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		<id>https://willofthe7.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Luke</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=Luke"/>
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		<updated>2026-09-21T07:25:37Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.24.4</generator>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_4&amp;diff=2818</id>
		<title>Act 4</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_4&amp;diff=2818"/>
				<updated>2022-03-14T18:41:29Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 25px; margin-bottom: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheEnd.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{title|Act 4: The Future that Never Was}}&lt;br /&gt;
&lt;br /&gt;
== Unexpected End == &lt;br /&gt;
&lt;br /&gt;
Unfortunately the Will of the Seven campaign prematurely ended before entering Act 4.&lt;br /&gt;
&lt;br /&gt;
== Future That Never Was ==&lt;br /&gt;
&lt;br /&gt;
This space is reserved for the synopsis of what would have likely happened in the story should the campaign continued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Act 3|&amp;amp;laquo; Previous]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_4&amp;diff=2817</id>
		<title>Act 4</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_4&amp;diff=2817"/>
				<updated>2022-03-14T18:40:37Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 25px; margin-bottom: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheEnd.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{title|Act 4: The Future that Never Was}}&lt;br /&gt;
&lt;br /&gt;
== Unexpected End == &lt;br /&gt;
&lt;br /&gt;
Unfortunately the Will of the Seven campaign prematurely ended before entering Act 4.&lt;br /&gt;
&lt;br /&gt;
== Future That Never Was ==&lt;br /&gt;
&lt;br /&gt;
This space is reserved for the synopsis of what would have likely happened in the story should the campaign continued.&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=File:TheEnd.jpg&amp;diff=2816</id>
		<title>File:TheEnd.jpg</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=File:TheEnd.jpg&amp;diff=2816"/>
				<updated>2022-03-14T18:37:49Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Darkcrest_Village&amp;diff=2815</id>
		<title>Darkcrest Village</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Darkcrest_Village&amp;diff=2815"/>
				<updated>2022-03-14T18:35:26Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;Darkcrest Village Memorial  Darkcrest Village is a small village in Summervale province of Westmarch, which was formerly Southsore ter...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Memorial.jpeg|thumb|Darkcrest Village Memorial]]&lt;br /&gt;
&lt;br /&gt;
Darkcrest Village is a small village in [[Summervale]] province of [[Westmarch]], which was formerly [[Southsore]] territory.&lt;br /&gt;
&lt;br /&gt;
Darkcrest and surrounding territories (including but not limited too Morningwood Lumber Mill) are held as a shared fiefdom by Baronette [[Harlan Underford]], Baronette [[Zorry Feathermoon]] and Baronette [[Bilbido Tastyflute]], who are landed vassals of the [[Westmarch]] Crown.&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Rogue&amp;diff=2814</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Rogue&amp;diff=2814"/>
				<updated>2022-03-14T18:34:04Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: /* Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rogue.png|thumb|Harlan Underford]]&lt;br /&gt;
&lt;br /&gt;
=== Basic Info ===&lt;br /&gt;
&lt;br /&gt;
{{Person|&lt;br /&gt;
name=Harlan Underford|&lt;br /&gt;
nickname=Badger|&lt;br /&gt;
alias=Baronet Underford of Darkcrest, Sparrowhawk. Also, Sam Adams, John Walker, Captain Morgan, etc..|&lt;br /&gt;
class=Rogue, Arcane Trickster|&lt;br /&gt;
background=Thief|&lt;br /&gt;
race=Lightfoot Halfling|&lt;br /&gt;
alignment=Chaotic Good|&lt;br /&gt;
hair=brown|&lt;br /&gt;
eyes=brown|&lt;br /&gt;
features=missing finger on left hand|&lt;br /&gt;
birthplace=6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Ward of [[Dog Fenn]] in [[Fynwell]]|&lt;br /&gt;
birthday={{date|10|th|Dust}} 9723|&lt;br /&gt;
sign= Fox|&lt;br /&gt;
religion=[[Gods Between Walls]] and [[The Goldmane Strider]]|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Character Backstory ===&lt;br /&gt;
&lt;br /&gt;
Harlan Underford was born in the 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Ward of [[Dog Fenn]], the run down, disreputable quarter of the great city of [[Fynwell]]. He joined Thieves Guild at young age as this was the best career path out of the slums. He did a few successful minor jobs until the disaster in the [[Lichford Hills]] district.&lt;br /&gt;
&lt;br /&gt;
The job that did him in was a four man burglary run on a mansion owned by the [[Karlsberg]] family commissioned by [[Grunslik Tar]] of [[Flyside]]. Tar was interested in certain rare works of art. The heist went very badly, as Karlsberg men knew the thieves were coming and set up an ambush. Two of Harlan's co-conspirators died. [[Redbeard Pete]], the other survivor, was convinced Harlan was the snitch who sold the team out to Karlsbergs.&lt;br /&gt;
&lt;br /&gt;
Karlsberg family kept things quiet for a while, but armed men have been seen in Dog Fenn asking about &amp;quot;a Badger&amp;quot; and &amp;quot;a Redbeard&amp;quot;. Supposedly they want them alive for questioning.&lt;br /&gt;
&lt;br /&gt;
Grunslik Tar was angry, not just because of the failed the job, but also because he does not want Karlsberg's men to know about his operations. He knows that they have ways of extracting information out of people. Not that anyone involved in the Lichford Hills job knew anything of importance. But for Grunslik, it's better to be safe than sorry.&lt;br /&gt;
&lt;br /&gt;
Harlan decided it was best to lay low for a while. Perhaps leave the city altogether until things blow over. Which is how he ended up in [[Fairhaven]] along with the rest of the [[Protagonists]].&lt;br /&gt;
&lt;br /&gt;
=== Known Quirks ===&lt;br /&gt;
&lt;br /&gt;
Harlan really hates rats.&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
&lt;br /&gt;
* Member of the [[Thieves Guild]] (street name Badger) &lt;br /&gt;
* Operative for [[R.A.D.]] (Research Analysis and Development dept of the [[Academy of Magics]]), code name Sparrowhawk.&lt;br /&gt;
* Baronet of [[Westmarch]] with feudal fealty to [[Dione Helmsworth]].&lt;br /&gt;
* Member of the [[Cousins]]&lt;br /&gt;
&lt;br /&gt;
=== Family, Allies and Contacts ===&lt;br /&gt;
&lt;br /&gt;
* [[Helga Underford]]: mother, lives in a small hovel on Thistle Bend in the 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; ward of Dog Fenn. She cooks and serves at the Rocking Horse tavern on Ashpit Cove.&lt;br /&gt;
&lt;br /&gt;
* [[Herb Underford]]: elderly uncle. Owns a small tannery business in Flyside.&lt;br /&gt;
&lt;br /&gt;
* [[Gideon]], [[Finn]] and [[Sorcha]]: childhood friends from Dog Fenn. Gideon and Sorcha are fellow Thieves Guild members. Finn went legit works at the Fish Market. He has a wife and two kids and rents a place on Sheyburn Lane.&lt;br /&gt;
&lt;br /&gt;
* [[Dirty Dirk]]: Thieves Guild contact in Fairhaaven. Asocciated with [[Cutthroat Jim]]'s crew.&lt;br /&gt;
&lt;br /&gt;
=== Items and Treasure ===&lt;br /&gt;
&lt;br /&gt;
Harlan carries the following items and weapons:&lt;br /&gt;
&lt;br /&gt;
* A hand bow named [[Ghorza]]&lt;br /&gt;
* &amp;lt;s&amp;gt;A short sword named [[Squiggle]]&amp;lt;/s&amp;gt;&lt;br /&gt;
* An [[Harlan's Dagger|Elven Dagger]] hidden in his left shoe&lt;br /&gt;
* A set of six [[Harlan's Knives|thrown daggers]]&lt;br /&gt;
* An [[Alchemical Vial]]&lt;br /&gt;
* The [[Arbiter]], a magically imbued short sword&lt;br /&gt;
* The [[Messenger Ring]] given to him by [[Marius Verman]]&lt;br /&gt;
* Some [[Implanted Memories]] seared into his mind by [[Lichard]]&lt;br /&gt;
&lt;br /&gt;
=== Catchphrases ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;I found this animal, can you tweet Richard?&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Jokes ===&lt;br /&gt;
&lt;br /&gt;
Since learning '''Tasha's Hideous Laughter''', Badger has been moonlighting as a comedian. His jokes have about a 50% success rate so far with his targets, he may want to consider keeping his day job.&lt;br /&gt;
&lt;br /&gt;
* To [[Broblin]], &amp;quot;Hey Goblin, where does a king keep his armies? In his sleeveies!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* To the bugbear, &amp;quot;How do fish go to war? In fish tanks!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;What does the goblin say when he can't grab the fog? Mist.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Protagonists]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=History_of_Eoran&amp;diff=2813</id>
		<title>History of Eoran</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=History_of_Eoran&amp;diff=2813"/>
				<updated>2022-03-14T18:23:43Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are the important historical dates relevant to the campaign.&lt;br /&gt;
&lt;br /&gt;
The campaign begins in [[9,748]] also denoted as '48. See [[Calendar|Common Calendar]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; | Date &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; | Event&lt;br /&gt;
|-&lt;br /&gt;
| Year 0&lt;br /&gt;
| End of the [[Purge]]&lt;br /&gt;
|-&lt;br /&gt;
| 0-1200&lt;br /&gt;
| The [[Dark Ages]]&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| Planar rifts open to lower planes and Feywild. Gnomes arrive in Eoran.&lt;br /&gt;
|-&lt;br /&gt;
| 200-800&lt;br /&gt;
| Decline and fall of [[Ancient Dwarf Empires]]&lt;br /&gt;
|-&lt;br /&gt;
| ~ 1110 (?)&lt;br /&gt;
| The [[Tomb of Darius Corellius]] built in what is now known as [[Westmarch]]&lt;br /&gt;
|-&lt;br /&gt;
| 8889&lt;br /&gt;
| Founding of [[Fynwell]]&lt;br /&gt;
|-&lt;br /&gt;
| 8990&lt;br /&gt;
| Monarchy abolished in [[Fynwell]]&lt;br /&gt;
|-&lt;br /&gt;
| 9380-9410&lt;br /&gt;
| The Blazing Glory [[Crusade]]s in [[Darkshire]]&lt;br /&gt;
|-&lt;br /&gt;
| 9403 &lt;br /&gt;
| Sack of [[Drakenhoff Estate]], end of [[Count Drakenhoff|Drakenhoff]] rule in [[Darkshire]]&lt;br /&gt;
|-&lt;br /&gt;
| 9512&lt;br /&gt;
| [[Robert Helmsworth]] unites [[Westmarch]], establishes [[Helmsworth Dynasty]]&lt;br /&gt;
|-&lt;br /&gt;
| 9544&lt;br /&gt;
| Founding of [[Pelagrino]]&lt;br /&gt;
|-&lt;br /&gt;
| 9564&lt;br /&gt;
| The port city of [[Fairhaven]] established in former [[Darkshire]]&lt;br /&gt;
|-&lt;br /&gt;
| 9586&lt;br /&gt;
| Westmarch anexes [[Eastvale]] territory&lt;br /&gt;
|-&lt;br /&gt;
| 9628&lt;br /&gt;
| [[Student Riots of 9,628|Student Riots]] in Zul&lt;br /&gt;
|-&lt;br /&gt;
| 9646&lt;br /&gt;
| King Angmar born in Umberland&lt;br /&gt;
|-&lt;br /&gt;
| 9683&lt;br /&gt;
| Prince [[William Helmsworth]] of [[Westmarch]] is born in [[Highport]]&lt;br /&gt;
|-&lt;br /&gt;
| 9689&lt;br /&gt;
| King [[Richard Helmsworth]] dies; [[Viktor Charlie]] becomes Regent of [[Westmarch]]&lt;br /&gt;
|-&lt;br /&gt;
| 9699&lt;br /&gt;
| [[William Helmsworth]] turns 16; [[Viktor Charlie]] refuses to abdicate&lt;br /&gt;
|-&lt;br /&gt;
| 9700 - 9712&lt;br /&gt;
| [[William's War]]: civil war between Crown of [[Westmarch]] &amp;amp; [[Viktor Charlie]] loyalists&lt;br /&gt;
|-&lt;br /&gt;
| 9712&lt;br /&gt;
| [[Viktor Charlie]] captured and executed in Nam; End of [[William's War]]&lt;br /&gt;
|-&lt;br /&gt;
| 9716&lt;br /&gt;
| [[Prince Regent|Prince Liam]] is born in [[Highport]]&lt;br /&gt;
|-&lt;br /&gt;
| {{date|10|th|Dust}} '23&lt;br /&gt;
| [[Harlan Underford]] is born in [[Fynwell]]&lt;br /&gt;
|-&lt;br /&gt;
| 9728&lt;br /&gt;
| Quargyle and 7 Day War&lt;br /&gt;
|-&lt;br /&gt;
| 9738&lt;br /&gt;
| Crown Prince Cedric of Umberland assasinated by [[Namfoodle Fizzlebang]]&lt;br /&gt;
|-&lt;br /&gt;
| {{date|3|rd|Hallow}} '41&lt;br /&gt;
| [[William Helmsworth|King William]] of [[Westmarch]] goes missing; [[Prince Regent|Prince Liam]] becomes the Regent&lt;br /&gt;
|-&lt;br /&gt;
| 9742&lt;br /&gt;
| Revolution in Umberland&lt;br /&gt;
|-&lt;br /&gt;
| {{date|21|st|Everbloom}} '48&lt;br /&gt;
| The [[Protagonists]] meet in [[Fynwell]]&lt;br /&gt;
|-&lt;br /&gt;
| {{date|2|nd|Cinder}} '48&lt;br /&gt;
| The [[Royal Seagull]] attacked by Pirates&lt;br /&gt;
|-&lt;br /&gt;
| {{date|3|rd|Cinder}} '48&lt;br /&gt;
| The [[Protagonists]] arrive in [[Fairhaven]]&lt;br /&gt;
|-&lt;br /&gt;
| {{date|7|th|Cinder}} '48&lt;br /&gt;
| [[Arielle]] Unleashed&lt;br /&gt;
|-&lt;br /&gt;
| {{date|12|th|Cinder}} '48&lt;br /&gt;
| [[Newt Ice Brewery]] fire and [[Bacon Theather]] explosion&lt;br /&gt;
|-&lt;br /&gt;
| {{date|14|th|Cinder}} '48&lt;br /&gt;
| [[Prince Regent]]'s speech in Fairhaven&lt;br /&gt;
|-&lt;br /&gt;
| {{date|30|th|Cinder}} '48&lt;br /&gt;
| [[Siege of Fairhaven]] and death of [[Prince Regent]]&lt;br /&gt;
|-&lt;br /&gt;
| 9749&lt;br /&gt;
| [[Samuel Summers]] becomes Duke of [[Summervale]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Westmarch&amp;diff=2812</id>
		<title>Westmarch</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Westmarch&amp;diff=2812"/>
				<updated>2022-03-14T18:20:53Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: /* Provinces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FlagOfWestmarch.png|thumb|Flag of Westmarch]]Westmarch is a kingdom located on the eastern shores of Drakefel.&lt;br /&gt;
&lt;br /&gt;
Kingdom of Westmarch was established by [[Helmsworth Dynasty|House Helmsworth]] in 9512. The house's patriarch Robert Helmsworth held the lands of Westmore (now known as Kingsland) and united all the human nations of East Drakefel. Namely the Princedom of Orle, the seven nations of Namarak Steppes (territories now known as Nam and Riverdale) and the lawless tribes of former [[Darkshire]].&lt;br /&gt;
&lt;br /&gt;
In 9586 Westmarch annexed Eastvale pushing out the Silver Kharnate forces and extending it's reach westward.&lt;br /&gt;
&lt;br /&gt;
Westmarch is a feudal monarchy ruled by the Crown which owns all of the land in the Kingdom. The monarch grants fiefdoms to the Lords of Westmarch in exchange for loyalty and service. Each of the Lords is a high born aristocrat who oversees a province, and has their own feudal vassals. &lt;br /&gt;
&lt;br /&gt;
Landsmet is the assembly of the Lords, their vassals, as well as landed gentry and Knights which may be called to either ratify or veto King's decree. The Landsmet also sets the rules of succession and gives the Lords an ability to petition the king, or seek grievances against the kind for unfair treatment.&lt;br /&gt;
&lt;br /&gt;
== National Symbols ==&lt;br /&gt;
&lt;br /&gt;
The flag of Westmarch is a dark blue banner with light blue cross and golden crown. The blue hues represent the kingdom's ties to the sea and the fact that the Helmsworth ancestors came from the east by sea. The cross motif symbolizes the hilt and cross guard of [[Calibri]] - the legendary Vorpal Blade of [[Robert Helmsworth|King Robert]] who united the kingdom. The crown symbolizes the feudal principles on which the nation was built.&lt;br /&gt;
&lt;br /&gt;
The cross motif is very common in Westmarch heraldry and symbols. National animals are considered to be a Stag and a Marlin.&lt;br /&gt;
&lt;br /&gt;
== Provinces ==&lt;br /&gt;
&lt;br /&gt;
[[File:Westmarch.png|thumb|Map of Westmarch]]&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Westmarch is divided into provinces. Each province is a fiefdom of a Lord. Lordship is a hereditary title typically granted to Westmatch Barons, Counts or Dukes who belong to one of the [[Great Houses of Westmarch]].&lt;br /&gt;
&lt;br /&gt;
* [[Kingsland]] set aside for the Crown of Westmarch, currently held by [[House Helmsworth]]&lt;br /&gt;
* [[Nam]] ruled by [[House Aledril]]&lt;br /&gt;
* [[Greendale]] ruled by [[House Pelton]]&lt;br /&gt;
* [[Orle]] ruled by [[House Lacroix]]&lt;br /&gt;
* [[Fairmount]] ruled by [[House Wayland]]&lt;br /&gt;
* [[Riverdale]] ruled by [[House Ravensworth]]&lt;br /&gt;
* [[Southshore]] ruled by [[House Fairmouth]]&lt;br /&gt;
* [[Eastvale]] ruled by [[House Leighmont]]&lt;br /&gt;
* [[Summervale]] ruled by [[House Summers]]&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Westmarch Province]]&lt;br /&gt;
&lt;br /&gt;
== Major Cities ==&lt;br /&gt;
&lt;br /&gt;
Westmarch cities are their own feudal domains separate from the provinces. Each major city (except for Highport) is ruled by a Governor which is a non-hereditary title granted by the Crown and equal in status to that of a Lord.&lt;br /&gt;
&lt;br /&gt;
* [[Highport]], the capital city&lt;br /&gt;
* [[Fairhaven]], major port city&lt;br /&gt;
&lt;br /&gt;
[[Category:Nation]] [[Category:Drakefel Nation]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Orle&amp;diff=2811</id>
		<title>Orle</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Orle&amp;diff=2811"/>
				<updated>2022-03-14T18:20:24Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;Westmarch Provinces  Orle is a province in the Kingdom of Westmarch. It is ruled by House Lacroix.  Orle is the Northenmost province of th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Westmarch.png|thumb|Westmarch Provinces]]&lt;br /&gt;
&lt;br /&gt;
Orle is a province in the Kingdom of [[Westmarch]]. It is ruled by [[House Lacroix]].&lt;br /&gt;
&lt;br /&gt;
Orle is the Northenmost province of the kingdom, and borders with [[Nam]] in the South.&lt;br /&gt;
&lt;br /&gt;
Orle has a unique style culture due to it's high Elven and Half-Elven population. It is often called the most pointy-eared of human ruled lands.&lt;br /&gt;
&lt;br /&gt;
[[Category: Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Fairmount&amp;diff=2810</id>
		<title>Fairmount</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Fairmount&amp;diff=2810"/>
				<updated>2022-03-14T18:17:08Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;Westmarch Provinces  Fairmount is a province in the Kingdom of Westmarch. It is ruled by House Wayland.  Fairmount lies East of Riverdal...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Westmarch.png|thumb|Westmarch Provinces]]&lt;br /&gt;
&lt;br /&gt;
Fairmount is a province in the Kingdom of [[Westmarch]]. It is ruled by [[House Wayland]].&lt;br /&gt;
&lt;br /&gt;
Fairmount lies East of [[Riverdale]], South of [[Kingsland]] and North of [[Greendale]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Riverdale&amp;diff=2809</id>
		<title>Riverdale</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Riverdale&amp;diff=2809"/>
				<updated>2022-03-14T18:15:17Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Westmarch.png|thumb|Westmarch Provinces]]&lt;br /&gt;
&lt;br /&gt;
Riverdale is a province in the Kingdom of [[Westmarch]]. It is ruled by [[House Ravensworth]].&lt;br /&gt;
&lt;br /&gt;
Riverdale lies South of [[Nam]], West of [[Kingsland]] and North of [[Southshore]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=House_Wayland&amp;diff=2808</id>
		<title>House Wayland</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=House_Wayland&amp;diff=2808"/>
				<updated>2022-03-14T18:14:22Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;House Wayland  House Wayland is one of the Great Houses of Westmarch. It is the ruling house of Fairmount province of Westmarch.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CoatOfWayland.png|thumb|House Wayland]]&lt;br /&gt;
&lt;br /&gt;
House Wayland is one of the [[Great Houses of Westmarch]]. It is the ruling house of [[Fairmount]] province of [[Westmarch]].&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=House_Leighmont&amp;diff=2807</id>
		<title>House Leighmont</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=House_Leighmont&amp;diff=2807"/>
				<updated>2022-03-14T18:13:05Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;House Leighmont  House Leighmont is one of the Great Houses of Westmarch. It is the ruling house of Riverdale province of Westmarch&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CoatOfLeighmont.png|thumb|House Leighmont]]&lt;br /&gt;
&lt;br /&gt;
House Leighmont is one of the [[Great Houses of Westmarch]]. It is the ruling house of [[Riverdale]] province of [[Westmarch]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=House_Lacroix&amp;diff=2806</id>
		<title>House Lacroix</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=House_Lacroix&amp;diff=2806"/>
				<updated>2022-03-14T18:12:22Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CoatOfLacroix.png|thumb|House Lacroix]]&lt;br /&gt;
&lt;br /&gt;
House Lacroix is one of the [[Great Houses of Westmarch]]. It is the ruling house of [[Orle]] province of [[Westmarch]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Eastvale&amp;diff=2805</id>
		<title>Eastvale</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Eastvale&amp;diff=2805"/>
				<updated>2022-03-14T18:11:50Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Westmarch.png|thumb|Westmarch Provinces]]&lt;br /&gt;
&lt;br /&gt;
Eastvale is a province in the kingdom of [[Westmarch]]. It is ruled by [[House Leighmont]].&lt;br /&gt;
&lt;br /&gt;
It is located in the South West of [[Drakefel]], West of [[Southshore]] and South of [[Riverdale]].&lt;br /&gt;
&lt;br /&gt;
Eastvale is one of the three Westmarch provinces that share a mountain chain border with the [[Silver Kharnate]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=House_Ravensworth&amp;diff=2804</id>
		<title>House Ravensworth</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=House_Ravensworth&amp;diff=2804"/>
				<updated>2022-03-14T18:10:09Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;thumb  House Ravensworth is one of the Great Houses of Westmarch. It rules the province of Riverdale.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CoatOfRavensworth.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
House Ravensworth is one of the [[Great Houses of Westmarch]]. It rules the province of [[Riverdale]].&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Nam&amp;diff=2803</id>
		<title>Nam</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Nam&amp;diff=2803"/>
				<updated>2022-03-14T18:08:10Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Westmarch.png|thumb|Westmarch Provinces]]&lt;br /&gt;
&lt;br /&gt;
Nam is a sparsely populated, Northern province of [[Westmarch]]. It is very cold, inhospitable place teeming with dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
The province became infamous during [[William's War]] where the crown usurper and his loyalist forces retreated there and established hidden forts, from where they lead guerrilla warfare against the crown.&lt;br /&gt;
&lt;br /&gt;
It is estimated that more men loyal to the crown have died during the 7 year campaign to find the usurper in Nam, than in all the battles leading up to it. The guerrilla tactics have proven to be extremely effective and most of the veterans of the Nam campaign remember it as a long, arduous nightmare.&lt;br /&gt;
&lt;br /&gt;
There was no glory to be won in Nam - just death and suffering for all involved.&lt;br /&gt;
&lt;br /&gt;
[[Category:Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Southshore&amp;diff=2802</id>
		<title>Southshore</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Southshore&amp;diff=2802"/>
				<updated>2022-03-14T18:08:04Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Westmarch.png|thumb|Westmarch Provinces]]&lt;br /&gt;
&lt;br /&gt;
Southshore is the southernmost province of [[Westmarch]]. It encompasses the entire south eastern shoreline, and includes territories formerly known as [[Darkshire]].&lt;br /&gt;
&lt;br /&gt;
Notable locations include:&lt;br /&gt;
&lt;br /&gt;
* [[Fairhaven]] the capitol city of the province and a major trade port&lt;br /&gt;
* [[Pearltown]] - a small fishing village with plot importance&lt;br /&gt;
* Abandoned [[Drakenhoff Estate]] in the former region of [[Darkshire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Nam&amp;diff=2801</id>
		<title>Nam</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Nam&amp;diff=2801"/>
				<updated>2022-03-14T18:07:25Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Westmarch Province]]&lt;br /&gt;
&lt;br /&gt;
Nam is a sparsely populated, Northern province of [[Westmarch]]. It is very cold, inhospitable place teeming with dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
The province became infamous during [[William's War]] where the crown usurper and his loyalist forces retreated there and established hidden forts, from where they lead guerrilla warfare against the crown.&lt;br /&gt;
&lt;br /&gt;
It is estimated that more men loyal to the crown have died during the 7 year campaign to find the usurper in Nam, than in all the battles leading up to it. The guerrilla tactics have proven to be extremely effective and most of the veterans of the Nam campaign remember it as a long, arduous nightmare.&lt;br /&gt;
&lt;br /&gt;
There was no glory to be won in Nam - just death and suffering for all involved.&lt;br /&gt;
&lt;br /&gt;
[[Category:Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Riverdale&amp;diff=2800</id>
		<title>Riverdale</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Riverdale&amp;diff=2800"/>
				<updated>2022-03-14T18:07:06Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;Westmarch Provinces  Riverdale is a province in the Kingdom of Westmarch. It is ruled by House Ravensworth.  Riverdale lies South of Nam...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Westmarch.png|thumb|Westmarch Provinces]]&lt;br /&gt;
&lt;br /&gt;
Riverdale is a province in the Kingdom of [[Westmarch]]. It is ruled by [[House Ravensworth]].&lt;br /&gt;
&lt;br /&gt;
Riverdale lies South of [[Nam]], West of [[Kingsland]] and North of [[Southsore]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Kingsland&amp;diff=2799</id>
		<title>Kingsland</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Kingsland&amp;diff=2799"/>
				<updated>2022-03-14T18:06:44Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Westmarch.png|thumb|Westmarch Provinces]]&lt;br /&gt;
&lt;br /&gt;
Kingsland is a [[Westmarch]] province that is traditionally held by the Crown. &lt;br /&gt;
&lt;br /&gt;
Before 9512 it was known as Westmore, and was ruled by [[House Helmsworth]]. It became the seat of the Westmarch Crown after [[Robert Helmsworth]] united all the human nations of East Drakefel.&lt;br /&gt;
&lt;br /&gt;
[[Category: Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Kingsland&amp;diff=2797</id>
		<title>Kingsland</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Kingsland&amp;diff=2797"/>
				<updated>2022-03-14T18:06:23Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Luke moved page Kinglsand to Kingsland: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kingsland is a [[Westmarch]] province that is traditionally held by the Crown. &lt;br /&gt;
&lt;br /&gt;
Before 9512 it was known as Westmore, and was ruled by [[House Helmsworth]]. It became the seat of the Westmarch Crown after [[Robert Helmsworth]] united all the human nations of East Drakefel.&lt;br /&gt;
&lt;br /&gt;
[[Category: Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Kinglsand&amp;diff=2798</id>
		<title>Kinglsand</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Kinglsand&amp;diff=2798"/>
				<updated>2022-03-14T18:06:23Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Luke moved page Kinglsand to Kingsland: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Kingsland]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=House_Lacroix&amp;diff=2796</id>
		<title>House Lacroix</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=House_Lacroix&amp;diff=2796"/>
				<updated>2022-03-14T18:02:17Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CoatOfLacroix.png|thumb|House Lacroix]]&lt;br /&gt;
&lt;br /&gt;
House Lacroix is one of the [[Great Houses of Westmarch]]. It is the ruling house of [[Eastvale]] province of [[Westmarch]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Eastvale&amp;diff=2795</id>
		<title>Eastvale</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Eastvale&amp;diff=2795"/>
				<updated>2022-03-14T18:01:21Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;Westmarch Provinces  Eastvale is a province in the kingdom of Westmarch. It is ruled by House Lacroix.  It is located in the South West of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Westmarch.png|thumb|Westmarch Provinces]]&lt;br /&gt;
&lt;br /&gt;
Eastvale is a province in the kingdom of [[Westmarch]]. It is ruled by [[House Lacroix]].&lt;br /&gt;
&lt;br /&gt;
It is located in the South West of [[Drakefel]], West of [[Southshore]] and South of [[Riverdale]].&lt;br /&gt;
&lt;br /&gt;
Eastvale is one of the three Westmarch provinces that share a mountain chain border with the [[Silver Kharnate]].&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=House_Lacroix&amp;diff=2794</id>
		<title>House Lacroix</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=House_Lacroix&amp;diff=2794"/>
				<updated>2022-03-14T17:57:09Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;House Lacroix  House Lacroix is one of the Great Houses of Westmarch. It is the ruling house of Estvale province of Westmarch&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CoatOfLacroix.png|thumb|House Lacroix]]&lt;br /&gt;
&lt;br /&gt;
House Lacroix is one of the [[Great Houses of Westmarch]]. It is the ruling house of [[Estvale]] province of [[Westmarch]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Darkshire&amp;diff=2793</id>
		<title>Darkshire</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Darkshire&amp;diff=2793"/>
				<updated>2022-03-14T08:09:54Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Darkshire was a county which existed on the Eastern shores of [[Drakefel]] about a hundred years prior to establishment of the [[Kingdom of Westmarch]].&lt;br /&gt;
&lt;br /&gt;
Darkshire was ruled by [[Count Drakenhoff]] who resided in the mysterious and elusive [[Drakenhoff Estate]].&lt;br /&gt;
&lt;br /&gt;
The region was known for it's perpetually overcast weather, gloomy atmosphere and high level of undead activity. The later prompted the [[Church of Blazing Glory]] to mount a violent [[Crusade]] which culminated in the sack of the [[Drakenhoff Estate]] in 9403. The inhabitants of the region fled during the crusade, or were later forcibly relocated by the church.&lt;br /&gt;
&lt;br /&gt;
The land laid barren for close to hundred years, until it was re-settled by Westmarch settlers who built the great port city of [[Fairhaven]] and it became part of the [[Southshore]] province.&lt;br /&gt;
&lt;br /&gt;
In 9749 the region was re-named to [[Summervale]] and given to [[House Summers]].&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_3&amp;diff=2792</id>
		<title>Act 3</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_3&amp;diff=2792"/>
				<updated>2022-03-14T08:05:56Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: /* Dragon Fell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 25px; margin-bottom: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{title|Act 3: Lords and Ladies}}&lt;br /&gt;
&lt;br /&gt;
== Party at the Seagul ==&lt;br /&gt;
&lt;br /&gt;
The gang is invited to celebrate their victories aboard the [[Royal Seagull]] where they discuss the futures with [[Bethany Rogers]] and the crew.&lt;br /&gt;
&lt;br /&gt;
== Evilphina ==&lt;br /&gt;
&lt;br /&gt;
Seraphina travels into depths of the forest, where she is granted magical revelations, and must battle an evil version of herself. She perseveres with the help of the crew, and is granted a living wood dryad arm as a replacement of her lost limb.&lt;br /&gt;
&lt;br /&gt;
== My acres of a land, I have achieved ==&lt;br /&gt;
&lt;br /&gt;
he gang travels to [[Darkcrest Village]] to survey their newly acquired land holdings and meet the local villagers.&lt;br /&gt;
&lt;br /&gt;
The crew settles in and makes plans for renovating the old mansion, and improving village defenses. Harland and Bilbido discuss re-opening the old abandoned Morningwood Lumber mill located at the far edge of the property.&lt;br /&gt;
&lt;br /&gt;
== IRL Disney Princess ==&lt;br /&gt;
&lt;br /&gt;
The crew spends time bonding with a likeable NPC who is definitely going to be fine and not die a horrible death anytime soon.&lt;br /&gt;
&lt;br /&gt;
== In which Seraphina explodes a bandit chief ==&lt;br /&gt;
&lt;br /&gt;
The heroes meet the local bandit crew who were planning to terrorize Darkcrest Villagers. Seraphina tries to negotiate a peaceful solution. Her opening argument involves evaporating several bandits using her Eldritch Blast. Harlan helps by going full stealth and slitting several bandit throats while no one is looking. It's super effective. The bandits scamper into the woods, definitely never to be seen again.&lt;br /&gt;
&lt;br /&gt;
== The Morning after, aka Fuck This Game, We All Quit ==&lt;br /&gt;
&lt;br /&gt;
[[File:Memorial.jpeg|thumb|200px|Memorial]]&lt;br /&gt;
&lt;br /&gt;
The bandits exact their revenge under the cover of the night.&lt;br /&gt;
&lt;br /&gt;
The likeable NPC the crew has bonded with dies a horrible death at their hands in a cutscene.&lt;br /&gt;
&lt;br /&gt;
No one expected this. Everyone is upset.&lt;br /&gt;
&lt;br /&gt;
The crew holds a memorial for their fallen friend.&lt;br /&gt;
&lt;br /&gt;
== Morningwood Massacre ==&lt;br /&gt;
&lt;br /&gt;
The crew tracks down the bandits, who have been squatting in the ruins of Morningwood lumber mill. They embark on a search and destroy mission, with the emphasis on destroy. &lt;br /&gt;
&lt;br /&gt;
Bandits are dispatched with extreme brutality. &lt;br /&gt;
&lt;br /&gt;
There are no survivors.&lt;br /&gt;
&lt;br /&gt;
This is not a place of honor. Only revenge.&lt;br /&gt;
&lt;br /&gt;
== Dragon Fell ==&lt;br /&gt;
&lt;br /&gt;
[[File:Dragonfell.jpeg|thumb|200px|Dragon Fell]]&lt;br /&gt;
&lt;br /&gt;
The crew leaves [[Darkcrest Village]] and embarks on a journey to return to [[Castle Summers]].&lt;br /&gt;
&lt;br /&gt;
On the way they find a wounded golden dragon that fell out of the sky near an inhabited village. The villagers are none too pleased by the beasts presence.&lt;br /&gt;
&lt;br /&gt;
The crew defends the dragon from an angry mob of villagers. There's also a mega-druid guy here, also trying to save the dragon. He might become important later.&lt;br /&gt;
&lt;br /&gt;
Zory summons a horde of magical wolves to aid in the battle and with their help the heroes save the magnificent creature from being made into a stew. &lt;br /&gt;
&lt;br /&gt;
In the process they make a powerful new allies in the form of the good dragon and the druid.&lt;br /&gt;
&lt;br /&gt;
== Hobnob with the Hobgob ==&lt;br /&gt;
&lt;br /&gt;
Back at Lord Aiden's Mansion the gang meets a delegation from the [[Silver Kharnate]].&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Khan seeks to forge an unprecedented alliance with the eastern kingdoms against the new dark scourge plaguing the continent. The talks are going fairly well and the heroes manage not to cause a major diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
At some point the hobgoblin diplomats pick up a magical distress call from their comrades at the Howling Pass. The gang offers helps to organize a rescue mission using the fastest means of locomotion known to man: the only ship capable of sailing the air and bypassing the mountains: The Royal Seagull.&lt;br /&gt;
&lt;br /&gt;
== You're a Wizard, Harlan ==&lt;br /&gt;
&lt;br /&gt;
Harlan receives secret message from the [[Academy of Magics]] in [[Zorandon Isle|Zorandon]]. His unique talents are being recognized and he is invited for an interview with the Research and Analysis Development.&lt;br /&gt;
&lt;br /&gt;
== Battle at the Howling Pass ==&lt;br /&gt;
&lt;br /&gt;
[[File:Howlingpass.jpeg|thumb|200px|Battle at the Howling Pass]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gang packs up and boards the Royal Seagul. They rush towards the Howling Pass. The trip is uneventful. &lt;br /&gt;
&lt;br /&gt;
Upon arriving they find surviving hobgoblins surrounded by hordes of undead. The heroes mount a successful rescue but the Seagull is heavily damaged in the battle. They manage to escape and leave the undying armies behind.&lt;br /&gt;
&lt;br /&gt;
== Stupid Sexy Tyranus ==&lt;br /&gt;
&lt;br /&gt;
While limping away from the battle, the Seagull finds itself trailed by a flock of giant eagles. It is soon revealed they are ridden by elves, and seem to harbor no ill intentions towards the crew. The leader of the group boards the ship to talk to Zorry.&lt;br /&gt;
&lt;br /&gt;
The tall, handsome elf introduces himself as Tyranus and reveals he is Zory's betrothed. He tries to convince her to abandon adventuring and return to her homeland with him. Zorry refuses Tyranus eventually gives up and leaves, sexily.&lt;br /&gt;
&lt;br /&gt;
Harlan reveals that he too has people from his past who he hopes not to run into in his adventures, namely his estranged father who left the family to become a sea pirate.&lt;br /&gt;
&lt;br /&gt;
== Swamp Camp ==&lt;br /&gt;
&lt;br /&gt;
The Seagull must make an emergency crash landing in the local swamp to make repairs. It appears the swamp is inhabited and the local evil creatures don't take kindly to visitors.&lt;br /&gt;
&lt;br /&gt;
== Lumberjacking ==&lt;br /&gt;
&lt;br /&gt;
The seagull needs serious repairs. Luckily enough the lumber needed for the repairs can be acquired from the dark and creepy forest nearby. The gang is tasked with protecting the work crews that volunteered to cut down and transport the needed materials. Things do not go as planned.&lt;br /&gt;
&lt;br /&gt;
== Harlan's Battle Nap ==&lt;br /&gt;
&lt;br /&gt;
[[File:InTheSwamp.jpeg|thumb|200px|In The Swamp]]&lt;br /&gt;
&lt;br /&gt;
Harlan is injured in an ambush and takes a heroic battle nap, while the rest of the gang tries to fend off angry denizens of the swamp forest.&lt;br /&gt;
&lt;br /&gt;
== For the Horde ==&lt;br /&gt;
&lt;br /&gt;
After completing the repairs, The Seagull arrives at the mobile encampment of the nomadic horde. They drop off the diplomats and the survivors and resupply for the journey home. The gang is approached by one of a human slave who wants their help to escape bondage and seek new life in Westmarch. The gang briefly considers helping, but worries that this might be an underhanded trick to throw a wrench into the diplomatic negotiations between the hobgoblin and human nations. Later Harlan drunkenly tries to seek out the slave, with the intention of smuggling them aboard in secret, but is unable to locate them.&lt;br /&gt;
&lt;br /&gt;
== Scary Terry ==&lt;br /&gt;
&lt;br /&gt;
The gang meets Scary Terry. He is a magical guy.&lt;br /&gt;
&lt;br /&gt;
== Khan Tastic ==&lt;br /&gt;
&lt;br /&gt;
The gang meets the Great Khan of the hobgoblin hordes, who expresses gratitude for their aid in the Howling Pass, and looks forward towards future diplomatic relations with Westmarch.&lt;br /&gt;
&lt;br /&gt;
== Richard's Life Story ==&lt;br /&gt;
&lt;br /&gt;
On the way back home [[Scary Terry]] notices Harlan has a dormant spell upon him. Harlan was previously unaware of the spell, and wants to be rid of it. Terry offers to dispel it, and Harlan agrees. As soon as the spell is gone, Harlan is flooded with memories of [[Richard Oddenheim]]. It turns out the mage has implanted these memories in Harlan's mind during the [[Siege of Fairhaven]] and the spell was in place to block access to them.&lt;br /&gt;
&lt;br /&gt;
Harlan vividly re-live's Richard's entire life, from his childhood, growing up in the same village as [[Kylee O'Ren]], his studies at [[Zorandon Isle]], his many adventures and culminating in the mission during which he successfully rescued king [[Richard Helmsworth]] from imprisonment in [[Underdark]] but also inadvertently freed some eldritch, primordial beast and unleashed it upon the earth. The memories also reveal Richard's unrequited love for {{placeholder|whatsherface}} and her tragic death during the final mission.&lt;br /&gt;
&lt;br /&gt;
== Deal With the Devil ==&lt;br /&gt;
&lt;br /&gt;
While Harlan lies down to have a quick cry after the traumatic memory flood, Zorry and Seraphina are visited by [[Ikky]] who wants to collect on the deal they made in Koda. He wants the heroes to get of the ship in a nearby forest clearing and lay an ambush on a courier carrying an important message. He stresses that if the message is delivered, or destroyed in transit, results would be disastrous. He wants the protagonists to intercept the message and deliver it to him, while at the same time eliminating all the witnesses.&lt;br /&gt;
&lt;br /&gt;
The heroes reluctantly agree. Both Harlan and Zorry have qualms about killing an innocent person, so they decide to stage the ambush as a mundane highway robbery, and spare the courier after relieving them of the message and any other possessions. They make up some excuse about having to retrieve some stashed equipment from their last adventure, which Steven buys without batting an eye. The ship drops them off in the clearing, and they set a trap.&lt;br /&gt;
&lt;br /&gt;
== Worst Highway Robbery in History ==&lt;br /&gt;
&lt;br /&gt;
The heroes take positions in the clearing and take steps to make themselves appear as common criminals and highway robbers by covering their faces and hiding any identifiable insignia or valuables. Soon they spot their target: a red haired priestess of [[Skonis Asteri]].&lt;br /&gt;
&lt;br /&gt;
She quickly notices Kaya and Zorry who are not as good at hiding as Harlan. Kaya emerges from the bushes and tries to engage the priestess in conversation. Harlan attempts to flank the target, but Kaya's attempts at small talk freak out the priestess who starts to retreat into the forest away from Harlan. This goes on for a whole, until the rogue decides to emerge from hiding and tries to convince the girl she is surrounded and that she should just peacefully hand over her belongings.&lt;br /&gt;
&lt;br /&gt;
The priestess does not buy it, and starts slinging magic missiles. She turns out to be formidable foe, especially because the heroes take care not to hurt her to much, and Kaya abstains from fighting and tries to reason with the woman.&lt;br /&gt;
&lt;br /&gt;
Eventually the priestess succumbs to her wounds, falls to her knees and begins to pray.&lt;br /&gt;
&lt;br /&gt;
== Suddenly Demons ==&lt;br /&gt;
&lt;br /&gt;
The priestesses prayer opens a portal to a demonic plane. The heroes must face overwhelming extraplanar forces. The gang manages to seal the portal wit the help of Ikky who turns out to be more powerful than a mere imp. He reveals he was a pretty big deal in the Fiend hierarchy before he got demoted, and how he plans to reclaim his rightful place using the gang as his pawns.&lt;br /&gt;
&lt;br /&gt;
== Circling to Zoranden ==&lt;br /&gt;
&lt;br /&gt;
Back in [[Castle Summers]] the crew learns that the news about Sam's true nature reached the [[Mages Guild]]. There is a growing concern about a vampire being a Duke of Westmarch. A delegation of mages arrives accusing Sam of various inhuman crimes, and insists he should stand trial. Sam agrees to this voluntarily to show good faith, and he vows to abide by the results of the trial, even if it means his destruction.&lt;br /&gt;
&lt;br /&gt;
The gang travels the [[Zorandon Isle]] via a teleportation circle. They arrive in the city of [[Zul]] fate is to be decided. This is the home of the [[Academy of Magics]] and the capitol of the island.&lt;br /&gt;
&lt;br /&gt;
== You're like a spy now. A super spy. ==&lt;br /&gt;
&lt;br /&gt;
Harlan goes to [[R.A.D.]] HQ in [[Zorandon Isle]] where he meets with Ms Madoxx. She reveals that RAD is a top secret spy organization that keeps tabs on supernatural threats and tries to prevent world ending events. They seek to recruit Harlan as their newest covert operative.&lt;br /&gt;
&lt;br /&gt;
Harlan agrees, and chooses Sparrowhawk as his codename. He is outfitted with some standard issue magical James Bond gadgets.&lt;br /&gt;
&lt;br /&gt;
== Casino Royale ==&lt;br /&gt;
&lt;br /&gt;
[[File:Casino.jpeg|thumb|200px|Casino]]&lt;br /&gt;
&lt;br /&gt;
The gang decides to blow off steam by visiting the world famous [[Zul]] casino. They play various games of chance and hilarity ensues. They notice being tailed by some shady characters, but everyone keeps cool and there are no major incidents.&lt;br /&gt;
&lt;br /&gt;
== Sam's Trial: Objection! ==&lt;br /&gt;
&lt;br /&gt;
Sam's trial begins. The gang testifies on his behalf. It turns out the prosecution doesn't really have good evidence. Their smoking gun involves atrocities committed by a tall and heavily armored warrior whose description vaguely resembles [[Mr Clatterby]]. &lt;br /&gt;
&lt;br /&gt;
The gang is able to clear Sam's name, and the vampire is allowed to live, though must agree with some restrictions on his freedom and must submit to routine monitoring and assessments buy the guild, which may decide to terminate him should his condition deteriorate and should he slide towards evil.&lt;br /&gt;
&lt;br /&gt;
There's also some magical shenanigans and wizard politics going on. Some traitorous faction tries to stage a coup, but in the end the situation is contained.&lt;br /&gt;
&lt;br /&gt;
== Sparrowhawk's Very First Assignment ==&lt;br /&gt;
&lt;br /&gt;
Harlan is given his first assignment as the agent of RAD. He is to travel to Fynwell to investigate a missing shipment of magical weapons, which, should they fall into wrong hands, could cause a lot of damage, and cause a lot of ill will towards the guild.&lt;br /&gt;
&lt;br /&gt;
== Chains of Love ==&lt;br /&gt;
[[File:Knox.jpg|thumb|150px|Charles Knoxton]]&lt;br /&gt;
&lt;br /&gt;
After being briefed by [[R.A.D.]] the heroes are allowed to visit [[Charles Knoxton]]. The boy now lives and studies in the [[Academy of Magics]]. When the heroes see him, he is bound with magical chains that are supposedly used to dampen his wild magic powers. Knox tells the heroes he is being treated well here. His room is lavishly furnished compared to what he is used to, and he fed very well, and allowed to eat what seems to be extravagant and exotic foods. He also has plenty books to study and practice, but he does not get out much. The mages think he is still a danger, and mostly keep him confined to his quarters. He does have a magical ball which lets him spy on what is going on in the city as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
Harlan disapproves of his treatment and voices his complains to Ms. Maddox. He recommends that they let the boy out of his room more, and let him make friends with other students. Zorry agrees and warns them that the boy may grow to resent this treatment. Maddox assures the heroes the precautions are necessary and that the boy must undergo more training. She assures them that once they are confident of his control he will be given full autonomy.&lt;br /&gt;
&lt;br /&gt;
== Free Company (not actually free, it's mercenaries) ==&lt;br /&gt;
&lt;br /&gt;
The gang travels back to Fynwell to help overseeing the formation of the Fee Company which will aid the princess defend her claim to the throne. The company turns out to be a bunch of cutthroat mercenaries who require coin to even lift a finger. The gang goes about trying to source funds or find alternative ways to recruit fighters.&lt;br /&gt;
&lt;br /&gt;
== Richard Harlan, Agent of Fulcrum ==&lt;br /&gt;
&lt;br /&gt;
Harlan enlists the help of his friends in investigating the missing weapons shipment. The trail leads them to their old adversary and accomplice [[Rando DeButt]] who is building a new crime empire in Fynwell. Rando is of course implicated in trafficking illegal magical weapons, but after some negotiations agrees to help the gang.&lt;br /&gt;
&lt;br /&gt;
The reveals that the operation is handled by [[Żiw Reapers|Reapers]] gang.&lt;br /&gt;
&lt;br /&gt;
== Not Starting a Bar Brawl ==&lt;br /&gt;
&lt;br /&gt;
The gang heads to the local tavern frequented by members of the Reapers. A group of elves and halflings sticks out like a sore thumb in a bar frequented mostly by Żiw natives. When covert methods fail, the gang ends up in a standoff which turns into a bar brawl.&lt;br /&gt;
&lt;br /&gt;
== Trevor Corey, Dragon Slayer ==&lt;br /&gt;
&lt;br /&gt;
Fresh off the brawl with Żiw Reapers the gang takes a break to celebrate [[Common Holidays and Festivals#Day of the Dead|Day of the Dead]], a big local festival. They promptly get themselves kidnapped by a serial killer and imprisoned in some musty basement despite having a combined power level of over nine thousand. It's ok though, because it's technically not cannon, except when it is.&lt;br /&gt;
&lt;br /&gt;
They have to be rescued by [[Trevor Corey]] who gets help from [[Mr. Barkley]], [[Teebeede]] and [[Treeodore]]. What ensues is a very special halloween episode during which the sidekicks stumble through an adventure and almost by accident rescue the heroes.&lt;br /&gt;
&lt;br /&gt;
At some point before stumbling upon the killer's den, Trevor Corey manages to drop a dragon egg at a festival stall (and names himself a dragon slayer). He also visits a fortune teller who turns out to be a demon or a hag. It is revealed that Trevor is a very special boy. Also, Ikky is involved somehow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Act 2|&amp;amp;laquo; Previous]] | [[Act 4| Next &amp;amp;raquo;]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_3&amp;diff=2791</id>
		<title>Act 3</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_3&amp;diff=2791"/>
				<updated>2022-03-14T08:05:29Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: /* My acres of a land, I have achieved */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 25px; margin-bottom: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{title|Act 3: Lords and Ladies}}&lt;br /&gt;
&lt;br /&gt;
== Party at the Seagul ==&lt;br /&gt;
&lt;br /&gt;
The gang is invited to celebrate their victories aboard the [[Royal Seagull]] where they discuss the futures with [[Bethany Rogers]] and the crew.&lt;br /&gt;
&lt;br /&gt;
== Evilphina ==&lt;br /&gt;
&lt;br /&gt;
Seraphina travels into depths of the forest, where she is granted magical revelations, and must battle an evil version of herself. She perseveres with the help of the crew, and is granted a living wood dryad arm as a replacement of her lost limb.&lt;br /&gt;
&lt;br /&gt;
== My acres of a land, I have achieved ==&lt;br /&gt;
&lt;br /&gt;
he gang travels to [[Darkcrest Village]] to survey their newly acquired land holdings and meet the local villagers.&lt;br /&gt;
&lt;br /&gt;
The crew settles in and makes plans for renovating the old mansion, and improving village defenses. Harland and Bilbido discuss re-opening the old abandoned Morningwood Lumber mill located at the far edge of the property.&lt;br /&gt;
&lt;br /&gt;
== IRL Disney Princess ==&lt;br /&gt;
&lt;br /&gt;
The crew spends time bonding with a likeable NPC who is definitely going to be fine and not die a horrible death anytime soon.&lt;br /&gt;
&lt;br /&gt;
== In which Seraphina explodes a bandit chief ==&lt;br /&gt;
&lt;br /&gt;
The heroes meet the local bandit crew who were planning to terrorize Darkcrest Villagers. Seraphina tries to negotiate a peaceful solution. Her opening argument involves evaporating several bandits using her Eldritch Blast. Harlan helps by going full stealth and slitting several bandit throats while no one is looking. It's super effective. The bandits scamper into the woods, definitely never to be seen again.&lt;br /&gt;
&lt;br /&gt;
== The Morning after, aka Fuck This Game, We All Quit ==&lt;br /&gt;
&lt;br /&gt;
[[File:Memorial.jpeg|thumb|200px|Memorial]]&lt;br /&gt;
&lt;br /&gt;
The bandits exact their revenge under the cover of the night.&lt;br /&gt;
&lt;br /&gt;
The likeable NPC the crew has bonded with dies a horrible death at their hands in a cutscene.&lt;br /&gt;
&lt;br /&gt;
No one expected this. Everyone is upset.&lt;br /&gt;
&lt;br /&gt;
The crew holds a memorial for their fallen friend.&lt;br /&gt;
&lt;br /&gt;
== Morningwood Massacre ==&lt;br /&gt;
&lt;br /&gt;
The crew tracks down the bandits, who have been squatting in the ruins of Morningwood lumber mill. They embark on a search and destroy mission, with the emphasis on destroy. &lt;br /&gt;
&lt;br /&gt;
Bandits are dispatched with extreme brutality. &lt;br /&gt;
&lt;br /&gt;
There are no survivors.&lt;br /&gt;
&lt;br /&gt;
This is not a place of honor. Only revenge.&lt;br /&gt;
&lt;br /&gt;
== Dragon Fell ==&lt;br /&gt;
&lt;br /&gt;
[[File:Dragonfell.jpeg|thumb|200px|Dragon Fell]]&lt;br /&gt;
&lt;br /&gt;
The crew leaves [[Darkcrest]] and embarks on a journey to return to [[Castle Summers]].&lt;br /&gt;
&lt;br /&gt;
On the way they find a wounded golden dragon that fell out of the sky near an inhabited village. The villagers are none too pleased by the beasts presence.&lt;br /&gt;
&lt;br /&gt;
The crew defends the dragon from an angry mob of villagers. There's also a mega-druid guy here, also trying to save the dragon. He might become important later.&lt;br /&gt;
&lt;br /&gt;
Zory summons a horde of magical wolves to aid in the battle and with their help the heroes save the magnificent creature from being made into a stew. &lt;br /&gt;
&lt;br /&gt;
In the process they make a powerful new allies in the form of the good dragon and the druid.&lt;br /&gt;
&lt;br /&gt;
== Hobnob with the Hobgob ==&lt;br /&gt;
&lt;br /&gt;
Back at Lord Aiden's Mansion the gang meets a delegation from the [[Silver Kharnate]].&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Khan seeks to forge an unprecedented alliance with the eastern kingdoms against the new dark scourge plaguing the continent. The talks are going fairly well and the heroes manage not to cause a major diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
At some point the hobgoblin diplomats pick up a magical distress call from their comrades at the Howling Pass. The gang offers helps to organize a rescue mission using the fastest means of locomotion known to man: the only ship capable of sailing the air and bypassing the mountains: The Royal Seagull.&lt;br /&gt;
&lt;br /&gt;
== You're a Wizard, Harlan ==&lt;br /&gt;
&lt;br /&gt;
Harlan receives secret message from the [[Academy of Magics]] in [[Zorandon Isle|Zorandon]]. His unique talents are being recognized and he is invited for an interview with the Research and Analysis Development.&lt;br /&gt;
&lt;br /&gt;
== Battle at the Howling Pass ==&lt;br /&gt;
&lt;br /&gt;
[[File:Howlingpass.jpeg|thumb|200px|Battle at the Howling Pass]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gang packs up and boards the Royal Seagul. They rush towards the Howling Pass. The trip is uneventful. &lt;br /&gt;
&lt;br /&gt;
Upon arriving they find surviving hobgoblins surrounded by hordes of undead. The heroes mount a successful rescue but the Seagull is heavily damaged in the battle. They manage to escape and leave the undying armies behind.&lt;br /&gt;
&lt;br /&gt;
== Stupid Sexy Tyranus ==&lt;br /&gt;
&lt;br /&gt;
While limping away from the battle, the Seagull finds itself trailed by a flock of giant eagles. It is soon revealed they are ridden by elves, and seem to harbor no ill intentions towards the crew. The leader of the group boards the ship to talk to Zorry.&lt;br /&gt;
&lt;br /&gt;
The tall, handsome elf introduces himself as Tyranus and reveals he is Zory's betrothed. He tries to convince her to abandon adventuring and return to her homeland with him. Zorry refuses Tyranus eventually gives up and leaves, sexily.&lt;br /&gt;
&lt;br /&gt;
Harlan reveals that he too has people from his past who he hopes not to run into in his adventures, namely his estranged father who left the family to become a sea pirate.&lt;br /&gt;
&lt;br /&gt;
== Swamp Camp ==&lt;br /&gt;
&lt;br /&gt;
The Seagull must make an emergency crash landing in the local swamp to make repairs. It appears the swamp is inhabited and the local evil creatures don't take kindly to visitors.&lt;br /&gt;
&lt;br /&gt;
== Lumberjacking ==&lt;br /&gt;
&lt;br /&gt;
The seagull needs serious repairs. Luckily enough the lumber needed for the repairs can be acquired from the dark and creepy forest nearby. The gang is tasked with protecting the work crews that volunteered to cut down and transport the needed materials. Things do not go as planned.&lt;br /&gt;
&lt;br /&gt;
== Harlan's Battle Nap ==&lt;br /&gt;
&lt;br /&gt;
[[File:InTheSwamp.jpeg|thumb|200px|In The Swamp]]&lt;br /&gt;
&lt;br /&gt;
Harlan is injured in an ambush and takes a heroic battle nap, while the rest of the gang tries to fend off angry denizens of the swamp forest.&lt;br /&gt;
&lt;br /&gt;
== For the Horde ==&lt;br /&gt;
&lt;br /&gt;
After completing the repairs, The Seagull arrives at the mobile encampment of the nomadic horde. They drop off the diplomats and the survivors and resupply for the journey home. The gang is approached by one of a human slave who wants their help to escape bondage and seek new life in Westmarch. The gang briefly considers helping, but worries that this might be an underhanded trick to throw a wrench into the diplomatic negotiations between the hobgoblin and human nations. Later Harlan drunkenly tries to seek out the slave, with the intention of smuggling them aboard in secret, but is unable to locate them.&lt;br /&gt;
&lt;br /&gt;
== Scary Terry ==&lt;br /&gt;
&lt;br /&gt;
The gang meets Scary Terry. He is a magical guy.&lt;br /&gt;
&lt;br /&gt;
== Khan Tastic ==&lt;br /&gt;
&lt;br /&gt;
The gang meets the Great Khan of the hobgoblin hordes, who expresses gratitude for their aid in the Howling Pass, and looks forward towards future diplomatic relations with Westmarch.&lt;br /&gt;
&lt;br /&gt;
== Richard's Life Story ==&lt;br /&gt;
&lt;br /&gt;
On the way back home [[Scary Terry]] notices Harlan has a dormant spell upon him. Harlan was previously unaware of the spell, and wants to be rid of it. Terry offers to dispel it, and Harlan agrees. As soon as the spell is gone, Harlan is flooded with memories of [[Richard Oddenheim]]. It turns out the mage has implanted these memories in Harlan's mind during the [[Siege of Fairhaven]] and the spell was in place to block access to them.&lt;br /&gt;
&lt;br /&gt;
Harlan vividly re-live's Richard's entire life, from his childhood, growing up in the same village as [[Kylee O'Ren]], his studies at [[Zorandon Isle]], his many adventures and culminating in the mission during which he successfully rescued king [[Richard Helmsworth]] from imprisonment in [[Underdark]] but also inadvertently freed some eldritch, primordial beast and unleashed it upon the earth. The memories also reveal Richard's unrequited love for {{placeholder|whatsherface}} and her tragic death during the final mission.&lt;br /&gt;
&lt;br /&gt;
== Deal With the Devil ==&lt;br /&gt;
&lt;br /&gt;
While Harlan lies down to have a quick cry after the traumatic memory flood, Zorry and Seraphina are visited by [[Ikky]] who wants to collect on the deal they made in Koda. He wants the heroes to get of the ship in a nearby forest clearing and lay an ambush on a courier carrying an important message. He stresses that if the message is delivered, or destroyed in transit, results would be disastrous. He wants the protagonists to intercept the message and deliver it to him, while at the same time eliminating all the witnesses.&lt;br /&gt;
&lt;br /&gt;
The heroes reluctantly agree. Both Harlan and Zorry have qualms about killing an innocent person, so they decide to stage the ambush as a mundane highway robbery, and spare the courier after relieving them of the message and any other possessions. They make up some excuse about having to retrieve some stashed equipment from their last adventure, which Steven buys without batting an eye. The ship drops them off in the clearing, and they set a trap.&lt;br /&gt;
&lt;br /&gt;
== Worst Highway Robbery in History ==&lt;br /&gt;
&lt;br /&gt;
The heroes take positions in the clearing and take steps to make themselves appear as common criminals and highway robbers by covering their faces and hiding any identifiable insignia or valuables. Soon they spot their target: a red haired priestess of [[Skonis Asteri]].&lt;br /&gt;
&lt;br /&gt;
She quickly notices Kaya and Zorry who are not as good at hiding as Harlan. Kaya emerges from the bushes and tries to engage the priestess in conversation. Harlan attempts to flank the target, but Kaya's attempts at small talk freak out the priestess who starts to retreat into the forest away from Harlan. This goes on for a whole, until the rogue decides to emerge from hiding and tries to convince the girl she is surrounded and that she should just peacefully hand over her belongings.&lt;br /&gt;
&lt;br /&gt;
The priestess does not buy it, and starts slinging magic missiles. She turns out to be formidable foe, especially because the heroes take care not to hurt her to much, and Kaya abstains from fighting and tries to reason with the woman.&lt;br /&gt;
&lt;br /&gt;
Eventually the priestess succumbs to her wounds, falls to her knees and begins to pray.&lt;br /&gt;
&lt;br /&gt;
== Suddenly Demons ==&lt;br /&gt;
&lt;br /&gt;
The priestesses prayer opens a portal to a demonic plane. The heroes must face overwhelming extraplanar forces. The gang manages to seal the portal wit the help of Ikky who turns out to be more powerful than a mere imp. He reveals he was a pretty big deal in the Fiend hierarchy before he got demoted, and how he plans to reclaim his rightful place using the gang as his pawns.&lt;br /&gt;
&lt;br /&gt;
== Circling to Zoranden ==&lt;br /&gt;
&lt;br /&gt;
Back in [[Castle Summers]] the crew learns that the news about Sam's true nature reached the [[Mages Guild]]. There is a growing concern about a vampire being a Duke of Westmarch. A delegation of mages arrives accusing Sam of various inhuman crimes, and insists he should stand trial. Sam agrees to this voluntarily to show good faith, and he vows to abide by the results of the trial, even if it means his destruction.&lt;br /&gt;
&lt;br /&gt;
The gang travels the [[Zorandon Isle]] via a teleportation circle. They arrive in the city of [[Zul]] fate is to be decided. This is the home of the [[Academy of Magics]] and the capitol of the island.&lt;br /&gt;
&lt;br /&gt;
== You're like a spy now. A super spy. ==&lt;br /&gt;
&lt;br /&gt;
Harlan goes to [[R.A.D.]] HQ in [[Zorandon Isle]] where he meets with Ms Madoxx. She reveals that RAD is a top secret spy organization that keeps tabs on supernatural threats and tries to prevent world ending events. They seek to recruit Harlan as their newest covert operative.&lt;br /&gt;
&lt;br /&gt;
Harlan agrees, and chooses Sparrowhawk as his codename. He is outfitted with some standard issue magical James Bond gadgets.&lt;br /&gt;
&lt;br /&gt;
== Casino Royale ==&lt;br /&gt;
&lt;br /&gt;
[[File:Casino.jpeg|thumb|200px|Casino]]&lt;br /&gt;
&lt;br /&gt;
The gang decides to blow off steam by visiting the world famous [[Zul]] casino. They play various games of chance and hilarity ensues. They notice being tailed by some shady characters, but everyone keeps cool and there are no major incidents.&lt;br /&gt;
&lt;br /&gt;
== Sam's Trial: Objection! ==&lt;br /&gt;
&lt;br /&gt;
Sam's trial begins. The gang testifies on his behalf. It turns out the prosecution doesn't really have good evidence. Their smoking gun involves atrocities committed by a tall and heavily armored warrior whose description vaguely resembles [[Mr Clatterby]]. &lt;br /&gt;
&lt;br /&gt;
The gang is able to clear Sam's name, and the vampire is allowed to live, though must agree with some restrictions on his freedom and must submit to routine monitoring and assessments buy the guild, which may decide to terminate him should his condition deteriorate and should he slide towards evil.&lt;br /&gt;
&lt;br /&gt;
There's also some magical shenanigans and wizard politics going on. Some traitorous faction tries to stage a coup, but in the end the situation is contained.&lt;br /&gt;
&lt;br /&gt;
== Sparrowhawk's Very First Assignment ==&lt;br /&gt;
&lt;br /&gt;
Harlan is given his first assignment as the agent of RAD. He is to travel to Fynwell to investigate a missing shipment of magical weapons, which, should they fall into wrong hands, could cause a lot of damage, and cause a lot of ill will towards the guild.&lt;br /&gt;
&lt;br /&gt;
== Chains of Love ==&lt;br /&gt;
[[File:Knox.jpg|thumb|150px|Charles Knoxton]]&lt;br /&gt;
&lt;br /&gt;
After being briefed by [[R.A.D.]] the heroes are allowed to visit [[Charles Knoxton]]. The boy now lives and studies in the [[Academy of Magics]]. When the heroes see him, he is bound with magical chains that are supposedly used to dampen his wild magic powers. Knox tells the heroes he is being treated well here. His room is lavishly furnished compared to what he is used to, and he fed very well, and allowed to eat what seems to be extravagant and exotic foods. He also has plenty books to study and practice, but he does not get out much. The mages think he is still a danger, and mostly keep him confined to his quarters. He does have a magical ball which lets him spy on what is going on in the city as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
Harlan disapproves of his treatment and voices his complains to Ms. Maddox. He recommends that they let the boy out of his room more, and let him make friends with other students. Zorry agrees and warns them that the boy may grow to resent this treatment. Maddox assures the heroes the precautions are necessary and that the boy must undergo more training. She assures them that once they are confident of his control he will be given full autonomy.&lt;br /&gt;
&lt;br /&gt;
== Free Company (not actually free, it's mercenaries) ==&lt;br /&gt;
&lt;br /&gt;
The gang travels back to Fynwell to help overseeing the formation of the Fee Company which will aid the princess defend her claim to the throne. The company turns out to be a bunch of cutthroat mercenaries who require coin to even lift a finger. The gang goes about trying to source funds or find alternative ways to recruit fighters.&lt;br /&gt;
&lt;br /&gt;
== Richard Harlan, Agent of Fulcrum ==&lt;br /&gt;
&lt;br /&gt;
Harlan enlists the help of his friends in investigating the missing weapons shipment. The trail leads them to their old adversary and accomplice [[Rando DeButt]] who is building a new crime empire in Fynwell. Rando is of course implicated in trafficking illegal magical weapons, but after some negotiations agrees to help the gang.&lt;br /&gt;
&lt;br /&gt;
The reveals that the operation is handled by [[Żiw Reapers|Reapers]] gang.&lt;br /&gt;
&lt;br /&gt;
== Not Starting a Bar Brawl ==&lt;br /&gt;
&lt;br /&gt;
The gang heads to the local tavern frequented by members of the Reapers. A group of elves and halflings sticks out like a sore thumb in a bar frequented mostly by Żiw natives. When covert methods fail, the gang ends up in a standoff which turns into a bar brawl.&lt;br /&gt;
&lt;br /&gt;
== Trevor Corey, Dragon Slayer ==&lt;br /&gt;
&lt;br /&gt;
Fresh off the brawl with Żiw Reapers the gang takes a break to celebrate [[Common Holidays and Festivals#Day of the Dead|Day of the Dead]], a big local festival. They promptly get themselves kidnapped by a serial killer and imprisoned in some musty basement despite having a combined power level of over nine thousand. It's ok though, because it's technically not cannon, except when it is.&lt;br /&gt;
&lt;br /&gt;
They have to be rescued by [[Trevor Corey]] who gets help from [[Mr. Barkley]], [[Teebeede]] and [[Treeodore]]. What ensues is a very special halloween episode during which the sidekicks stumble through an adventure and almost by accident rescue the heroes.&lt;br /&gt;
&lt;br /&gt;
At some point before stumbling upon the killer's den, Trevor Corey manages to drop a dragon egg at a festival stall (and names himself a dragon slayer). He also visits a fortune teller who turns out to be a demon or a hag. It is revealed that Trevor is a very special boy. Also, Ikky is involved somehow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Act 2|&amp;amp;laquo; Previous]] | [[Act 4| Next &amp;amp;raquo;]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Greendale&amp;diff=2790</id>
		<title>Greendale</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Greendale&amp;diff=2790"/>
				<updated>2022-03-14T08:04:21Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;Greendale is a Province of Westmarch. It is located on the eastern seaboard, North of Southshore.  Greendale is ruled by House Pelton.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greendale is a Province of [[Westmarch]]. It is located on the eastern seaboard, North of [[Southshore]].&lt;br /&gt;
&lt;br /&gt;
Greendale is ruled by [[House Pelton]].&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=House_Fairmouth&amp;diff=2789</id>
		<title>House Fairmouth</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=House_Fairmouth&amp;diff=2789"/>
				<updated>2022-03-14T08:01:53Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;House Fairmouth  House Fairmouth is the ruling house of Southshore province. Their seat of power is the city of Fairhaven.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CoatOfFairmouth.png|thumb|House Fairmouth]]&lt;br /&gt;
&lt;br /&gt;
House Fairmouth is the ruling house of [[Southshore]] province. Their seat of power is the city of [[Fairhaven]].&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Southshore&amp;diff=2788</id>
		<title>Southshore</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Southshore&amp;diff=2788"/>
				<updated>2022-03-14T07:57:44Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Westmarch.png|thumb|Westmarch Provinces]]&lt;br /&gt;
&lt;br /&gt;
Southshore is the southernmost province of [[Westmarch]]. It encompasses the entire south eastern shoreline, and includes territories formerly known as [[Darkshire]].&lt;br /&gt;
&lt;br /&gt;
Notable locations include:&lt;br /&gt;
&lt;br /&gt;
* [[Fairhaven]] the capitol city of the province and a major trade port&lt;br /&gt;
* [[Pearltown]] - a small fishing village with plot importance&lt;br /&gt;
* Abandoned [[Drakenhoff Estate]] in the former region of [[Darkshire]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Southshore&amp;diff=2787</id>
		<title>Southshore</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Southshore&amp;diff=2787"/>
				<updated>2022-03-14T07:57:06Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;Westmarch Provinces  Southshore is the southernmost province of Westmarch. It encompasses the entire south eastern shoreline, and includes ter...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Westmarch.png|thumb|Westmarch Provinces]]&lt;br /&gt;
&lt;br /&gt;
Southshore is the southernmost province of [[Westmarch]]. It encompasses the entire south eastern shoreline, and includes territories formerly known as [[Darkshire]].&lt;br /&gt;
&lt;br /&gt;
Notable locations include:&lt;br /&gt;
&lt;br /&gt;
- [[Fairhaven]] the capitol city of the province and a major trade port&lt;br /&gt;
- [[Pearltown]] - a small fishing village with plot importance&lt;br /&gt;
- Abandoned [[Drakenhoff Estate]] in the former region of [[Darkshire]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Darkshire&amp;diff=2786</id>
		<title>Darkshire</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Darkshire&amp;diff=2786"/>
				<updated>2022-03-14T07:50:27Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Darkshire was a county which existed on the Eastern shores of the North West continent about a hundred years prior to establishment of the [[Kingdom of Westmarch]].&lt;br /&gt;
&lt;br /&gt;
Darkshire was ruled by [[Count Drakenhoff]] who resided in the mysterious and elusive [[Drakenhoff Estate]].&lt;br /&gt;
&lt;br /&gt;
The region was known for it's perpetually overcast weather, gloomy atmosphere and high level of undead activity. The later prompted the Church of Tempus to mount a violent [[Crusade]] which culminated in the sack of the [[Drakenhoff Estate]] in 9403. The inhabitants of the region fled during the cursade, or were later forcibly relocated by the church.&lt;br /&gt;
&lt;br /&gt;
The land laid barren for close to hundred years, until it was re-settled by Westmarch settlers who built the great port city of [[Fairhaven]].&lt;br /&gt;
&lt;br /&gt;
The region&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_2&amp;diff=2785</id>
		<title>Act 2</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_2&amp;diff=2785"/>
				<updated>2022-03-14T07:49:40Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: /* Landed in Westmarch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 25px; margin-bottom: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{title|Act 2: Prison Break}}&lt;br /&gt;
&lt;br /&gt;
== Orange is the new Suck ==&lt;br /&gt;
&lt;br /&gt;
[[File:MapOfBarrenCliffs.jpg|thumb|200px|Map of Barren Cliffs Camp]]&lt;br /&gt;
&lt;br /&gt;
The Act 2 opens up roughly 6 months after the [[Siege of Fairhaven]]. The [[Protagonists]] have been interned in the [[Barren Cliffs Refugee Camp]] that has been built near [[Koda|Koda City]] along with the other [[Fairhaven]] refugees.&lt;br /&gt;
&lt;br /&gt;
During their stay there [[Harlan Underford]] and [[Rando DeButt]] have created an underground smuggling and hustling network known as the [[Cousins]]. They have managed to establish contacts on the outside of the camp, and devised a way to pass messages as well as contraband in and out of the city. Harlan's work duty was in the Loundry which gave him access to certain tools and chemicals.&lt;br /&gt;
&lt;br /&gt;
[[Zorry Feathermoon]] has been secretly working as the Camp healer, and growing various medicinal herbs and fungi, while at the same time hiding her magical powers from the camp authorities. Her tent-mate [[Seraphina Goodbarrel]] turned out to be another magic user on the down-low and the two became fast friends. Together they expanded their operation and have gained many supporters among the prisoners. Since they both had work duty in the kitchens, and Zorry was able to produce food and water via magical means, they became an important source of nutrition. Many inmates were grateful for her help and offered their services and skills in various areas. Some helped with distribution, while others like [[Torban]] worked as security detail. The group was very secretive and protective of their healer and had no official name, but some started referring to it as [[Followers of Feathermoon]]. The group was not affiliated with the Cousins but had friendly relations with them especially since Rando was trying to convince Zorry to use her alchemical knowledge to improve the Cousins alcochol brewing operation.&lt;br /&gt;
&lt;br /&gt;
[[File:KodaGuards.png|thumb|200px|Koda Guards]]&lt;br /&gt;
&lt;br /&gt;
[[Bilbido Tastyflute]] had a work duty in the wood shop where he spent time making flutes and other contraband for the cousins. Same goes for [[Takklinn Thunderbottom]] who provided the Cousins with shivs and other makeshift tools when he was not working in the stone quarry.&lt;br /&gt;
&lt;br /&gt;
On the other side of the camp, a barbarian named [[Gazzpatcho Talbot]] was using the survival skills he learned during his long hermitage in Westmarch woods to help refugees mend wounds and heal minor illness with help from his best friend [[Trevor Corey]].&lt;br /&gt;
&lt;br /&gt;
The conditions in the Barren Cliffs have been harsh and unforgiving. The prisoners are worked hard, and kept malnourished. Any individuals of high status (nobles, political leaders, etc..) or mystical power (mages, clerics, etc..) have been separated from general population and either transferred offsite, executed or worked to exhaustion in the quarries.&lt;br /&gt;
&lt;br /&gt;
== Whip it Good ==&lt;br /&gt;
&lt;br /&gt;
[[File:MrGarrison.png|thumb|200px|Asor Er'Hanu]]&lt;br /&gt;
&lt;br /&gt;
The life in the camp is interrupted when Garrison Commander [[Asor Er'Hanu]] (more commonly known as [[Mr. Garrison]]) calls for an unexpected assembly. It turns out that one of the prisoners, [[Tassan Rylo]] was found in possession of contraband: a custom made shiv, likely made by Takklin or one of the few other crafters in the camp. Tassan is publicly tortured and whipped by [[Paldeen Er'Awitar]] while the entire population of the camp is forced to watch.&lt;br /&gt;
&lt;br /&gt;
When the inmates react with cries and jeers, twenty of them are punished by being dug into the sand up to their necks and left outside for the night.&lt;br /&gt;
&lt;br /&gt;
Afterwards, the heroes visit Tassan and Zorry helps to heal and tend to his wounds. Harlan tries to find out who snitched but ends up with no reliable leads. Seraphina flirts with guard [[Esho Er'Wardo]] in order to secure a potential ally who will turn a blind eye to minor infractions or provide her with intel.&lt;br /&gt;
&lt;br /&gt;
In the meantime Gazzpatcho tries to secure alcohol for Trevor Cory's midnight rave. He manages to locate a prisoner named [[Johann Lahey]] who appears to be a minor distributor from Block F.&lt;br /&gt;
&lt;br /&gt;
== The Art of the Deal ==&lt;br /&gt;
&lt;br /&gt;
[[Ikky]] the Imp materializes in the temp of [[Zorry Feathermoon]] with updated paperwork. He laments her position and the way it impacts his side of the deal they were supposed to make. Zorry is torn between taking the deal in exchange for help getting out of the camp, and being wary of what such deal would cost her. She orders Ikky to reveals himself to Seraphina, so that the Warlock used to dealing with extraplanar beings can help her decide on the best course of action.&lt;br /&gt;
&lt;br /&gt;
Seraphina coaxes Ikky to aid them in exchange for a future favor. The Imp leaves but not before dropping [[Samuel's Scroll]]. Zorry makes some ink and re-establishes communication with Samuel who has survived the siege. She learns that the city was taken, but that Westmarch has not fallen yet, and that there is some sort of resistance fighting the undead menace. Upon learning about the camp Samuel promises to dispatch a rescue force. While he can send enough ships to carry most of the refugees back to Westmarch, he has no fighting men to spare. Therefore the heroes must somehow find a way to liberate the camp before the ships arrive, as the sailors won't be able to lay a siege to the fortified encampment. Samuel also reveals that [[Crud DeButt]] has survived the siege, but now goes by William for some reason.&lt;br /&gt;
&lt;br /&gt;
Zorry and Seraphina tell the news to Harlan and Bilbido, and the crew decides to get Rando involved (especially since he deserves to know that his brother is alive). Rando is glad to hear this and suggests to stage a smaller riot a week before the rescue flotilla arrives to test the camp defenses and see how quicklyu it can get reinforcements from the city.&lt;br /&gt;
&lt;br /&gt;
A man named [[Grayson]] approaches Rando and Harlan asking for help. He reveals he is [[Fynwell]] native and a relative of [[Lord Rigel]] of [[Fynwell Political Factions#The Brass Lion Society|Brass Lion Society]]. He knows that the Cousins can contact people on the outside, and he promises that if they find a way to smuggle him out of the camp, he will send back a ship to break out any Cousins that manage to sneak out of the camp. The Cousins agree to aid him, but he has to give them time to formulate a plan.&lt;br /&gt;
&lt;br /&gt;
Gazzpatcho meets with [[Johann Lahey]] who reveals he obtains his supplies by stealing from the [[Cousins]]. He promises to reveal the location of the hidden stash if the barbarian agrees to give him half of the booze he loots. Gazzpatcho agrees and sets out to raid the [[Cousins]]' stash that same night. He passes by [[Bilbido Tastyflute]] who appears to be followed by a [[Shady Guard]]. Gazzpatcho decides to bravely ignore this, and focus on his mission of petty thievery.&lt;br /&gt;
&lt;br /&gt;
Bilbido notices he is followed and uses magic to turn invisible (as is his custom during dangerous encounters). The guard looses his trail and is visibly enraged by this. He removes his mask revealing elven features, which seems unusual as most of the camp guards are [[Deep Folk]].&lt;br /&gt;
&lt;br /&gt;
Gazzpatcho manages to loot large portion of the supplies in the stash and return to Johann Lehy unnoticed. He stashes his share of the booze in his tent.&lt;br /&gt;
&lt;br /&gt;
== The Mighty Dorks: A Sportsball Film ==&lt;br /&gt;
&lt;br /&gt;
In order to &amp;quot;improve morale&amp;quot; in the camp [[Mr. Garrison]] announces that a friendly game of [[Kelosi]] will be held between the guards and the Farihaven &amp;quot;guests&amp;quot;. The game will give the refugees something to look forward to, and will give the guards a chance to blow off steam. Outside guests will be invited for the exhibition game allowing the leaders of the camp showcase how well it is being run and provide occasion to make money betting on a sport spectacle.&lt;br /&gt;
&lt;br /&gt;
The prisoners are tasked with recruiting and training their own team. Naturally [[Cousins]] step in to coordinate the process as it provides them with abundant opportunities. Controlling the team and having the ability to either decisively win or throw the game gives Rando leverage with his outside contacts who will be betting on the game.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin.png|thumb|200px|Fairhaven Marlins]]&lt;br /&gt;
&lt;br /&gt;
Consequently Rando becomes the coach and Badger the assistant coach. Together they recruit five most healthy, athletic and willing prisoners to form the team:&lt;br /&gt;
&lt;br /&gt;
* [[Vessak Feltdam]] - dockhand&lt;br /&gt;
* [[Dyer Sneckbel]] - 45 year old half elf&lt;br /&gt;
* [[Gurard Tuskind]] - 40 year old dwarf merchant&lt;br /&gt;
* [[Oldan Binyear]] - 32 year old human blacksmith&lt;br /&gt;
* [[Zinis Kausom]] - 28 year old human dockhand&lt;br /&gt;
&lt;br /&gt;
Harlan uses scraps of material stolen from the laundry to sew together a Fairhaven flag which he uses to inspire the newly formed team during their first training session. To keep the team mates motivated and in peek condition the Cousins promise protection, as well as access to contraband food rations and other contraband. The protagonists decide to name the team [[Fairhaven Merlins]] (after the official state fish of Fairhaven) and that their team chant is going to be &amp;quot;Boioioioing!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In between training sessions Rando suggests that the game would be a perfect occasion to stake a mini-riot to test the camp defenses, and see how they react to organized resistance. The Cousins are secretly briefed on the plan, and told to agitate the crowd during the game, and provide some resistance initially, but to eventually lay down arms and stand down. They are also told not to bring contraband weapons to the game as those will likely be confiscated, and to secure their secret stashes to prevent them from being compromised after the test riot.&lt;br /&gt;
&lt;br /&gt;
[[File:Kelosi.png|thumb|200px|Kelosi Match]]&lt;br /&gt;
&lt;br /&gt;
The training goes well, and the morale of the team grows. Few days before the game [[Zinis Kausom]] dies in a quarry accident. It is unclear if this was one of the usual &amp;quot;quarry accidents&amp;quot; which often happen to problem prisoners, or a real thing. There are some rumors that the quarry crew break through the cliff wall into some sort of cave system and encountered some unknown monster. That said, there are no witnesses.&lt;br /&gt;
&lt;br /&gt;
The same night [[Vessak Feltdam]] gets a visit from some of the guards who strongly suggest he should consider throwing the game. They persuade Vessak so hard they manage to break his arm in the process, making him unable to compete.&lt;br /&gt;
&lt;br /&gt;
Upon hearing the news, both Binyear and Tuskind decide not to participate in the game fearing for the safety of their families. Dyer is still willing to play, despite the danger. The Protagonists go to visit Vessak and meet [[Gazzpatcho Talbot]] who is there trying to mend his arm. With Zorry's help they manage to set the man's broken bones to ensure it will heal properly. Upon learning about the game, Gazzpatcho offers to play on the team. They are also able to convince [[Trevor Corey]] to be a crowd agitator during the game.&lt;br /&gt;
&lt;br /&gt;
The heroes discuss the matter and decide they should all take part in the game. They decide to keep Dyer out of the game for his own safety, especially since all of them have extensive combat experience, whereas Half Elf simply happens to be a spry and nimble rogue.&lt;br /&gt;
&lt;br /&gt;
On the day of the game the heroes decide to have Tastyflute play the mounted position. Zorry buffs him with magic to make sure he does not drop the ball, seeing how the bard is the least agile of the group. The guards play dirty and foul a lot. Some of them also brought knives and both Zorry and Harlan get stabbed during the game. Despite the lack of familiarity with the game, and the dirty play style of their opponents, the heroes are able to score a decisive win. Because they have followed the rules and played a clean game, the result is indisputable.&lt;br /&gt;
&lt;br /&gt;
== A Bug's Life ==&lt;br /&gt;
&lt;br /&gt;
[[File:Beetle.png|thumb|Giant Beetle with Handler]]&lt;br /&gt;
&lt;br /&gt;
After the game is over, there is a lot of commotion in the audience. The natives, guests and guards are upset about the result, having likely lost a lot of money on what seemed to be a sure bet, while the prisoners are invigorated by the victory. Thanks to Cory Trevor shouting obscenities at the guards, the situation quickly erupts into violence.&lt;br /&gt;
&lt;br /&gt;
The guards stationed in the tower at the center of the camp are quick to respond and sound the alarm horn, which calls for reinforcements from the Guard Compound including four horse drawn chariots. The guards try to control the crowd but are severely outnumbered. Some heroes including Gazpatcho and Harlan join the fray and manage to take out at least one of the chariots. Zorry and Tastyflute on the other hand try to direct the civilians away from the fighting and make sure there is as little collateral damage as possible.&lt;br /&gt;
&lt;br /&gt;
Seeing the tide is turning against them the tower guards light the beacon on top of the tower, which the heroes note is probably used to signal the Koda City garrisons in order to send troops to quell the riot. They also sound the alarm for the second time which puts the entire camp in the state of emergency with more guards piling out from the compound.&lt;br /&gt;
&lt;br /&gt;
When this is not enough, Mr. Garrison gives the order to sound the alarm for the third time. The tower guards seem hesitant to do this, but comply and sound the horn again. This signals the compound to release the camp's ultimate defense weapon: one that the prisoners have not seen or anticipated before. The compound gates are flung open to reveal a gigantic, elephant sized mutated fire beetle with a shielded troop palanquin on top. The beast appears to be controlled by one of it's riders (aka [[Beetlebro]]) who seems to be psionicaly attuned with the monster.&lt;br /&gt;
&lt;br /&gt;
The creature is almost invulnerable to conventional weapons, and seems to be capable of spewing fiery substance from the glands below its head. After dozens of rioters are set on fire and suffer severe burns the prisoners finally lay down their arms and stand down. The prisoners who participated in the fighting are quickly apprehended, disarmed, and send to spend the night in &amp;quot;the hole&amp;quot;. The rest are ordered to disperse and return to their assigned quarters.&lt;br /&gt;
&lt;br /&gt;
The Cousins note that the tower in the center of the camp is pivotal to the camps defense as it is both used to sound alarm and to signal the city. They also note that the reinforcements from Koda do not arrive till the end of the day. This means that during the real riot the tower needs to be taken and controlled to  prevent sounding of the alarm, and lighting the beacon.&lt;br /&gt;
&lt;br /&gt;
== The Princess is in another Castle ==&lt;br /&gt;
&lt;br /&gt;
[[File:Princess.jpg|thumb|250px|Princess Dione Helmsworth]]&lt;br /&gt;
&lt;br /&gt;
The day after the riot more troops arrive at the camp. Mr. Garrison calls for an assembly during which he scolds the &amp;quot;guests&amp;quot; for their violent outburst. He then informs them that [[Dione Helmsworth|Princess Dione]], who has been a gracious guest of the Emir of Koda has arrived at the camp and will address them.&lt;br /&gt;
&lt;br /&gt;
The princess is led in under armed escort. She appears unharmed and in good health, but rather sand and tired. She recognizes [[Bilbido Tastyflute]] in the crowd and gives him a hug. She whispers to him that she is held prisoner at the castle and in need of rescue. Then she is ushered toward the central square where she gives a prepared statement to the crowd, in which she urges them to comply with local authorities and avoid violence. She tells the crowd she is a guest of the Emir and that she is diligently working with the Koda government on a re-settlement plan for Westmarch refugees. She is then quickly ushered off the stage and out of the camp.&lt;br /&gt;
&lt;br /&gt;
Mr. Garrison forces the prisoners to stand in the assembly square for the rest of the day without food or water. Those unable to stand are whipped or taken away to be punished elsewhere. In the evening, Mr. Garrison returns and demands the leader of the riot to step forward and reveal themselves. When no one steps forward he orders a literal decimation.&lt;br /&gt;
&lt;br /&gt;
The leader of the Cousins [[Rando DeButt]] then steps forward and accepts the blame for starting the riot. Mr. Garrison decides to make an example out of him. Rando is severely beaten and then strung up and hanged from the guard tower by hands and feet so that he would die slowly out of thirst and starvation over the course of the next few days. His body is to remain there as a remainder to any future rioters.&lt;br /&gt;
&lt;br /&gt;
Rando survives the ordeal thanks to Seraphina who uses her invisible sprite to sneak him food and water when the guards are not looking.&lt;br /&gt;
&lt;br /&gt;
== Assassin Greed ==&lt;br /&gt;
&lt;br /&gt;
[[File:Shadyguardbattle.jpg|thumb|Assassin's Attack]]&lt;br /&gt;
&lt;br /&gt;
The reinforcements from the city finally leave, and the atmosphere in the camp becomes more relaxed as the prisoners are allowed to ease back into their usual schedules and assigned jobs. The heroes meet to discuss the riot, findings and plan for the arrival of Sam's rescue fleet in about a week.&lt;br /&gt;
&lt;br /&gt;
The cousins are tasked with manufacturing make shift weapons such as shivs, improvised flails and spears, Zorry and Seraphina use their chemical expertise to brew healing balms and explosives. Each cousin is tasked with recruiting trusted fighters to join the cause.&lt;br /&gt;
&lt;br /&gt;
Rando uses Seraphina's sprite to let the heroes know about the secret information cache on the cliff he was using to communicate with his outside sources. Seraphina uses her invisible sprite to pick up the latest set of documents and shares them with the heroes. It provides a bunch of useful information about the state of the affairs in the outside world. It confirms that the Princess is held in the Emir's castle and reveals that the ruler of Koda intends to marry her in order to become the rightful ruler of Westmarch. Rando's contacts stress that it is imperative that this marriage, which is conveniently scheduled to take place on the day when Sam's fleet arrives must be stopped. If the Emir is allowed to go through with it, the Westmarch monarchy will fall, and it will completely re-shape the sea trade between the main continents.&lt;br /&gt;
&lt;br /&gt;
The information cache includes two maps that offer possible escape route from the camp. The first one is a map of traditional Koda catacomb layout, which the letter suggests should march very closely the ancient Catacombs located near the camp. Luckily the heroes do not have to bother finding entrance, because the quarry crews accidentally broke through one of it's walls while mining stone from the cliff walls. The catacombs can be used to gain access to the underground network of tunnels, waterways and sewage runoffs that lies deep below Koda City, and from there get to the lower levels of the city.&lt;br /&gt;
&lt;br /&gt;
The second map shows a rarely used, and mostly forgotten secret palace escape tunnel which can be potentially traversed backwards to reach Emir's personal quarters from the street level. The tunnel is likely guarded, but a group of well trained and equipped adventurers should be able to use it to access the palace, rescue the princess and escape before the wedding takes place.&lt;br /&gt;
&lt;br /&gt;
The letter also describes location of the warehouse in the Guard Compound where items of note (such as magical items) confiscated from the prisoners have been stored. It suggests that the heroes might be able to retrieve their lost equipment during the riot.&lt;br /&gt;
&lt;br /&gt;
The heroes discuss these findings and decide that their escape plan must include rescuing the princess and stopping the wedding. They use the scroll to communicate this to Sam and arrange for one of the rescue ships to arrive in Koda and pick them up after they get the princess.&lt;br /&gt;
&lt;br /&gt;
At the end of the meeting after the trusted Cousins leave, and only the heroes (and Gazpatcho) are left in the tent, [[Shady Guard]] shows up and reveals he is a hired assassin working for [[The Crows]]. He appears to be well armed with magical short sword, magical daggers and a hand crossbow. The heroes engage him in combat, while Gazpatcho spends all his rage points trying to break off wooden legs from a bed to use as clubs. He is not happy with just one club, so he spends extra time dismantling the bed to get two.&lt;br /&gt;
&lt;br /&gt;
By the time he joins the fight, the heroes have managed to shift the tide of the battle, thanks to a friendly Giant Scorpion summoned by Zorry. The assassin is defeated, and inspection of his body reveals a letter from [[Clarissa Fizzlebang]], wife of [[Namfoodle Fizzlebang]] who appears to have signed the assassination contract. The heroes bury the assassin inside the tent, and stash his weapons away so that they can be used during the real riot.&lt;br /&gt;
&lt;br /&gt;
== Duel Shock ==&lt;br /&gt;
[[File:Orth.jpg|thumb|200px|Orth Harlton]]&lt;br /&gt;
The heroes meet several times in secret with to plan the upcoming riot. During one of such meetings, they are introduced to [[Orth Harlton]] who has been recently recruited by the [[Cousins]]. Orth took upon himself to train them for the upcoming riot. As a prized champion for hire, and a fencing trainer he seemed uniquely suited for the task.&lt;br /&gt;
&lt;br /&gt;
In addition to training the Cousins in hand to hand combat Orth would also try to instruct them in military strategy and tactics. Due to his skill and knowledge, as well as natural assertiveness and arrogance he quickly became a person of note among the Cousins despite never being part of the original crew, taking part in the [[Siege of Fairhaven]] member of the [[Fairhaven Cartel]] or having any affiliation with the [[Thieves Guild]].&lt;br /&gt;
&lt;br /&gt;
While Orth's fighting techniques were on point, and his knowledge of strategy and tactics was impressive, some of his methods seemed extreme. Orth disagreed with Harlan (and Rando's) plans to avoid needless bloodshed and spare the lives of the guards who choose to lay down their arms and surrender. He tried to undermine Harlan's leadership, and to cement his position among the Cousins he challenged him to a duel. Harlan reluctantly accepted not wanting to lose face with the men, while also trying to avoid creating any kind of rift or schism within the organization mere days before the riot.&lt;br /&gt;
&lt;br /&gt;
Orth being a seasoned duelist was able to easily defeat the much smaller rogue who usually relies on stealth, distraction or magic misdirection. Harlan graciously congratulated the man on his victory and assigned him a leadership role in the riot. This was intended to assuage Orth's ego by giving him some degree of authority within the organization, but also establish his role as a front line commander, but not the leader of the entire operation.&lt;br /&gt;
&lt;br /&gt;
The rest of the evening was spent taking stock of the supplies and dividing the Cousins and pals into combat units. &lt;br /&gt;
&lt;br /&gt;
Cousins was selected to lead small units of Pals armed with spears and shivs. Some cousins were given the stock of Molotov Coctails made by Zorry and were instructed to act as mobile fire support. One of the Pals was tasked with installing and then setting off an explosive gas in the far side of the camp to provide a distracting explosion that would draw the guards away from the central square.&lt;br /&gt;
&lt;br /&gt;
On the way back from the meeting Seraphina and Gazzpatcho passed one of the gates to the Guard Compound and noticed some unusual commotion inside. Seraphina used her sprite to fly over the wall and spy from above. She noted that the compound seemed to be on alert, with guards running around and searching for something or someone. At some point she noticed a strange figure dressed in rags. She instructed the sprite to take a closer look, but when the creature gazed back at it, the sprite was instantly destroyed. &lt;br /&gt;
&lt;br /&gt;
The unusual activity in the compound continued into the morning with occasional sounds of fighting and screams of pain.&lt;br /&gt;
&lt;br /&gt;
== Prison Break ==&lt;br /&gt;
&lt;br /&gt;
[[File:Guardtower.jpg|thumb|Badger Takes Guard Tower]]&lt;br /&gt;
&lt;br /&gt;
On the morning of the riot, [[Mr. Garrison]] leads a group of guards outside of the camp. They appear to be carrying bodies to be cremated away from the camp. Some of the bodies are the victims of the earlier quarry accident, while others appear to be guards. They are escorted by the giant beetle.&lt;br /&gt;
&lt;br /&gt;
This complicates the riot plan, as the heroes were intending to sneak into the compound and try to incapacitate the beetle's handler to prevent it being used in the battle. The guard behavior is also highly unusual. They have never before used the beast as an escort. They have also never before burned bodies of Koda natives, because that is not their custom. Bodies of the guards who die are usually preserved and entered into &amp;quot;Public Service&amp;quot;, so it seems highly suspect.&lt;br /&gt;
&lt;br /&gt;
The heroes split the party to execute their two pronged plan of attack. Harlan and Gazpatcho lead the [[Cousins]] towards the assembly square, where they take positions and prepare for combat. Teams of cousins are placed around the guard tower and near the gates. A few Cousins carrying heavy chains are positioned near the Guard Compound gates. Their mission is to use the chains to disable chariots as they roll out of the compound.&lt;br /&gt;
&lt;br /&gt;
The rest of the party heads towards the Guard Compound gate hoping to sneak inside and retrieve their equipment before the riot starts. Zorry is wearing the guard uniform that was previously used by [[Shady Guard]] while Bilbido uses illusion magic to make himself appear as Mr Garrison. Seraphina is tied up to act as a prisoner that is being led inside the compound for interrogation.&lt;br /&gt;
&lt;br /&gt;
Bilbido manages to fool the gate guards into thinking he is their leader, and sends them away from their post. The heroes enter the compound only to run into [[Paldeen Er'Awitar]]. The Whipper appears to be talking to [[Lorard Darqua]] (captain of the [[Fair Maiden]]) and a group of his crew mates. They seem to have heard of the upcoming riot and are trying to snitch on the Cousins. Bilbido tries to pull rank and orders the men to be taken to the brig to await full interrogation. When the Whipper tries to interject, Bilbido orders him to go and wait for him in his office, so that they can discuss these matters in private.&lt;br /&gt;
&lt;br /&gt;
To the surprise of everyone, the Whipper actually falls for the bluff and leaves for Mr. Garrison's office. The heroes quickly proceed to the warehouse and find the chests with their equipment. It appears that two magical tomes were packed in the same chest as some of their items: [[Theory of Invisible Forces]] and [[Magical Properties of Herbs and Flowers]]. They also find one of the [[Twin Rings of Transpondence]] The heroes decide to take them.&lt;br /&gt;
&lt;br /&gt;
When the chest with Bilbido's equipment is opened, a foul smell fills the room, and a mass of flesh springs out of the container, rapidly regenerating into a full size troll. Apparently the bard forgot to singe one of the Troll penis trophies he carried with him, and over the last six months it has been slowly regenerating. Exposing it to air kicked regeneration into high gear making the creature grow to full size in mere seconds. Fortunately the heroes are at this point very well versed in Troll slaying and make use of fire based magic to halt the creature's growth and dispatch it while it is still disoriented and not fully grown.&lt;br /&gt;
&lt;br /&gt;
In the meantime Harlan uses invisibility to sneak into the guard tower. He manages to take one of the guards with a sneak attack, but the other guard manages to blow the alarm horn before he is cut down. Gazzpatcho, Morg and a unit of Cousins take out the guards at the bottom of the tower and set up to defend it. They dismantle the ladder to make it harder for the guards to re-take it. They also cut off Rando and have him taken away into safety. As the guards start to gather to investigate the alert they are being intercepted by the Cousins. The unit let by Orth blocks the far gate of the camp, locking out Mr. Garrison and the Beetle who are still burning bodies in the desert.&lt;br /&gt;
&lt;br /&gt;
[[File:Riot.jpg|thumb|Riot Battle]]&lt;br /&gt;
&lt;br /&gt;
Bilbido, Zorry and Seraphina use the commotion caused by the alarm to sneak out of the compound. They slow down and disrupt large unit of guards at the compound gate using {{compendium|Stinking Cloud}} spell. By the time they reach the guard tower it turns out that Harlan and Gazpatcho are gone. Bilbido climbs the tower starts reloading the Balista so that it can be used against the guards.&lt;br /&gt;
&lt;br /&gt;
Harlan and Gazzpatcho head over towards the gates to reinforce the unit of Cousins that has been flanked by guards lead by the Whipper. The heroes manage to push back the attackers, and Gazzpatcho kills the Whipper.&lt;br /&gt;
&lt;br /&gt;
The guards outside the camp are now aware of the riot. The Beetle flies over the gate and uses his fire glands to disperse the Cousins defending the gate allowing Mr. Garrison and his retinue to get inside. It then leaves toward the center of the camp intending to re-take the tower.&lt;br /&gt;
&lt;br /&gt;
Harlan, Gazzpatcho, Morg and remaining cousins engage Mr. Garrison and his unit. Garrison turns out to be a competent fighter and an accomplished magic user. He uses {{compendium|Banishment}} spell on Gazpatcho transporting him to a empty, void demiplane. While stuck in the demiplane the barbarian encounters [[Ikky]] who tries to cut a deal with him. Gazzpatcho refuses, and almost starts a fight with the imp. Before he has to deal with the devil's hell hounds he is returned back to the physical plane because Harlan managed to kill Mr. Garrison dispelling the banishment. Gazzpatcho retrieves the [[Scepter of the Storms]] from the camp commander's body.&lt;br /&gt;
&lt;br /&gt;
The heroes then head towards the assembly square, where the giant Beetle has managed to topple the guard tower. They join the rest of the team and engage the remaining guards and try to figure out how to defeat the nearly indestructible towering insect. His chitinous armor seems to be almost impervious to damage, and his handler is protected by the reinforced palanquin.&lt;br /&gt;
&lt;br /&gt;
[[Dyer Sneckbel]] saves [[Grayson]] by pushing him out of the way of the Beetles flaming discharge and gets badly burned in the process. Harlan retrieves his equipment and climbs the Beetle attempting to charge the handler. [[Beetlebro]] makes his mount roll around on the ground, effectively throwing the halfling off his back. This however destroys the palanquin, and exposes the handler to missile fire and magical spells. Seraphina manages to take him down using her eldritch blast. Without the handler's psionic orders Beetle goes docile and stops fighting.&lt;br /&gt;
&lt;br /&gt;
The remaining guards realize they just lost their most powerful weapon. They are heavily outnumbered and so the lay down their arms and surrender.&lt;br /&gt;
&lt;br /&gt;
== Seraphina's Sewage Surprise ==&lt;br /&gt;
&lt;br /&gt;
Westmarch Liberation Fleet arrives at the docks, and begin evacuating the refugees. Rando Debutt and Dyer are given medical treatment and are loaded on the ships. [[Grayson]] accompanies Dyer and promises to reward him for saving his life.&lt;br /&gt;
&lt;br /&gt;
Harlan and Orth argue over what should be done with the guards. Orth argues that it is best to execute all of them leaving no witnesses as to what transpired in the camp as to avoid diplomatic complications. He is worried that foreign fleet sacking a work camp may spark a conflict between Emirates and Westmarch. Harlan insists that they should be spared. He orders the guards to be detained but treated with dignity. When the evacuation is complete, the heroes intend to signal Koda using the smoke beacon from the tower to create distraction for their rescue mission. When the reinforcements arrive they can release the detained guards.&lt;br /&gt;
&lt;br /&gt;
Orth also argues that [[Lorard Darqua]] and his accomplices should be executed for treason. Harlan does not want to see them executed, and argues that they should either be left in the camp with the guards, or transported back to Westmarch where they can have a fair trial. Someone suggests that the traitors are likely to be executed by the guards once the reinforcements arrive, so Harlan orders them to be taken aboard and transported back to their homeland. Orth reluctantly agrees.&lt;br /&gt;
&lt;br /&gt;
Seraphina decides to test out her new magical ring. When she concentrates on it, she is immediately transported into raw sewage. She manages to swim out of it, and and finds herself in some underground sewage system. She eventually finds a ladder that leads her onto a busy city street. People give her a lot of space as she is covered in sewage. She finally manages to tag some passer by who informs her she is in Fynwell and scurries away.&lt;br /&gt;
&lt;br /&gt;
Seraphina concentrates on the ring again and is transported back to Barren Cliffs camp. Everyone is surprised she is suddenly covered in excrement. Harlan and Zorry momentarily panic thinking Nader might be back, but she explains what happens. She then goes out to the shore to wash poop out of her clothes.&lt;br /&gt;
&lt;br /&gt;
Zorry leads the giant beetle back to it's enclosure, and the heroes help few of the cousins to install the smoke beacon on the roof of the building so that it can be lit when the evacuation is complete. The heroes then take some rest and prepare to enter the catacombs and face whatever horrors killed the miners and scared Mr. Garrison enough to take the beetle as an escort.&lt;br /&gt;
&lt;br /&gt;
== Bodak Yellow ==&lt;br /&gt;
&lt;br /&gt;
The gang makes their way through the catacombs. There they must face an unspeakable horror too frightening to behold: graves of the Poopcastle Wizard family with life size statues depicting the horrid creatures.&lt;br /&gt;
&lt;br /&gt;
Also there are some Bodaks here. The gang decides to avoid looking at them to prevent their life essence from being drained. Turns out it's really hard to fight something you are trying not to look at. Eventually the heroes persevere.&lt;br /&gt;
&lt;br /&gt;
== Murder Hobos ==&lt;br /&gt;
&lt;br /&gt;
Upon emerging from the catacombs, the heroes enter the Koda Waterways, an underground network of aqueducts and sewage ducts that keeps the city running. The waterways are well maintained, and have a dual purpose as a transportation network that allows citizens to access far-away surface outposts, or visit ancient catacombs to pay respects to their ancestors who have been laid to rest after fulfilling their Public Service debt.&lt;br /&gt;
&lt;br /&gt;
The heroes find a boat and let the current ferry them towards the Koda docks following the instructions from Rando's contacts. The waterways seem to be quite empty and the heroes don't see any other boats or any foot traffic on the walkways surrounding the channels. They do however notice few dead bodies along their track. They do not stop to investigate assuming these might be victims of more Bodaks.&lt;br /&gt;
&lt;br /&gt;
At some point they pass an unusual couple, dressed in regal clothing. They appear to be human rather than Deep Folk and seem to be heading in the same direction. Harlan contemplates warning them about the Bodak danger, but decides not to, seeing how the couple is heading away from the danger rather than towards it. He decides it's better to keep a low profile.&lt;br /&gt;
&lt;br /&gt;
When the heroes finally reach the end of the channel and enter the low levels of Koda City itself, they run into a group of lower caste Deep Folk loitering in the underground corridors. In any other part of the world they would be considered hobos, but in Koda they are probably just drunkards, or gamblers down on their luck. They notice the heroes are branded with the Red Sun Slave Tattoos and assume they are escaped slaves. Seraphina tries to bribe them with the [[Mitrhil Coins]] found in the catacombs. The Deep Folk do not seem to be convinced and one of them decides to leave (and possibly report them). Seraphina reacts in a calm and collected manner by exploding the man into pieces with an eldritch blast. The remaining hobos enthusiastically agree to take her coins and stay put.&lt;br /&gt;
&lt;br /&gt;
== House of Exposition ==&lt;br /&gt;
&lt;br /&gt;
[[File:Elais.png|thumb|250px|Elais Er'Manu]]&lt;br /&gt;
&lt;br /&gt;
As the heroes make their way up to the richer and more affluent levels of the Koda City underground they bump into a young girl accompanied by two Public Service golems. She seems suspicious and mistrustful of foreigners (especially Seraphina who seems to be covered in blood and guts) and it appears that little folk such as halflings and gnomes are rarely seen in these parts. The heroes somehow manage to prevent Seraphina from blowing up the little girl who notices their red sun tatoos and threatens to report them to the authorities. The golems move in to protect her but before the situation can turn violent her older brother arrives on the scene.&lt;br /&gt;
&lt;br /&gt;
He introduces himself as [[Nero Er'Manu]] and his sister as [[Elias Er'Manu]]. He apologizes for his sister's behavior explaining she has never really seen foreigners. He warns the heroes about a guard patrol in the area and invites them to his house where they can wait until the coast is clear. &lt;br /&gt;
&lt;br /&gt;
Inside Nero warns the heroes they should be really careful, as most Koda citizens, much like his sister, are very suspicious of foreigners. He on the other hand has traveled a lot and visited [[Fynwell]] and [[Pelagrino]] and learned much about the way of life an customs of other races and nations. He is opposed to the treatment of Westmarch refugees and he is happy to help them escape the city and return to their homeland.&lt;br /&gt;
&lt;br /&gt;
Nero also explains the [[Emirates#Public Service|Public Service System]] which uses undead golems as labor force. He introduces his own golems as his grandparents who have already worked off their debt to the state and now help the family. When he and Elais die and enter Public Service the grandparents will finally be laid to rest in one of the underground catacombs.&lt;br /&gt;
&lt;br /&gt;
Elais lends Seraphina some of her clothes so that she doesn't have to run around covered in blood. Nero inquires what happened to her, and Seraphina explains she was mugged on the street and wounded the attacker in self defense. Nero does not believe her seeing how Emirates have universal basic income, and all citizens get a stipend form the state so street muggings are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
The guard patrol finally leaves the area, and the heroes are free to leave. Gazzpatcho is grateful for the hospitality gives Nero 1 gold piece &amp;quot;for his trouble&amp;quot;. Nero tries his best not to be offended. Both his clothing and the decor of his house indicate that this is not a lot of money for him.&lt;br /&gt;
&lt;br /&gt;
== Royal Backdoor (aka Tomb of Horrors Lite) ==&lt;br /&gt;
&lt;br /&gt;
The heroes emerge from the underground parts of the city and find themselves in the docks. It's late evening so the streets are quite empty. They do notice some commotion on the far side of the city where the military garrisons are located. They deduce that the evacuation was completed successfully and the alarm beacon was lit as planned, so the Koda army has been put on alert, and will send out reinforcements into Barren Cliffs.&lt;br /&gt;
&lt;br /&gt;
The heroes make their way to the secret tunnel marked on the map. They find it with ease, and manage to open the door by following instructions in the note. The map they were provided is very rudimentary, but it appears the escape tunnel is a winding corridor with a slight incline, which has several chambers and several forked pathways, all of which seem to re-join the main corridor eventually.&lt;br /&gt;
&lt;br /&gt;
The first side chamber they encounter has an opened chest full of gold coins in the middle of the floor. Harlan, who worked as a burglar assumes that it is an obvious trap as such chest has no reason to be there, and no reason to be there, and no reason to be opened, and on display. Likely it was put there to entrap greedy intruders who would find the tunnel by accident. The heroes leave the chest alone and proceed upwards.&lt;br /&gt;
&lt;br /&gt;
The escape tunnel turns out to be a series of deadly traps that activate when the tunnel is traversed in the opposite direction than intended. It was designed to prevent potential intruders from reaching the royal chambers.&lt;br /&gt;
&lt;br /&gt;
One of the traps forces the heroes to balance their weight load while walking on two sides of the tunnel. Another forces them to run through a corridors that shoot poisoned darts from the walls. Few of the chambers involve solving matching or logical puzzles.&lt;br /&gt;
&lt;br /&gt;
One of the late chambers has an enchanted statue on a pedestal which asks the heroes to state something they are most proud of, and something they most regret. The heroes fail the test and are forced to fight the moving statue. They manage to best it, but they do get knocked around quite a bit.&lt;br /&gt;
&lt;br /&gt;
One of the final chambers involves a set of 8 doors. The heroes somehow manage to narrow it down to two doors with similar symbols, one of which should be the exit, while the other a deadly trap. They pick on door at random, and Seraphina volunteers to open it seeing how she has the most hit points left from the entire crew. The door turns out to be a trapped with disintegration spell and the warlock loses her left arm. After the fact, Harlan points out that he should have tried to open that door using his mage hand spell.&lt;br /&gt;
&lt;br /&gt;
Finally, after what seemed to be like hours spend in the trapped corridors, the heroes reach the royal chambers, with about 10 hit points between the five of them.&lt;br /&gt;
&lt;br /&gt;
== Wedding Crashers ==&lt;br /&gt;
&lt;br /&gt;
The crew reaches the palace too weak to fight. Fortunately for them, they are not the only people trying to crash this wedding.&lt;br /&gt;
&lt;br /&gt;
The mysterious strangers they passed in the catacombs show up, and start raising hell. Turns out they are vampires. One of them might be Sam's mom, or something.&lt;br /&gt;
&lt;br /&gt;
Soon after, the crew of The Royal Seagull crashes through the wall of the castle. Turns out Urist retrofitted the ship using the magical crystal Harlan and Zorry stole from Nadar's Poopcastle. The Seagull is now a flying battleship.&lt;br /&gt;
&lt;br /&gt;
The heroes and the princess board the airship and make their escape. They reunite with the other Barren Cliff survivors and hastily embark on a trip back to Westmarch.&lt;br /&gt;
&lt;br /&gt;
== Landed in Westmarch ==&lt;br /&gt;
&lt;br /&gt;
The heroes arrive back in [[Westmarch]] and return to [[Lord Aiden's Mansion]] which is now the central base of operations for the Westmarch government, and temporary home for refugees from the fallen cities. Outside of the mansion's walls there is a growing tent city populated mostly by former residents of [[Fairhaven]] and neighboring regions which fell to the unleaded scourge.&lt;br /&gt;
&lt;br /&gt;
Upon reuniting with Sam and exchanging stories, the heroes are invited to participate in the impromptu Landsmeet during which Princess [[Dione Helmsworth]] will address the assembled lords who are either taking refuge in the mansion or have arrived there upon hearing about her return. &lt;br /&gt;
&lt;br /&gt;
During the Landsmeet the lords acknowledge the princess as the acting steward of the throne and begin talks about scheduling a coronation ceremony. The Princess issues a decree which states that the lands that were once known as the [[Darkshire]] region are to be re-constituted into a new province known as [[Summervale]] and nominates [[Samuel Summers]] as it's Duke, becoming the first and last member of [[House Summers]].&lt;br /&gt;
&lt;br /&gt;
In recognition of their bravery during the [[Siege of Fairhaven]] and their efforts at orchestrating the liberation of [[Barren Cliffs Refugee Camp]] she grants non-hereditary title of Barronette to  [[Harlan Underford]], [[Zorry Feathermoon]] and [[Bilbido Tastyflute]] and a tithe to the [[Darkcrest Village]] and surrounding properties located in the newly formed [[Summervale]] province. She also formally recognizes [[Gazzpatcho Talbot]] and [[Seraphina Goodbarrel]] for their role in the camp's liberation, but does not grant them formal titles.&lt;br /&gt;
&lt;br /&gt;
As the Landsmeet winds up to a close, a courier brings an official message to the princess from her uncle [[Conrad Aledril]]. She chooses to read it out loud to the assembly. The letter states that Duke of Nam has returned from [[Fynwell]] with a mercenary army, and has re-taken [[Highport]] banishing the undead invaders from the capitol. He calls for a Landsmeet during which he intends to prove his claim to the throne and be recognized as the rightful monarch of Westmarch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Act 1|&amp;amp;laquo; Previous]] | [[Act 3| Next &amp;amp;raquo;]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=History_of_Eoran&amp;diff=2784</id>
		<title>History of Eoran</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=History_of_Eoran&amp;diff=2784"/>
				<updated>2022-03-14T07:45:59Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are the important historical dates relevant to the campaign.&lt;br /&gt;
&lt;br /&gt;
The campaign begins in [[9,748]] also denoted as '48. See [[Calendar|Common Calendar]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; | Date &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; | Event&lt;br /&gt;
|-&lt;br /&gt;
| Year 0&lt;br /&gt;
| End of the [[Purge]]&lt;br /&gt;
|-&lt;br /&gt;
| 0-1200&lt;br /&gt;
| The [[Dark Ages]]&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| Planar rifts open to lower planes and Feywild. Gnomes arrive in Eoran.&lt;br /&gt;
|-&lt;br /&gt;
| 200-800&lt;br /&gt;
| Decline and fall of [[Ancient Dwarf Empires]]&lt;br /&gt;
|-&lt;br /&gt;
| ~ 1110 (?)&lt;br /&gt;
| The [[Tomb of Darius Corellius]] built in what is now known as [[Westmarch]]&lt;br /&gt;
|-&lt;br /&gt;
| 8889&lt;br /&gt;
| Founding of [[Fynwell]]&lt;br /&gt;
|-&lt;br /&gt;
| 8990&lt;br /&gt;
| Monarchy abolished in [[Fynwell]]&lt;br /&gt;
|-&lt;br /&gt;
| 9380-9410&lt;br /&gt;
| The Blazing Glory [[Crusade]]s in [[Darkshire]]&lt;br /&gt;
|-&lt;br /&gt;
| 9403 &lt;br /&gt;
| Sack of [[Drakenhoff Estate]], end of [[Count Drakenhoff|Drakenhoff]] rule in [[Darkshire]]&lt;br /&gt;
|-&lt;br /&gt;
| 9512&lt;br /&gt;
| [[Robert Helmsworth]] unites [[Westmarch]], establishes [[Helmsworth Dynasty]]&lt;br /&gt;
|-&lt;br /&gt;
| 9544&lt;br /&gt;
| Founding of [[Pelagrino]]&lt;br /&gt;
|-&lt;br /&gt;
| 9564&lt;br /&gt;
| The port city of [[Fairhaven]] established in former [[Darkshire]]&lt;br /&gt;
|-&lt;br /&gt;
| 9586&lt;br /&gt;
| Westmarch anexes [[Eastvale]] territory&lt;br /&gt;
|-&lt;br /&gt;
| 9628&lt;br /&gt;
| [[Student Riots of 9,628|Student Riots]] in Zul&lt;br /&gt;
|-&lt;br /&gt;
| 9646&lt;br /&gt;
| King Angmar born in Umberland&lt;br /&gt;
|-&lt;br /&gt;
| 9683&lt;br /&gt;
| Prince [[William Helmsworth]] of [[Westmarch]] is born in [[Highport]]&lt;br /&gt;
|-&lt;br /&gt;
| 9689&lt;br /&gt;
| King [[Richard Helmsworth]] dies; [[Viktor Charlie]] becomes Regent of [[Westmarch]]&lt;br /&gt;
|-&lt;br /&gt;
| 9699&lt;br /&gt;
| [[William Helmsworth]] turns 16; [[Viktor Charlie]] refuses to abdicate&lt;br /&gt;
|-&lt;br /&gt;
| 9700 - 9712&lt;br /&gt;
| [[William's War]]: civil war between Crown of [[Westmarch]] &amp;amp; [[Viktor Charlie]] loyalists&lt;br /&gt;
|-&lt;br /&gt;
| 9712&lt;br /&gt;
| [[Viktor Charlie]] captured and executed in Nam; End of [[William's War]]&lt;br /&gt;
|-&lt;br /&gt;
| 9716&lt;br /&gt;
| [[Prince Regent|Prince Liam]] is born in [[Highport]]&lt;br /&gt;
|-&lt;br /&gt;
| {{date|10|th|Dust}} '23&lt;br /&gt;
| [[Harlan Underford]] is born in [[Fynwell]]&lt;br /&gt;
|-&lt;br /&gt;
| 9728&lt;br /&gt;
| Quargyle and 7 Day War&lt;br /&gt;
|-&lt;br /&gt;
| 9738&lt;br /&gt;
| Crown Prince Cedric of Umberland assasinated by [[Namfoodle Fizzlebang]]&lt;br /&gt;
|-&lt;br /&gt;
| {{date|3|rd|Hallow}} '41&lt;br /&gt;
| [[William Helmsworth|King William]] of [[Westmarch]] goes missing; [[Prince Regent|Prince Liam]] becomes the Regent&lt;br /&gt;
|-&lt;br /&gt;
| 9742&lt;br /&gt;
| Revolution in Umberland&lt;br /&gt;
|-&lt;br /&gt;
| {{date|21|st|Everbloom}} '48&lt;br /&gt;
| The [[Protagonists]] meet in [[Fynwell]]&lt;br /&gt;
|-&lt;br /&gt;
| {{date|2|nd|Cinder}} '48&lt;br /&gt;
| The [[Royal Seagull]] attacked by Pirates&lt;br /&gt;
|-&lt;br /&gt;
| {{date|3|rd|Cinder}} '48&lt;br /&gt;
| The [[Protagonists]] arrive in [[Fairhaven]]&lt;br /&gt;
|-&lt;br /&gt;
| {{date|7|th|Cinder}} '48&lt;br /&gt;
| [[Arielle]] Unleashed&lt;br /&gt;
|-&lt;br /&gt;
| {{date|12|th|Cinder}} '48&lt;br /&gt;
| [[Newt Ice Brewery]] fire and [[Bacon Theather]] explosion&lt;br /&gt;
|-&lt;br /&gt;
| {{date|14|th|Cinder}} '48&lt;br /&gt;
| [[Prince Regent]]'s speech in Fairhaven&lt;br /&gt;
|-&lt;br /&gt;
| {{date|30|th|Cinder}} '48&lt;br /&gt;
| [[Siege of Fairhaven]] and death of [[Prince Regent]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_4&amp;diff=2783</id>
		<title>Act 4</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_4&amp;diff=2783"/>
				<updated>2022-03-11T22:25:12Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 25px; margin-bottom: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{title|Act 4: The Future that Never Was}}&lt;br /&gt;
&lt;br /&gt;
== End of Story == &lt;br /&gt;
&lt;br /&gt;
Unfortunately the Will of the Seven campaign prematurely ended before entering Act 4. This space is reserved for the synopsis of what would have likely happened in the story should the campaign continued.&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_3&amp;diff=2782</id>
		<title>Act 3</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_3&amp;diff=2782"/>
				<updated>2022-03-11T22:23:41Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: /* Sam's Trial: Objection! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 25px; margin-bottom: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{title|Act 3: Lords and Ladies}}&lt;br /&gt;
&lt;br /&gt;
== Party at the Seagul ==&lt;br /&gt;
&lt;br /&gt;
The gang is invited to celebrate their victories aboard the [[Royal Seagull]] where they discuss the futures with [[Bethany Rogers]] and the crew.&lt;br /&gt;
&lt;br /&gt;
== Evilphina ==&lt;br /&gt;
&lt;br /&gt;
Seraphina travels into depths of the forest, where she is granted magical revelations, and must battle an evil version of herself. She perseveres with the help of the crew, and is granted a living wood dryad arm as a replacement of her lost limb.&lt;br /&gt;
&lt;br /&gt;
== My acres of a land, I have achieved ==&lt;br /&gt;
&lt;br /&gt;
he gang travels to Darkcrest Village to survey their newly acquired land holdings and meet the local villagers.&lt;br /&gt;
&lt;br /&gt;
The crew settles in and makes plans for renovating the old mansion, and improving village defenses. Harland and Bilbido discuss re-opening the old abandoned Morningwood Lumber mill located at the far edge of the property.&lt;br /&gt;
&lt;br /&gt;
== IRL Disney Princess ==&lt;br /&gt;
&lt;br /&gt;
The crew spends time bonding with a likeable NPC who is definitely going to be fine and not die a horrible death anytime soon.&lt;br /&gt;
&lt;br /&gt;
== In which Seraphina explodes a bandit chief ==&lt;br /&gt;
&lt;br /&gt;
The heroes meet the local bandit crew who were planning to terrorize Darkcrest Villagers. Seraphina tries to negotiate a peaceful solution. Her opening argument involves evaporating several bandits using her Eldritch Blast. Harlan helps by going full stealth and slitting several bandit throats while no one is looking. It's super effective. The bandits scamper into the woods, definitely never to be seen again.&lt;br /&gt;
&lt;br /&gt;
== The Morning after, aka Fuck This Game, We All Quit ==&lt;br /&gt;
&lt;br /&gt;
[[File:Memorial.jpeg|thumb|200px|Memorial]]&lt;br /&gt;
&lt;br /&gt;
The bandits exact their revenge under the cover of the night.&lt;br /&gt;
&lt;br /&gt;
The likeable NPC the crew has bonded with dies a horrible death at their hands in a cutscene.&lt;br /&gt;
&lt;br /&gt;
No one expected this. Everyone is upset.&lt;br /&gt;
&lt;br /&gt;
The crew holds a memorial for their fallen friend.&lt;br /&gt;
&lt;br /&gt;
== Morningwood Massacre ==&lt;br /&gt;
&lt;br /&gt;
The crew tracks down the bandits, who have been squatting in the ruins of Morningwood lumber mill. They embark on a search and destroy mission, with the emphasis on destroy. &lt;br /&gt;
&lt;br /&gt;
Bandits are dispatched with extreme brutality. &lt;br /&gt;
&lt;br /&gt;
There are no survivors.&lt;br /&gt;
&lt;br /&gt;
This is not a place of honor. Only revenge.&lt;br /&gt;
&lt;br /&gt;
== Dragon Fell ==&lt;br /&gt;
&lt;br /&gt;
[[File:Dragonfell.jpeg|thumb|200px|Dragon Fell]]&lt;br /&gt;
&lt;br /&gt;
The crew leaves [[Darkcrest]] and embarks on a journey to return to [[Castle Summers]].&lt;br /&gt;
&lt;br /&gt;
On the way they find a wounded golden dragon that fell out of the sky near an inhabited village. The villagers are none too pleased by the beasts presence.&lt;br /&gt;
&lt;br /&gt;
The crew defends the dragon from an angry mob of villagers. There's also a mega-druid guy here, also trying to save the dragon. He might become important later.&lt;br /&gt;
&lt;br /&gt;
Zory summons a horde of magical wolves to aid in the battle and with their help the heroes save the magnificent creature from being made into a stew. &lt;br /&gt;
&lt;br /&gt;
In the process they make a powerful new allies in the form of the good dragon and the druid.&lt;br /&gt;
&lt;br /&gt;
== Hobnob with the Hobgob ==&lt;br /&gt;
&lt;br /&gt;
Back at Lord Aiden's Mansion the gang meets a delegation from the [[Silver Kharnate]].&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Khan seeks to forge an unprecedented alliance with the eastern kingdoms against the new dark scourge plaguing the continent. The talks are going fairly well and the heroes manage not to cause a major diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
At some point the hobgoblin diplomats pick up a magical distress call from their comrades at the Howling Pass. The gang offers helps to organize a rescue mission using the fastest means of locomotion known to man: the only ship capable of sailing the air and bypassing the mountains: The Royal Seagull.&lt;br /&gt;
&lt;br /&gt;
== You're a Wizard, Harlan ==&lt;br /&gt;
&lt;br /&gt;
Harlan receives secret message from the [[Academy of Magics]] in [[Zorandon Isle|Zorandon]]. His unique talents are being recognized and he is invited for an interview with the Research and Analysis Development.&lt;br /&gt;
&lt;br /&gt;
== Battle at the Howling Pass ==&lt;br /&gt;
&lt;br /&gt;
[[File:Howlingpass.jpeg|thumb|200px|Battle at the Howling Pass]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gang packs up and boards the Royal Seagul. They rush towards the Howling Pass. The trip is uneventful. &lt;br /&gt;
&lt;br /&gt;
Upon arriving they find surviving hobgoblins surrounded by hordes of undead. The heroes mount a successful rescue but the Seagull is heavily damaged in the battle. They manage to escape and leave the undying armies behind.&lt;br /&gt;
&lt;br /&gt;
== Stupid Sexy Tyranus ==&lt;br /&gt;
&lt;br /&gt;
While limping away from the battle, the Seagull finds itself trailed by a flock of giant eagles. It is soon revealed they are ridden by elves, and seem to harbor no ill intentions towards the crew. The leader of the group boards the ship to talk to Zorry.&lt;br /&gt;
&lt;br /&gt;
The tall, handsome elf introduces himself as Tyranus and reveals he is Zory's betrothed. He tries to convince her to abandon adventuring and return to her homeland with him. Zorry refuses Tyranus eventually gives up and leaves, sexily.&lt;br /&gt;
&lt;br /&gt;
Harlan reveals that he too has people from his past who he hopes not to run into in his adventures, namely his estranged father who left the family to become a sea pirate.&lt;br /&gt;
&lt;br /&gt;
== Swamp Camp ==&lt;br /&gt;
&lt;br /&gt;
The Seagull must make an emergency crash landing in the local swamp to make repairs. It appears the swamp is inhabited and the local evil creatures don't take kindly to visitors.&lt;br /&gt;
&lt;br /&gt;
== Lumberjacking ==&lt;br /&gt;
&lt;br /&gt;
The seagull needs serious repairs. Luckily enough the lumber needed for the repairs can be acquired from the dark and creepy forest nearby. The gang is tasked with protecting the work crews that volunteered to cut down and transport the needed materials. Things do not go as planned.&lt;br /&gt;
&lt;br /&gt;
== Harlan's Battle Nap ==&lt;br /&gt;
&lt;br /&gt;
[[File:InTheSwamp.jpeg|thumb|200px|In The Swamp]]&lt;br /&gt;
&lt;br /&gt;
Harlan is injured in an ambush and takes a heroic battle nap, while the rest of the gang tries to fend off angry denizens of the swamp forest.&lt;br /&gt;
&lt;br /&gt;
== For the Horde ==&lt;br /&gt;
&lt;br /&gt;
After completing the repairs, The Seagull arrives at the mobile encampment of the nomadic horde. They drop off the diplomats and the survivors and resupply for the journey home. The gang is approached by one of a human slave who wants their help to escape bondage and seek new life in Westmarch. The gang briefly considers helping, but worries that this might be an underhanded trick to throw a wrench into the diplomatic negotiations between the hobgoblin and human nations. Later Harlan drunkenly tries to seek out the slave, with the intention of smuggling them aboard in secret, but is unable to locate them.&lt;br /&gt;
&lt;br /&gt;
== Scary Terry ==&lt;br /&gt;
&lt;br /&gt;
The gang meets Scary Terry. He is a magical guy.&lt;br /&gt;
&lt;br /&gt;
== Khan Tastic ==&lt;br /&gt;
&lt;br /&gt;
The gang meets the Great Khan of the hobgoblin hordes, who expresses gratitude for their aid in the Howling Pass, and looks forward towards future diplomatic relations with Westmarch.&lt;br /&gt;
&lt;br /&gt;
== Richard's Life Story ==&lt;br /&gt;
&lt;br /&gt;
On the way back home [[Scary Terry]] notices Harlan has a dormant spell upon him. Harlan was previously unaware of the spell, and wants to be rid of it. Terry offers to dispel it, and Harlan agrees. As soon as the spell is gone, Harlan is flooded with memories of [[Richard Oddenheim]]. It turns out the mage has implanted these memories in Harlan's mind during the [[Siege of Fairhaven]] and the spell was in place to block access to them.&lt;br /&gt;
&lt;br /&gt;
Harlan vividly re-live's Richard's entire life, from his childhood, growing up in the same village as [[Kylee O'Ren]], his studies at [[Zorandon Isle]], his many adventures and culminating in the mission during which he successfully rescued king [[Richard Helmsworth]] from imprisonment in [[Underdark]] but also inadvertently freed some eldritch, primordial beast and unleashed it upon the earth. The memories also reveal Richard's unrequited love for {{placeholder|whatsherface}} and her tragic death during the final mission.&lt;br /&gt;
&lt;br /&gt;
== Deal With the Devil ==&lt;br /&gt;
&lt;br /&gt;
While Harlan lies down to have a quick cry after the traumatic memory flood, Zorry and Seraphina are visited by [[Ikky]] who wants to collect on the deal they made in Koda. He wants the heroes to get of the ship in a nearby forest clearing and lay an ambush on a courier carrying an important message. He stresses that if the message is delivered, or destroyed in transit, results would be disastrous. He wants the protagonists to intercept the message and deliver it to him, while at the same time eliminating all the witnesses.&lt;br /&gt;
&lt;br /&gt;
The heroes reluctantly agree. Both Harlan and Zorry have qualms about killing an innocent person, so they decide to stage the ambush as a mundane highway robbery, and spare the courier after relieving them of the message and any other possessions. They make up some excuse about having to retrieve some stashed equipment from their last adventure, which Steven buys without batting an eye. The ship drops them off in the clearing, and they set a trap.&lt;br /&gt;
&lt;br /&gt;
== Worst Highway Robbery in History ==&lt;br /&gt;
&lt;br /&gt;
The heroes take positions in the clearing and take steps to make themselves appear as common criminals and highway robbers by covering their faces and hiding any identifiable insignia or valuables. Soon they spot their target: a red haired priestess of [[Skonis Asteri]].&lt;br /&gt;
&lt;br /&gt;
She quickly notices Kaya and Zorry who are not as good at hiding as Harlan. Kaya emerges from the bushes and tries to engage the priestess in conversation. Harlan attempts to flank the target, but Kaya's attempts at small talk freak out the priestess who starts to retreat into the forest away from Harlan. This goes on for a whole, until the rogue decides to emerge from hiding and tries to convince the girl she is surrounded and that she should just peacefully hand over her belongings.&lt;br /&gt;
&lt;br /&gt;
The priestess does not buy it, and starts slinging magic missiles. She turns out to be formidable foe, especially because the heroes take care not to hurt her to much, and Kaya abstains from fighting and tries to reason with the woman.&lt;br /&gt;
&lt;br /&gt;
Eventually the priestess succumbs to her wounds, falls to her knees and begins to pray.&lt;br /&gt;
&lt;br /&gt;
== Suddenly Demons ==&lt;br /&gt;
&lt;br /&gt;
The priestesses prayer opens a portal to a demonic plane. The heroes must face overwhelming extraplanar forces. The gang manages to seal the portal wit the help of Ikky who turns out to be more powerful than a mere imp. He reveals he was a pretty big deal in the Fiend hierarchy before he got demoted, and how he plans to reclaim his rightful place using the gang as his pawns.&lt;br /&gt;
&lt;br /&gt;
== Circling to Zoranden ==&lt;br /&gt;
&lt;br /&gt;
Back in [[Castle Summers]] the crew learns that the news about Sam's true nature reached the [[Mages Guild]]. There is a growing concern about a vampire being a Duke of Westmarch. A delegation of mages arrives accusing Sam of various inhuman crimes, and insists he should stand trial. Sam agrees to this voluntarily to show good faith, and he vows to abide by the results of the trial, even if it means his destruction.&lt;br /&gt;
&lt;br /&gt;
The gang travels the [[Zorandon Isle]] via a teleportation circle. They arrive in the city of [[Zul]] fate is to be decided. This is the home of the [[Academy of Magics]] and the capitol of the island.&lt;br /&gt;
&lt;br /&gt;
== You're like a spy now. A super spy. ==&lt;br /&gt;
&lt;br /&gt;
Harlan goes to [[R.A.D.]] HQ in [[Zorandon Isle]] where he meets with Ms Madoxx. She reveals that RAD is a top secret spy organization that keeps tabs on supernatural threats and tries to prevent world ending events. They seek to recruit Harlan as their newest covert operative.&lt;br /&gt;
&lt;br /&gt;
Harlan agrees, and chooses Sparrowhawk as his codename. He is outfitted with some standard issue magical James Bond gadgets.&lt;br /&gt;
&lt;br /&gt;
== Casino Royale ==&lt;br /&gt;
&lt;br /&gt;
[[File:Casino.jpeg|thumb|200px|Casino]]&lt;br /&gt;
&lt;br /&gt;
The gang decides to blow off steam by visiting the world famous [[Zul]] casino. They play various games of chance and hilarity ensues. They notice being tailed by some shady characters, but everyone keeps cool and there are no major incidents.&lt;br /&gt;
&lt;br /&gt;
== Sam's Trial: Objection! ==&lt;br /&gt;
&lt;br /&gt;
Sam's trial begins. The gang testifies on his behalf. It turns out the prosecution doesn't really have good evidence. Their smoking gun involves atrocities committed by a tall and heavily armored warrior whose description vaguely resembles [[Mr Clatterby]]. &lt;br /&gt;
&lt;br /&gt;
The gang is able to clear Sam's name, and the vampire is allowed to live, though must agree with some restrictions on his freedom and must submit to routine monitoring and assessments buy the guild, which may decide to terminate him should his condition deteriorate and should he slide towards evil.&lt;br /&gt;
&lt;br /&gt;
There's also some magical shenanigans and wizard politics going on. Some traitorous faction tries to stage a coup, but in the end the situation is contained.&lt;br /&gt;
&lt;br /&gt;
== Sparrowhawk's Very First Assignment ==&lt;br /&gt;
&lt;br /&gt;
Harlan is given his first assignment as the agent of RAD. He is to travel to Fynwell to investigate a missing shipment of magical weapons, which, should they fall into wrong hands, could cause a lot of damage, and cause a lot of ill will towards the guild.&lt;br /&gt;
&lt;br /&gt;
== Chains of Love ==&lt;br /&gt;
[[File:Knox.jpg|thumb|150px|Charles Knoxton]]&lt;br /&gt;
&lt;br /&gt;
After being briefed by [[R.A.D.]] the heroes are allowed to visit [[Charles Knoxton]]. The boy now lives and studies in the [[Academy of Magics]]. When the heroes see him, he is bound with magical chains that are supposedly used to dampen his wild magic powers. Knox tells the heroes he is being treated well here. His room is lavishly furnished compared to what he is used to, and he fed very well, and allowed to eat what seems to be extravagant and exotic foods. He also has plenty books to study and practice, but he does not get out much. The mages think he is still a danger, and mostly keep him confined to his quarters. He does have a magical ball which lets him spy on what is going on in the city as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
Harlan disapproves of his treatment and voices his complains to Ms. Maddox. He recommends that they let the boy out of his room more, and let him make friends with other students. Zorry agrees and warns them that the boy may grow to resent this treatment. Maddox assures the heroes the precautions are necessary and that the boy must undergo more training. She assures them that once they are confident of his control he will be given full autonomy.&lt;br /&gt;
&lt;br /&gt;
== Free Company (not actually free, it's mercenaries) ==&lt;br /&gt;
&lt;br /&gt;
The gang travels back to Fynwell to help overseeing the formation of the Fee Company which will aid the princess defend her claim to the throne. The company turns out to be a bunch of cutthroat mercenaries who require coin to even lift a finger. The gang goes about trying to source funds or find alternative ways to recruit fighters.&lt;br /&gt;
&lt;br /&gt;
== Richard Harlan, Agent of Fulcrum ==&lt;br /&gt;
&lt;br /&gt;
Harlan enlists the help of his friends in investigating the missing weapons shipment. The trail leads them to their old adversary and accomplice [[Rando DeButt]] who is building a new crime empire in Fynwell. Rando is of course implicated in trafficking illegal magical weapons, but after some negotiations agrees to help the gang.&lt;br /&gt;
&lt;br /&gt;
The reveals that the operation is handled by [[Żiw Reapers|Reapers]] gang.&lt;br /&gt;
&lt;br /&gt;
== Not Starting a Bar Brawl ==&lt;br /&gt;
&lt;br /&gt;
The gang heads to the local tavern frequented by members of the Reapers. A group of elves and halflings sticks out like a sore thumb in a bar frequented mostly by Żiw natives. When covert methods fail, the gang ends up in a standoff which turns into a bar brawl.&lt;br /&gt;
&lt;br /&gt;
== Trevor Corey, Dragon Slayer ==&lt;br /&gt;
&lt;br /&gt;
Fresh off the brawl with Żiw Reapers the gang takes a break to celebrate [[Common Holidays and Festivals#Day of the Dead|Day of the Dead]], a big local festival. They promptly get themselves kidnapped by a serial killer and imprisoned in some musty basement despite having a combined power level of over nine thousand. It's ok though, because it's technically not cannon, except when it is.&lt;br /&gt;
&lt;br /&gt;
They have to be rescued by [[Trevor Corey]] who gets help from [[Mr. Barkley]], [[Teebeede]] and [[Treeodore]]. What ensues is a very special halloween episode during which the sidekicks stumble through an adventure and almost by accident rescue the heroes.&lt;br /&gt;
&lt;br /&gt;
At some point before stumbling upon the killer's den, Trevor Corey manages to drop a dragon egg at a festival stall (and names himself a dragon slayer). He also visits a fortune teller who turns out to be a demon or a hag. It is revealed that Trevor is a very special boy. Also, Ikky is involved somehow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Act 2|&amp;amp;laquo; Previous]] | [[Act 4| Next &amp;amp;raquo;]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_3&amp;diff=2781</id>
		<title>Act 3</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_3&amp;diff=2781"/>
				<updated>2022-03-11T22:23:21Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: /* Casino Royale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 25px; margin-bottom: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{title|Act 3: Lords and Ladies}}&lt;br /&gt;
&lt;br /&gt;
== Party at the Seagul ==&lt;br /&gt;
&lt;br /&gt;
The gang is invited to celebrate their victories aboard the [[Royal Seagull]] where they discuss the futures with [[Bethany Rogers]] and the crew.&lt;br /&gt;
&lt;br /&gt;
== Evilphina ==&lt;br /&gt;
&lt;br /&gt;
Seraphina travels into depths of the forest, where she is granted magical revelations, and must battle an evil version of herself. She perseveres with the help of the crew, and is granted a living wood dryad arm as a replacement of her lost limb.&lt;br /&gt;
&lt;br /&gt;
== My acres of a land, I have achieved ==&lt;br /&gt;
&lt;br /&gt;
he gang travels to Darkcrest Village to survey their newly acquired land holdings and meet the local villagers.&lt;br /&gt;
&lt;br /&gt;
The crew settles in and makes plans for renovating the old mansion, and improving village defenses. Harland and Bilbido discuss re-opening the old abandoned Morningwood Lumber mill located at the far edge of the property.&lt;br /&gt;
&lt;br /&gt;
== IRL Disney Princess ==&lt;br /&gt;
&lt;br /&gt;
The crew spends time bonding with a likeable NPC who is definitely going to be fine and not die a horrible death anytime soon.&lt;br /&gt;
&lt;br /&gt;
== In which Seraphina explodes a bandit chief ==&lt;br /&gt;
&lt;br /&gt;
The heroes meet the local bandit crew who were planning to terrorize Darkcrest Villagers. Seraphina tries to negotiate a peaceful solution. Her opening argument involves evaporating several bandits using her Eldritch Blast. Harlan helps by going full stealth and slitting several bandit throats while no one is looking. It's super effective. The bandits scamper into the woods, definitely never to be seen again.&lt;br /&gt;
&lt;br /&gt;
== The Morning after, aka Fuck This Game, We All Quit ==&lt;br /&gt;
&lt;br /&gt;
[[File:Memorial.jpeg|thumb|200px|Memorial]]&lt;br /&gt;
&lt;br /&gt;
The bandits exact their revenge under the cover of the night.&lt;br /&gt;
&lt;br /&gt;
The likeable NPC the crew has bonded with dies a horrible death at their hands in a cutscene.&lt;br /&gt;
&lt;br /&gt;
No one expected this. Everyone is upset.&lt;br /&gt;
&lt;br /&gt;
The crew holds a memorial for their fallen friend.&lt;br /&gt;
&lt;br /&gt;
== Morningwood Massacre ==&lt;br /&gt;
&lt;br /&gt;
The crew tracks down the bandits, who have been squatting in the ruins of Morningwood lumber mill. They embark on a search and destroy mission, with the emphasis on destroy. &lt;br /&gt;
&lt;br /&gt;
Bandits are dispatched with extreme brutality. &lt;br /&gt;
&lt;br /&gt;
There are no survivors.&lt;br /&gt;
&lt;br /&gt;
This is not a place of honor. Only revenge.&lt;br /&gt;
&lt;br /&gt;
== Dragon Fell ==&lt;br /&gt;
&lt;br /&gt;
[[File:Dragonfell.jpeg|thumb|200px|Dragon Fell]]&lt;br /&gt;
&lt;br /&gt;
The crew leaves [[Darkcrest]] and embarks on a journey to return to [[Castle Summers]].&lt;br /&gt;
&lt;br /&gt;
On the way they find a wounded golden dragon that fell out of the sky near an inhabited village. The villagers are none too pleased by the beasts presence.&lt;br /&gt;
&lt;br /&gt;
The crew defends the dragon from an angry mob of villagers. There's also a mega-druid guy here, also trying to save the dragon. He might become important later.&lt;br /&gt;
&lt;br /&gt;
Zory summons a horde of magical wolves to aid in the battle and with their help the heroes save the magnificent creature from being made into a stew. &lt;br /&gt;
&lt;br /&gt;
In the process they make a powerful new allies in the form of the good dragon and the druid.&lt;br /&gt;
&lt;br /&gt;
== Hobnob with the Hobgob ==&lt;br /&gt;
&lt;br /&gt;
Back at Lord Aiden's Mansion the gang meets a delegation from the [[Silver Kharnate]].&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Khan seeks to forge an unprecedented alliance with the eastern kingdoms against the new dark scourge plaguing the continent. The talks are going fairly well and the heroes manage not to cause a major diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
At some point the hobgoblin diplomats pick up a magical distress call from their comrades at the Howling Pass. The gang offers helps to organize a rescue mission using the fastest means of locomotion known to man: the only ship capable of sailing the air and bypassing the mountains: The Royal Seagull.&lt;br /&gt;
&lt;br /&gt;
== You're a Wizard, Harlan ==&lt;br /&gt;
&lt;br /&gt;
Harlan receives secret message from the [[Academy of Magics]] in [[Zorandon Isle|Zorandon]]. His unique talents are being recognized and he is invited for an interview with the Research and Analysis Development.&lt;br /&gt;
&lt;br /&gt;
== Battle at the Howling Pass ==&lt;br /&gt;
&lt;br /&gt;
[[File:Howlingpass.jpeg|thumb|200px|Battle at the Howling Pass]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gang packs up and boards the Royal Seagul. They rush towards the Howling Pass. The trip is uneventful. &lt;br /&gt;
&lt;br /&gt;
Upon arriving they find surviving hobgoblins surrounded by hordes of undead. The heroes mount a successful rescue but the Seagull is heavily damaged in the battle. They manage to escape and leave the undying armies behind.&lt;br /&gt;
&lt;br /&gt;
== Stupid Sexy Tyranus ==&lt;br /&gt;
&lt;br /&gt;
While limping away from the battle, the Seagull finds itself trailed by a flock of giant eagles. It is soon revealed they are ridden by elves, and seem to harbor no ill intentions towards the crew. The leader of the group boards the ship to talk to Zorry.&lt;br /&gt;
&lt;br /&gt;
The tall, handsome elf introduces himself as Tyranus and reveals he is Zory's betrothed. He tries to convince her to abandon adventuring and return to her homeland with him. Zorry refuses Tyranus eventually gives up and leaves, sexily.&lt;br /&gt;
&lt;br /&gt;
Harlan reveals that he too has people from his past who he hopes not to run into in his adventures, namely his estranged father who left the family to become a sea pirate.&lt;br /&gt;
&lt;br /&gt;
== Swamp Camp ==&lt;br /&gt;
&lt;br /&gt;
The Seagull must make an emergency crash landing in the local swamp to make repairs. It appears the swamp is inhabited and the local evil creatures don't take kindly to visitors.&lt;br /&gt;
&lt;br /&gt;
== Lumberjacking ==&lt;br /&gt;
&lt;br /&gt;
The seagull needs serious repairs. Luckily enough the lumber needed for the repairs can be acquired from the dark and creepy forest nearby. The gang is tasked with protecting the work crews that volunteered to cut down and transport the needed materials. Things do not go as planned.&lt;br /&gt;
&lt;br /&gt;
== Harlan's Battle Nap ==&lt;br /&gt;
&lt;br /&gt;
[[File:InTheSwamp.jpeg|thumb|200px|In The Swamp]]&lt;br /&gt;
&lt;br /&gt;
Harlan is injured in an ambush and takes a heroic battle nap, while the rest of the gang tries to fend off angry denizens of the swamp forest.&lt;br /&gt;
&lt;br /&gt;
== For the Horde ==&lt;br /&gt;
&lt;br /&gt;
After completing the repairs, The Seagull arrives at the mobile encampment of the nomadic horde. They drop off the diplomats and the survivors and resupply for the journey home. The gang is approached by one of a human slave who wants their help to escape bondage and seek new life in Westmarch. The gang briefly considers helping, but worries that this might be an underhanded trick to throw a wrench into the diplomatic negotiations between the hobgoblin and human nations. Later Harlan drunkenly tries to seek out the slave, with the intention of smuggling them aboard in secret, but is unable to locate them.&lt;br /&gt;
&lt;br /&gt;
== Scary Terry ==&lt;br /&gt;
&lt;br /&gt;
The gang meets Scary Terry. He is a magical guy.&lt;br /&gt;
&lt;br /&gt;
== Khan Tastic ==&lt;br /&gt;
&lt;br /&gt;
The gang meets the Great Khan of the hobgoblin hordes, who expresses gratitude for their aid in the Howling Pass, and looks forward towards future diplomatic relations with Westmarch.&lt;br /&gt;
&lt;br /&gt;
== Richard's Life Story ==&lt;br /&gt;
&lt;br /&gt;
On the way back home [[Scary Terry]] notices Harlan has a dormant spell upon him. Harlan was previously unaware of the spell, and wants to be rid of it. Terry offers to dispel it, and Harlan agrees. As soon as the spell is gone, Harlan is flooded with memories of [[Richard Oddenheim]]. It turns out the mage has implanted these memories in Harlan's mind during the [[Siege of Fairhaven]] and the spell was in place to block access to them.&lt;br /&gt;
&lt;br /&gt;
Harlan vividly re-live's Richard's entire life, from his childhood, growing up in the same village as [[Kylee O'Ren]], his studies at [[Zorandon Isle]], his many adventures and culminating in the mission during which he successfully rescued king [[Richard Helmsworth]] from imprisonment in [[Underdark]] but also inadvertently freed some eldritch, primordial beast and unleashed it upon the earth. The memories also reveal Richard's unrequited love for {{placeholder|whatsherface}} and her tragic death during the final mission.&lt;br /&gt;
&lt;br /&gt;
== Deal With the Devil ==&lt;br /&gt;
&lt;br /&gt;
While Harlan lies down to have a quick cry after the traumatic memory flood, Zorry and Seraphina are visited by [[Ikky]] who wants to collect on the deal they made in Koda. He wants the heroes to get of the ship in a nearby forest clearing and lay an ambush on a courier carrying an important message. He stresses that if the message is delivered, or destroyed in transit, results would be disastrous. He wants the protagonists to intercept the message and deliver it to him, while at the same time eliminating all the witnesses.&lt;br /&gt;
&lt;br /&gt;
The heroes reluctantly agree. Both Harlan and Zorry have qualms about killing an innocent person, so they decide to stage the ambush as a mundane highway robbery, and spare the courier after relieving them of the message and any other possessions. They make up some excuse about having to retrieve some stashed equipment from their last adventure, which Steven buys without batting an eye. The ship drops them off in the clearing, and they set a trap.&lt;br /&gt;
&lt;br /&gt;
== Worst Highway Robbery in History ==&lt;br /&gt;
&lt;br /&gt;
The heroes take positions in the clearing and take steps to make themselves appear as common criminals and highway robbers by covering their faces and hiding any identifiable insignia or valuables. Soon they spot their target: a red haired priestess of [[Skonis Asteri]].&lt;br /&gt;
&lt;br /&gt;
She quickly notices Kaya and Zorry who are not as good at hiding as Harlan. Kaya emerges from the bushes and tries to engage the priestess in conversation. Harlan attempts to flank the target, but Kaya's attempts at small talk freak out the priestess who starts to retreat into the forest away from Harlan. This goes on for a whole, until the rogue decides to emerge from hiding and tries to convince the girl she is surrounded and that she should just peacefully hand over her belongings.&lt;br /&gt;
&lt;br /&gt;
The priestess does not buy it, and starts slinging magic missiles. She turns out to be formidable foe, especially because the heroes take care not to hurt her to much, and Kaya abstains from fighting and tries to reason with the woman.&lt;br /&gt;
&lt;br /&gt;
Eventually the priestess succumbs to her wounds, falls to her knees and begins to pray.&lt;br /&gt;
&lt;br /&gt;
== Suddenly Demons ==&lt;br /&gt;
&lt;br /&gt;
The priestesses prayer opens a portal to a demonic plane. The heroes must face overwhelming extraplanar forces. The gang manages to seal the portal wit the help of Ikky who turns out to be more powerful than a mere imp. He reveals he was a pretty big deal in the Fiend hierarchy before he got demoted, and how he plans to reclaim his rightful place using the gang as his pawns.&lt;br /&gt;
&lt;br /&gt;
== Circling to Zoranden ==&lt;br /&gt;
&lt;br /&gt;
Back in [[Castle Summers]] the crew learns that the news about Sam's true nature reached the [[Mages Guild]]. There is a growing concern about a vampire being a Duke of Westmarch. A delegation of mages arrives accusing Sam of various inhuman crimes, and insists he should stand trial. Sam agrees to this voluntarily to show good faith, and he vows to abide by the results of the trial, even if it means his destruction.&lt;br /&gt;
&lt;br /&gt;
The gang travels the [[Zorandon Isle]] via a teleportation circle. They arrive in the city of [[Zul]] fate is to be decided. This is the home of the [[Academy of Magics]] and the capitol of the island.&lt;br /&gt;
&lt;br /&gt;
== You're like a spy now. A super spy. ==&lt;br /&gt;
&lt;br /&gt;
Harlan goes to [[R.A.D.]] HQ in [[Zorandon Isle]] where he meets with Ms Madoxx. She reveals that RAD is a top secret spy organization that keeps tabs on supernatural threats and tries to prevent world ending events. They seek to recruit Harlan as their newest covert operative.&lt;br /&gt;
&lt;br /&gt;
Harlan agrees, and chooses Sparrowhawk as his codename. He is outfitted with some standard issue magical James Bond gadgets.&lt;br /&gt;
&lt;br /&gt;
== Casino Royale ==&lt;br /&gt;
&lt;br /&gt;
[[File:Casino.jpeg|thumb|200px|Casino]]&lt;br /&gt;
&lt;br /&gt;
The gang decides to blow off steam by visiting the world famous [[Zul]] casino. They play various games of chance and hilarity ensues. They notice being tailed by some shady characters, but everyone keeps cool and there are no major incidents.&lt;br /&gt;
&lt;br /&gt;
== Sam's Trial: Objection! ==&lt;br /&gt;
&lt;br /&gt;
Sam's trial begins. The gang testifies on his behalf. It turns out the prosecution doesn't really have good evidence. Their smoking gun involves atrocities committed by a tall and heavily armored warrior whose description vaguely resembles [Mr Clatterby]. &lt;br /&gt;
&lt;br /&gt;
The gang is able to clear Sam's name, and the vampire is allowed to live, though must agree with some restrictions on his freedom and must submit to routine monitoring and assessments buy the guild, which may decide to terminate him should his condition deteriorate and should he slide towards evil.&lt;br /&gt;
&lt;br /&gt;
There's also some magical shenanigans and wizard politics going on. Some traitorous faction tries to stage a coup, but in the end the situation is contained.&lt;br /&gt;
&lt;br /&gt;
== Sparrowhawk's Very First Assignment ==&lt;br /&gt;
&lt;br /&gt;
Harlan is given his first assignment as the agent of RAD. He is to travel to Fynwell to investigate a missing shipment of magical weapons, which, should they fall into wrong hands, could cause a lot of damage, and cause a lot of ill will towards the guild.&lt;br /&gt;
&lt;br /&gt;
== Chains of Love ==&lt;br /&gt;
[[File:Knox.jpg|thumb|150px|Charles Knoxton]]&lt;br /&gt;
&lt;br /&gt;
After being briefed by [[R.A.D.]] the heroes are allowed to visit [[Charles Knoxton]]. The boy now lives and studies in the [[Academy of Magics]]. When the heroes see him, he is bound with magical chains that are supposedly used to dampen his wild magic powers. Knox tells the heroes he is being treated well here. His room is lavishly furnished compared to what he is used to, and he fed very well, and allowed to eat what seems to be extravagant and exotic foods. He also has plenty books to study and practice, but he does not get out much. The mages think he is still a danger, and mostly keep him confined to his quarters. He does have a magical ball which lets him spy on what is going on in the city as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
Harlan disapproves of his treatment and voices his complains to Ms. Maddox. He recommends that they let the boy out of his room more, and let him make friends with other students. Zorry agrees and warns them that the boy may grow to resent this treatment. Maddox assures the heroes the precautions are necessary and that the boy must undergo more training. She assures them that once they are confident of his control he will be given full autonomy.&lt;br /&gt;
&lt;br /&gt;
== Free Company (not actually free, it's mercenaries) ==&lt;br /&gt;
&lt;br /&gt;
The gang travels back to Fynwell to help overseeing the formation of the Fee Company which will aid the princess defend her claim to the throne. The company turns out to be a bunch of cutthroat mercenaries who require coin to even lift a finger. The gang goes about trying to source funds or find alternative ways to recruit fighters.&lt;br /&gt;
&lt;br /&gt;
== Richard Harlan, Agent of Fulcrum ==&lt;br /&gt;
&lt;br /&gt;
Harlan enlists the help of his friends in investigating the missing weapons shipment. The trail leads them to their old adversary and accomplice [[Rando DeButt]] who is building a new crime empire in Fynwell. Rando is of course implicated in trafficking illegal magical weapons, but after some negotiations agrees to help the gang.&lt;br /&gt;
&lt;br /&gt;
The reveals that the operation is handled by [[Żiw Reapers|Reapers]] gang.&lt;br /&gt;
&lt;br /&gt;
== Not Starting a Bar Brawl ==&lt;br /&gt;
&lt;br /&gt;
The gang heads to the local tavern frequented by members of the Reapers. A group of elves and halflings sticks out like a sore thumb in a bar frequented mostly by Żiw natives. When covert methods fail, the gang ends up in a standoff which turns into a bar brawl.&lt;br /&gt;
&lt;br /&gt;
== Trevor Corey, Dragon Slayer ==&lt;br /&gt;
&lt;br /&gt;
Fresh off the brawl with Żiw Reapers the gang takes a break to celebrate [[Common Holidays and Festivals#Day of the Dead|Day of the Dead]], a big local festival. They promptly get themselves kidnapped by a serial killer and imprisoned in some musty basement despite having a combined power level of over nine thousand. It's ok though, because it's technically not cannon, except when it is.&lt;br /&gt;
&lt;br /&gt;
They have to be rescued by [[Trevor Corey]] who gets help from [[Mr. Barkley]], [[Teebeede]] and [[Treeodore]]. What ensues is a very special halloween episode during which the sidekicks stumble through an adventure and almost by accident rescue the heroes.&lt;br /&gt;
&lt;br /&gt;
At some point before stumbling upon the killer's den, Trevor Corey manages to drop a dragon egg at a festival stall (and names himself a dragon slayer). He also visits a fortune teller who turns out to be a demon or a hag. It is revealed that Trevor is a very special boy. Also, Ikky is involved somehow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Act 2|&amp;amp;laquo; Previous]] | [[Act 4| Next &amp;amp;raquo;]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_3&amp;diff=2780</id>
		<title>Act 3</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_3&amp;diff=2780"/>
				<updated>2022-03-11T22:22:48Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: /* Circling to Zoranden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 25px; margin-bottom: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{title|Act 3: Lords and Ladies}}&lt;br /&gt;
&lt;br /&gt;
== Party at the Seagul ==&lt;br /&gt;
&lt;br /&gt;
The gang is invited to celebrate their victories aboard the [[Royal Seagull]] where they discuss the futures with [[Bethany Rogers]] and the crew.&lt;br /&gt;
&lt;br /&gt;
== Evilphina ==&lt;br /&gt;
&lt;br /&gt;
Seraphina travels into depths of the forest, where she is granted magical revelations, and must battle an evil version of herself. She perseveres with the help of the crew, and is granted a living wood dryad arm as a replacement of her lost limb.&lt;br /&gt;
&lt;br /&gt;
== My acres of a land, I have achieved ==&lt;br /&gt;
&lt;br /&gt;
he gang travels to Darkcrest Village to survey their newly acquired land holdings and meet the local villagers.&lt;br /&gt;
&lt;br /&gt;
The crew settles in and makes plans for renovating the old mansion, and improving village defenses. Harland and Bilbido discuss re-opening the old abandoned Morningwood Lumber mill located at the far edge of the property.&lt;br /&gt;
&lt;br /&gt;
== IRL Disney Princess ==&lt;br /&gt;
&lt;br /&gt;
The crew spends time bonding with a likeable NPC who is definitely going to be fine and not die a horrible death anytime soon.&lt;br /&gt;
&lt;br /&gt;
== In which Seraphina explodes a bandit chief ==&lt;br /&gt;
&lt;br /&gt;
The heroes meet the local bandit crew who were planning to terrorize Darkcrest Villagers. Seraphina tries to negotiate a peaceful solution. Her opening argument involves evaporating several bandits using her Eldritch Blast. Harlan helps by going full stealth and slitting several bandit throats while no one is looking. It's super effective. The bandits scamper into the woods, definitely never to be seen again.&lt;br /&gt;
&lt;br /&gt;
== The Morning after, aka Fuck This Game, We All Quit ==&lt;br /&gt;
&lt;br /&gt;
[[File:Memorial.jpeg|thumb|200px|Memorial]]&lt;br /&gt;
&lt;br /&gt;
The bandits exact their revenge under the cover of the night.&lt;br /&gt;
&lt;br /&gt;
The likeable NPC the crew has bonded with dies a horrible death at their hands in a cutscene.&lt;br /&gt;
&lt;br /&gt;
No one expected this. Everyone is upset.&lt;br /&gt;
&lt;br /&gt;
The crew holds a memorial for their fallen friend.&lt;br /&gt;
&lt;br /&gt;
== Morningwood Massacre ==&lt;br /&gt;
&lt;br /&gt;
The crew tracks down the bandits, who have been squatting in the ruins of Morningwood lumber mill. They embark on a search and destroy mission, with the emphasis on destroy. &lt;br /&gt;
&lt;br /&gt;
Bandits are dispatched with extreme brutality. &lt;br /&gt;
&lt;br /&gt;
There are no survivors.&lt;br /&gt;
&lt;br /&gt;
This is not a place of honor. Only revenge.&lt;br /&gt;
&lt;br /&gt;
== Dragon Fell ==&lt;br /&gt;
&lt;br /&gt;
[[File:Dragonfell.jpeg|thumb|200px|Dragon Fell]]&lt;br /&gt;
&lt;br /&gt;
The crew leaves [[Darkcrest]] and embarks on a journey to return to [[Castle Summers]].&lt;br /&gt;
&lt;br /&gt;
On the way they find a wounded golden dragon that fell out of the sky near an inhabited village. The villagers are none too pleased by the beasts presence.&lt;br /&gt;
&lt;br /&gt;
The crew defends the dragon from an angry mob of villagers. There's also a mega-druid guy here, also trying to save the dragon. He might become important later.&lt;br /&gt;
&lt;br /&gt;
Zory summons a horde of magical wolves to aid in the battle and with their help the heroes save the magnificent creature from being made into a stew. &lt;br /&gt;
&lt;br /&gt;
In the process they make a powerful new allies in the form of the good dragon and the druid.&lt;br /&gt;
&lt;br /&gt;
== Hobnob with the Hobgob ==&lt;br /&gt;
&lt;br /&gt;
Back at Lord Aiden's Mansion the gang meets a delegation from the [[Silver Kharnate]].&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Khan seeks to forge an unprecedented alliance with the eastern kingdoms against the new dark scourge plaguing the continent. The talks are going fairly well and the heroes manage not to cause a major diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
At some point the hobgoblin diplomats pick up a magical distress call from their comrades at the Howling Pass. The gang offers helps to organize a rescue mission using the fastest means of locomotion known to man: the only ship capable of sailing the air and bypassing the mountains: The Royal Seagull.&lt;br /&gt;
&lt;br /&gt;
== You're a Wizard, Harlan ==&lt;br /&gt;
&lt;br /&gt;
Harlan receives secret message from the [[Academy of Magics]] in [[Zorandon Isle|Zorandon]]. His unique talents are being recognized and he is invited for an interview with the Research and Analysis Development.&lt;br /&gt;
&lt;br /&gt;
== Battle at the Howling Pass ==&lt;br /&gt;
&lt;br /&gt;
[[File:Howlingpass.jpeg|thumb|200px|Battle at the Howling Pass]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gang packs up and boards the Royal Seagul. They rush towards the Howling Pass. The trip is uneventful. &lt;br /&gt;
&lt;br /&gt;
Upon arriving they find surviving hobgoblins surrounded by hordes of undead. The heroes mount a successful rescue but the Seagull is heavily damaged in the battle. They manage to escape and leave the undying armies behind.&lt;br /&gt;
&lt;br /&gt;
== Stupid Sexy Tyranus ==&lt;br /&gt;
&lt;br /&gt;
While limping away from the battle, the Seagull finds itself trailed by a flock of giant eagles. It is soon revealed they are ridden by elves, and seem to harbor no ill intentions towards the crew. The leader of the group boards the ship to talk to Zorry.&lt;br /&gt;
&lt;br /&gt;
The tall, handsome elf introduces himself as Tyranus and reveals he is Zory's betrothed. He tries to convince her to abandon adventuring and return to her homeland with him. Zorry refuses Tyranus eventually gives up and leaves, sexily.&lt;br /&gt;
&lt;br /&gt;
Harlan reveals that he too has people from his past who he hopes not to run into in his adventures, namely his estranged father who left the family to become a sea pirate.&lt;br /&gt;
&lt;br /&gt;
== Swamp Camp ==&lt;br /&gt;
&lt;br /&gt;
The Seagull must make an emergency crash landing in the local swamp to make repairs. It appears the swamp is inhabited and the local evil creatures don't take kindly to visitors.&lt;br /&gt;
&lt;br /&gt;
== Lumberjacking ==&lt;br /&gt;
&lt;br /&gt;
The seagull needs serious repairs. Luckily enough the lumber needed for the repairs can be acquired from the dark and creepy forest nearby. The gang is tasked with protecting the work crews that volunteered to cut down and transport the needed materials. Things do not go as planned.&lt;br /&gt;
&lt;br /&gt;
== Harlan's Battle Nap ==&lt;br /&gt;
&lt;br /&gt;
[[File:InTheSwamp.jpeg|thumb|200px|In The Swamp]]&lt;br /&gt;
&lt;br /&gt;
Harlan is injured in an ambush and takes a heroic battle nap, while the rest of the gang tries to fend off angry denizens of the swamp forest.&lt;br /&gt;
&lt;br /&gt;
== For the Horde ==&lt;br /&gt;
&lt;br /&gt;
After completing the repairs, The Seagull arrives at the mobile encampment of the nomadic horde. They drop off the diplomats and the survivors and resupply for the journey home. The gang is approached by one of a human slave who wants their help to escape bondage and seek new life in Westmarch. The gang briefly considers helping, but worries that this might be an underhanded trick to throw a wrench into the diplomatic negotiations between the hobgoblin and human nations. Later Harlan drunkenly tries to seek out the slave, with the intention of smuggling them aboard in secret, but is unable to locate them.&lt;br /&gt;
&lt;br /&gt;
== Scary Terry ==&lt;br /&gt;
&lt;br /&gt;
The gang meets Scary Terry. He is a magical guy.&lt;br /&gt;
&lt;br /&gt;
== Khan Tastic ==&lt;br /&gt;
&lt;br /&gt;
The gang meets the Great Khan of the hobgoblin hordes, who expresses gratitude for their aid in the Howling Pass, and looks forward towards future diplomatic relations with Westmarch.&lt;br /&gt;
&lt;br /&gt;
== Richard's Life Story ==&lt;br /&gt;
&lt;br /&gt;
On the way back home [[Scary Terry]] notices Harlan has a dormant spell upon him. Harlan was previously unaware of the spell, and wants to be rid of it. Terry offers to dispel it, and Harlan agrees. As soon as the spell is gone, Harlan is flooded with memories of [[Richard Oddenheim]]. It turns out the mage has implanted these memories in Harlan's mind during the [[Siege of Fairhaven]] and the spell was in place to block access to them.&lt;br /&gt;
&lt;br /&gt;
Harlan vividly re-live's Richard's entire life, from his childhood, growing up in the same village as [[Kylee O'Ren]], his studies at [[Zorandon Isle]], his many adventures and culminating in the mission during which he successfully rescued king [[Richard Helmsworth]] from imprisonment in [[Underdark]] but also inadvertently freed some eldritch, primordial beast and unleashed it upon the earth. The memories also reveal Richard's unrequited love for {{placeholder|whatsherface}} and her tragic death during the final mission.&lt;br /&gt;
&lt;br /&gt;
== Deal With the Devil ==&lt;br /&gt;
&lt;br /&gt;
While Harlan lies down to have a quick cry after the traumatic memory flood, Zorry and Seraphina are visited by [[Ikky]] who wants to collect on the deal they made in Koda. He wants the heroes to get of the ship in a nearby forest clearing and lay an ambush on a courier carrying an important message. He stresses that if the message is delivered, or destroyed in transit, results would be disastrous. He wants the protagonists to intercept the message and deliver it to him, while at the same time eliminating all the witnesses.&lt;br /&gt;
&lt;br /&gt;
The heroes reluctantly agree. Both Harlan and Zorry have qualms about killing an innocent person, so they decide to stage the ambush as a mundane highway robbery, and spare the courier after relieving them of the message and any other possessions. They make up some excuse about having to retrieve some stashed equipment from their last adventure, which Steven buys without batting an eye. The ship drops them off in the clearing, and they set a trap.&lt;br /&gt;
&lt;br /&gt;
== Worst Highway Robbery in History ==&lt;br /&gt;
&lt;br /&gt;
The heroes take positions in the clearing and take steps to make themselves appear as common criminals and highway robbers by covering their faces and hiding any identifiable insignia or valuables. Soon they spot their target: a red haired priestess of [[Skonis Asteri]].&lt;br /&gt;
&lt;br /&gt;
She quickly notices Kaya and Zorry who are not as good at hiding as Harlan. Kaya emerges from the bushes and tries to engage the priestess in conversation. Harlan attempts to flank the target, but Kaya's attempts at small talk freak out the priestess who starts to retreat into the forest away from Harlan. This goes on for a whole, until the rogue decides to emerge from hiding and tries to convince the girl she is surrounded and that she should just peacefully hand over her belongings.&lt;br /&gt;
&lt;br /&gt;
The priestess does not buy it, and starts slinging magic missiles. She turns out to be formidable foe, especially because the heroes take care not to hurt her to much, and Kaya abstains from fighting and tries to reason with the woman.&lt;br /&gt;
&lt;br /&gt;
Eventually the priestess succumbs to her wounds, falls to her knees and begins to pray.&lt;br /&gt;
&lt;br /&gt;
== Suddenly Demons ==&lt;br /&gt;
&lt;br /&gt;
The priestesses prayer opens a portal to a demonic plane. The heroes must face overwhelming extraplanar forces. The gang manages to seal the portal wit the help of Ikky who turns out to be more powerful than a mere imp. He reveals he was a pretty big deal in the Fiend hierarchy before he got demoted, and how he plans to reclaim his rightful place using the gang as his pawns.&lt;br /&gt;
&lt;br /&gt;
== Circling to Zoranden ==&lt;br /&gt;
&lt;br /&gt;
Back in [[Castle Summers]] the crew learns that the news about Sam's true nature reached the [[Mages Guild]]. There is a growing concern about a vampire being a Duke of Westmarch. A delegation of mages arrives accusing Sam of various inhuman crimes, and insists he should stand trial. Sam agrees to this voluntarily to show good faith, and he vows to abide by the results of the trial, even if it means his destruction.&lt;br /&gt;
&lt;br /&gt;
The gang travels the [[Zorandon Isle]] via a teleportation circle. They arrive in the city of [[Zul]] fate is to be decided. This is the home of the [[Academy of Magics]] and the capitol of the island.&lt;br /&gt;
&lt;br /&gt;
== You're like a spy now. A super spy. ==&lt;br /&gt;
&lt;br /&gt;
Harlan goes to [[R.A.D.]] HQ in [[Zorandon Isle]] where he meets with Ms Madoxx. She reveals that RAD is a top secret spy organization that keeps tabs on supernatural threats and tries to prevent world ending events. They seek to recruit Harlan as their newest covert operative.&lt;br /&gt;
&lt;br /&gt;
Harlan agrees, and chooses Sparrowhawk as his codename. He is outfitted with some standard issue magical James Bond gadgets.&lt;br /&gt;
&lt;br /&gt;
== Casino Royale ==&lt;br /&gt;
&lt;br /&gt;
[[File:Casino.jpeg|thumb|200px|Casino]]&lt;br /&gt;
&lt;br /&gt;
The gang decides to blow off steam by visiting the island's world famous casino. They play various games of chance and hilarity ensues. They notice being tailed by some shady characters, but everyone keeps cool and there are no major incidents.&lt;br /&gt;
&lt;br /&gt;
== Sam's Trial: Objection! ==&lt;br /&gt;
&lt;br /&gt;
Sam's trial begins. The gang testifies on his behalf. It turns out the prosecution doesn't really have good evidence. Their smoking gun involves atrocities committed by a tall and heavily armored warrior whose description vaguely resembles [Mr Clatterby]. &lt;br /&gt;
&lt;br /&gt;
The gang is able to clear Sam's name, and the vampire is allowed to live, though must agree with some restrictions on his freedom and must submit to routine monitoring and assessments buy the guild, which may decide to terminate him should his condition deteriorate and should he slide towards evil.&lt;br /&gt;
&lt;br /&gt;
There's also some magical shenanigans and wizard politics going on. Some traitorous faction tries to stage a coup, but in the end the situation is contained.&lt;br /&gt;
&lt;br /&gt;
== Sparrowhawk's Very First Assignment ==&lt;br /&gt;
&lt;br /&gt;
Harlan is given his first assignment as the agent of RAD. He is to travel to Fynwell to investigate a missing shipment of magical weapons, which, should they fall into wrong hands, could cause a lot of damage, and cause a lot of ill will towards the guild.&lt;br /&gt;
&lt;br /&gt;
== Chains of Love ==&lt;br /&gt;
[[File:Knox.jpg|thumb|150px|Charles Knoxton]]&lt;br /&gt;
&lt;br /&gt;
After being briefed by [[R.A.D.]] the heroes are allowed to visit [[Charles Knoxton]]. The boy now lives and studies in the [[Academy of Magics]]. When the heroes see him, he is bound with magical chains that are supposedly used to dampen his wild magic powers. Knox tells the heroes he is being treated well here. His room is lavishly furnished compared to what he is used to, and he fed very well, and allowed to eat what seems to be extravagant and exotic foods. He also has plenty books to study and practice, but he does not get out much. The mages think he is still a danger, and mostly keep him confined to his quarters. He does have a magical ball which lets him spy on what is going on in the city as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
Harlan disapproves of his treatment and voices his complains to Ms. Maddox. He recommends that they let the boy out of his room more, and let him make friends with other students. Zorry agrees and warns them that the boy may grow to resent this treatment. Maddox assures the heroes the precautions are necessary and that the boy must undergo more training. She assures them that once they are confident of his control he will be given full autonomy.&lt;br /&gt;
&lt;br /&gt;
== Free Company (not actually free, it's mercenaries) ==&lt;br /&gt;
&lt;br /&gt;
The gang travels back to Fynwell to help overseeing the formation of the Fee Company which will aid the princess defend her claim to the throne. The company turns out to be a bunch of cutthroat mercenaries who require coin to even lift a finger. The gang goes about trying to source funds or find alternative ways to recruit fighters.&lt;br /&gt;
&lt;br /&gt;
== Richard Harlan, Agent of Fulcrum ==&lt;br /&gt;
&lt;br /&gt;
Harlan enlists the help of his friends in investigating the missing weapons shipment. The trail leads them to their old adversary and accomplice [[Rando DeButt]] who is building a new crime empire in Fynwell. Rando is of course implicated in trafficking illegal magical weapons, but after some negotiations agrees to help the gang.&lt;br /&gt;
&lt;br /&gt;
The reveals that the operation is handled by [[Żiw Reapers|Reapers]] gang.&lt;br /&gt;
&lt;br /&gt;
== Not Starting a Bar Brawl ==&lt;br /&gt;
&lt;br /&gt;
The gang heads to the local tavern frequented by members of the Reapers. A group of elves and halflings sticks out like a sore thumb in a bar frequented mostly by Żiw natives. When covert methods fail, the gang ends up in a standoff which turns into a bar brawl.&lt;br /&gt;
&lt;br /&gt;
== Trevor Corey, Dragon Slayer ==&lt;br /&gt;
&lt;br /&gt;
Fresh off the brawl with Żiw Reapers the gang takes a break to celebrate [[Common Holidays and Festivals#Day of the Dead|Day of the Dead]], a big local festival. They promptly get themselves kidnapped by a serial killer and imprisoned in some musty basement despite having a combined power level of over nine thousand. It's ok though, because it's technically not cannon, except when it is.&lt;br /&gt;
&lt;br /&gt;
They have to be rescued by [[Trevor Corey]] who gets help from [[Mr. Barkley]], [[Teebeede]] and [[Treeodore]]. What ensues is a very special halloween episode during which the sidekicks stumble through an adventure and almost by accident rescue the heroes.&lt;br /&gt;
&lt;br /&gt;
At some point before stumbling upon the killer's den, Trevor Corey manages to drop a dragon egg at a festival stall (and names himself a dragon slayer). He also visits a fortune teller who turns out to be a demon or a hag. It is revealed that Trevor is a very special boy. Also, Ikky is involved somehow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Act 2|&amp;amp;laquo; Previous]] | [[Act 4| Next &amp;amp;raquo;]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_3&amp;diff=2779</id>
		<title>Act 3</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_3&amp;diff=2779"/>
				<updated>2022-03-11T22:21:38Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: /* Circling to Zoranden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 25px; margin-bottom: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{title|Act 3: Lords and Ladies}}&lt;br /&gt;
&lt;br /&gt;
== Party at the Seagul ==&lt;br /&gt;
&lt;br /&gt;
The gang is invited to celebrate their victories aboard the [[Royal Seagull]] where they discuss the futures with [[Bethany Rogers]] and the crew.&lt;br /&gt;
&lt;br /&gt;
== Evilphina ==&lt;br /&gt;
&lt;br /&gt;
Seraphina travels into depths of the forest, where she is granted magical revelations, and must battle an evil version of herself. She perseveres with the help of the crew, and is granted a living wood dryad arm as a replacement of her lost limb.&lt;br /&gt;
&lt;br /&gt;
== My acres of a land, I have achieved ==&lt;br /&gt;
&lt;br /&gt;
he gang travels to Darkcrest Village to survey their newly acquired land holdings and meet the local villagers.&lt;br /&gt;
&lt;br /&gt;
The crew settles in and makes plans for renovating the old mansion, and improving village defenses. Harland and Bilbido discuss re-opening the old abandoned Morningwood Lumber mill located at the far edge of the property.&lt;br /&gt;
&lt;br /&gt;
== IRL Disney Princess ==&lt;br /&gt;
&lt;br /&gt;
The crew spends time bonding with a likeable NPC who is definitely going to be fine and not die a horrible death anytime soon.&lt;br /&gt;
&lt;br /&gt;
== In which Seraphina explodes a bandit chief ==&lt;br /&gt;
&lt;br /&gt;
The heroes meet the local bandit crew who were planning to terrorize Darkcrest Villagers. Seraphina tries to negotiate a peaceful solution. Her opening argument involves evaporating several bandits using her Eldritch Blast. Harlan helps by going full stealth and slitting several bandit throats while no one is looking. It's super effective. The bandits scamper into the woods, definitely never to be seen again.&lt;br /&gt;
&lt;br /&gt;
== The Morning after, aka Fuck This Game, We All Quit ==&lt;br /&gt;
&lt;br /&gt;
[[File:Memorial.jpeg|thumb|200px|Memorial]]&lt;br /&gt;
&lt;br /&gt;
The bandits exact their revenge under the cover of the night.&lt;br /&gt;
&lt;br /&gt;
The likeable NPC the crew has bonded with dies a horrible death at their hands in a cutscene.&lt;br /&gt;
&lt;br /&gt;
No one expected this. Everyone is upset.&lt;br /&gt;
&lt;br /&gt;
The crew holds a memorial for their fallen friend.&lt;br /&gt;
&lt;br /&gt;
== Morningwood Massacre ==&lt;br /&gt;
&lt;br /&gt;
The crew tracks down the bandits, who have been squatting in the ruins of Morningwood lumber mill. They embark on a search and destroy mission, with the emphasis on destroy. &lt;br /&gt;
&lt;br /&gt;
Bandits are dispatched with extreme brutality. &lt;br /&gt;
&lt;br /&gt;
There are no survivors.&lt;br /&gt;
&lt;br /&gt;
This is not a place of honor. Only revenge.&lt;br /&gt;
&lt;br /&gt;
== Dragon Fell ==&lt;br /&gt;
&lt;br /&gt;
[[File:Dragonfell.jpeg|thumb|200px|Dragon Fell]]&lt;br /&gt;
&lt;br /&gt;
The crew leaves [[Darkcrest]] and embarks on a journey to return to [[Castle Summers]].&lt;br /&gt;
&lt;br /&gt;
On the way they find a wounded golden dragon that fell out of the sky near an inhabited village. The villagers are none too pleased by the beasts presence.&lt;br /&gt;
&lt;br /&gt;
The crew defends the dragon from an angry mob of villagers. There's also a mega-druid guy here, also trying to save the dragon. He might become important later.&lt;br /&gt;
&lt;br /&gt;
Zory summons a horde of magical wolves to aid in the battle and with their help the heroes save the magnificent creature from being made into a stew. &lt;br /&gt;
&lt;br /&gt;
In the process they make a powerful new allies in the form of the good dragon and the druid.&lt;br /&gt;
&lt;br /&gt;
== Hobnob with the Hobgob ==&lt;br /&gt;
&lt;br /&gt;
Back at Lord Aiden's Mansion the gang meets a delegation from the [[Silver Kharnate]].&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Khan seeks to forge an unprecedented alliance with the eastern kingdoms against the new dark scourge plaguing the continent. The talks are going fairly well and the heroes manage not to cause a major diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
At some point the hobgoblin diplomats pick up a magical distress call from their comrades at the Howling Pass. The gang offers helps to organize a rescue mission using the fastest means of locomotion known to man: the only ship capable of sailing the air and bypassing the mountains: The Royal Seagull.&lt;br /&gt;
&lt;br /&gt;
== You're a Wizard, Harlan ==&lt;br /&gt;
&lt;br /&gt;
Harlan receives secret message from the [[Academy of Magics]] in [[Zorandon Isle|Zorandon]]. His unique talents are being recognized and he is invited for an interview with the Research and Analysis Development.&lt;br /&gt;
&lt;br /&gt;
== Battle at the Howling Pass ==&lt;br /&gt;
&lt;br /&gt;
[[File:Howlingpass.jpeg|thumb|200px|Battle at the Howling Pass]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gang packs up and boards the Royal Seagul. They rush towards the Howling Pass. The trip is uneventful. &lt;br /&gt;
&lt;br /&gt;
Upon arriving they find surviving hobgoblins surrounded by hordes of undead. The heroes mount a successful rescue but the Seagull is heavily damaged in the battle. They manage to escape and leave the undying armies behind.&lt;br /&gt;
&lt;br /&gt;
== Stupid Sexy Tyranus ==&lt;br /&gt;
&lt;br /&gt;
While limping away from the battle, the Seagull finds itself trailed by a flock of giant eagles. It is soon revealed they are ridden by elves, and seem to harbor no ill intentions towards the crew. The leader of the group boards the ship to talk to Zorry.&lt;br /&gt;
&lt;br /&gt;
The tall, handsome elf introduces himself as Tyranus and reveals he is Zory's betrothed. He tries to convince her to abandon adventuring and return to her homeland with him. Zorry refuses Tyranus eventually gives up and leaves, sexily.&lt;br /&gt;
&lt;br /&gt;
Harlan reveals that he too has people from his past who he hopes not to run into in his adventures, namely his estranged father who left the family to become a sea pirate.&lt;br /&gt;
&lt;br /&gt;
== Swamp Camp ==&lt;br /&gt;
&lt;br /&gt;
The Seagull must make an emergency crash landing in the local swamp to make repairs. It appears the swamp is inhabited and the local evil creatures don't take kindly to visitors.&lt;br /&gt;
&lt;br /&gt;
== Lumberjacking ==&lt;br /&gt;
&lt;br /&gt;
The seagull needs serious repairs. Luckily enough the lumber needed for the repairs can be acquired from the dark and creepy forest nearby. The gang is tasked with protecting the work crews that volunteered to cut down and transport the needed materials. Things do not go as planned.&lt;br /&gt;
&lt;br /&gt;
== Harlan's Battle Nap ==&lt;br /&gt;
&lt;br /&gt;
[[File:InTheSwamp.jpeg|thumb|200px|In The Swamp]]&lt;br /&gt;
&lt;br /&gt;
Harlan is injured in an ambush and takes a heroic battle nap, while the rest of the gang tries to fend off angry denizens of the swamp forest.&lt;br /&gt;
&lt;br /&gt;
== For the Horde ==&lt;br /&gt;
&lt;br /&gt;
After completing the repairs, The Seagull arrives at the mobile encampment of the nomadic horde. They drop off the diplomats and the survivors and resupply for the journey home. The gang is approached by one of a human slave who wants their help to escape bondage and seek new life in Westmarch. The gang briefly considers helping, but worries that this might be an underhanded trick to throw a wrench into the diplomatic negotiations between the hobgoblin and human nations. Later Harlan drunkenly tries to seek out the slave, with the intention of smuggling them aboard in secret, but is unable to locate them.&lt;br /&gt;
&lt;br /&gt;
== Scary Terry ==&lt;br /&gt;
&lt;br /&gt;
The gang meets Scary Terry. He is a magical guy.&lt;br /&gt;
&lt;br /&gt;
== Khan Tastic ==&lt;br /&gt;
&lt;br /&gt;
The gang meets the Great Khan of the hobgoblin hordes, who expresses gratitude for their aid in the Howling Pass, and looks forward towards future diplomatic relations with Westmarch.&lt;br /&gt;
&lt;br /&gt;
== Richard's Life Story ==&lt;br /&gt;
&lt;br /&gt;
On the way back home [[Scary Terry]] notices Harlan has a dormant spell upon him. Harlan was previously unaware of the spell, and wants to be rid of it. Terry offers to dispel it, and Harlan agrees. As soon as the spell is gone, Harlan is flooded with memories of [[Richard Oddenheim]]. It turns out the mage has implanted these memories in Harlan's mind during the [[Siege of Fairhaven]] and the spell was in place to block access to them.&lt;br /&gt;
&lt;br /&gt;
Harlan vividly re-live's Richard's entire life, from his childhood, growing up in the same village as [[Kylee O'Ren]], his studies at [[Zorandon Isle]], his many adventures and culminating in the mission during which he successfully rescued king [[Richard Helmsworth]] from imprisonment in [[Underdark]] but also inadvertently freed some eldritch, primordial beast and unleashed it upon the earth. The memories also reveal Richard's unrequited love for {{placeholder|whatsherface}} and her tragic death during the final mission.&lt;br /&gt;
&lt;br /&gt;
== Deal With the Devil ==&lt;br /&gt;
&lt;br /&gt;
While Harlan lies down to have a quick cry after the traumatic memory flood, Zorry and Seraphina are visited by [[Ikky]] who wants to collect on the deal they made in Koda. He wants the heroes to get of the ship in a nearby forest clearing and lay an ambush on a courier carrying an important message. He stresses that if the message is delivered, or destroyed in transit, results would be disastrous. He wants the protagonists to intercept the message and deliver it to him, while at the same time eliminating all the witnesses.&lt;br /&gt;
&lt;br /&gt;
The heroes reluctantly agree. Both Harlan and Zorry have qualms about killing an innocent person, so they decide to stage the ambush as a mundane highway robbery, and spare the courier after relieving them of the message and any other possessions. They make up some excuse about having to retrieve some stashed equipment from their last adventure, which Steven buys without batting an eye. The ship drops them off in the clearing, and they set a trap.&lt;br /&gt;
&lt;br /&gt;
== Worst Highway Robbery in History ==&lt;br /&gt;
&lt;br /&gt;
The heroes take positions in the clearing and take steps to make themselves appear as common criminals and highway robbers by covering their faces and hiding any identifiable insignia or valuables. Soon they spot their target: a red haired priestess of [[Skonis Asteri]].&lt;br /&gt;
&lt;br /&gt;
She quickly notices Kaya and Zorry who are not as good at hiding as Harlan. Kaya emerges from the bushes and tries to engage the priestess in conversation. Harlan attempts to flank the target, but Kaya's attempts at small talk freak out the priestess who starts to retreat into the forest away from Harlan. This goes on for a whole, until the rogue decides to emerge from hiding and tries to convince the girl she is surrounded and that she should just peacefully hand over her belongings.&lt;br /&gt;
&lt;br /&gt;
The priestess does not buy it, and starts slinging magic missiles. She turns out to be formidable foe, especially because the heroes take care not to hurt her to much, and Kaya abstains from fighting and tries to reason with the woman.&lt;br /&gt;
&lt;br /&gt;
Eventually the priestess succumbs to her wounds, falls to her knees and begins to pray.&lt;br /&gt;
&lt;br /&gt;
== Suddenly Demons ==&lt;br /&gt;
&lt;br /&gt;
The priestesses prayer opens a portal to a demonic plane. The heroes must face overwhelming extraplanar forces. The gang manages to seal the portal wit the help of Ikky who turns out to be more powerful than a mere imp. He reveals he was a pretty big deal in the Fiend hierarchy before he got demoted, and how he plans to reclaim his rightful place using the gang as his pawns.&lt;br /&gt;
&lt;br /&gt;
== Circling to Zoranden ==&lt;br /&gt;
&lt;br /&gt;
Back in [[Castle Summers]] the crew learns that the news about Sam's true nature reached the [[Mages Guild]]. There is a growing concern about a vampire being a Duke of Westmarch. A delegation of mages arrives accusing Sam of various inhuman crimes, and insists he should stand trial. Sam agrees to this voluntarily to show good faith, and he vows to abide by the results of the trial, even if it means his destruction.&lt;br /&gt;
&lt;br /&gt;
The gang travels the [[Zorandon Isle]] via a teleportation circle. They arrive in the city of [[Zol]] fate is to be decided. This is the home of the [[Academy of Magics]] and the capitol of the island.&lt;br /&gt;
&lt;br /&gt;
== You're like a spy now. A super spy. ==&lt;br /&gt;
&lt;br /&gt;
Harlan goes to [[R.A.D.]] HQ in [[Zorandon Isle]] where he meets with Ms Madoxx. She reveals that RAD is a top secret spy organization that keeps tabs on supernatural threats and tries to prevent world ending events. They seek to recruit Harlan as their newest covert operative.&lt;br /&gt;
&lt;br /&gt;
Harlan agrees, and chooses Sparrowhawk as his codename. He is outfitted with some standard issue magical James Bond gadgets.&lt;br /&gt;
&lt;br /&gt;
== Casino Royale ==&lt;br /&gt;
&lt;br /&gt;
[[File:Casino.jpeg|thumb|200px|Casino]]&lt;br /&gt;
&lt;br /&gt;
The gang decides to blow off steam by visiting the island's world famous casino. They play various games of chance and hilarity ensues. They notice being tailed by some shady characters, but everyone keeps cool and there are no major incidents.&lt;br /&gt;
&lt;br /&gt;
== Sam's Trial: Objection! ==&lt;br /&gt;
&lt;br /&gt;
Sam's trial begins. The gang testifies on his behalf. It turns out the prosecution doesn't really have good evidence. Their smoking gun involves atrocities committed by a tall and heavily armored warrior whose description vaguely resembles [Mr Clatterby]. &lt;br /&gt;
&lt;br /&gt;
The gang is able to clear Sam's name, and the vampire is allowed to live, though must agree with some restrictions on his freedom and must submit to routine monitoring and assessments buy the guild, which may decide to terminate him should his condition deteriorate and should he slide towards evil.&lt;br /&gt;
&lt;br /&gt;
There's also some magical shenanigans and wizard politics going on. Some traitorous faction tries to stage a coup, but in the end the situation is contained.&lt;br /&gt;
&lt;br /&gt;
== Sparrowhawk's Very First Assignment ==&lt;br /&gt;
&lt;br /&gt;
Harlan is given his first assignment as the agent of RAD. He is to travel to Fynwell to investigate a missing shipment of magical weapons, which, should they fall into wrong hands, could cause a lot of damage, and cause a lot of ill will towards the guild.&lt;br /&gt;
&lt;br /&gt;
== Chains of Love ==&lt;br /&gt;
[[File:Knox.jpg|thumb|150px|Charles Knoxton]]&lt;br /&gt;
&lt;br /&gt;
After being briefed by [[R.A.D.]] the heroes are allowed to visit [[Charles Knoxton]]. The boy now lives and studies in the [[Academy of Magics]]. When the heroes see him, he is bound with magical chains that are supposedly used to dampen his wild magic powers. Knox tells the heroes he is being treated well here. His room is lavishly furnished compared to what he is used to, and he fed very well, and allowed to eat what seems to be extravagant and exotic foods. He also has plenty books to study and practice, but he does not get out much. The mages think he is still a danger, and mostly keep him confined to his quarters. He does have a magical ball which lets him spy on what is going on in the city as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
Harlan disapproves of his treatment and voices his complains to Ms. Maddox. He recommends that they let the boy out of his room more, and let him make friends with other students. Zorry agrees and warns them that the boy may grow to resent this treatment. Maddox assures the heroes the precautions are necessary and that the boy must undergo more training. She assures them that once they are confident of his control he will be given full autonomy.&lt;br /&gt;
&lt;br /&gt;
== Free Company (not actually free, it's mercenaries) ==&lt;br /&gt;
&lt;br /&gt;
The gang travels back to Fynwell to help overseeing the formation of the Fee Company which will aid the princess defend her claim to the throne. The company turns out to be a bunch of cutthroat mercenaries who require coin to even lift a finger. The gang goes about trying to source funds or find alternative ways to recruit fighters.&lt;br /&gt;
&lt;br /&gt;
== Richard Harlan, Agent of Fulcrum ==&lt;br /&gt;
&lt;br /&gt;
Harlan enlists the help of his friends in investigating the missing weapons shipment. The trail leads them to their old adversary and accomplice [[Rando DeButt]] who is building a new crime empire in Fynwell. Rando is of course implicated in trafficking illegal magical weapons, but after some negotiations agrees to help the gang.&lt;br /&gt;
&lt;br /&gt;
The reveals that the operation is handled by [[Żiw Reapers|Reapers]] gang.&lt;br /&gt;
&lt;br /&gt;
== Not Starting a Bar Brawl ==&lt;br /&gt;
&lt;br /&gt;
The gang heads to the local tavern frequented by members of the Reapers. A group of elves and halflings sticks out like a sore thumb in a bar frequented mostly by Żiw natives. When covert methods fail, the gang ends up in a standoff which turns into a bar brawl.&lt;br /&gt;
&lt;br /&gt;
== Trevor Corey, Dragon Slayer ==&lt;br /&gt;
&lt;br /&gt;
Fresh off the brawl with Żiw Reapers the gang takes a break to celebrate [[Common Holidays and Festivals#Day of the Dead|Day of the Dead]], a big local festival. They promptly get themselves kidnapped by a serial killer and imprisoned in some musty basement despite having a combined power level of over nine thousand. It's ok though, because it's technically not cannon, except when it is.&lt;br /&gt;
&lt;br /&gt;
They have to be rescued by [[Trevor Corey]] who gets help from [[Mr. Barkley]], [[Teebeede]] and [[Treeodore]]. What ensues is a very special halloween episode during which the sidekicks stumble through an adventure and almost by accident rescue the heroes.&lt;br /&gt;
&lt;br /&gt;
At some point before stumbling upon the killer's den, Trevor Corey manages to drop a dragon egg at a festival stall (and names himself a dragon slayer). He also visits a fortune teller who turns out to be a demon or a hag. It is revealed that Trevor is a very special boy. Also, Ikky is involved somehow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Act 2|&amp;amp;laquo; Previous]] | [[Act 4| Next &amp;amp;raquo;]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_3&amp;diff=2778</id>
		<title>Act 3</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_3&amp;diff=2778"/>
				<updated>2022-03-11T22:16:11Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: /* Dragon Fell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 25px; margin-bottom: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{title|Act 3: Lords and Ladies}}&lt;br /&gt;
&lt;br /&gt;
== Party at the Seagul ==&lt;br /&gt;
&lt;br /&gt;
The gang is invited to celebrate their victories aboard the [[Royal Seagull]] where they discuss the futures with [[Bethany Rogers]] and the crew.&lt;br /&gt;
&lt;br /&gt;
== Evilphina ==&lt;br /&gt;
&lt;br /&gt;
Seraphina travels into depths of the forest, where she is granted magical revelations, and must battle an evil version of herself. She perseveres with the help of the crew, and is granted a living wood dryad arm as a replacement of her lost limb.&lt;br /&gt;
&lt;br /&gt;
== My acres of a land, I have achieved ==&lt;br /&gt;
&lt;br /&gt;
he gang travels to Darkcrest Village to survey their newly acquired land holdings and meet the local villagers.&lt;br /&gt;
&lt;br /&gt;
The crew settles in and makes plans for renovating the old mansion, and improving village defenses. Harland and Bilbido discuss re-opening the old abandoned Morningwood Lumber mill located at the far edge of the property.&lt;br /&gt;
&lt;br /&gt;
== IRL Disney Princess ==&lt;br /&gt;
&lt;br /&gt;
The crew spends time bonding with a likeable NPC who is definitely going to be fine and not die a horrible death anytime soon.&lt;br /&gt;
&lt;br /&gt;
== In which Seraphina explodes a bandit chief ==&lt;br /&gt;
&lt;br /&gt;
The heroes meet the local bandit crew who were planning to terrorize Darkcrest Villagers. Seraphina tries to negotiate a peaceful solution. Her opening argument involves evaporating several bandits using her Eldritch Blast. Harlan helps by going full stealth and slitting several bandit throats while no one is looking. It's super effective. The bandits scamper into the woods, definitely never to be seen again.&lt;br /&gt;
&lt;br /&gt;
== The Morning after, aka Fuck This Game, We All Quit ==&lt;br /&gt;
&lt;br /&gt;
[[File:Memorial.jpeg|thumb|200px|Memorial]]&lt;br /&gt;
&lt;br /&gt;
The bandits exact their revenge under the cover of the night.&lt;br /&gt;
&lt;br /&gt;
The likeable NPC the crew has bonded with dies a horrible death at their hands in a cutscene.&lt;br /&gt;
&lt;br /&gt;
No one expected this. Everyone is upset.&lt;br /&gt;
&lt;br /&gt;
The crew holds a memorial for their fallen friend.&lt;br /&gt;
&lt;br /&gt;
== Morningwood Massacre ==&lt;br /&gt;
&lt;br /&gt;
The crew tracks down the bandits, who have been squatting in the ruins of Morningwood lumber mill. They embark on a search and destroy mission, with the emphasis on destroy. &lt;br /&gt;
&lt;br /&gt;
Bandits are dispatched with extreme brutality. &lt;br /&gt;
&lt;br /&gt;
There are no survivors.&lt;br /&gt;
&lt;br /&gt;
This is not a place of honor. Only revenge.&lt;br /&gt;
&lt;br /&gt;
== Dragon Fell ==&lt;br /&gt;
&lt;br /&gt;
[[File:Dragonfell.jpeg|thumb|200px|Dragon Fell]]&lt;br /&gt;
&lt;br /&gt;
The crew leaves [[Darkcrest]] and embarks on a journey to return to [[Castle Summers]].&lt;br /&gt;
&lt;br /&gt;
On the way they find a wounded golden dragon that fell out of the sky near an inhabited village. The villagers are none too pleased by the beasts presence.&lt;br /&gt;
&lt;br /&gt;
The crew defends the dragon from an angry mob of villagers. There's also a mega-druid guy here, also trying to save the dragon. He might become important later.&lt;br /&gt;
&lt;br /&gt;
Zory summons a horde of magical wolves to aid in the battle and with their help the heroes save the magnificent creature from being made into a stew. &lt;br /&gt;
&lt;br /&gt;
In the process they make a powerful new allies in the form of the good dragon and the druid.&lt;br /&gt;
&lt;br /&gt;
== Hobnob with the Hobgob ==&lt;br /&gt;
&lt;br /&gt;
Back at Lord Aiden's Mansion the gang meets a delegation from the [[Silver Kharnate]].&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Khan seeks to forge an unprecedented alliance with the eastern kingdoms against the new dark scourge plaguing the continent. The talks are going fairly well and the heroes manage not to cause a major diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
At some point the hobgoblin diplomats pick up a magical distress call from their comrades at the Howling Pass. The gang offers helps to organize a rescue mission using the fastest means of locomotion known to man: the only ship capable of sailing the air and bypassing the mountains: The Royal Seagull.&lt;br /&gt;
&lt;br /&gt;
== You're a Wizard, Harlan ==&lt;br /&gt;
&lt;br /&gt;
Harlan receives secret message from the [[Academy of Magics]] in [[Zorandon Isle|Zorandon]]. His unique talents are being recognized and he is invited for an interview with the Research and Analysis Development.&lt;br /&gt;
&lt;br /&gt;
== Battle at the Howling Pass ==&lt;br /&gt;
&lt;br /&gt;
[[File:Howlingpass.jpeg|thumb|200px|Battle at the Howling Pass]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gang packs up and boards the Royal Seagul. They rush towards the Howling Pass. The trip is uneventful. &lt;br /&gt;
&lt;br /&gt;
Upon arriving they find surviving hobgoblins surrounded by hordes of undead. The heroes mount a successful rescue but the Seagull is heavily damaged in the battle. They manage to escape and leave the undying armies behind.&lt;br /&gt;
&lt;br /&gt;
== Stupid Sexy Tyranus ==&lt;br /&gt;
&lt;br /&gt;
While limping away from the battle, the Seagull finds itself trailed by a flock of giant eagles. It is soon revealed they are ridden by elves, and seem to harbor no ill intentions towards the crew. The leader of the group boards the ship to talk to Zorry.&lt;br /&gt;
&lt;br /&gt;
The tall, handsome elf introduces himself as Tyranus and reveals he is Zory's betrothed. He tries to convince her to abandon adventuring and return to her homeland with him. Zorry refuses Tyranus eventually gives up and leaves, sexily.&lt;br /&gt;
&lt;br /&gt;
Harlan reveals that he too has people from his past who he hopes not to run into in his adventures, namely his estranged father who left the family to become a sea pirate.&lt;br /&gt;
&lt;br /&gt;
== Swamp Camp ==&lt;br /&gt;
&lt;br /&gt;
The Seagull must make an emergency crash landing in the local swamp to make repairs. It appears the swamp is inhabited and the local evil creatures don't take kindly to visitors.&lt;br /&gt;
&lt;br /&gt;
== Lumberjacking ==&lt;br /&gt;
&lt;br /&gt;
The seagull needs serious repairs. Luckily enough the lumber needed for the repairs can be acquired from the dark and creepy forest nearby. The gang is tasked with protecting the work crews that volunteered to cut down and transport the needed materials. Things do not go as planned.&lt;br /&gt;
&lt;br /&gt;
== Harlan's Battle Nap ==&lt;br /&gt;
&lt;br /&gt;
[[File:InTheSwamp.jpeg|thumb|200px|In The Swamp]]&lt;br /&gt;
&lt;br /&gt;
Harlan is injured in an ambush and takes a heroic battle nap, while the rest of the gang tries to fend off angry denizens of the swamp forest.&lt;br /&gt;
&lt;br /&gt;
== For the Horde ==&lt;br /&gt;
&lt;br /&gt;
After completing the repairs, The Seagull arrives at the mobile encampment of the nomadic horde. They drop off the diplomats and the survivors and resupply for the journey home. The gang is approached by one of a human slave who wants their help to escape bondage and seek new life in Westmarch. The gang briefly considers helping, but worries that this might be an underhanded trick to throw a wrench into the diplomatic negotiations between the hobgoblin and human nations. Later Harlan drunkenly tries to seek out the slave, with the intention of smuggling them aboard in secret, but is unable to locate them.&lt;br /&gt;
&lt;br /&gt;
== Scary Terry ==&lt;br /&gt;
&lt;br /&gt;
The gang meets Scary Terry. He is a magical guy.&lt;br /&gt;
&lt;br /&gt;
== Khan Tastic ==&lt;br /&gt;
&lt;br /&gt;
The gang meets the Great Khan of the hobgoblin hordes, who expresses gratitude for their aid in the Howling Pass, and looks forward towards future diplomatic relations with Westmarch.&lt;br /&gt;
&lt;br /&gt;
== Richard's Life Story ==&lt;br /&gt;
&lt;br /&gt;
On the way back home [[Scary Terry]] notices Harlan has a dormant spell upon him. Harlan was previously unaware of the spell, and wants to be rid of it. Terry offers to dispel it, and Harlan agrees. As soon as the spell is gone, Harlan is flooded with memories of [[Richard Oddenheim]]. It turns out the mage has implanted these memories in Harlan's mind during the [[Siege of Fairhaven]] and the spell was in place to block access to them.&lt;br /&gt;
&lt;br /&gt;
Harlan vividly re-live's Richard's entire life, from his childhood, growing up in the same village as [[Kylee O'Ren]], his studies at [[Zorandon Isle]], his many adventures and culminating in the mission during which he successfully rescued king [[Richard Helmsworth]] from imprisonment in [[Underdark]] but also inadvertently freed some eldritch, primordial beast and unleashed it upon the earth. The memories also reveal Richard's unrequited love for {{placeholder|whatsherface}} and her tragic death during the final mission.&lt;br /&gt;
&lt;br /&gt;
== Deal With the Devil ==&lt;br /&gt;
&lt;br /&gt;
While Harlan lies down to have a quick cry after the traumatic memory flood, Zorry and Seraphina are visited by [[Ikky]] who wants to collect on the deal they made in Koda. He wants the heroes to get of the ship in a nearby forest clearing and lay an ambush on a courier carrying an important message. He stresses that if the message is delivered, or destroyed in transit, results would be disastrous. He wants the protagonists to intercept the message and deliver it to him, while at the same time eliminating all the witnesses.&lt;br /&gt;
&lt;br /&gt;
The heroes reluctantly agree. Both Harlan and Zorry have qualms about killing an innocent person, so they decide to stage the ambush as a mundane highway robbery, and spare the courier after relieving them of the message and any other possessions. They make up some excuse about having to retrieve some stashed equipment from their last adventure, which Steven buys without batting an eye. The ship drops them off in the clearing, and they set a trap.&lt;br /&gt;
&lt;br /&gt;
== Worst Highway Robbery in History ==&lt;br /&gt;
&lt;br /&gt;
The heroes take positions in the clearing and take steps to make themselves appear as common criminals and highway robbers by covering their faces and hiding any identifiable insignia or valuables. Soon they spot their target: a red haired priestess of [[Skonis Asteri]].&lt;br /&gt;
&lt;br /&gt;
She quickly notices Kaya and Zorry who are not as good at hiding as Harlan. Kaya emerges from the bushes and tries to engage the priestess in conversation. Harlan attempts to flank the target, but Kaya's attempts at small talk freak out the priestess who starts to retreat into the forest away from Harlan. This goes on for a whole, until the rogue decides to emerge from hiding and tries to convince the girl she is surrounded and that she should just peacefully hand over her belongings.&lt;br /&gt;
&lt;br /&gt;
The priestess does not buy it, and starts slinging magic missiles. She turns out to be formidable foe, especially because the heroes take care not to hurt her to much, and Kaya abstains from fighting and tries to reason with the woman.&lt;br /&gt;
&lt;br /&gt;
Eventually the priestess succumbs to her wounds, falls to her knees and begins to pray.&lt;br /&gt;
&lt;br /&gt;
== Suddenly Demons ==&lt;br /&gt;
&lt;br /&gt;
The priestesses prayer opens a portal to a demonic plane. The heroes must face overwhelming extraplanar forces. The gang manages to seal the portal wit the help of Ikky who turns out to be more powerful than a mere imp. He reveals he was a pretty big deal in the Fiend hierarchy before he got demoted, and how he plans to reclaim his rightful place using the gang as his pawns.&lt;br /&gt;
&lt;br /&gt;
== Circling to Zoranden ==&lt;br /&gt;
&lt;br /&gt;
The gang travels the Wizard Island of Zoranden where Sam's fate is to be decided. Since his vampiric nature has been revealed, many mages have considered him a threat and he must stand trial. Sam goes voluntarily to show good faith, and he vows to abide by the results of the trial, even if it means his destruction.&lt;br /&gt;
&lt;br /&gt;
== You're like a spy now. A super spy. ==&lt;br /&gt;
&lt;br /&gt;
Harlan goes to [[R.A.D.]] HQ in [[Zorandon Isle]] where he meets with Ms Madoxx. She reveals that RAD is a top secret spy organization that keeps tabs on supernatural threats and tries to prevent world ending events. They seek to recruit Harlan as their newest covert operative.&lt;br /&gt;
&lt;br /&gt;
Harlan agrees, and chooses Sparrowhawk as his codename. He is outfitted with some standard issue magical James Bond gadgets.&lt;br /&gt;
&lt;br /&gt;
== Casino Royale ==&lt;br /&gt;
&lt;br /&gt;
[[File:Casino.jpeg|thumb|200px|Casino]]&lt;br /&gt;
&lt;br /&gt;
The gang decides to blow off steam by visiting the island's world famous casino. They play various games of chance and hilarity ensues. They notice being tailed by some shady characters, but everyone keeps cool and there are no major incidents.&lt;br /&gt;
&lt;br /&gt;
== Sam's Trial: Objection! ==&lt;br /&gt;
&lt;br /&gt;
Sam's trial begins. The gang testifies on his behalf. It turns out the prosecution doesn't really have good evidence. Their smoking gun involves atrocities committed by a tall and heavily armored warrior whose description vaguely resembles [Mr Clatterby]. &lt;br /&gt;
&lt;br /&gt;
The gang is able to clear Sam's name, and the vampire is allowed to live, though must agree with some restrictions on his freedom and must submit to routine monitoring and assessments buy the guild, which may decide to terminate him should his condition deteriorate and should he slide towards evil.&lt;br /&gt;
&lt;br /&gt;
There's also some magical shenanigans and wizard politics going on. Some traitorous faction tries to stage a coup, but in the end the situation is contained.&lt;br /&gt;
&lt;br /&gt;
== Sparrowhawk's Very First Assignment ==&lt;br /&gt;
&lt;br /&gt;
Harlan is given his first assignment as the agent of RAD. He is to travel to Fynwell to investigate a missing shipment of magical weapons, which, should they fall into wrong hands, could cause a lot of damage, and cause a lot of ill will towards the guild.&lt;br /&gt;
&lt;br /&gt;
== Chains of Love ==&lt;br /&gt;
[[File:Knox.jpg|thumb|150px|Charles Knoxton]]&lt;br /&gt;
&lt;br /&gt;
After being briefed by [[R.A.D.]] the heroes are allowed to visit [[Charles Knoxton]]. The boy now lives and studies in the [[Academy of Magics]]. When the heroes see him, he is bound with magical chains that are supposedly used to dampen his wild magic powers. Knox tells the heroes he is being treated well here. His room is lavishly furnished compared to what he is used to, and he fed very well, and allowed to eat what seems to be extravagant and exotic foods. He also has plenty books to study and practice, but he does not get out much. The mages think he is still a danger, and mostly keep him confined to his quarters. He does have a magical ball which lets him spy on what is going on in the city as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
Harlan disapproves of his treatment and voices his complains to Ms. Maddox. He recommends that they let the boy out of his room more, and let him make friends with other students. Zorry agrees and warns them that the boy may grow to resent this treatment. Maddox assures the heroes the precautions are necessary and that the boy must undergo more training. She assures them that once they are confident of his control he will be given full autonomy.&lt;br /&gt;
&lt;br /&gt;
== Free Company (not actually free, it's mercenaries) ==&lt;br /&gt;
&lt;br /&gt;
The gang travels back to Fynwell to help overseeing the formation of the Fee Company which will aid the princess defend her claim to the throne. The company turns out to be a bunch of cutthroat mercenaries who require coin to even lift a finger. The gang goes about trying to source funds or find alternative ways to recruit fighters.&lt;br /&gt;
&lt;br /&gt;
== Richard Harlan, Agent of Fulcrum ==&lt;br /&gt;
&lt;br /&gt;
Harlan enlists the help of his friends in investigating the missing weapons shipment. The trail leads them to their old adversary and accomplice [[Rando DeButt]] who is building a new crime empire in Fynwell. Rando is of course implicated in trafficking illegal magical weapons, but after some negotiations agrees to help the gang.&lt;br /&gt;
&lt;br /&gt;
The reveals that the operation is handled by [[Żiw Reapers|Reapers]] gang.&lt;br /&gt;
&lt;br /&gt;
== Not Starting a Bar Brawl ==&lt;br /&gt;
&lt;br /&gt;
The gang heads to the local tavern frequented by members of the Reapers. A group of elves and halflings sticks out like a sore thumb in a bar frequented mostly by Żiw natives. When covert methods fail, the gang ends up in a standoff which turns into a bar brawl.&lt;br /&gt;
&lt;br /&gt;
== Trevor Corey, Dragon Slayer ==&lt;br /&gt;
&lt;br /&gt;
Fresh off the brawl with Żiw Reapers the gang takes a break to celebrate [[Common Holidays and Festivals#Day of the Dead|Day of the Dead]], a big local festival. They promptly get themselves kidnapped by a serial killer and imprisoned in some musty basement despite having a combined power level of over nine thousand. It's ok though, because it's technically not cannon, except when it is.&lt;br /&gt;
&lt;br /&gt;
They have to be rescued by [[Trevor Corey]] who gets help from [[Mr. Barkley]], [[Teebeede]] and [[Treeodore]]. What ensues is a very special halloween episode during which the sidekicks stumble through an adventure and almost by accident rescue the heroes.&lt;br /&gt;
&lt;br /&gt;
At some point before stumbling upon the killer's den, Trevor Corey manages to drop a dragon egg at a festival stall (and names himself a dragon slayer). He also visits a fortune teller who turns out to be a demon or a hag. It is revealed that Trevor is a very special boy. Also, Ikky is involved somehow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Act 2|&amp;amp;laquo; Previous]] | [[Act 4| Next &amp;amp;raquo;]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Act_3&amp;diff=2777</id>
		<title>Act 3</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Act_3&amp;diff=2777"/>
				<updated>2022-03-11T22:13:17Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: /* Party at the Seagul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 25px; margin-bottom: 10px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{title|Act 3: Lords and Ladies}}&lt;br /&gt;
&lt;br /&gt;
== Party at the Seagul ==&lt;br /&gt;
&lt;br /&gt;
The gang is invited to celebrate their victories aboard the [[Royal Seagull]] where they discuss the futures with [[Bethany Rogers]] and the crew.&lt;br /&gt;
&lt;br /&gt;
== Evilphina ==&lt;br /&gt;
&lt;br /&gt;
Seraphina travels into depths of the forest, where she is granted magical revelations, and must battle an evil version of herself. She perseveres with the help of the crew, and is granted a living wood dryad arm as a replacement of her lost limb.&lt;br /&gt;
&lt;br /&gt;
== My acres of a land, I have achieved ==&lt;br /&gt;
&lt;br /&gt;
he gang travels to Darkcrest Village to survey their newly acquired land holdings and meet the local villagers.&lt;br /&gt;
&lt;br /&gt;
The crew settles in and makes plans for renovating the old mansion, and improving village defenses. Harland and Bilbido discuss re-opening the old abandoned Morningwood Lumber mill located at the far edge of the property.&lt;br /&gt;
&lt;br /&gt;
== IRL Disney Princess ==&lt;br /&gt;
&lt;br /&gt;
The crew spends time bonding with a likeable NPC who is definitely going to be fine and not die a horrible death anytime soon.&lt;br /&gt;
&lt;br /&gt;
== In which Seraphina explodes a bandit chief ==&lt;br /&gt;
&lt;br /&gt;
The heroes meet the local bandit crew who were planning to terrorize Darkcrest Villagers. Seraphina tries to negotiate a peaceful solution. Her opening argument involves evaporating several bandits using her Eldritch Blast. Harlan helps by going full stealth and slitting several bandit throats while no one is looking. It's super effective. The bandits scamper into the woods, definitely never to be seen again.&lt;br /&gt;
&lt;br /&gt;
== The Morning after, aka Fuck This Game, We All Quit ==&lt;br /&gt;
&lt;br /&gt;
[[File:Memorial.jpeg|thumb|200px|Memorial]]&lt;br /&gt;
&lt;br /&gt;
The bandits exact their revenge under the cover of the night.&lt;br /&gt;
&lt;br /&gt;
The likeable NPC the crew has bonded with dies a horrible death at their hands in a cutscene.&lt;br /&gt;
&lt;br /&gt;
No one expected this. Everyone is upset.&lt;br /&gt;
&lt;br /&gt;
The crew holds a memorial for their fallen friend.&lt;br /&gt;
&lt;br /&gt;
== Morningwood Massacre ==&lt;br /&gt;
&lt;br /&gt;
The crew tracks down the bandits, who have been squatting in the ruins of Morningwood lumber mill. They embark on a search and destroy mission, with the emphasis on destroy. &lt;br /&gt;
&lt;br /&gt;
Bandits are dispatched with extreme brutality. &lt;br /&gt;
&lt;br /&gt;
There are no survivors.&lt;br /&gt;
&lt;br /&gt;
This is not a place of honor. Only revenge.&lt;br /&gt;
&lt;br /&gt;
== Dragon Fell ==&lt;br /&gt;
&lt;br /&gt;
[[File:Dragonfell.jpeg|thumb|200px|Dragon Fell]]&lt;br /&gt;
&lt;br /&gt;
The crew defends a wounded golden dragon from an angry mob of villagers. There's also a mega-druid guy here, also trying to save the dragon. He might become important later.&lt;br /&gt;
&lt;br /&gt;
Zory summons a horde of magical wolves to aid in the battle and with their help the heroes save the magnificent creature from being made into a stew. &lt;br /&gt;
&lt;br /&gt;
In the process they make a powerful new allies in the form of the good dragon and the druid.&lt;br /&gt;
&lt;br /&gt;
== Hobnob with the Hobgob ==&lt;br /&gt;
&lt;br /&gt;
Back at Lord Aiden's Mansion the gang meets a delegation from the [[Silver Kharnate]].&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Khan seeks to forge an unprecedented alliance with the eastern kingdoms against the new dark scourge plaguing the continent. The talks are going fairly well and the heroes manage not to cause a major diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
At some point the hobgoblin diplomats pick up a magical distress call from their comrades at the Howling Pass. The gang offers helps to organize a rescue mission using the fastest means of locomotion known to man: the only ship capable of sailing the air and bypassing the mountains: The Royal Seagull.&lt;br /&gt;
&lt;br /&gt;
== You're a Wizard, Harlan ==&lt;br /&gt;
&lt;br /&gt;
Harlan receives secret message from the [[Academy of Magics]] in [[Zorandon Isle|Zorandon]]. His unique talents are being recognized and he is invited for an interview with the Research and Analysis Development.&lt;br /&gt;
&lt;br /&gt;
== Battle at the Howling Pass ==&lt;br /&gt;
&lt;br /&gt;
[[File:Howlingpass.jpeg|thumb|200px|Battle at the Howling Pass]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gang packs up and boards the Royal Seagul. They rush towards the Howling Pass. The trip is uneventful. &lt;br /&gt;
&lt;br /&gt;
Upon arriving they find surviving hobgoblins surrounded by hordes of undead. The heroes mount a successful rescue but the Seagull is heavily damaged in the battle. They manage to escape and leave the undying armies behind.&lt;br /&gt;
&lt;br /&gt;
== Stupid Sexy Tyranus ==&lt;br /&gt;
&lt;br /&gt;
While limping away from the battle, the Seagull finds itself trailed by a flock of giant eagles. It is soon revealed they are ridden by elves, and seem to harbor no ill intentions towards the crew. The leader of the group boards the ship to talk to Zorry.&lt;br /&gt;
&lt;br /&gt;
The tall, handsome elf introduces himself as Tyranus and reveals he is Zory's betrothed. He tries to convince her to abandon adventuring and return to her homeland with him. Zorry refuses Tyranus eventually gives up and leaves, sexily.&lt;br /&gt;
&lt;br /&gt;
Harlan reveals that he too has people from his past who he hopes not to run into in his adventures, namely his estranged father who left the family to become a sea pirate.&lt;br /&gt;
&lt;br /&gt;
== Swamp Camp ==&lt;br /&gt;
&lt;br /&gt;
The Seagull must make an emergency crash landing in the local swamp to make repairs. It appears the swamp is inhabited and the local evil creatures don't take kindly to visitors.&lt;br /&gt;
&lt;br /&gt;
== Lumberjacking ==&lt;br /&gt;
&lt;br /&gt;
The seagull needs serious repairs. Luckily enough the lumber needed for the repairs can be acquired from the dark and creepy forest nearby. The gang is tasked with protecting the work crews that volunteered to cut down and transport the needed materials. Things do not go as planned.&lt;br /&gt;
&lt;br /&gt;
== Harlan's Battle Nap ==&lt;br /&gt;
&lt;br /&gt;
[[File:InTheSwamp.jpeg|thumb|200px|In The Swamp]]&lt;br /&gt;
&lt;br /&gt;
Harlan is injured in an ambush and takes a heroic battle nap, while the rest of the gang tries to fend off angry denizens of the swamp forest.&lt;br /&gt;
&lt;br /&gt;
== For the Horde ==&lt;br /&gt;
&lt;br /&gt;
After completing the repairs, The Seagull arrives at the mobile encampment of the nomadic horde. They drop off the diplomats and the survivors and resupply for the journey home. The gang is approached by one of a human slave who wants their help to escape bondage and seek new life in Westmarch. The gang briefly considers helping, but worries that this might be an underhanded trick to throw a wrench into the diplomatic negotiations between the hobgoblin and human nations. Later Harlan drunkenly tries to seek out the slave, with the intention of smuggling them aboard in secret, but is unable to locate them.&lt;br /&gt;
&lt;br /&gt;
== Scary Terry ==&lt;br /&gt;
&lt;br /&gt;
The gang meets Scary Terry. He is a magical guy.&lt;br /&gt;
&lt;br /&gt;
== Khan Tastic ==&lt;br /&gt;
&lt;br /&gt;
The gang meets the Great Khan of the hobgoblin hordes, who expresses gratitude for their aid in the Howling Pass, and looks forward towards future diplomatic relations with Westmarch.&lt;br /&gt;
&lt;br /&gt;
== Richard's Life Story ==&lt;br /&gt;
&lt;br /&gt;
On the way back home [[Scary Terry]] notices Harlan has a dormant spell upon him. Harlan was previously unaware of the spell, and wants to be rid of it. Terry offers to dispel it, and Harlan agrees. As soon as the spell is gone, Harlan is flooded with memories of [[Richard Oddenheim]]. It turns out the mage has implanted these memories in Harlan's mind during the [[Siege of Fairhaven]] and the spell was in place to block access to them.&lt;br /&gt;
&lt;br /&gt;
Harlan vividly re-live's Richard's entire life, from his childhood, growing up in the same village as [[Kylee O'Ren]], his studies at [[Zorandon Isle]], his many adventures and culminating in the mission during which he successfully rescued king [[Richard Helmsworth]] from imprisonment in [[Underdark]] but also inadvertently freed some eldritch, primordial beast and unleashed it upon the earth. The memories also reveal Richard's unrequited love for {{placeholder|whatsherface}} and her tragic death during the final mission.&lt;br /&gt;
&lt;br /&gt;
== Deal With the Devil ==&lt;br /&gt;
&lt;br /&gt;
While Harlan lies down to have a quick cry after the traumatic memory flood, Zorry and Seraphina are visited by [[Ikky]] who wants to collect on the deal they made in Koda. He wants the heroes to get of the ship in a nearby forest clearing and lay an ambush on a courier carrying an important message. He stresses that if the message is delivered, or destroyed in transit, results would be disastrous. He wants the protagonists to intercept the message and deliver it to him, while at the same time eliminating all the witnesses.&lt;br /&gt;
&lt;br /&gt;
The heroes reluctantly agree. Both Harlan and Zorry have qualms about killing an innocent person, so they decide to stage the ambush as a mundane highway robbery, and spare the courier after relieving them of the message and any other possessions. They make up some excuse about having to retrieve some stashed equipment from their last adventure, which Steven buys without batting an eye. The ship drops them off in the clearing, and they set a trap.&lt;br /&gt;
&lt;br /&gt;
== Worst Highway Robbery in History ==&lt;br /&gt;
&lt;br /&gt;
The heroes take positions in the clearing and take steps to make themselves appear as common criminals and highway robbers by covering their faces and hiding any identifiable insignia or valuables. Soon they spot their target: a red haired priestess of [[Skonis Asteri]].&lt;br /&gt;
&lt;br /&gt;
She quickly notices Kaya and Zorry who are not as good at hiding as Harlan. Kaya emerges from the bushes and tries to engage the priestess in conversation. Harlan attempts to flank the target, but Kaya's attempts at small talk freak out the priestess who starts to retreat into the forest away from Harlan. This goes on for a whole, until the rogue decides to emerge from hiding and tries to convince the girl she is surrounded and that she should just peacefully hand over her belongings.&lt;br /&gt;
&lt;br /&gt;
The priestess does not buy it, and starts slinging magic missiles. She turns out to be formidable foe, especially because the heroes take care not to hurt her to much, and Kaya abstains from fighting and tries to reason with the woman.&lt;br /&gt;
&lt;br /&gt;
Eventually the priestess succumbs to her wounds, falls to her knees and begins to pray.&lt;br /&gt;
&lt;br /&gt;
== Suddenly Demons ==&lt;br /&gt;
&lt;br /&gt;
The priestesses prayer opens a portal to a demonic plane. The heroes must face overwhelming extraplanar forces. The gang manages to seal the portal wit the help of Ikky who turns out to be more powerful than a mere imp. He reveals he was a pretty big deal in the Fiend hierarchy before he got demoted, and how he plans to reclaim his rightful place using the gang as his pawns.&lt;br /&gt;
&lt;br /&gt;
== Circling to Zoranden ==&lt;br /&gt;
&lt;br /&gt;
The gang travels the Wizard Island of Zoranden where Sam's fate is to be decided. Since his vampiric nature has been revealed, many mages have considered him a threat and he must stand trial. Sam goes voluntarily to show good faith, and he vows to abide by the results of the trial, even if it means his destruction.&lt;br /&gt;
&lt;br /&gt;
== You're like a spy now. A super spy. ==&lt;br /&gt;
&lt;br /&gt;
Harlan goes to [[R.A.D.]] HQ in [[Zorandon Isle]] where he meets with Ms Madoxx. She reveals that RAD is a top secret spy organization that keeps tabs on supernatural threats and tries to prevent world ending events. They seek to recruit Harlan as their newest covert operative.&lt;br /&gt;
&lt;br /&gt;
Harlan agrees, and chooses Sparrowhawk as his codename. He is outfitted with some standard issue magical James Bond gadgets.&lt;br /&gt;
&lt;br /&gt;
== Casino Royale ==&lt;br /&gt;
&lt;br /&gt;
[[File:Casino.jpeg|thumb|200px|Casino]]&lt;br /&gt;
&lt;br /&gt;
The gang decides to blow off steam by visiting the island's world famous casino. They play various games of chance and hilarity ensues. They notice being tailed by some shady characters, but everyone keeps cool and there are no major incidents.&lt;br /&gt;
&lt;br /&gt;
== Sam's Trial: Objection! ==&lt;br /&gt;
&lt;br /&gt;
Sam's trial begins. The gang testifies on his behalf. It turns out the prosecution doesn't really have good evidence. Their smoking gun involves atrocities committed by a tall and heavily armored warrior whose description vaguely resembles [Mr Clatterby]. &lt;br /&gt;
&lt;br /&gt;
The gang is able to clear Sam's name, and the vampire is allowed to live, though must agree with some restrictions on his freedom and must submit to routine monitoring and assessments buy the guild, which may decide to terminate him should his condition deteriorate and should he slide towards evil.&lt;br /&gt;
&lt;br /&gt;
There's also some magical shenanigans and wizard politics going on. Some traitorous faction tries to stage a coup, but in the end the situation is contained.&lt;br /&gt;
&lt;br /&gt;
== Sparrowhawk's Very First Assignment ==&lt;br /&gt;
&lt;br /&gt;
Harlan is given his first assignment as the agent of RAD. He is to travel to Fynwell to investigate a missing shipment of magical weapons, which, should they fall into wrong hands, could cause a lot of damage, and cause a lot of ill will towards the guild.&lt;br /&gt;
&lt;br /&gt;
== Chains of Love ==&lt;br /&gt;
[[File:Knox.jpg|thumb|150px|Charles Knoxton]]&lt;br /&gt;
&lt;br /&gt;
After being briefed by [[R.A.D.]] the heroes are allowed to visit [[Charles Knoxton]]. The boy now lives and studies in the [[Academy of Magics]]. When the heroes see him, he is bound with magical chains that are supposedly used to dampen his wild magic powers. Knox tells the heroes he is being treated well here. His room is lavishly furnished compared to what he is used to, and he fed very well, and allowed to eat what seems to be extravagant and exotic foods. He also has plenty books to study and practice, but he does not get out much. The mages think he is still a danger, and mostly keep him confined to his quarters. He does have a magical ball which lets him spy on what is going on in the city as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
Harlan disapproves of his treatment and voices his complains to Ms. Maddox. He recommends that they let the boy out of his room more, and let him make friends with other students. Zorry agrees and warns them that the boy may grow to resent this treatment. Maddox assures the heroes the precautions are necessary and that the boy must undergo more training. She assures them that once they are confident of his control he will be given full autonomy.&lt;br /&gt;
&lt;br /&gt;
== Free Company (not actually free, it's mercenaries) ==&lt;br /&gt;
&lt;br /&gt;
The gang travels back to Fynwell to help overseeing the formation of the Fee Company which will aid the princess defend her claim to the throne. The company turns out to be a bunch of cutthroat mercenaries who require coin to even lift a finger. The gang goes about trying to source funds or find alternative ways to recruit fighters.&lt;br /&gt;
&lt;br /&gt;
== Richard Harlan, Agent of Fulcrum ==&lt;br /&gt;
&lt;br /&gt;
Harlan enlists the help of his friends in investigating the missing weapons shipment. The trail leads them to their old adversary and accomplice [[Rando DeButt]] who is building a new crime empire in Fynwell. Rando is of course implicated in trafficking illegal magical weapons, but after some negotiations agrees to help the gang.&lt;br /&gt;
&lt;br /&gt;
The reveals that the operation is handled by [[Żiw Reapers|Reapers]] gang.&lt;br /&gt;
&lt;br /&gt;
== Not Starting a Bar Brawl ==&lt;br /&gt;
&lt;br /&gt;
The gang heads to the local tavern frequented by members of the Reapers. A group of elves and halflings sticks out like a sore thumb in a bar frequented mostly by Żiw natives. When covert methods fail, the gang ends up in a standoff which turns into a bar brawl.&lt;br /&gt;
&lt;br /&gt;
== Trevor Corey, Dragon Slayer ==&lt;br /&gt;
&lt;br /&gt;
Fresh off the brawl with Żiw Reapers the gang takes a break to celebrate [[Common Holidays and Festivals#Day of the Dead|Day of the Dead]], a big local festival. They promptly get themselves kidnapped by a serial killer and imprisoned in some musty basement despite having a combined power level of over nine thousand. It's ok though, because it's technically not cannon, except when it is.&lt;br /&gt;
&lt;br /&gt;
They have to be rescued by [[Trevor Corey]] who gets help from [[Mr. Barkley]], [[Teebeede]] and [[Treeodore]]. What ensues is a very special halloween episode during which the sidekicks stumble through an adventure and almost by accident rescue the heroes.&lt;br /&gt;
&lt;br /&gt;
At some point before stumbling upon the killer's den, Trevor Corey manages to drop a dragon egg at a festival stall (and names himself a dragon slayer). He also visits a fortune teller who turns out to be a demon or a hag. It is revealed that Trevor is a very special boy. Also, Ikky is involved somehow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Act 2|&amp;amp;laquo; Previous]] | [[Act 4| Next &amp;amp;raquo;]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Summervale&amp;diff=2776</id>
		<title>Summervale</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Summervale&amp;diff=2776"/>
				<updated>2022-03-11T22:08:48Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Summervale is the newest province in [[Westmarch]]. It was established by decree of [[Dione Helmsworth]] in 9749 at the emergency Landsmet after fall of [[Fairhaven]] and her return from bondage in [[Koda]].&lt;br /&gt;
&lt;br /&gt;
It's territories encompass the region formerly known as Darkshire.&lt;br /&gt;
&lt;br /&gt;
Summervale is ruled by Duke [[Samuel Summers]] who was granted his dukedom at the same landsmet.&lt;br /&gt;
&lt;br /&gt;
The seat of power in Summervale is [[Castle Summers]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Summervale&amp;diff=2775</id>
		<title>Summervale</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Summervale&amp;diff=2775"/>
				<updated>2022-03-11T22:08:21Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Summervale is the newest province in [[Westmarch]]. It was established by decree of [[Dione Helmsworth]] in 9749 at the emergency Landsmet after fall of [[Fairhaven]] and her return from bondage in [[Koda]].&lt;br /&gt;
&lt;br /&gt;
It's territories encompass the region formerly known as Darkshire.&lt;br /&gt;
&lt;br /&gt;
Summervale is ruled by Duke [[Samuel Summers]] who was granted his dukedom at the same landsmet.&lt;br /&gt;
&lt;br /&gt;
The seat of power in [[Summervale]] is [[Castle Summers]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Lord_Aiden%27s_Mansion&amp;diff=2774</id>
		<title>Lord Aiden's Mansion</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Lord_Aiden%27s_Mansion&amp;diff=2774"/>
				<updated>2022-03-11T22:07:19Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mansion.jpg|thumb|550px|Lord Aiden's Mansion]]&lt;br /&gt;
&lt;br /&gt;
Also known as [[Castle Summers]].&lt;br /&gt;
&lt;br /&gt;
Lord Aiden's Mansion is a large, old mansion in the middle of the forest few days of travel away from [[Fairhaven]].&lt;br /&gt;
&lt;br /&gt;
The mansion is invisible from the outside, and can only be entered by solving the [[Forest Tile Puzzle]]. Casual travelers who don't know what to look for, are likely to miss it entirely.&lt;br /&gt;
&lt;br /&gt;
The area around the mansion is shrouded by magical spell which makes the sky permanently overcast, and permitting no direct sunlight. As a result all the vegetation in forest, as well as the garden surrounding the mansion is dead.&lt;br /&gt;
&lt;br /&gt;
The mansion is surrounded by a magical wall about 7 feet tall that cannot be scaled. The wall has a single gate, protected by [[Magical Puzzle Lock]]. A correct password must be entered on the lock using the [[Paragon Alphabet]] characters in order to open it.&lt;br /&gt;
&lt;br /&gt;
The magically shrouded forest around the mansion is home to [[Leafless Ents]] and contains an [[obelisk]].&lt;br /&gt;
&lt;br /&gt;
The [[Lifeless Garden]] is located inside of the walls. The [[Garden Gnome]], a protective magical construct, guards the courtyard and the entrance to the mansion.&lt;br /&gt;
&lt;br /&gt;
The mansion rafters are home to many bats. They appear to be able to travel through gaps and holes in the walls, and open windows, and have the full reign of the mansion.&lt;br /&gt;
&lt;br /&gt;
The main foyer of the mansion features stuffed Owlbear trophies, and a huge portrait of the Drakenhoff family. &lt;br /&gt;
&lt;br /&gt;
For a long time it was home of [[Count Drakenhoff]] and his vampire progeny. &lt;br /&gt;
&lt;br /&gt;
Throughout history, this home has withstood two notable attacks: [[Lord Aiden]]'s death during the [[Purge]] , and the siege of Drakenhoff's Estate during the [[crusade]] leading to the death of [[Count Drakenhoff]].&lt;br /&gt;
&lt;br /&gt;
==Residents==&lt;br /&gt;
&lt;br /&gt;
The mansion's current residents include:&lt;br /&gt;
&lt;br /&gt;
* [[Samuel Summers]]&lt;br /&gt;
* [[Bruce]]&lt;br /&gt;
* [[Mr Clatterby]]&lt;br /&gt;
* [[Arielle]]&lt;br /&gt;
&lt;br /&gt;
==Notable Rooms==&lt;br /&gt;
&lt;br /&gt;
The upper floor of the mansion features a study with two [[Magical Tapestry Portal]]s. These are finely crafted of metallic fiber and imbued with complicated magic. One of these depicts a library and leads directly to [[Lord Aiden's Study]], requiring one of the [[Key Stones]] to enter. The other depicts a starry sky and leads to the [[Extraplanar Portal Hub]].&lt;br /&gt;
&lt;br /&gt;
There is also another room upstairs that contains a disabled [[Teleportation Circle]].&lt;br /&gt;
&lt;br /&gt;
There is a bat sanctuary to house all of Samuel's bat companions.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
Lord Aiden's Mansion is very well defended to keep intruders out of places they don't belong.  The following is a list of many of these defenses:&lt;br /&gt;
* fire resistant&lt;br /&gt;
* hidden behind an illusion ([[Forest Tile Puzzle]])&lt;br /&gt;
* [[Magical Puzzle Lock]] at the front gate&lt;br /&gt;
* [[Garden Gnome]]&lt;br /&gt;
* Bat swarms&lt;br /&gt;
* Gelatinous Cubes&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Castle_Summers&amp;diff=2773</id>
		<title>Castle Summers</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Castle_Summers&amp;diff=2773"/>
				<updated>2022-03-11T22:06:41Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;Castle Summers is the new name given to Lord Aiden's Mansion the residence of Samuel Summers after he became the Duke of Summervale.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Castle Summers is the new name given to [[Lord Aiden's Mansion]] the residence of [[Samuel Summers]] after he became the Duke of [[Summervale]].&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=House_Summers&amp;diff=2772</id>
		<title>House Summers</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=House_Summers&amp;diff=2772"/>
				<updated>2022-03-11T22:05:26Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;House Summers is the ruling family of [[Summervale]].&lt;br /&gt;
&lt;br /&gt;
It's head, and only member is [[Samuel Summers]] who has been granted the title of Duke and given this land in perpetuity in recognition for his heroic deeds and his aid to people of [[Westmarch]] in the aftermath of the fall of [[Fairhaven]].&lt;br /&gt;
&lt;br /&gt;
Due to Samuels peculiar condition the house is not considered to be one of the [[Great Houses of Westmarch]] as Samuel is incapable of siring a legal heir. Thus his hold on Summervale will expire upon his death.&lt;br /&gt;
&lt;br /&gt;
The seat of House Summes is [[Castle Summers]].&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=House_Summers&amp;diff=2771</id>
		<title>House Summers</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=House_Summers&amp;diff=2771"/>
				<updated>2022-03-11T22:04:06Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;House Summers is the ruling family of [[Summervale]].&lt;br /&gt;
&lt;br /&gt;
It's head, and only member is [[Samuel Summers]] who has been granted the title of Duke and given this land in perpetuity in recognition for his heroic deeds and his aid to people of [[Westmarch]] in the aftermath of the fall of [[Fairhaven]].&lt;br /&gt;
&lt;br /&gt;
Due to Samuels peculiar condition the house is not considered to be one of the [[Great Houses of Westmarch]] as Samuel is incapable of siring a legal heir. Thus his hold on Summervale will expire upon his death.&lt;br /&gt;
&lt;br /&gt;
The seat of House Summes is [[Lord Aiden's Mansion]].&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=House_Summers&amp;diff=2770</id>
		<title>House Summers</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=House_Summers&amp;diff=2770"/>
				<updated>2022-03-11T22:02:56Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;House Summers is the ruling family of Summervale.  It's head, and only member is Samuel Summers who has been granted the title of Duke and given this land in perpetuity in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;House Summers is the ruling family of Summervale.&lt;br /&gt;
&lt;br /&gt;
It's head, and only member is [[Samuel Summers]] who has been granted the title of Duke and given this land in perpetuity in recognition for his heroic deeds and his aid to people of [[Westmarch]] in the aftermath of the fall of [[Fairhaven]].&lt;br /&gt;
&lt;br /&gt;
Due to Samuels peculiar condition the house is not considered to be one of the [[Great Houses of Westmarch]] as Samuel is incapable of siring a legal heir. Thus his hold on Summervale will expire upon his death.&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

	<entry>
		<id>https://willofthe7.com/index.php?title=Summervale&amp;diff=2769</id>
		<title>Summervale</title>
		<link rel="alternate" type="text/html" href="https://willofthe7.com/index.php?title=Summervale&amp;diff=2769"/>
				<updated>2022-03-11T21:57:15Z</updated>
		
		<summary type="html">&lt;p&gt;Luke: Created page with &amp;quot;Summervale is the newest province in Westmarch. It was established by decree of Dione Helmsworth in 9749 at the emergency Landsmet after fall of Fairhaven and her...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Summervale is the newest province in [[Westmarch]]. It was established by decree of [[Dione Helmsworth]] in 9749 at the emergency Landsmet after fall of [[Fairhaven]] and her return from bondage in [[Koda]].&lt;br /&gt;
&lt;br /&gt;
It's territories encompass the region formerly known as Darkshire.&lt;br /&gt;
&lt;br /&gt;
Summervale is ruled by Duke [[Samuel Summers]] who was granted his dukedom at the same landsmet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Westmarch Province]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>	</entry>

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