:Nyrond|Nyrond]] and [[doi:Furyondy|Furdony]] to contain, and where the opportunity presents itself, push back the [[doi:Great_Kingdom|Great Kingdom]] (and its remnants) to the old borders.&lt;br /&gt;
&lt;br /&gt;
Their chronicles and details about the environment are captured in the following series of articles as they take part in the ( [[Ivae Orr Campaign]] &#039;&#039;&#039;DM&#039;s only spoiler alert&#039;&#039;&#039;) set in the World of Greyhawk. Over the past thirty years a few co-DM&#039;s and some great players have [[Contributors and Disclaimers|contributed]] their time and energy to create the backstory that continues to shape todays adventures.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;&amp;lt;big&amp;gt;Prior Campaign Series &amp;amp; Story Arcs&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Greyhawk Common Year (CY)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Story Arc&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Dungeon Masters&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Gregorian Year&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 627 +&#039;&#039;&#039;&lt;br /&gt;
|[[Corsairs Campaign Campaign|Corsairs]]&lt;br /&gt;
|Smith&lt;br /&gt;
|2023-2024&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 621 - 626&#039;&#039;&#039;&lt;br /&gt;
|[[Ivae Orr Campaign|Ivae Orr]]&lt;br /&gt;
|Smith&lt;br /&gt;
|2022-2023&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 620 - 621&#039;&#039;&#039;&lt;br /&gt;
|[[Vellors Prison Campaign|Vellors Prison]]&lt;br /&gt;
|Smith&lt;br /&gt;
|2021-2022&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 619 - 620&#039;&#039;&#039;&lt;br /&gt;
|[[Darzog Hold Campaign|Darzog Hold]]&lt;br /&gt;
|Smith&lt;br /&gt;
| 2021&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 619&#039;&#039;&#039;&lt;br /&gt;
|[[Knurl Run Campaign|Knurl Run]]&lt;br /&gt;
|Smith&lt;br /&gt;
|2020-2021&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 576 - 616&#039;&#039;&#039;&lt;br /&gt;
|One Shots&lt;br /&gt;
|Smith&lt;br /&gt;
|2004-2020&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 615 - 616&#039;&#039;&#039;&lt;br /&gt;
|[[Tri-World&#039;s|Tri-Worlds]]&lt;br /&gt;
|Ashbaker, Glasgow, Smith&lt;br /&gt;
|1997-2004&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 610 - 615&#039;&#039;&#039;&lt;br /&gt;
|Wildlands&lt;br /&gt;
|Loftis, Smith&lt;br /&gt;
|1992-1996&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 576 - 610&#039;&#039;&#039;&lt;br /&gt;
|Homeworld&lt;br /&gt;
|Miller, Smith, Strauss&lt;br /&gt;
|1984-1988&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CY 576&#039;&#039;&#039;&lt;br /&gt;
|Lendore Isle&lt;br /&gt;
|Deterding&lt;br /&gt;
|1984&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Current campaign ===&lt;br /&gt;
Player information&lt;br /&gt;
&lt;br /&gt;
* [[Languages of the Flanaess]] - A reference [[list]] of the languages.&lt;br /&gt;
&lt;br /&gt;
[[Dungeon Masters Information Only|Dungeon Master]] information (players should stop reading here!).&lt;br /&gt;
&lt;br /&gt;
[[Category:Corsairs Campaign]]&lt;br /&gt;
[[Category:Darzog Hold Campaign]]&lt;br /&gt;
[[Category:Ivae Orr Campaign]]&lt;br /&gt;
[[Category:Knurl Run Campaign]]&lt;br /&gt;
[[Category:Vellors Prison]]&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Erferil&amp;diff=3264</id>
		<title>Erferil</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Erferil&amp;diff=3264"/>
		<updated>2025-03-20T07:42:13Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A deeply red cloaked human with strong sinewy hands, quick eyes, and one hand always always resting upon a broadsword hanging loosely by his side. &lt;br /&gt;
&lt;br /&gt;
Erferil is the current Captain of the [[Red Company]] - a notorious mercenary group.&lt;br /&gt;
&lt;br /&gt;
He can usually be found traveling along the road in a heavy coach between [[Oleg Keep]] in the Blemu Hills and the Demi-Plane village of [[Demoray]] located in the north west corner of [[Adri Forest]]. He typically makes the round trip every 1-2 months.&lt;br /&gt;
&lt;br /&gt;
He has recurring business dealings with [[Thriven Dormor|Aldous Accord]] but suspects there is more to him than he lets on.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ivae Orr Campaign]]&lt;br /&gt;
[[Category:Vellors Prison Campaign]]&lt;br /&gt;
[[Category:NPC]]&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Kazhull_Deep&amp;diff=3263</id>
		<title>Kazhull Deep</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Kazhull_Deep&amp;diff=3263"/>
		<updated>2025-03-20T07:41:53Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Largest bastion of Mountain Dwarves remaining in the Southern Rakers. Allied with the Hill Dwarf clans ([[Darzog Clan|Darzog]] &amp;amp; [[Logeth Clan|Logeth]]) of the [[Blemu Hills]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Ivae Orr Campaign]]&lt;br /&gt;
[[Category:Vellors Prison Campaign]]&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Surlimor_Nolordin&amp;diff=3262</id>
		<title>Surlimor Nolordin</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Surlimor_Nolordin&amp;diff=3262"/>
		<updated>2025-03-20T07:41:22Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
[[Category:Ivae Orr Campaign]]&lt;br /&gt;
[[Category:Vellors Prison Campaign]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:DM Info]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #DDD2; border: 1px solid #5556; padding: 0.6em; text-align: left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surlimor Nolordin of the Silverwood Enclave ==&lt;br /&gt;
[[File:SurlimorNolordin.jpg|200px|right]]&lt;br /&gt;
&lt;br /&gt;
Surlimor Nolordin, a 14th level High Elf wizard and leader of the Silverwood Enclave, known for his vast knowledge and gentle, but firm, demeanor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Surlimor Nolordin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Surlimor is a tall, graceful High Elf with long, silver hair and piercing blue eyes. He wears elegant, flowing robes of deep blue and silver, adorned with intricate embroidery. A subtle aura of magical power surrounds him. His face is lined with the wisdom of centuries, yet his expression remains kind and serene, though now with a hint of authority.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Voice/Mannerisms:&#039;&#039;&#039; Surlimor speaks in a soft, melodic voice, his words carefully chosen and imbued with wisdom and authority. He is patient and attentive, always willing to listen and offer guidance, but can be firm when needed. He often gestures with graceful, fluid movements, as if conducting an unseen symphony. He carries himself with the quiet confidence of a leader.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Knowledge and the well-being of his clan.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Detached from worldly concerns, sometimes to the detriment of his clan&#039;s immediate needs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; His clan, the Silverwood Enclave, ancient elven lore, and the preservation of knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Ability scores and combat statistics are best left on the NPC&#039;s main page and not included in Session or Session Prep for ease of reading.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Surlimor Nolordin leads the Silverwood Enclave, a secluded community of High Elves dedicated to preserving ancient magical knowledge. He ascended to leadership after his predecessor, a renowned archmage, vanished while exploring a forgotten realm. Surlimor now balances his scholarly pursuits with the responsibilities of guiding his clan, striving to protect them from the encroaching dangers of a changing world while maintaining their tradition of arcane mastery.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores:&#039;&#039;&#039; STR 10 (+0), DEX 14 (+2), CON 13 (+1), INT 20 (+5), WIS 16 (+3), CHA 15 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Arcana +9, History +9, Insight +7, Perception +7, Nature +9, Persuasion +6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Condition Immunities:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage Immunities:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Challenge Rating:&#039;&#039;&#039; 12 (8,400 XP) (As a 14th level wizard)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; passive Perception 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Elvish, Celestial, Draconic, Sylvan&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; A worn leather-bound tome, a silver staff (as a focus), a pouch of rare herbs, a signet ring of clan leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; &#039;&#039;&#039;Spellcasting.&#039;&#039;&#039; Surlimor is a 14th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Surlimor has the following wizard spells prepared:&amp;lt;br&amp;gt;&lt;br /&gt;
Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *message*&amp;lt;br&amp;gt;&lt;br /&gt;
1st level (4 slots): *detect magic*, *mage armor*, *magic missile*, *shield*&amp;lt;br&amp;gt;&lt;br /&gt;
2nd level (3 slots): *detect thoughts*, *invisibility*, *mirror image*&amp;lt;br&amp;gt;&lt;br /&gt;
3rd level (3 slots): *counterspell*, *fireball*, *fly*&amp;lt;br&amp;gt;&lt;br /&gt;
4th level (3 slots): *dimension door*, *greater invisibility*, *stoneskin*&amp;lt;br&amp;gt;&lt;br /&gt;
5th level (2 slots): *cone of cold*, *scrying*&amp;lt;br&amp;gt;&lt;br /&gt;
6th level (1 slot): *globe of invulnerability*&amp;lt;br&amp;gt;&lt;br /&gt;
7th level (1 slot): *teleport*&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Actions:&#039;&#039;&#039; &#039;&#039;&#039;Quarterstaff.&#039;&#039;&#039; *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
	<entry>
		<id>https://wiki.bonemarch.org/index.php?title=Template:Session&amp;diff=3261</id>
		<title>Template:Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.bonemarch.org/index.php?title=Template:Session&amp;diff=3261"/>
		<updated>2025-03-20T07:39:06Z</updated>

		<summary type="html">&lt;p&gt;DM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This template is used by all Session Summary pages to capture information from each session.&lt;br /&gt;
&lt;br /&gt;
== How to Use ==&lt;br /&gt;
To create a new session summary page, use the following syntax:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Session Summary&lt;br /&gt;
| campaign = Your Campaign Name&lt;br /&gt;
| session_date = 15 March 2024&lt;br /&gt;
| game_date = 10 Hammer CY 628&lt;br /&gt;
| synopsis = The party explored a haunted forest.&lt;br /&gt;
| summary = Detailed summary of the session...&lt;br /&gt;
| exp = [[Party Experience|1500 XP]]&lt;br /&gt;
| treasure = [[Party Treasure|50 gold pieces, a magical ring]]&lt;br /&gt;
| key_npcs = [[Goblin Chief]], [[Wise Old Wizard]]&lt;br /&gt;
| tasks = Defeat the goblin chief, find the lost artifact.&lt;br /&gt;
| rumors = The forest is haunted by ancient spirits.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replace the placeholder values with the actual information from your session.&lt;br /&gt;
&lt;br /&gt;
=== Experience Example ===&lt;br /&gt;
Provide a bulleted list of XP for the session and individual players here.&lt;br /&gt;
* Milestone XP awarded:&lt;br /&gt;
* Character 1 XP awarded:&lt;br /&gt;
* Character 2 XP awarded:&lt;br /&gt;
&lt;br /&gt;
=== Treasure Example ===&lt;br /&gt;
Any unique treasure discovered should be listed here.&lt;br /&gt;
* Item 1&lt;br /&gt;
* Item 2&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Special:Whatlinkshere/{{PAGENAME}}}}&lt;br /&gt;
{{#if:{{{campaign|}}}|[[Category:{{{campaign}}} Campaign]]|[[Category:Missing Campaign Name]]}}&lt;br /&gt;
[[Category:Session Summary]]&lt;br /&gt;
&lt;br /&gt;
== Session Details ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Session Date: !! {{{session_date|{{padleft:{{CURRENTDAY}}|2|0}} {{CURRENTMONTHNAME}} {{CURRENTYEAR}}}}}&lt;br /&gt;
|-&lt;br /&gt;
! Game Date: !! {{{game_date|01 Fireseek CY 627}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Session Summary ==&lt;br /&gt;
=== Synopsis ===&lt;br /&gt;
{{{synopsis|Add a concise one-sentence session highlight.}}}&lt;br /&gt;
&lt;br /&gt;
=== This Session ===&lt;br /&gt;
{{{summary|Include a detailed (or not) turn summary in narrative form that summarizes the adventure highlights.}}}&lt;br /&gt;
&lt;br /&gt;
== Session Results ==&lt;br /&gt;
=== Experience ===&lt;br /&gt;
{{{exp|The running tally of XP earned is found on the [[Party Experience]] page.}}}&lt;br /&gt;
&lt;br /&gt;
=== Treasure ===&lt;br /&gt;
{{{treasure|[[Party Treasure]]}}}&lt;br /&gt;
&lt;br /&gt;
=== Tasks or Quests ===&lt;br /&gt;
{{{tasks|List of tasks or quests undertaken.}}}&lt;br /&gt;
&lt;br /&gt;
=== Rumors or Intelligence Gained ===&lt;br /&gt;
{{{rumors|Apparently nothing noteworthy this session...}}}&lt;br /&gt;
&lt;br /&gt;
=== NPC&#039;s of Note ===&lt;br /&gt;
{{{key_npcs|[[NPC Name 1]], [[NPC Name 2]]}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;campaign&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Campaign Name&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The name of the campaign (e.g., Corsairs).&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false,&lt;br /&gt;
            &amp;quot;default&amp;quot;: &amp;quot;Corsairs&amp;quot;,&lt;br /&gt;
            &amp;quot;example&amp;quot;: &amp;quot;The Frozen North Campaign&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;session_date&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Session Date&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The date of the actual game session.&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false,&lt;br /&gt;
            &amp;quot;default&amp;quot;: &amp;quot;{{padleft:{{CURRENTDAY}}|2|0}} {{CURRENTMONTHNAME}} {{CURRENTYEAR}}&amp;quot;,&lt;br /&gt;
            &amp;quot;example&amp;quot;: &amp;quot;15 March 2024&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;game_date&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Game Date&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The in-game date.&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false,&lt;br /&gt;
            &amp;quot;default&amp;quot;: &amp;quot;01 Fireseek CY 627&amp;quot;,&lt;br /&gt;
            &amp;quot;example&amp;quot;: &amp;quot;10 Hammer CY 628&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;synopsis&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Synopsis&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;A brief one-sentence summary of the session.&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false,&lt;br /&gt;
            &amp;quot;default&amp;quot;: &amp;quot;Add a concise one-sentence session highlight.&amp;quot;,&lt;br /&gt;
            &amp;quot;example&amp;quot;: &amp;quot;The party rescued a trapped villager from a goblin ambush.&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;summary&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Summary&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;A detailed summary of the session&#039;s events.&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false,&lt;br /&gt;
            &amp;quot;default&amp;quot;: &amp;quot;Detailed turn summary text goes here.&amp;quot;,&lt;br /&gt;
            &amp;quot;example&amp;quot;: &amp;quot;The party encountered a group of goblins guarding a cave entrance. A fierce battle ensued, and the party emerged victorious, rescuing a trapped villager inside.&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;exp&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Experience&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Experience points earned during the session.&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false,&lt;br /&gt;
            &amp;quot;default&amp;quot;: &amp;quot;[[Party Experience]]&amp;quot;,&lt;br /&gt;
            &amp;quot;example&amp;quot;: &amp;quot;[[Party Experience|1500 XP]]&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;treasure&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Treasure&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Treasure obtained during the session.&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false,&lt;br /&gt;
            &amp;quot;default&amp;quot;: &amp;quot;[[Party Treasure]]&amp;quot;,&lt;br /&gt;
            &amp;quot;example&amp;quot;: &amp;quot;[[Party Treasure|50 gold pieces, a magical ring]]&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;key_npcs&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Key NPCs&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;A list of prominent NPCs encountered during the session.&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false,&lt;br /&gt;
            &amp;quot;default&amp;quot;: &amp;quot;[[NPC Name 1]], [[NPC Name 2]]&amp;quot;,&lt;br /&gt;
            &amp;quot;example&amp;quot;: &amp;quot;[[Goblin Chief]], [[Villager rescued from cave]]&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;tasks&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Tasks or Quests&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;A list of tasks or quests undertaken during the session.&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false,&lt;br /&gt;
            &amp;quot;default&amp;quot;: &amp;quot;List of tasks or quests undertaken.&amp;quot;,&lt;br /&gt;
            &amp;quot;example&amp;quot;: &amp;quot;Rescue the villager, explore the cave, find the hidden treasure.&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;rumors&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Rumors or Intelligence Gained&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Rumors and intelligence gathered during the session.&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false,&lt;br /&gt;
            &amp;quot;default&amp;quot;: &amp;quot;Rumors and intelligence gathered during the session.&amp;quot;,&lt;br /&gt;
            &amp;quot;example&amp;quot;: &amp;quot;The goblins are working for a mysterious figure known as the Shadow Lord. The cave is rumored to contain a powerful artifact.&amp;quot;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM</name></author>
	</entry>
</feed>