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		<id>https://willofthe7.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ark</id>
		<title>Will of the Seven Campaign - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://willofthe7.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ark"/>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Special:Contributions/Ark"/>
		<updated>2026-11-06T13:27:18Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://willofthe7.com/index.php?title=Samuel_Summers&amp;diff=2513</id>
		<title>Samuel Summers</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Samuel_Summers&amp;diff=2513"/>
				<updated>2018-04-17T00:14:50Z</updated>
		
		<summary type="html">&lt;p&gt;Ark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Samuel.jpg|thumb|300px|Samuel Summers]]&lt;br /&gt;
&lt;br /&gt;
Samuel Summers is a 300 year old vampire who lives in [[Lord Aiden's Mansion]] along with his bat familiar [[Bruce]] and his Armor Golem [[Mr Clatterby]].&lt;br /&gt;
&lt;br /&gt;
In his true form, Samuel looks like a frail, scrawny teenage boy. When dealing with strangers, he typically uses illusion magic to make himself appear like [[Count Drakenhoff]] in order to seem important, powerful and intimidating.&lt;br /&gt;
&lt;br /&gt;
Samuel was turned into a vampire by his mother [[Summers Family|Miriam Summers]]. When Drakenhoff fell during the [[crusade]], and the Holy Army of Tempus took the mansion, she gave him the gift, and stuffed him into one of the full wine caskets in the cellar, before she was captured and executed by the paladins. She knew that as a vampire Samuel will be able to survive hidden inside the casket long enough for the invading army to leave. It took over 2 weeks before Mr Clatterby fished him out.&lt;br /&gt;
&lt;br /&gt;
Because Lord Aiden's Mansion is self reparing and heavily warded against magical and non-magical fires, the damage done by the siege, upon awakening he realized he has inherited all of it. Because of his vampiric condition Samuel has Count Drakenhoff's blood flowing through his veins. Because of this, all magical protective wards and security spells recognize him as the rightful owner of the mansion. This includes Mr Clatterby, an Armor Golem created by blood magic, and sworn to protect Drakenhoff progeny.&lt;br /&gt;
&lt;br /&gt;
Despite being a vampire Samuel is a good natured person. He is also incredibly polite. He does not seem to enjoy biting people, and instead prefers to extract blood from willing donors using a needle and glass vials. He uses alchemy to preserve and increase the potency of donated blood in order to feed less often. He usually befriends single trusted donors at a time, and enters a mutually beneficial pact where he offers magical aid, knowledge and protection in exchange for regular donations.&lt;br /&gt;
&lt;br /&gt;
Samuel still sleeps in his old bed in the servant's quarter of the house.&lt;br /&gt;
&lt;br /&gt;
Samuel has battled depression in the past. He believes one reason he still exists is for a higher purpose, to protect  valuable items within the mansion and make sure they don't fall into the wrong hands. &lt;br /&gt;
&lt;br /&gt;
He is cognizant of the true nature of the mansion, and over his long life he has been studying the Paragon artifacts that were not destroyed or warped by Drakenhoff's Magic. He is aware of the existence and function of the [[Magical Tapestry Portal]]s and has been actively exploring the [[Extraplanar Portal Hub]]. He has been unable to access [[Lord Aiden's Study]] because he did not have any [[Key Stones]].&lt;br /&gt;
&lt;br /&gt;
His last donor was [[Senjack]] a citizen of [[Fairhaven]]. Before the arrival of the [[Protagonists]], Senjack has missed few of their agreed upon appointments.&lt;br /&gt;
&lt;br /&gt;
Samuel wishes to keep his existence and the location of the mansion a secret, most likely for his own safety.  He is responsible for activating the runes on the [[obelisk]] around 100 years ago so no one would visit the mansion.&lt;br /&gt;
&lt;br /&gt;
His current residence, Lord Aiden's Mansion, has many defenses built in which also serve as Samuel's personal defenses. Although many locks and puzzles contain the [[paragon alphabet]], Samuel himself is not fluent in these runes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Friend]] [[Category:Vampire]] [[Category: Undead]]&lt;/div&gt;</summary>
		<author><name>Ark</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Summers_Family&amp;diff=2512</id>
		<title>Summers Family</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Summers_Family&amp;diff=2512"/>
				<updated>2018-04-17T00:13:53Z</updated>
		
		<summary type="html">&lt;p&gt;Ark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SummersFam.jpg|frame|Summers Family]]&lt;br /&gt;
&lt;br /&gt;
'''Fergus''' and '''Miriam''' Summers were servants of [[Count Drakenhoff]] and parents to [[Samuel Summers]].&lt;br /&gt;
&lt;br /&gt;
Fergus was a groundskeeper at the [[Lord Aiden's Mansion|Drakenhoff Estate]], and Miriam worked in the kitchens. &lt;br /&gt;
&lt;br /&gt;
During the siege of the Drakenhoff Estate Fergus chose to accept the dark gift and help to protect the mansion. He then forced the gift upon his wife to ensure she would not be drained, as other servants who refused to be turned into vampires.&lt;br /&gt;
&lt;br /&gt;
Both were killed by Knights of Tempus during the crusade and siege of Drakenhoff Estate. Fergus died on the wall, fighting against the holy paladins. &lt;br /&gt;
&lt;br /&gt;
Miriam refused to fight and stayed behind protecting her son. She was able to survive long enough in order to give the gift to her [[Samuel Summers|son]] and then hide him inside of a wine casket in one of the cellars before she was captured and executed.&lt;br /&gt;
&lt;br /&gt;
[[Category: Vampire]] [[Category:Historical Figure]]&lt;/div&gt;</summary>
		<author><name>Ark</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Summers_Family&amp;diff=2511</id>
		<title>Summers Family</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Summers_Family&amp;diff=2511"/>
				<updated>2018-03-26T21:14:17Z</updated>
		
		<summary type="html">&lt;p&gt;Ark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SummersFam.jpg|frame|Summers Family]]&lt;br /&gt;
&lt;br /&gt;
'''Fergus''' and '''Melanie''' Summers were servants of [[Count Drakenhoff]] and parents to [[Samuel Summers]].&lt;br /&gt;
&lt;br /&gt;
Fergus was a groundskeeper at the [[Lord Aiden's Mansion|Drakenhoff Estate]], and Melanie worked in the kitchens. &lt;br /&gt;
&lt;br /&gt;
During the siege of the Drakenhoff Estate Fergus chose to accept the dark gift and help to protect the mansion. He then forced the gift upon his wife to ensure she would not be drained, as other servants who refused to be turned into vampires.&lt;br /&gt;
&lt;br /&gt;
Both were killed by Knights of Tempus during the crusade and siege of Drakenhoff Estate. Fergus died on the wall, fighting against the holy paladins. &lt;br /&gt;
&lt;br /&gt;
Melanie refused to fight and stayed behind protecting her son. She was able to survive long enough in order to give the gift to her [[Samuel Summers|son]] and then hide him inside of a wine casket in one of the cellars before she was captured and executed.&lt;br /&gt;
&lt;br /&gt;
[[Category: Vampire]] [[Category:Historical Figure]]&lt;/div&gt;</summary>
		<author><name>Ark</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Samuel_Summers&amp;diff=2510</id>
		<title>Samuel Summers</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Samuel_Summers&amp;diff=2510"/>
				<updated>2018-03-26T21:13:06Z</updated>
		
		<summary type="html">&lt;p&gt;Ark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Samuel.jpg|thumb|300px|Samuel Summers]]&lt;br /&gt;
&lt;br /&gt;
Samuel Summers is a 300 year old vampire who lives in [[Lord Aiden's Mansion]] along with his bat familiar [[Bruce]] and his Armor Golem [[Mr Clatterby]].&lt;br /&gt;
&lt;br /&gt;
In his true form, Samuel looks like a frail, scrawny teenage boy. When dealing with strangers, he typically uses illusion magic to make himself appear like [[Count Drakenhoff]] in order to seem important, powerful and intimidating.&lt;br /&gt;
&lt;br /&gt;
Samuel was turned into a vampire by his mother [[Summers Family|Melanie Summers]]. When Drakenhoff fell during the [[crusade]], and the Holy Army of Tempus took the mansion, she gave him the gift, and stuffed him into one of the full wine caskets in the cellar, before she was captured and executed by the paladins. She knew that as a vampire Samuel will be able to survive hidden inside the casket long enough for the invading army to leave. It took over 2 weeks before Mr Clatterby fished him out.&lt;br /&gt;
&lt;br /&gt;
Because Lord Aiden's Mansion is self reparing and heavily warded against magical and non-magical fires, the damage done by the siege, upon awakening he realized he has inherited all of it. Because of his vampiric condition Samuel has Count Drakenhoff's blood flowing through his veins. Because of this, all magical protective wards and security spells recognize him as the rightful owner of the mansion. This includes Mr Clatterby, an Armor Golem created by blood magic, and sworn to protect Drakenhoff progeny.&lt;br /&gt;
&lt;br /&gt;
Despite being a vampire Samuel is a good natured person. He is also incredibly polite. He does not seem to enjoy biting people, and instead prefers to extract blood from willing donors using a needle and glass vials. He uses alchemy to preserve and increase the potency of donated blood in order to feed less often. He usually befriends single trusted donors at a time, and enters a mutually beneficial pact where he offers magical aid, knowledge and protection in exchange for regular donations.&lt;br /&gt;
&lt;br /&gt;
Samuel still sleeps in his old bed in the servant's quarter of the house.&lt;br /&gt;
&lt;br /&gt;
Samuel has battled depression in the past. He believes one reason he still exists is for a higher purpose, to protect  valuable items within the mansion and make sure they don't fall into the wrong hands. &lt;br /&gt;
&lt;br /&gt;
He is cognizant of the true nature of the mansion, and over his long life he has been studying the Paragon artifacts that were not destroyed or warped by Drakenhoff's Magic. He is aware of the existence and function of the [[Magical Tapestry Portal]]s and has been actively exploring the [[Extraplanar Portal Hub]]. He has been unable to access [[Lord Aiden's Study]] because he did not have any [[Key Stones]].&lt;br /&gt;
&lt;br /&gt;
His last donor was [[Senjack]] a citizen of [[Fairhaven]]. Before the arrival of the [[Protagonists]], Senjack has missed few of their agreed upon appointments.&lt;br /&gt;
&lt;br /&gt;
Samuel wishes to keep his existence and the location of the mansion a secret, most likely for his own safety.  He is responsible for activating the runes on the [[obelisk]] around 100 years ago so no one would visit the mansion.&lt;br /&gt;
&lt;br /&gt;
His current residence, Lord Aiden's Mansion, has many defenses built in which also serve as Samuel's personal defenses. Although many locks and puzzles contain the [[paragon alphabet]], Samuel himself is not fluent in these runes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Friend]] [[Category:Vampire]] [[Category: Undead]]&lt;/div&gt;</summary>
		<author><name>Ark</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_1&amp;diff=159</id>
		<title>Act 1</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_1&amp;diff=159"/>
				<updated>2016-05-23T18:57:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ark: /* Meeting with Richard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Introduction ==&lt;br /&gt;
&lt;br /&gt;
The story starts in a tavern in the [[Dockside]] district of [[Fynwell]] where [[Barbarian|Kylee O'Ren]] is recruiting mercenaries for her mission. The only people who answer her flyers and show up to the meeting are [[Cleric|Butt Butterscotch]], [[Bard|Bilbido Tastyflute]], [[Rogue|Harlan Underford]] and [[Druid|Zorry Feathermoon]]. Kylee explains that she has been contacted by old family friend [[Richard Oddenheim]] who needs assistance securing and transporting some [[Paragon Artifacts|Ancient Artifacts]] out of [[Fairhaven]].&lt;br /&gt;
&lt;br /&gt;
The protagonists, meet, greet and introduce themselves. Bilbido then performs a song titled &amp;quot;When You Send Me Carrier Pigeons&amp;quot;. Patrons of the tavern agree it is an excellent cover of [[Yoland Swaginson]] hit single, &amp;quot;When You Send Me Ravens&amp;quot;. Every one gets their advance pay (half of the agreed upon sum) and make travel plans.&lt;br /&gt;
&lt;br /&gt;
== The Journey ==&lt;br /&gt;
&lt;br /&gt;
[[File:Main.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
The company books a trip to [[Fairhaven]] on the [[Royal Seagull]] commanded by Captain [[Bethany Rogers]]. While en-route, the ship becomes enveloped in a magical mist that limit it's visibility and then fired upon by a hidden ship.&lt;br /&gt;
&lt;br /&gt;
The projectiles which crash on the deck turn out to be barrels full of bones, which become animated skeleton warriors. While the crew is busy fighting with the undead threat, the enemy ship emerges from the mist and prepares for boarding. Bethany identifies the enemy ship as familiar merchant vessel [[The Kraken]], however it's crew appears to have been replaced by the living dead. One notable addition to the ships silhouette is a massive trebuchet mounted on the back deck. It's hull also appears to be filled to the brim with human bones.&lt;br /&gt;
&lt;br /&gt;
The boarding crew is composed mostly of skeleton warriors accompanied by a few Wights. The heroes are able to keep the deck clear by liberal use of the Thunderwave spell. Most of the Wights are dunked into the brine before they reach close combat range.&lt;br /&gt;
&lt;br /&gt;
The party members without access to deck-clearing spells fight their way to the balista, and use it to damage the sails of The Kraken. With it's sails ripped to shreds, the undead ship falls behind and the Royal Seagull is able to get away.&lt;br /&gt;
&lt;br /&gt;
The enemy ship appears to be commanded by a [[Squidface]], a mysterious Mindflyer wearing pirate garb. During the encounter he briefly manages to mind control both [[Barbarian|Kylee O'Ren] and [[Bethany Rogers]]. Kylee experiences a vivid hallucination during which she re-lives the horrific murder of her parents, and passes out.&lt;br /&gt;
&lt;br /&gt;
Bethany on the other hand falls under the control of the Mindflyer and manages to heavily damage the ship's balista, before she is knocked unconscious by the heroes. The first mate [[Steven LaCase]] is grateful that the heroes managed to incapacitate her before she hurt anyone, and before the crew noticed anything.&lt;br /&gt;
&lt;br /&gt;
== A Day in Fairhaven ==&lt;br /&gt;
&lt;br /&gt;
Upon arriving in Fairhaven, the party split up to attend personal business.&lt;br /&gt;
&lt;br /&gt;
[[Cleric|But Butterscotch]] visited the [[Fairhaven Temple of Tempest]]. [[Barbarian|Kylee O'Ren]] went shopping and ended up at the [[Jerk Blacksmith]]. [[Rogue|Harlan Underford]] established contact with [[Dirty Dirk]], local Thieves Guild member and gathered intel about the local crime underworld. &lt;br /&gt;
&lt;br /&gt;
Dirty Dirk revealed information about the three prominent local gangs, and their leaders: [[Rando DeButt|Rando]], [[Smiling Sullivan]] and [[Cutthroat Jim]].&lt;br /&gt;
&lt;br /&gt;
The party then re-convened at the [[Nice Blacksmith]] and haggled over equipment prices.&lt;br /&gt;
&lt;br /&gt;
== Meeting with Richard ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hut.jpg|thumb|Richard's Hut]]&lt;br /&gt;
&lt;br /&gt;
The heroes left [[Fairhaven]] to meet with [[Richard Oddenheim]] at his archaeological dig site located in the forest few hours of travel away from the city. Instead of excavations however, they found an [[Richard's Hut|abandoned hut]] in a forest clearing.&lt;br /&gt;
&lt;br /&gt;
[[Druid|Zorry]] is able to use her ability to speak to animals to confirm a human male was seen entering and leaving the hut in the last few days. Fearing an ambush, the heroes carefully examine the hut, set up a defensive perimeter and attempt to enter inside to search for hidden passages. Suddenly [[Richard Oddenheim]] appears out of thin air and demands to know what their business is in this area.&lt;br /&gt;
&lt;br /&gt;
Upon seeing Kylee, he remembers that they were due to meet here, and invites the heroes to follow him inside [[Richard's Fancyplace]], his private extra-dimensional mansion. He proceeds to explain the delicate nature of his mission. He shows the team a stockpile of crates, filled with [[Paragon Artifacts|strange artifacts]], but he is reluctant to speak about their source or nature. He does mention that while they have immense historical and cultural value, their mere existence is are politically inconvenient for the current rulers of the land. If they were to fall into the wrong hands, it would create a lot of trouble for all the parties involved.&lt;br /&gt;
&lt;br /&gt;
[[File:Artifact.jpg|thumb|Strange Artifact]]&lt;br /&gt;
&lt;br /&gt;
Because of this he has arranged for the artifacts to be smuggled from the country in order to preserve and study them. The teams mission is to transport the crates from the hut, to specified drop-sites in [[Fairhaven]].&lt;br /&gt;
&lt;br /&gt;
To ensure that the artifacts are not discovered, Richard magically seals the crates. Any attempt to open the crates, or break the seals will cause the contents to be destroyed in a flash of magical light.&lt;br /&gt;
&lt;br /&gt;
The party is given a map of drop-sites in the city, and provided with a horse and carriage they can use to transport the crates. The carriage can take up to six crates at a time, so they will have to take at least a dozen trips to transport them all. Upon delivering the crates to the drop locations, they are told to contact [[Rando DeButt]] who will handle them from that point on. They are told to meet him at [[The Wedge]] tavern.&lt;br /&gt;
&lt;br /&gt;
The tricky part of the mission appears to be getting the cargo through the city gates. Richard warns the team that the guards like to perform random searches and solicit bribes from merchants. He insist that the guards must not open any of the crates. He leaves the logistics of getting the cargo through the gate to the protagonists.&lt;br /&gt;
&lt;br /&gt;
The team loads the cart with six crates and after a short rest departs for the city. They arrange to arrive at small hours of the morning when the guard presence at the gate is sparse, and everyone is tired and ready for a change of guard. [[Rogue|Harlan Underford]] attempts to disguise the crates and make them look very unimportant.&lt;br /&gt;
&lt;br /&gt;
== The Ambush ==&lt;br /&gt;
&lt;br /&gt;
== A Rando Encounter ==&lt;br /&gt;
&lt;br /&gt;
== Party at the Seagull ==&lt;br /&gt;
&lt;br /&gt;
== Dinner with Richard ==&lt;br /&gt;
&lt;br /&gt;
== Search for Lord Aiden's Mansion ==&lt;br /&gt;
&lt;br /&gt;
== Exploring the Mansion ==&lt;br /&gt;
&lt;br /&gt;
== Count Drakenhoff Encounter ==&lt;br /&gt;
&lt;br /&gt;
== Captive Audience ==&lt;br /&gt;
&lt;br /&gt;
== Exploring Lord Aiden's Study ==&lt;br /&gt;
&lt;br /&gt;
== Forest Encounter ==&lt;/div&gt;</summary>
		<author><name>Ark</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_1&amp;diff=158</id>
		<title>Act 1</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_1&amp;diff=158"/>
				<updated>2016-05-23T18:57:28Z</updated>
		
		<summary type="html">&lt;p&gt;Ark: /* Exploring Lord Aden's Study */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Introduction ==&lt;br /&gt;
&lt;br /&gt;
The story starts in a tavern in the [[Dockside]] district of [[Fynwell]] where [[Barbarian|Kylee O'Ren]] is recruiting mercenaries for her mission. The only people who answer her flyers and show up to the meeting are [[Cleric|Butt Butterscotch]], [[Bard|Bilbido Tastyflute]], [[Rogue|Harlan Underford]] and [[Druid|Zorry Feathermoon]]. Kylee explains that she has been contacted by old family friend [[Richard Oddenheim]] who needs assistance securing and transporting some [[Paragon Artifacts|Ancient Artifacts]] out of [[Fairhaven]].&lt;br /&gt;
&lt;br /&gt;
The protagonists, meet, greet and introduce themselves. Bilbido then performs a song titled &amp;quot;When You Send Me Carrier Pigeons&amp;quot;. Patrons of the tavern agree it is an excellent cover of [[Yoland Swaginson]] hit single, &amp;quot;When You Send Me Ravens&amp;quot;. Every one gets their advance pay (half of the agreed upon sum) and make travel plans.&lt;br /&gt;
&lt;br /&gt;
== The Journey ==&lt;br /&gt;
&lt;br /&gt;
[[File:Main.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
The company books a trip to [[Fairhaven]] on the [[Royal Seagull]] commanded by Captain [[Bethany Rogers]]. While en-route, the ship becomes enveloped in a magical mist that limit it's visibility and then fired upon by a hidden ship.&lt;br /&gt;
&lt;br /&gt;
The projectiles which crash on the deck turn out to be barrels full of bones, which become animated skeleton warriors. While the crew is busy fighting with the undead threat, the enemy ship emerges from the mist and prepares for boarding. Bethany identifies the enemy ship as familiar merchant vessel [[The Kraken]], however it's crew appears to have been replaced by the living dead. One notable addition to the ships silhouette is a massive trebuchet mounted on the back deck. It's hull also appears to be filled to the brim with human bones.&lt;br /&gt;
&lt;br /&gt;
The boarding crew is composed mostly of skeleton warriors accompanied by a few Wights. The heroes are able to keep the deck clear by liberal use of the Thunderwave spell. Most of the Wights are dunked into the brine before they reach close combat range.&lt;br /&gt;
&lt;br /&gt;
The party members without access to deck-clearing spells fight their way to the balista, and use it to damage the sails of The Kraken. With it's sails ripped to shreds, the undead ship falls behind and the Royal Seagull is able to get away.&lt;br /&gt;
&lt;br /&gt;
The enemy ship appears to be commanded by a [[Squidface]], a mysterious Mindflyer wearing pirate garb. During the encounter he briefly manages to mind control both [[Barbarian|Kylee O'Ren] and [[Bethany Rogers]]. Kylee experiences a vivid hallucination during which she re-lives the horrific murder of her parents, and passes out.&lt;br /&gt;
&lt;br /&gt;
Bethany on the other hand falls under the control of the Mindflyer and manages to heavily damage the ship's balista, before she is knocked unconscious by the heroes. The first mate [[Steven LaCase]] is grateful that the heroes managed to incapacitate her before she hurt anyone, and before the crew noticed anything.&lt;br /&gt;
&lt;br /&gt;
== A Day in Fairhaven ==&lt;br /&gt;
&lt;br /&gt;
Upon arriving in Fairhaven, the party split up to attend personal business.&lt;br /&gt;
&lt;br /&gt;
[[Cleric|But Butterscotch]] visited the [[Fairhaven Temple of Tempest]]. [[Barbarian|Kylee O'Ren]] went shopping and ended up at the [[Jerk Blacksmith]]. [[Rogue|Harlan Underford]] established contact with [[Dirty Dirk]], local Thieves Guild member and gathered intel about the local crime underworld. &lt;br /&gt;
&lt;br /&gt;
Dirty Dirk revealed information about the three prominent local gangs, and their leaders: [[Rando DeButt|Rando]], [[Smiling Sullivan]] and [[Cutthroat Jim]].&lt;br /&gt;
&lt;br /&gt;
The party then re-convened at the [[Nice Blacksmith]] and haggled over equipment prices.&lt;br /&gt;
&lt;br /&gt;
== Meeting with Richard ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hut.jpg|thumb|Richard's Hut]]&lt;br /&gt;
&lt;br /&gt;
The heroes left [[Faihaven]] to meet with [[Richard Oddenheim]] at his archaeological dig site located in the forest few hours of travel away from the city. Instead of excavations however, they found an [[Richard's Hut|abandoned hut]] in a forest clearing.&lt;br /&gt;
&lt;br /&gt;
[[Druid|Zorry]] is able to use her ability to speak to animals to confirm a human male was seen entering and leaving the hut in the last few days. Fearing an ambush, the heroes carefully examine the hut, set up a defensive perimeter and attempt to enter inside to search for hidden passages. Suddenly [[Richard Oddenheim]] appears out of thin air and demands to know what their business is in this area.&lt;br /&gt;
&lt;br /&gt;
Upon seeing Kylee, he remembers that they were due to meet here, and invites the heroes to follow him inside [[Richard's Fancyplace]], his private extra-dimensional mansion. He proceeds to explain the delicate nature of his mission. He shows the team a stockpile of crates, filled with [[Paragon Artifacts|strange artifacts]], but he is reluctant to speak about their source or nature. He does mention that while they have immense historical and cultural value, their mere existence is are politically inconvenient for the current rulers of the land. If they were to fall into the wrong hands, it would create a lot of trouble for all the parties involved.&lt;br /&gt;
&lt;br /&gt;
[[File:Artifact.jpg|thumb|Strange Artifact]]&lt;br /&gt;
&lt;br /&gt;
Because of this he has arranged for the artifacts to be smuggled from the country in order to preserve and study them. The teams mission is to transport the crates from the hut, to specified drop-sites in [[Fairhaven]].&lt;br /&gt;
&lt;br /&gt;
To ensure that the artifacts are not discovered, Richard magically seals the crates. Any attempt to open the crates, or break the seals will cause the contents to be destroyed in a flash of magical light.&lt;br /&gt;
&lt;br /&gt;
The party is given a map of drop-sites in the city, and provided with a horse and carriage they can use to transport the crates. The carriage can take up to six crates at a time, so they will have to take at least a dozen trips to transport them all. Upon delivering the crates to the drop locations, they are told to contact [[Rando DeButt]] who will handle them from that point on. They are told to meet him at [[The Wedge]] tavern.&lt;br /&gt;
&lt;br /&gt;
The tricky part of the mission appears to be getting the cargo through the city gates. Richard warns the team that the guards like to perform random searches and solicit bribes from merchants. He insist that the guards must not open any of the crates. He leaves the logistics of getting the cargo through the gate to the protagonists.&lt;br /&gt;
&lt;br /&gt;
The team loads the cart with six crates and after a short rest departs for the city. They arrange to arrive at small hours of the morning when the guard presence at the gate is sparse, and everyone is tired and ready for a change of guard. [[Rogue|Harlan Underford]] attempts to disguise the crates and make them look very unimportant.&lt;br /&gt;
&lt;br /&gt;
== The Ambush ==&lt;br /&gt;
&lt;br /&gt;
== A Rando Encounter ==&lt;br /&gt;
&lt;br /&gt;
== Party at the Seagull ==&lt;br /&gt;
&lt;br /&gt;
== Dinner with Richard ==&lt;br /&gt;
&lt;br /&gt;
== Search for Lord Aiden's Mansion ==&lt;br /&gt;
&lt;br /&gt;
== Exploring the Mansion ==&lt;br /&gt;
&lt;br /&gt;
== Count Drakenhoff Encounter ==&lt;br /&gt;
&lt;br /&gt;
== Captive Audience ==&lt;br /&gt;
&lt;br /&gt;
== Exploring Lord Aiden's Study ==&lt;br /&gt;
&lt;br /&gt;
== Forest Encounter ==&lt;/div&gt;</summary>
		<author><name>Ark</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_1&amp;diff=157</id>
		<title>Act 1</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_1&amp;diff=157"/>
				<updated>2016-05-23T18:57:11Z</updated>
		
		<summary type="html">&lt;p&gt;Ark: /* Lord Drakenhoff Encounter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Introduction ==&lt;br /&gt;
&lt;br /&gt;
The story starts in a tavern in the [[Dockside]] district of [[Fynwell]] where [[Barbarian|Kylee O'Ren]] is recruiting mercenaries for her mission. The only people who answer her flyers and show up to the meeting are [[Cleric|Butt Butterscotch]], [[Bard|Bilbido Tastyflute]], [[Rogue|Harlan Underford]] and [[Druid|Zorry Feathermoon]]. Kylee explains that she has been contacted by old family friend [[Richard Oddenheim]] who needs assistance securing and transporting some [[Paragon Artifacts|Ancient Artifacts]] out of [[Fairhaven]].&lt;br /&gt;
&lt;br /&gt;
The protagonists, meet, greet and introduce themselves. Bilbido then performs a song titled &amp;quot;When You Send Me Carrier Pigeons&amp;quot;. Patrons of the tavern agree it is an excellent cover of [[Yoland Swaginson]] hit single, &amp;quot;When You Send Me Ravens&amp;quot;. Every one gets their advance pay (half of the agreed upon sum) and make travel plans.&lt;br /&gt;
&lt;br /&gt;
== The Journey ==&lt;br /&gt;
&lt;br /&gt;
[[File:Main.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
The company books a trip to [[Fairhaven]] on the [[Royal Seagull]] commanded by Captain [[Bethany Rogers]]. While en-route, the ship becomes enveloped in a magical mist that limit it's visibility and then fired upon by a hidden ship.&lt;br /&gt;
&lt;br /&gt;
The projectiles which crash on the deck turn out to be barrels full of bones, which become animated skeleton warriors. While the crew is busy fighting with the undead threat, the enemy ship emerges from the mist and prepares for boarding. Bethany identifies the enemy ship as familiar merchant vessel [[The Kraken]], however it's crew appears to have been replaced by the living dead. One notable addition to the ships silhouette is a massive trebuchet mounted on the back deck. It's hull also appears to be filled to the brim with human bones.&lt;br /&gt;
&lt;br /&gt;
The boarding crew is composed mostly of skeleton warriors accompanied by a few Wights. The heroes are able to keep the deck clear by liberal use of the Thunderwave spell. Most of the Wights are dunked into the brine before they reach close combat range.&lt;br /&gt;
&lt;br /&gt;
The party members without access to deck-clearing spells fight their way to the balista, and use it to damage the sails of The Kraken. With it's sails ripped to shreds, the undead ship falls behind and the Royal Seagull is able to get away.&lt;br /&gt;
&lt;br /&gt;
The enemy ship appears to be commanded by a [[Squidface]], a mysterious Mindflyer wearing pirate garb. During the encounter he briefly manages to mind control both [[Barbarian|Kylee O'Ren] and [[Bethany Rogers]]. Kylee experiences a vivid hallucination during which she re-lives the horrific murder of her parents, and passes out.&lt;br /&gt;
&lt;br /&gt;
Bethany on the other hand falls under the control of the Mindflyer and manages to heavily damage the ship's balista, before she is knocked unconscious by the heroes. The first mate [[Steven LaCase]] is grateful that the heroes managed to incapacitate her before she hurt anyone, and before the crew noticed anything.&lt;br /&gt;
&lt;br /&gt;
== A Day in Fairhaven ==&lt;br /&gt;
&lt;br /&gt;
Upon arriving in Fairhaven, the party split up to attend personal business.&lt;br /&gt;
&lt;br /&gt;
[[Cleric|But Butterscotch]] visited the [[Fairhaven Temple of Tempest]]. [[Barbarian|Kylee O'Ren]] went shopping and ended up at the [[Jerk Blacksmith]]. [[Rogue|Harlan Underford]] established contact with [[Dirty Dirk]], local Thieves Guild member and gathered intel about the local crime underworld. &lt;br /&gt;
&lt;br /&gt;
Dirty Dirk revealed information about the three prominent local gangs, and their leaders: [[Rando DeButt|Rando]], [[Smiling Sullivan]] and [[Cutthroat Jim]].&lt;br /&gt;
&lt;br /&gt;
The party then re-convened at the [[Nice Blacksmith]] and haggled over equipment prices.&lt;br /&gt;
&lt;br /&gt;
== Meeting with Richard ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hut.jpg|thumb|Richard's Hut]]&lt;br /&gt;
&lt;br /&gt;
The heroes left [[Faihaven]] to meet with [[Richard Oddenheim]] at his archaeological dig site located in the forest few hours of travel away from the city. Instead of excavations however, they found an [[Richard's Hut|abandoned hut]] in a forest clearing.&lt;br /&gt;
&lt;br /&gt;
[[Druid|Zorry]] is able to use her ability to speak to animals to confirm a human male was seen entering and leaving the hut in the last few days. Fearing an ambush, the heroes carefully examine the hut, set up a defensive perimeter and attempt to enter inside to search for hidden passages. Suddenly [[Richard Oddenheim]] appears out of thin air and demands to know what their business is in this area.&lt;br /&gt;
&lt;br /&gt;
Upon seeing Kylee, he remembers that they were due to meet here, and invites the heroes to follow him inside [[Richard's Fancyplace]], his private extra-dimensional mansion. He proceeds to explain the delicate nature of his mission. He shows the team a stockpile of crates, filled with [[Paragon Artifacts|strange artifacts]], but he is reluctant to speak about their source or nature. He does mention that while they have immense historical and cultural value, their mere existence is are politically inconvenient for the current rulers of the land. If they were to fall into the wrong hands, it would create a lot of trouble for all the parties involved.&lt;br /&gt;
&lt;br /&gt;
[[File:Artifact.jpg|thumb|Strange Artifact]]&lt;br /&gt;
&lt;br /&gt;
Because of this he has arranged for the artifacts to be smuggled from the country in order to preserve and study them. The teams mission is to transport the crates from the hut, to specified drop-sites in [[Fairhaven]].&lt;br /&gt;
&lt;br /&gt;
To ensure that the artifacts are not discovered, Richard magically seals the crates. Any attempt to open the crates, or break the seals will cause the contents to be destroyed in a flash of magical light.&lt;br /&gt;
&lt;br /&gt;
The party is given a map of drop-sites in the city, and provided with a horse and carriage they can use to transport the crates. The carriage can take up to six crates at a time, so they will have to take at least a dozen trips to transport them all. Upon delivering the crates to the drop locations, they are told to contact [[Rando DeButt]] who will handle them from that point on. They are told to meet him at [[The Wedge]] tavern.&lt;br /&gt;
&lt;br /&gt;
The tricky part of the mission appears to be getting the cargo through the city gates. Richard warns the team that the guards like to perform random searches and solicit bribes from merchants. He insist that the guards must not open any of the crates. He leaves the logistics of getting the cargo through the gate to the protagonists.&lt;br /&gt;
&lt;br /&gt;
The team loads the cart with six crates and after a short rest departs for the city. They arrange to arrive at small hours of the morning when the guard presence at the gate is sparse, and everyone is tired and ready for a change of guard. [[Rogue|Harlan Underford]] attempts to disguise the crates and make them look very unimportant.&lt;br /&gt;
&lt;br /&gt;
== The Ambush ==&lt;br /&gt;
&lt;br /&gt;
== A Rando Encounter ==&lt;br /&gt;
&lt;br /&gt;
== Party at the Seagull ==&lt;br /&gt;
&lt;br /&gt;
== Dinner with Richard ==&lt;br /&gt;
&lt;br /&gt;
== Search for Lord Aiden's Mansion ==&lt;br /&gt;
&lt;br /&gt;
== Exploring the Mansion ==&lt;br /&gt;
&lt;br /&gt;
== Count Drakenhoff Encounter ==&lt;br /&gt;
&lt;br /&gt;
== Captive Audience ==&lt;br /&gt;
&lt;br /&gt;
== Exploring Lord Aden's Study ==&lt;br /&gt;
&lt;br /&gt;
== Forest Encounter ==&lt;/div&gt;</summary>
		<author><name>Ark</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Locations&amp;diff=76</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Locations&amp;diff=76"/>
				<updated>2016-05-22T22:26:21Z</updated>
		
		<summary type="html">&lt;p&gt;Ark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Map.jpg|thumb|550px|World of Eoran]]&lt;br /&gt;
&lt;br /&gt;
== The Western Continent ==&lt;br /&gt;
&lt;br /&gt;
* [[Fynwell]]&lt;br /&gt;
&lt;br /&gt;
== The Eastern Continent ==&lt;br /&gt;
&lt;br /&gt;
* [[Fairhaven]]&lt;br /&gt;
* [[Richard's Hut]]&lt;br /&gt;
* [[Lord Aiden's Mansion]]&lt;br /&gt;
* [[Lost Dwarf Fortress]]&lt;br /&gt;
&lt;br /&gt;
== Zorander Isle ==&lt;br /&gt;
&lt;br /&gt;
* [[Zul]]&lt;br /&gt;
&lt;br /&gt;
== The Southern Continent ==&lt;br /&gt;
&lt;br /&gt;
* [[Koda]]&lt;br /&gt;
&lt;br /&gt;
== Other Locations ==&lt;br /&gt;
&lt;br /&gt;
* [[Royal Seagul]]&lt;br /&gt;
* [[Lord Aiden's Study]]&lt;/div&gt;</summary>
		<author><name>Ark</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Fairhaven&amp;diff=72</id>
		<title>Fairhaven</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Fairhaven&amp;diff=72"/>
				<updated>2016-05-22T00:05:11Z</updated>
		
		<summary type="html">&lt;p&gt;Ark: /* Other Points of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fairhaven.jpg|thumb|450px|Fairhaven City Map]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Fairhaven is a vibrant, picturesque port city. From the land side, it is surrounded by high, well garrisoned city walls with one, well defended gate. The port side is defended by a strong fleet.&lt;br /&gt;
&lt;br /&gt;
== Shops And Services ==&lt;br /&gt;
&lt;br /&gt;
Here is a list of shops and services available in Fairhaven at this time:&lt;br /&gt;
&lt;br /&gt;
* [[Jerk Blacksmith]]&lt;br /&gt;
* [[Nice Blacksmith]]&lt;br /&gt;
&lt;br /&gt;
== Other Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
* [[The Wedge]] Tavern&lt;br /&gt;
* [[Fairhaven Temple of Tempest]]&lt;br /&gt;
* [[Bacon Theater]]&lt;br /&gt;
* [[The Fairhaven Keep]]&lt;br /&gt;
&lt;br /&gt;
== Fairhaven Crime Lords ==&lt;br /&gt;
&lt;br /&gt;
[[File:FairhavenCrime.jpg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
While Fairheven is fairly clean, and orderly (at least compared to [[Fynwell]]) it still sees a considerable amount of crime. The illegal activities in Fairhaven are overseen by three crime syndicates. Their zones of influence are shown in the colored diagram below.&lt;br /&gt;
&lt;br /&gt;
The rich district near The Keep is heavily patrolled by the city guard, and none of the crime lords can claim it as their territory.&lt;br /&gt;
&lt;br /&gt;
* [[Rando DeButt]] - controls most of the port side and merchant district&lt;br /&gt;
* [[Smiling Sullivan]] - controls some the docking sites and the warehousing districts&lt;br /&gt;
* [[ Cutthroat Jim]] - controls the region near the city gate&lt;br /&gt;
&lt;br /&gt;
[[Category:City]]&lt;/div&gt;</summary>
		<author><name>Ark</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Category:Royal_Seagull_Crew&amp;diff=71</id>
		<title>Category:Royal Seagull Crew</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Category:Royal_Seagull_Crew&amp;diff=71"/>
				<updated>2016-05-22T00:01:38Z</updated>
		
		<summary type="html">&lt;p&gt;Ark: Created page with &amp;quot;* Captain: Bethany Rogers * 1st Officer: Steven LaCase * Bossman: Lil'D&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Captain: Bethany Rogers]]&lt;br /&gt;
* [[1st Officer: Steven LaCase]]&lt;br /&gt;
* [[Bossman: Lil'D]]&lt;/div&gt;</summary>
		<author><name>Ark</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Barbarian&amp;diff=25</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Barbarian&amp;diff=25"/>
				<updated>2016-05-21T04:47:55Z</updated>
		
		<summary type="html">&lt;p&gt;Ark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Barbarian.png|framed|Kylee O'Ren]]&lt;br /&gt;
&lt;br /&gt;
=== Basic Info ===&lt;br /&gt;
&lt;br /&gt;
'''Real Name:''' Kylee O'Ren&lt;br /&gt;
&lt;br /&gt;
'''Known Aliases:''' Hot Apple Cider&lt;br /&gt;
&lt;br /&gt;
'''Class:''' Barbarian, Berserker, Apple Cider Brewer&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Mountain Dwarf&lt;br /&gt;
&lt;br /&gt;
=== Character Backstory ===&lt;br /&gt;
&lt;br /&gt;
Orphaned at the young age, Kylee was raised by her uncle, the patriarch of the [[Strongbrow Clan]], known world wide for the [[Strong Brow Cider]]. Despite their wealth, Strongbrows are hardy, uncompromising and tribal people who fiercely defend their orchards from the outsiders. As all members of the clan Kylee is both a skilled tradeswoman and a deadly expert in hand to hand combat.&lt;br /&gt;
&lt;br /&gt;
During a business venture in [[Fynwell]] she was contacted by [[Richard Odenheim]], and old family friend. Richard needed a trusted crew of adventures to help him secure and transport some politically volatile archeological artifacts he found near [[Fairheven]]. She decided to take the job, and was provided an undisclosed sum of money, in order to hire a group of mercenaries to assist her. This how she met up with the remaining [[Protagonists]] who were, unfortunately, the best she could find on a short notice.&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
&lt;br /&gt;
Kylee is a member of the [[Strongbrow Clan]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Family, Allies and Contacts ===&lt;br /&gt;
&lt;br /&gt;
Uncle Strongbrow - father type figure, prominent clan leader.&lt;br /&gt;
&lt;br /&gt;
[[Richard Oddenheim]] - old family friend and current employer.&lt;br /&gt;
&lt;br /&gt;
=== Catchphrases ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;COMING IN HOT!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Okay, I guess I'll rage now!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Protagonists]]&lt;/div&gt;</summary>
		<author><name>Ark</name></author>	</entry>

	</feed>