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	<updated>2026-07-20T20:30:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://thecometreturns.net/index.php?title=Party_Loot&amp;diff=350</id>
		<title>Party Loot</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Party_Loot&amp;diff=350"/>
		<updated>2023-11-18T21:36:22Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Blackjack, non-lethal, +10 damage (Scout)&lt;br /&gt;
* A necklace with a bottle of Holding 3 DI, shaman/demon flavored (Scout)&lt;br /&gt;
* +1 Charisma clothes, for everyone except Vidan.  (Several have lost their buffs by the end of [[To The Heart]].)&lt;br /&gt;
* Dagger of Destruction (Gale): x4 damage, seems to have some way of compelling people to Stab Stab Stab&lt;br /&gt;
* A pair of Absconded Tongs (Gale): Stolen from poor normal people in Rin'yan.&lt;br /&gt;
* Adventuring Perfume (Gale): Dashing, sexy.  From the Ministry of Lilacs.  &lt;br /&gt;
* Orc Allergen Perfume: Makes orcs (half-orcs?) sneeze around us.  From the Ministry of Lilacs.&lt;br /&gt;
* &amp;lt;s&amp;gt;A small bag of coins.&amp;lt;/s&amp;gt; spent to teleport to Darstan.&lt;br /&gt;
* &amp;lt;s&amp;gt;A small bag of pearls (collected from the slith in Run Ten).  Equivalent to 1/2 Loot.&amp;lt;/s&amp;gt; Spent in Melmane.&lt;br /&gt;
* Magic Compass -- tuned to point at Nesh&lt;br /&gt;
* Ring of Yellow area-of-effect mods don't count (Diomarch)&lt;br /&gt;
* Necklace of Dodge Pool (Nesh, at least for the moment)&lt;br /&gt;
* Feather with a Red/Yellow spell on it, from [[Suvatra]]&lt;br /&gt;
* &amp;lt;s&amp;gt;1 Loot (pirated from the cataurs) (Spent in Melmane)&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Party_Loot&amp;diff=349</id>
		<title>Party Loot</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Party_Loot&amp;diff=349"/>
		<updated>2023-11-18T21:27:53Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Blackjack, non-lethal, +10 damage (Scout)&lt;br /&gt;
* A necklace with a bottle of Holding 3 DI, shaman/demon flavored (Scout)&lt;br /&gt;
* +1 Charisma clothes, for everyone except Vidan.  (Several have lost their buffs by the end of [[To The Heart]].)&lt;br /&gt;
* Dagger of Destruction (Gale): x4 damage, seems to have some way of compelling people to Stab Stab Stab&lt;br /&gt;
* A pair of Absconded Tongs (Gale): Stolen from poor normal people in Rin'yan.&lt;br /&gt;
* Adventuring Perfume (Gale): Dashing, sexy.  From the Ministry of Lilacs.  &lt;br /&gt;
* Orc Allergen Perfume: Makes orcs (half-orcs?) sneeze around us.  From the Ministry of Lilacs.&lt;br /&gt;
* &amp;lt;s&amp;gt;A small bag of coins.&amp;lt;/s&amp;gt; spent to teleport to Darstan.&lt;br /&gt;
* A small bag of pearls (collected from the slith in Run Ten).  Equivalent to 1/2 Loot.   1/4 loot spent on Kittiwake&lt;br /&gt;
* Magic Compass -- tuned to point at Nesh&lt;br /&gt;
* Ring of Yellow area-of-effect mods don't count (Diomarch)&lt;br /&gt;
* Necklace of Dodge Pool (Nesh, at least for the moment)&lt;br /&gt;
* Feather with a Red/Yellow spell on it, from [[Suvatra]]&lt;br /&gt;
* 1 Loot (pirated from the cataurs, 1/4 spent on Kittiwake hold enhancement)&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Party_Loot&amp;diff=348</id>
		<title>Party Loot</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Party_Loot&amp;diff=348"/>
		<updated>2023-11-18T20:45:45Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Blackjack, non-lethal, +10 damage (Scout)&lt;br /&gt;
* A necklace with a bottle of Holding 3 DI, shaman/demon flavored (Scout)&lt;br /&gt;
* +1 Charisma clothes, for everyone except Vidan.  (Several have lost their buffs by the end of [[To The Heart]].)&lt;br /&gt;
* Dagger of Destruction (Gale): x4 damage, seems to have some way of compelling people to Stab Stab Stab&lt;br /&gt;
* A pair of Absconded Tongs (Gale): Stolen from poor normal people in Rin'yan.&lt;br /&gt;
* Adventuring Perfume (Gale): Dashing, sexy.  From the Ministry of Lilacs.  &lt;br /&gt;
* Orc Allergen Perfume: Makes orcs (half-orcs?) sneeze around us.  From the Ministry of Lilacs.&lt;br /&gt;
* &amp;lt;s&amp;gt;A small bag of coins.&amp;lt;/s&amp;gt; spent to teleport to Darstan.&lt;br /&gt;
* A small bag of pearls (collected from the slith in Run Ten).  Equivalent to 1/2 Loot.&lt;br /&gt;
* Magic Compass -- tuned to point at Nesh&lt;br /&gt;
* Ring of Yellow area-of-effect mods don't count (Diomarch)&lt;br /&gt;
* Necklace of Dodge Pool (Nesh, at least for the moment)&lt;br /&gt;
* Feather with a Red/Yellow spell on it, from [[Suvatra]]&lt;br /&gt;
* 1 Loot (pirated from the cataurs, half spent on Kittiwake hold enhancement)&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=On_The_Sea_2&amp;diff=346</id>
		<title>On The Sea 2</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=On_The_Sea_2&amp;diff=346"/>
		<updated>2023-11-18T18:24:48Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: /* Day 18 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Still Day 5===&lt;br /&gt;
&lt;br /&gt;
The party debates how to divide the group of 8 or 9, including three cataurs, between two boats, and also what to do with the cataurs more generally.&lt;br /&gt;
&lt;br /&gt;
Nesh appears, which is somewhat startling to cataurs.  They comment in cataur, which none of us understand.  Vidan tries to sum up to Nesh.  Diomarche thinks if we let them go they’d probably go back towards Jabar rather than to Red, unless they don’t think they can sail at all.  Three cataurs on the boat might not be able to sail very well.&lt;br /&gt;
&lt;br /&gt;
Diomarche offers to Rashkar that we’ll let them go with their boat if they agree to answer a bunch of questions and swear a Purple-bound vow not to hunt our friend for any reason.  He agrees.&lt;br /&gt;
&lt;br /&gt;
What did they know of Middlesea?  They’d heard everyone was trapped but not too much else.&lt;br /&gt;
&lt;br /&gt;
When did they get the mission?  A little over a month ago. (possibly around [[Promises Promises]])   &lt;br /&gt;
&lt;br /&gt;
What do they know about the Oasis’ plans?  Well, the cataurs know the Oasis has plans.  What about at Middlesea?  They probably had a shaman and a yellow mage and some guys.&lt;br /&gt;
&lt;br /&gt;
There’s been some grumblings from some of the shamans about goblins, being greedy, or something.  And there was definitely a report of an orc attack that turned the whole thing into a fight rather than a kidnapping mission.  But he has no details about either of those; he doesn’t think they were coordinated with the cataur/Oasis plan.  The kidnapping was clearly the same Saurien the cataurs on the boat were after, but who he/she was is unclear.  Nesh wants to know why, WHY?!?  Because they’re the only one who can get into the cave? vault? something.&lt;br /&gt;
&lt;br /&gt;
Are there any other crews after the Saurien?  There will be soon; the Oasis will likely know its shaman is dead soon, if not already.&lt;br /&gt;
&lt;br /&gt;
Anything else you think we should know?  Rashkar hears Diomarche’s cousin had kids, he doesn’t know if they’re still in contact.  He hadn’t heard.&lt;br /&gt;
&lt;br /&gt;
Scout wonders if the powerful Yellow mages among the Prides would just be able to swat the Vow away?  Probably, but Vidan would likely notice if the spell gets dispelled.&lt;br /&gt;
&lt;br /&gt;
They don't think that they can sail all the way back, they make a vow to not hunt Nesh, &lt;br /&gt;
&lt;br /&gt;
===Back on the Sea, Day 6===&lt;br /&gt;
The party divides up– Vidan will captain the New Boat, with Diomarche, Stella, and three cataurs.  Nesh and Scout will stay with Gale on the Kittiwake.&lt;br /&gt;
&lt;br /&gt;
Nesh rolls a 5!&lt;br /&gt;
&lt;br /&gt;
Scout notices someone swimming under the boat, and alerts the cap’n.   Detect Enemies thinks maybe something unfriendly is down there.   Rashkar thinks it's kind of octopus-ish.  Person sized, rather than The K Word sized.&lt;br /&gt;
&lt;br /&gt;
Scout thinks Gale should do some prep for battle.  4 Hours/speed of underwater breathing, 3 hours/speed of free action.&lt;br /&gt;
&lt;br /&gt;
Nesh talks to the octopo-mer, in Slith, which they both have about 4 ranks.&lt;br /&gt;
&lt;br /&gt;
Where slith, mer?  Slith north, mer many places.   How big his waters?  About a day’s swim.  Name?  Name not for trade.   Who do we give tribute to?  Althazar.&lt;br /&gt;
&lt;br /&gt;
What does it want?  Boat.  No.  Eyes spirit.  No.  Gale offers a purse of gold.  It seems to roll its eyes, but says “Gold”.  We drop it the bag; it floats down to its hand.  Huh, okay.&lt;br /&gt;
&lt;br /&gt;
===Day 7===&lt;br /&gt;
Stella rolls an 8, which we already had.  Nothing happens!&lt;br /&gt;
&lt;br /&gt;
===Day 8===&lt;br /&gt;
Scout rolls an 11.  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
===Day 9: “Good” Pirates===&lt;br /&gt;
Gale rolls a 14.  We see a boat sailing in our direction on the horizon.  Nesh uses the spyglass and says they’re pirates.  It’s the boat that Gale was once a cabin boy on!  The captain vaguely recognizes Gale.  “Abbie?”  “Yes!”  “Oh, all right.  I thought you were in the Inland Sea now?”  “I am, but we’re headed to Melmane.”  “Ah, fine.  And you claim this boat as yours?”  “This is my prize boat!”  “Well done!”  There is some relatively polite dissing of each other.  &lt;br /&gt;
&lt;br /&gt;
Anything they have encountered lately?  There are other pirates that Gale may not know (if we rolled a 7).  Any news out of Melmane?  They’re definitely fighting the slith.  We warn them about Althazar, three days west.  Oh, the sea witch?  Is that what it is.&lt;br /&gt;
&lt;br /&gt;
===Day 10: “Bad” Pirates===&lt;br /&gt;
Gale wilds up some fog.  Nesh coordinates the boats, using his Natural Leader schtick.  (Who knew?)  Vidan is sailing okay, but not following Gale any more, so she starts following himself instead.&lt;br /&gt;
&lt;br /&gt;
Everyone on Vidan’s boat make Per rolls.  Rashkar mentions there’s a ship up ahead.  Vidan tries to sail around it– Mind with Stealth.  	&lt;br /&gt;
&lt;br /&gt;
===Day 11===&lt;br /&gt;
Diomarche rolls a 9.  We sail into a storm!  Oops.  Vidan sails for 7 successes, Gale for 6.  No one’s in danger of foundering, but we’re drifting apart, which makes us uncomfortable.  With the wind at our back, we get through the storm but haven’t made much progress today.&lt;br /&gt;
&lt;br /&gt;
===Day 12===&lt;br /&gt;
Vidan rolls a 10; nothing happens.&lt;br /&gt;
&lt;br /&gt;
===Day 13===&lt;br /&gt;
Nesh rolls a 12: good winds at our back!  We make two days’ progress.&lt;br /&gt;
&lt;br /&gt;
===Day 14===&lt;br /&gt;
Stella rolls an 8 (the third 8).  There’s a large boulder up ahead.  Covered in… kelp? moss? green stuff.&lt;br /&gt;
&lt;br /&gt;
Scout identifies it as the back of a giant's head.  Giant!  Giant!  Giant what?  Giant!&lt;br /&gt;
&lt;br /&gt;
We kibitz.&lt;br /&gt;
Giants are the Blue Elder race (Dragons are Orange; Unicorns are Red)– they’re usually in the clouds rather than the Water.  They’re not generally bad, but Broken giants are also giants.&lt;br /&gt;
&lt;br /&gt;
Team Goof decides to go talk to it.&lt;br /&gt;
&lt;br /&gt;
“Hello, Little Ones.”&lt;br /&gt;
“Hello, Great and Wondrous giant!”&lt;br /&gt;
“Will you do me a favor?”&lt;br /&gt;
“Yes!”  “If we can!”&lt;br /&gt;
“I have dropped my spectacles, and I am afraid of moving, for I might step on them.”&lt;br /&gt;
&lt;br /&gt;
We reconfigure– Vidan and the cataurs are on the Kittywake, and the prize boat is empty.&lt;br /&gt;
The rest of us swim down to the ocean floor.  It’s about 60 hexes, but still fairly light (Thanks, Tam!)  There are coral trees.  We scout, and Scout tracks the glasses, they’re about 40 hexes away.  Diomarche sees if they’re movable; Stella looks to see if they need any repairs.  They’re in good shape; maybe slightly out of line.  They’re clearly waterproof.   They need about 10 successes to move.&lt;br /&gt;
&lt;br /&gt;
“So how about that Middlesea?” asks Vidan.&lt;br /&gt;
“I am unaware.”&lt;br /&gt;
Vidan explains a bit about the Breaker’s attack on Middlesea.&lt;br /&gt;
“Ah, yes, the Comet is in the air.”&lt;br /&gt;
He asks if we’re the Heroes of the Comet.  “Well, don’t tell anyone, but we think so.”&lt;br /&gt;
“I suppose it is still early, you might not know yet.”&lt;br /&gt;
&lt;br /&gt;
(The elder races are giants (Blue), dragons (Orange), unicorns (Red), ents (Green), phantasms (Yellow), and xions (talking geometrical things; Purple).&lt;br /&gt;
&lt;br /&gt;
With Stella’s mechanics, we’re able to all make Strength rolls, which helps us get them off the ground, and with some currents and swimming we get them up to the surface.  The giant is grateful.  We ask him where he’s headed; he’s going to visit a friend (he was walking South).  He asks us our destination?  Melmane.  All right, get in your boats.  He wishes us well, and BLOWS.&lt;br /&gt;
&lt;br /&gt;
After some desperate sailing rolls, we are probably several days closer to Melmane now.&lt;br /&gt;
&lt;br /&gt;
The prize ship is a bit battered, but Stella is able to help it out.&lt;br /&gt;
What was their ship’s name?  Rashkar says it translates to “Night Cactus”.&lt;br /&gt;
Scout thinks that’s a terrible name, but doesn’t have great suggestion.  It might translate to “Boaty McBoatFace”.&lt;br /&gt;
&lt;br /&gt;
===Day 15===&lt;br /&gt;
Scout rolls a 13.&lt;br /&gt;
&lt;br /&gt;
There’s a ship with a Melmani flag (the Diving Hawk).  Diomarche sends the cataurs below decks.&lt;br /&gt;
It’s larger than our ships; looks to be a trading ship rather than a Naval vessel.&lt;br /&gt;
&lt;br /&gt;
We ahoy them!  (Scout tries to remember not to Arr.)  They acknowledge us.&lt;br /&gt;
“Good day.”&lt;br /&gt;
“We’ve hit a few storms; how many days out is Melmane?”&lt;br /&gt;
“About three to the north port; another day to south port.”&lt;br /&gt;
“What news?”&lt;br /&gt;
“The navy is looking for men and vessels; you might be able to sell that extra one of yours.  It’s not really naval quality yet, but they do need supply ships.”&lt;br /&gt;
We warn them of the difficulties.&lt;br /&gt;
&lt;br /&gt;
“What’s your trade?” Scout asks.&lt;br /&gt;
“Coral and silver, we’re looking for weapons.”&lt;br /&gt;
&lt;br /&gt;
===Day 16===&lt;br /&gt;
&lt;br /&gt;
Gale rolls a 12; nothing happens.&lt;br /&gt;
&lt;br /&gt;
===Day 17===&lt;br /&gt;
Diomarche rolls and adds his Karma… and gets 14.&lt;br /&gt;
(It would have been the third 12, which means…)&lt;br /&gt;
&lt;br /&gt;
We sail along, there’s a seagull that comes flying down to the Night Cactus (?) and says “Finally, there you are.” in Jabaran.  An illusion of a woman dressed in Jabaran garb (Not Lisitera)  appears and says “Lore is going to make a move soon; you should get here fast if we’re going to keep that under control.  Her Majesty is distracted by the Slith invasion and not paying as much attention to Church politics as I fear she needs to.  Send me a message if you’re not going to make it within a few weeks.  [[Suvatra]] out.” &lt;br /&gt;
&lt;br /&gt;
(There is much muttering about how long it would take us to get to Jabar.)&lt;br /&gt;
&lt;br /&gt;
She was definitely dressed as Priest caste; she could be a Mage though, or someone else highly educated.&lt;br /&gt;
&lt;br /&gt;
Vidan thinks about it, and he’s pretty clear that the illusion was talking to him.  &lt;br /&gt;
Stella thinks it was talking to her, too. &lt;br /&gt;
Diomarche is a little less clear, though he (and the cataurs) were the ones that understood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Day 17===&lt;br /&gt;
Vidan rolls… 22!  (19+3)&lt;br /&gt;
&lt;br /&gt;
We’re sailing along and the wind just stops dead.  A woman flies down out of the sky.  “State your business!”&lt;br /&gt;
“We are the Conclave Free Rangers of Middlesea!  We go to Melmane with &lt;br /&gt;
&lt;br /&gt;
“Give me the briefing.”&lt;br /&gt;
She reads the briefing.&lt;br /&gt;
“Yes, you do have a Marek spell on you.”&lt;br /&gt;
“Might we know your name?”&lt;br /&gt;
“Mage Dea Oro.”&lt;br /&gt;
&lt;br /&gt;
“Is that all your business?”&lt;br /&gt;
“Berana also hopes to coordinate with Melmane.”&lt;br /&gt;
“Well good luck to them.  I suppose Phillipa might be interested in talking to you about that.&lt;br /&gt;
&amp;quot;Nice boat.”&lt;br /&gt;
“Thank you.  We also hope to coordinate with the Mer.”&lt;br /&gt;
&lt;br /&gt;
Phillipa (the admiral) is the best chance; she supposes the Sauriens might be worth talking to.&lt;br /&gt;
&lt;br /&gt;
“Is there anything we can help you with?”&lt;br /&gt;
“Yes, you can tell me why there are three cataurs on that ship.”&lt;br /&gt;
Diomarche explains that they are his prisoners and he accepted their surrender.  Ah, priest of Rush.  Fine.  Dea Oro says if they cause trouble, she will find him.&lt;br /&gt;
&lt;br /&gt;
(Vidan was not expecting mages on defense patrol.   That really isn't likely.  Maybe she lost a bet.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Day 18===&lt;br /&gt;
Nesh rolls a 12, bumps it up to a 13 with Karma.  He gets the option of arriving safely or having an encounter.  We decide on an encounter.&lt;br /&gt;
&lt;br /&gt;
We can see the island off in the distance, but there's another boat, about our size.&lt;br /&gt;
A saurien uses some kind of speaking tube calls out to us, first in Melmani, then in Common.  “Sail around.”&lt;br /&gt;
“Is there a hazard?” we inquire, as we start to sail around.&lt;br /&gt;
“You should be fine.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“I don’t believe in Saurien pirates.” – Gale&amp;lt;br&amp;gt;&lt;br /&gt;
“Hey!”&lt;br /&gt;
&lt;br /&gt;
We look under the water; they have some Suppress up, so Scout’s DI buff doesn’t help, but Nesh sees a big metal globe being lowered.  Maybe a bathysphere?  A sea mine?  Hard to say.&lt;br /&gt;
&lt;br /&gt;
Having snooped as much as we dared, we arrive in port!&lt;br /&gt;
&lt;br /&gt;
We take stock of our plots:&lt;br /&gt;
We need to make alliances between Berana, Melmane, and the Mer.&lt;br /&gt;
Middlesea.&lt;br /&gt;
Prisoners.&lt;br /&gt;
Jabar?&lt;br /&gt;
Stop the Swords.&lt;br /&gt;
Scout bemoans the lack of phones to call Green and tell His Majesty what he has learned.&lt;br /&gt;
&lt;br /&gt;
We think talking to Philippa might be first.&lt;br /&gt;
Maybe Nesh wants to talk to the Sauriens?&lt;br /&gt;
&lt;br /&gt;
Stella thinks that in Orange, the Sauriens are part of the citizenry, but there is definitely an extent to which they’re probably not treated as well as the humans are.  And there are some cultural things which unite them as a race, but there’s no Saurien formal anything.  It’s quite rare for Sauriens to become Masters, rather than Journeyman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before we sleep, Stella asks what needs fixing with the situation with the feather.&lt;br /&gt;
Suvatra’s not a priest, so she gets a briefing.  Suvatra was sending a message to a priest of the Cult of Al’an, and they had a long discussion about how Love Life and Lore felt they were all the most important face.  But Suvatra works for the Maharani, and the Maharani needs them all working together to fight the slith.  The priest from the Cult of Al’an wanted to smooth it out.  (Scout's theory is that we are the closest thing to Luigi that the spell could find). &lt;br /&gt;
&lt;br /&gt;
The Goddess isn’t giving her opinion on what needs fixing here.  She knows what Stella’s opinion is, which is that the Church should be evened out like it is in Orange, but the Goddess is not giving directions to work against any of Her Priests.&lt;br /&gt;
&lt;br /&gt;
==Errands on Melmane==&lt;br /&gt;
We go to the Naval base, and look for Admiral Phillipa.  (We decide to make an appearance en masse, as the first appearance of Team Conclave Free Rangers.)&lt;br /&gt;
&lt;br /&gt;
Admiral Phillipa is not actually in town, but a Captain will get the evidence packet to her quickly.  &lt;br /&gt;
&lt;br /&gt;
Vidan also notes that we're trying to coordinate between Berana and Melmane against the slith.  The captain is not impressed by Olinson being likely to do that, but we point out that Olinson was just murdered by slith, so Berana being anti-slith is actually a lot more likely than it used to be.  &lt;br /&gt;
&lt;br /&gt;
We ask around for His Majesty’s embassy, but the local elves don’t seem to know much about the politics, but they think there is one… somewhere?  &lt;br /&gt;
&lt;br /&gt;
Nesh chats up some Sauriens– there’s definitely a military outpost near the Admiralty’s office, if he wants to sign up.  He gets invited to a ball game if he wants.  Does he need a job?  No, but he’s interested in family histories?  Oh, there’s a librarian, that might help?  &lt;br /&gt;
&lt;br /&gt;
He goes to see the Librarian, and mentions having been born in the Rainbow Isles, not knowing his parents, but something about the line of the Oldest?  If the Librarian had eyebrows, they would have been raised.&lt;br /&gt;
&lt;br /&gt;
“The line of the Oldest?  That’s interesting.  The Oldest died some time ago.  How much history do you know?”&lt;br /&gt;
“None.”&lt;br /&gt;
Ah.&lt;br /&gt;
&lt;br /&gt;
For most of  20,000 years, sauriens couldn’t have children.  For that time, the ones left were under enchantment from the Goddess and the Nameless to never die of old age.  The 100 or so left 4 comets ago died off, except for The Oldest, who made it another two comets.  The Oldest was Nikolai. (DUN DUN DUN.)  But as far as she knows, he didn’t leave a line.   She has access to Northport birth and death records.  Does the name Ilyana mean anything to her?  It’s not an uncommon name, but she doesn’t know anything specific.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
* A feather from Suvatra's seagull with a red/yellow spell on it.&lt;br /&gt;
* +8 EPs&lt;br /&gt;
* +8 SPs&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=On_The_Sea_2&amp;diff=345</id>
		<title>On The Sea 2</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=On_The_Sea_2&amp;diff=345"/>
		<updated>2023-11-18T18:24:05Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: Created page with &amp;quot;===Still Day 5===  The party debates how to divide the group of 8 or 9, including three cataurs, between two boats, and also what to do with the cataurs more generally.  Nesh appears, which is somewhat startling to cataurs.  They comment in cataur, which none of us understand.  Vidan tries to sum up to Nesh.  Diomarche thinks if we let them go they’d probably go back towards Jabar rather than to Red, unless they don’t think they can sail at all.  Three cataurs on the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Still Day 5===&lt;br /&gt;
&lt;br /&gt;
The party debates how to divide the group of 8 or 9, including three cataurs, between two boats, and also what to do with the cataurs more generally.&lt;br /&gt;
&lt;br /&gt;
Nesh appears, which is somewhat startling to cataurs.  They comment in cataur, which none of us understand.  Vidan tries to sum up to Nesh.  Diomarche thinks if we let them go they’d probably go back towards Jabar rather than to Red, unless they don’t think they can sail at all.  Three cataurs on the boat might not be able to sail very well.&lt;br /&gt;
&lt;br /&gt;
Diomarche offers to Rashkar that we’ll let them go with their boat if they agree to answer a bunch of questions and swear a Purple-bound vow not to hunt our friend for any reason.  He agrees.&lt;br /&gt;
&lt;br /&gt;
What did they know of Middlesea?  They’d heard everyone was trapped but not too much else.&lt;br /&gt;
&lt;br /&gt;
When did they get the mission?  A little over a month ago. (possibly around [[Promises Promises]])   &lt;br /&gt;
&lt;br /&gt;
What do they know about the Oasis’ plans?  Well, the cataurs know the Oasis has plans.  What about at Middlesea?  They probably had a shaman and a yellow mage and some guys.&lt;br /&gt;
&lt;br /&gt;
There’s been some grumblings from some of the shamans about goblins, being greedy, or something.  And there was definitely a report of an orc attack that turned the whole thing into a fight rather than a kidnapping mission.  But he has no details about either of those; he doesn’t think they were coordinated with the cataur/Oasis plan.  The kidnapping was clearly the same Saurien the cataurs on the boat were after, but who he/she was is unclear.  Nesh wants to know why, WHY?!?  Because they’re the only one who can get into the cave? vault? something.&lt;br /&gt;
&lt;br /&gt;
Are there any other crews after the Saurien?  There will be soon; the Oasis will likely know its shaman is dead soon, if not already.&lt;br /&gt;
&lt;br /&gt;
Anything else you think we should know?  Rashkar hears Diomarche’s cousin had kids, he doesn’t know if they’re still in contact.  He hadn’t heard.&lt;br /&gt;
&lt;br /&gt;
Scout wonders if the powerful Yellow mages among the Prides would just be able to swat the Vow away?  Probably, but Vidan would likely notice if the spell gets dispelled.&lt;br /&gt;
&lt;br /&gt;
They don't think that they can sail all the way back, they make a vow to not hunt Nesh, &lt;br /&gt;
&lt;br /&gt;
===Back on the Sea, Day 6===&lt;br /&gt;
The party divides up– Vidan will captain the New Boat, with Diomarche, Stella, and three cataurs.  Nesh and Scout will stay with Gale on the Kittiwake.&lt;br /&gt;
&lt;br /&gt;
Nesh rolls a 5!&lt;br /&gt;
&lt;br /&gt;
Scout notices someone swimming under the boat, and alerts the cap’n.   Detect Enemies thinks maybe something unfriendly is down there.   Rashkar thinks it's kind of octopus-ish.  Person sized, rather than The K Word sized.&lt;br /&gt;
&lt;br /&gt;
Scout thinks Gale should do some prep for battle.  4 Hours/speed of underwater breathing, 3 hours/speed of free action.&lt;br /&gt;
&lt;br /&gt;
Nesh talks to the octopo-mer, in Slith, which they both have about 4 ranks.&lt;br /&gt;
&lt;br /&gt;
Where slith, mer?  Slith north, mer many places.   How big his waters?  About a day’s swim.  Name?  Name not for trade.   Who do we give tribute to?  Althazar.&lt;br /&gt;
&lt;br /&gt;
What does it want?  Boat.  No.  Eyes spirit.  No.  Gale offers a purse of gold.  It seems to roll its eyes, but says “Gold”.  We drop it the bag; it floats down to its hand.  Huh, okay.&lt;br /&gt;
&lt;br /&gt;
===Day 7===&lt;br /&gt;
Stella rolls an 8, which we already had.  Nothing happens!&lt;br /&gt;
&lt;br /&gt;
===Day 8===&lt;br /&gt;
Scout rolls an 11.  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
===Day 9: “Good” Pirates===&lt;br /&gt;
Gale rolls a 14.  We see a boat sailing in our direction on the horizon.  Nesh uses the spyglass and says they’re pirates.  It’s the boat that Gale was once a cabin boy on!  The captain vaguely recognizes Gale.  “Abbie?”  “Yes!”  “Oh, all right.  I thought you were in the Inland Sea now?”  “I am, but we’re headed to Melmane.”  “Ah, fine.  And you claim this boat as yours?”  “This is my prize boat!”  “Well done!”  There is some relatively polite dissing of each other.  &lt;br /&gt;
&lt;br /&gt;
Anything they have encountered lately?  There are other pirates that Gale may not know (if we rolled a 7).  Any news out of Melmane?  They’re definitely fighting the slith.  We warn them about Althazar, three days west.  Oh, the sea witch?  Is that what it is.&lt;br /&gt;
&lt;br /&gt;
===Day 10: “Bad” Pirates===&lt;br /&gt;
Gale wilds up some fog.  Nesh coordinates the boats, using his Natural Leader schtick.  (Who knew?)  Vidan is sailing okay, but not following Gale any more, so she starts following himself instead.&lt;br /&gt;
&lt;br /&gt;
Everyone on Vidan’s boat make Per rolls.  Rashkar mentions there’s a ship up ahead.  Vidan tries to sail around it– Mind with Stealth.  	&lt;br /&gt;
&lt;br /&gt;
===Day 11===&lt;br /&gt;
Diomarche rolls a 9.  We sail into a storm!  Oops.  Vidan sails for 7 successes, Gale for 6.  No one’s in danger of foundering, but we’re drifting apart, which makes us uncomfortable.  With the wind at our back, we get through the storm but haven’t made much progress today.&lt;br /&gt;
&lt;br /&gt;
===Day 12===&lt;br /&gt;
Vidan rolls a 10; nothing happens.&lt;br /&gt;
&lt;br /&gt;
===Day 13===&lt;br /&gt;
Nesh rolls a 12: good winds at our back!  We make two days’ progress.&lt;br /&gt;
&lt;br /&gt;
===Day 14===&lt;br /&gt;
Stella rolls an 8 (the third 8).  There’s a large boulder up ahead.  Covered in… kelp? moss? green stuff.&lt;br /&gt;
&lt;br /&gt;
Scout identifies it as the back of a giant's head.  Giant!  Giant!  Giant what?  Giant!&lt;br /&gt;
&lt;br /&gt;
We kibitz.&lt;br /&gt;
Giants are the Blue Elder race (Dragons are Orange; Unicorns are Red)– they’re usually in the clouds rather than the Water.  They’re not generally bad, but Broken giants are also giants.&lt;br /&gt;
&lt;br /&gt;
Team Goof decides to go talk to it.&lt;br /&gt;
&lt;br /&gt;
“Hello, Little Ones.”&lt;br /&gt;
“Hello, Great and Wondrous giant!”&lt;br /&gt;
“Will you do me a favor?”&lt;br /&gt;
“Yes!”  “If we can!”&lt;br /&gt;
“I have dropped my spectacles, and I am afraid of moving, for I might step on them.”&lt;br /&gt;
&lt;br /&gt;
We reconfigure– Vidan and the cataurs are on the Kittywake, and the prize boat is empty.&lt;br /&gt;
The rest of us swim down to the ocean floor.  It’s about 60 hexes, but still fairly light (Thanks, Tam!)  There are coral trees.  We scout, and Scout tracks the glasses, they’re about 40 hexes away.  Diomarche sees if they’re movable; Stella looks to see if they need any repairs.  They’re in good shape; maybe slightly out of line.  They’re clearly waterproof.   They need about 10 successes to move.&lt;br /&gt;
&lt;br /&gt;
“So how about that Middlesea?” asks Vidan.&lt;br /&gt;
“I am unaware.”&lt;br /&gt;
Vidan explains a bit about the Breaker’s attack on Middlesea.&lt;br /&gt;
“Ah, yes, the Comet is in the air.”&lt;br /&gt;
He asks if we’re the Heroes of the Comet.  “Well, don’t tell anyone, but we think so.”&lt;br /&gt;
“I suppose it is still early, you might not know yet.”&lt;br /&gt;
&lt;br /&gt;
(The elder races are giants (Blue), dragons (Orange), unicorns (Red), ents (Green), phantasms (Yellow), and xions (talking geometrical things; Purple).&lt;br /&gt;
&lt;br /&gt;
With Stella’s mechanics, we’re able to all make Strength rolls, which helps us get them off the ground, and with some currents and swimming we get them up to the surface.  The giant is grateful.  We ask him where he’s headed; he’s going to visit a friend (he was walking South).  He asks us our destination?  Melmane.  All right, get in your boats.  He wishes us well, and BLOWS.&lt;br /&gt;
&lt;br /&gt;
After some desperate sailing rolls, we are probably several days closer to Melmane now.&lt;br /&gt;
&lt;br /&gt;
The prize ship is a bit battered, but Stella is able to help it out.&lt;br /&gt;
What was their ship’s name?  Rashkar says it translates to “Night Cactus”.&lt;br /&gt;
Scout thinks that’s a terrible name, but doesn’t have great suggestion.  It might translate to “Boaty McBoatFace”.&lt;br /&gt;
&lt;br /&gt;
===Day 15===&lt;br /&gt;
Scout rolls a 13.&lt;br /&gt;
&lt;br /&gt;
There’s a ship with a Melmani flag (the Diving Hawk).  Diomarche sends the cataurs below decks.&lt;br /&gt;
It’s larger than our ships; looks to be a trading ship rather than a Naval vessel.&lt;br /&gt;
&lt;br /&gt;
We ahoy them!  (Scout tries to remember not to Arr.)  They acknowledge us.&lt;br /&gt;
“Good day.”&lt;br /&gt;
“We’ve hit a few storms; how many days out is Melmane?”&lt;br /&gt;
“About three to the north port; another day to south port.”&lt;br /&gt;
“What news?”&lt;br /&gt;
“The navy is looking for men and vessels; you might be able to sell that extra one of yours.  It’s not really naval quality yet, but they do need supply ships.”&lt;br /&gt;
We warn them of the difficulties.&lt;br /&gt;
&lt;br /&gt;
“What’s your trade?” Scout asks.&lt;br /&gt;
“Coral and silver, we’re looking for weapons.”&lt;br /&gt;
&lt;br /&gt;
===Day 16===&lt;br /&gt;
&lt;br /&gt;
Gale rolls a 12; nothing happens.&lt;br /&gt;
&lt;br /&gt;
===Day 17===&lt;br /&gt;
Diomarche rolls and adds his Karma… and gets 14.&lt;br /&gt;
(It would have been the third 12, which means…)&lt;br /&gt;
&lt;br /&gt;
We sail along, there’s a seagull that comes flying down to the Night Cactus (?) and says “Finally, there you are.” in Jabaran.  An illusion of a woman dressed in Jabaran garb (Not Lisitera)  appears and says “Lore is going to make a move soon; you should get here fast if we’re going to keep that under control.  Her Majesty is distracted by the Slith invasion and not paying as much attention to Church politics as I fear she needs to.  Send me a message if you’re not going to make it within a few weeks.  [[Suvatra]] out.” &lt;br /&gt;
&lt;br /&gt;
(There is much muttering about how long it would take us to get to Jabar.)&lt;br /&gt;
&lt;br /&gt;
She was definitely dressed as Priest caste; she could be a Mage though, or someone else highly educated.&lt;br /&gt;
&lt;br /&gt;
Vidan thinks about it, and he’s pretty clear that the illusion was talking to him.  &lt;br /&gt;
Stella thinks it was talking to her, too. &lt;br /&gt;
Diomarche is a little less clear, though he (and the cataurs) were the ones that understood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Day 17===&lt;br /&gt;
Vidan rolls… 22!  (19+3)&lt;br /&gt;
&lt;br /&gt;
We’re sailing along and the wind just stops dead.  A woman flies down out of the sky.  “State your business!”&lt;br /&gt;
“We are the Conclave Free Rangers of Middlesea!  We go to Melmane with &lt;br /&gt;
&lt;br /&gt;
“Give me the briefing.”&lt;br /&gt;
She reads the briefing.&lt;br /&gt;
“Yes, you do have a Marek spell on you.”&lt;br /&gt;
“Might we know your name?”&lt;br /&gt;
“Mage Dea Oro.”&lt;br /&gt;
&lt;br /&gt;
“Is that all your business?”&lt;br /&gt;
“Berana also hopes to coordinate with Melmane.”&lt;br /&gt;
“Well good luck to them.  I suppose Phillipa might be interested in talking to you about that.&lt;br /&gt;
&amp;quot;Nice boat.”&lt;br /&gt;
“Thank you.  We also hope to coordinate with the Mer.”&lt;br /&gt;
&lt;br /&gt;
Phillipa (the admiral) is the best chance; she supposes the Sauriens might be worth talking to.&lt;br /&gt;
&lt;br /&gt;
“Is there anything we can help you with?”&lt;br /&gt;
“Yes, you can tell me why there are three cataurs on that ship.”&lt;br /&gt;
Diomarche explains that they are his prisoners and he accepted their surrender.  Ah, priest of Rush.  Fine.  Dea Oro says if they cause trouble, she will find him.&lt;br /&gt;
&lt;br /&gt;
(Vidan was not expecting mages on defense patrol.   That really isn't likely.  Maybe she lost a bet.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Day 18===&lt;br /&gt;
Nesh rolls a 12, bumps it up to a 13 with Karma.  He gets the option of arriving safely or having an encounter.  We decide on an encounter.&lt;br /&gt;
&lt;br /&gt;
We can see the island off in the distance, but there's another boat, about our size.&lt;br /&gt;
A saurien uses some kind of speaking tube calls out to us, first in Melmani, then in Common.  “Sail around.”&lt;br /&gt;
“Is there a hazard?” we inquire, as we start to sail around.&lt;br /&gt;
“You should be fine.”&lt;br /&gt;
“&lt;br /&gt;
&lt;br /&gt;
“I don’t believe in Saurien pirates.” – Gale&lt;br /&gt;
“Hey!”&lt;br /&gt;
&lt;br /&gt;
We look under the water; they have some Suppress up, so Scout’s DI buff doesn’t help, but Nesh sees a big metal globe being lowered.  Maybe a bathysphere?  A sea mine?  Hard to say.&lt;br /&gt;
&lt;br /&gt;
Having snooped as much as we dared, we arrive in port!&lt;br /&gt;
&lt;br /&gt;
We take stock of our plots:&lt;br /&gt;
We need to make alliances between Berana, Melmane, and the Mer.&lt;br /&gt;
Middlesea.&lt;br /&gt;
Prisoners.&lt;br /&gt;
Jabar?&lt;br /&gt;
Stop the Swords.&lt;br /&gt;
Scout bemoans the lack of phones to call Green and tell His Majesty what he has learned.&lt;br /&gt;
&lt;br /&gt;
We think talking to Philippa might be first.&lt;br /&gt;
Maybe Nesh wants to talk to the Sauriens?&lt;br /&gt;
&lt;br /&gt;
Stella thinks that in Orange, the Sauriens are part of the citizenry, but there is definitely an extent to which they’re probably not treated as well as the humans are.  And there are some cultural things which unite them as a race, but there’s no Saurien formal anything.  It’s quite rare for Sauriens to become Masters, rather than Journeyman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before we sleep, Stella asks what needs fixing with the situation with the feather.&lt;br /&gt;
Suvatra’s not a priest, so she gets a briefing.  Suvatra was sending a message to a priest of the Cult of Al’an, and they had a long discussion about how Love Life and Lore felt they were all the most important face.  But Suvatra works for the Maharani, and the Maharani needs them all working together to fight the slith.  The priest from the Cult of Al’an wanted to smooth it out.  (Scout's theory is that we are the closest thing to Luigi that the spell could find). &lt;br /&gt;
&lt;br /&gt;
The Goddess isn’t giving her opinion on what needs fixing here.  She knows what Stella’s opinion is, which is that the Church should be evened out like it is in Orange, but the Goddess is not giving directions to work against any of Her Priests.  &lt;br /&gt;
&lt;br /&gt;
==Errands on Melmane==&lt;br /&gt;
We go to the Naval base, and look for Admiral Phillipa.  (We decide to make an appearance en masse, as the first appearance of Team Conclave Free Rangers.)&lt;br /&gt;
&lt;br /&gt;
Admiral Phillipa is not actually in town, but a Captain will get the evidence packet to her quickly.  &lt;br /&gt;
&lt;br /&gt;
Vidan also notes that we're trying to coordinate between Berana and Melmane against the slith.  The captain is not impressed by Olinson being likely to do that, but we point out that Olinson was just murdered by slith, so Berana being anti-slith is actually a lot more likely than it used to be.  &lt;br /&gt;
&lt;br /&gt;
We ask around for His Majesty’s embassy, but the local elves don’t seem to know much about the politics, but they think there is one… somewhere?  &lt;br /&gt;
&lt;br /&gt;
Nesh chats up some Sauriens– there’s definitely a military outpost near the Admiralty’s office, if he wants to sign up.  He gets invited to a ball game if he wants.  Does he need a job?  No, but he’s interested in family histories?  Oh, there’s a librarian, that might help?  &lt;br /&gt;
&lt;br /&gt;
He goes to see the Librarian, and mentions having been born in the Rainbow Isles, not knowing his parents, but something about the line of the Oldest?  If the Librarian had eyebrows, they would have been raised.&lt;br /&gt;
&lt;br /&gt;
“The line of the Oldest?  That’s interesting.  The Oldest died some time ago.  How much history do you know?”&lt;br /&gt;
“None.”&lt;br /&gt;
Ah.&lt;br /&gt;
&lt;br /&gt;
For most of  20,000 years, sauriens couldn’t have children.  For that time, the ones left were under enchantment from the Goddess and the Nameless to never die of old age.  The 100 or so left 4 comets ago died off, except for The Oldest, who made it another two comets.  The Oldest was Nikolai. (DUN DUN DUN.)  But as far as she knows, he didn’t leave a line.   She has access to Northport birth and death records.  Does the name Ilyana mean anything to her?  It’s not an uncommon name, but she doesn’t know anything specific.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
* A feather from Suvatra's seagull with a red/yellow spell on it.&lt;br /&gt;
* +8 EPs&lt;br /&gt;
* +8 SPs&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Main_Page&amp;diff=341</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Main_Page&amp;diff=341"/>
		<updated>2023-10-28T21:08:31Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: /* Total EPs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=6&amp;gt; COMET: Once More Unto The Breach &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== About The World ==&lt;br /&gt;
[[World Map|World Map and Overview]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Countries|Countries]] of the World&lt;br /&gt;
&lt;br /&gt;
[[History]]&lt;br /&gt;
&lt;br /&gt;
[[Muddle in Middlesea]]&lt;br /&gt;
&lt;br /&gt;
== Previous Comet ==&lt;br /&gt;
[https://stuff.mit.edu/~boojum/CometWeb/  Website from the Previous Comet]&lt;br /&gt;
&lt;br /&gt;
==Various Mechanics==&lt;br /&gt;
[[Colors of Magic | Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Endurance]]&lt;br /&gt;
&lt;br /&gt;
[[Character Creation Message]]&lt;br /&gt;
&lt;br /&gt;
[[Skill List and Costs]]&lt;br /&gt;
&lt;br /&gt;
[[Combat]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: Rulings]]&lt;br /&gt;
&lt;br /&gt;
==Logs==&lt;br /&gt;
Chapter 1:&lt;br /&gt;
# [[First Run]] ([[Rainbow]]), 2023-01-07&lt;br /&gt;
# [[Second Run]] ([[Rainbow]]), 2023-02-18&lt;br /&gt;
# [[To The Heart]] ([[Orange]]), 2023-03-04&lt;br /&gt;
# [[Adventures are Everywhere]] ([[Orange]]), 2023-03-18&lt;br /&gt;
# [[Promises Promises]] ([[Purple]]), 2023-04-01&lt;br /&gt;
# [[A Lilac Kind Of Purple]] ([[Purple]]), 2023-05-13&lt;br /&gt;
# [[To Catch A Thief]] ([[Red]]), 2023-05-27&lt;br /&gt;
# [[Bear and Frog]] ([[Red]]), 2023-06-17&lt;br /&gt;
# [[Keep in the Broken Lands]] ([[Red]]), 2023-07-08&lt;br /&gt;
# [[Under the Sea]] ([[Red]]), 2023-07-22&lt;br /&gt;
# [[The Once and Future Queens]] ([[Red]]), 2023-08-05&lt;br /&gt;
# [[Coronation and Investigation]] ([[Red]]), 2023-08-19&lt;br /&gt;
# Chapter End: [[Forging the Free Rangers]] (A space outside of space, and [[Red]]), 2023-09-02&lt;br /&gt;
&lt;br /&gt;
Chapter 2:&lt;br /&gt;
# [[On The Sea 1]] (Combats, Calms, and Cataurs) (Between [[Red]] and [[Blue]]), 2023-10-14&lt;br /&gt;
&lt;br /&gt;
===Total EPs===&lt;br /&gt;
As of 2023-10-28, including initial 30 EPs / 100 SPs.&lt;br /&gt;
* 115 EPs&lt;br /&gt;
* 218 SPs&lt;br /&gt;
&lt;br /&gt;
==Things We Might Know==&lt;br /&gt;
* [[:Category:NPCs]]&lt;br /&gt;
* [[Party Loot]]&lt;br /&gt;
&lt;br /&gt;
== MediaWiki ==&lt;br /&gt;
MediaWiki has been installed.&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Party_Loot&amp;diff=340</id>
		<title>Party Loot</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Party_Loot&amp;diff=340"/>
		<updated>2023-10-28T21:07:32Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Blackjack, non-lethal, +10 damage (Scout)&lt;br /&gt;
* A necklace with a bottle of Holding 3 DI, shaman/demon flavored (Scout)&lt;br /&gt;
* +1 Charisma clothes, for everyone except Vidan.  (Several have lost their buffs by the end of [[To The Heart]].)&lt;br /&gt;
* Dagger of Destruction (Gale): x4 damage, seems to have some way of compelling people to Stab Stab Stab&lt;br /&gt;
* A pair of Absconded Tongs (Gale): Stolen from poor normal people in Rin'yan.&lt;br /&gt;
* Adventuring Perfume (Gale): Dashing, sexy.  From the Ministry of Lilacs.  &lt;br /&gt;
* Orc Allergen Perfume: Makes orcs (half-orcs?) sneeze around us.  From the Ministry of Lilacs.&lt;br /&gt;
* &amp;lt;s&amp;gt;A small bag of coins.&amp;lt;/s&amp;gt; spent to teleport to Darstan.&lt;br /&gt;
* A small bag of pearls (collected from the slith in Run Ten).  Equivalent to 1/2 Loot.&lt;br /&gt;
* Magic Compass -- tuned to point at Nesh&lt;br /&gt;
* Ring of Yellow area-of-effect mods don't count&lt;br /&gt;
* Necklace of Dodge Pool (Nesh, at least for the moment)&lt;br /&gt;
* Feather with a Red/Yellow spell on it, from [[Suvatra]]&lt;br /&gt;
* 1 Loot&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Party_Loot&amp;diff=339</id>
		<title>Party Loot</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Party_Loot&amp;diff=339"/>
		<updated>2023-10-28T20:34:32Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Blackjack, non-lethal, +10 damage (Scout)&lt;br /&gt;
* A necklace with a bottle of Holding 3 DI, shaman/demon flavored (Scout)&lt;br /&gt;
* +1 Charisma clothes, for everyone except Vidan.  (Several have lost their buffs by the end of [[To The Heart]].)&lt;br /&gt;
* Dagger of Destruction (Gale): x4 damage, seems to have some way of compelling people to Stab Stab Stab&lt;br /&gt;
* A pair of Absconded Tongs (Gale): Stolen from poor normal people in Rin'yan.&lt;br /&gt;
* Adventuring Perfume (Gale): Dashing, sexy.  From the Ministry of Lilacs.  &lt;br /&gt;
* Orc Allergen Perfume: Makes orcs (half-orcs?) sneeze around us.  From the Ministry of Lilacs.&lt;br /&gt;
* &amp;lt;s&amp;gt;A small bag of coins.&amp;lt;/s&amp;gt; spent to teleport to Darstan.&lt;br /&gt;
* A small bag of pearls (collected from the slith in Run Ten).  Equivalent to 1/2 Loot.&lt;br /&gt;
* Magic Compass -- tuned to point at Nesh&lt;br /&gt;
* Ring of Yellow area-of-effect mods don't count&lt;br /&gt;
* Necklace of Dodge Pool (Nesh, at least for the moment)&lt;br /&gt;
* Feather with a Red/Yellow spell on it&lt;br /&gt;
* 1 Loot&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Party_Loot&amp;diff=338</id>
		<title>Party Loot</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Party_Loot&amp;diff=338"/>
		<updated>2023-10-28T20:32:51Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Blackjack, non-lethal, +10 damage (Scout)&lt;br /&gt;
* A necklace with a bottle of Holding 3 DI, shaman/demon flavored (Scout)&lt;br /&gt;
* +1 Charisma clothes, for everyone except Vidan.  (Several have lost their buffs by the end of [[To The Heart]].)&lt;br /&gt;
* Dagger of Destruction (Gale): x4 damage, seems to have some way of compelling people to Stab Stab Stab&lt;br /&gt;
* A pair of Absconded Tongs (Gale): Stolen from poor normal people in Rin'yan.&lt;br /&gt;
* Adventuring Perfume (Gale): Dashing, sexy.  From the Ministry of Lilacs.  &lt;br /&gt;
* Orc Allergen Perfume: Makes orcs (half-orcs?) sneeze around us.  From the Ministry of Lilacs.&lt;br /&gt;
* &amp;lt;s&amp;gt;A small bag of coins.&amp;lt;/s&amp;gt; spent to teleport to Darstan.&lt;br /&gt;
* A small bag of pearls (collected from the slith in Run Ten).  Equivalent to 1/2 Loot.&lt;br /&gt;
* Magic Compass -- tuned to point at Nesh&lt;br /&gt;
* Ring of Yellow area-of-effect mods don't count&lt;br /&gt;
* Necklace of Dodge Pool (Nesh, at least for the moment)&lt;br /&gt;
* 1 Loot&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=On_The_Sea_1&amp;diff=337</id>
		<title>On The Sea 1</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=On_The_Sea_1&amp;diff=337"/>
		<updated>2023-10-28T17:46:04Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: /* Loot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preparations==&lt;br /&gt;
&lt;br /&gt;
Gale and Stella buy a combination of rations, supplies, and takeout for the trip to Melmane.   How about presents?  Melmane is pretty idiosyncratic.  Merfolk could be excited about well-smithed stuff, or fancy pearls/shells.   Lots of practical waterproof tools and some shells&lt;br /&gt;
&lt;br /&gt;
Scout scouts some ingredients; Diomarche goes to the pub.&lt;br /&gt;
&lt;br /&gt;
The next day, Vidan goes to see the Queen!  Or the Regent Queen.&lt;br /&gt;
Vidan says he believes, in light of recent events, that opposing the slith is important, and allying together to that purpose would be helpful.  He offers that we are headed towards Blue, hoping to help arrange alliances between Red, Blue, and the merfolk, against the slith.  Are there messages, if not promises, we can bring along?&lt;br /&gt;
&lt;br /&gt;
The Regent says that she obviously cannot speak for Red, but she is willing to provide a letter indicating her willingness to coordinate against the slith, and open discussions.&lt;br /&gt;
&lt;br /&gt;
The next day, we start out. &lt;br /&gt;
&lt;br /&gt;
==Onto the Sea==&lt;br /&gt;
We decide to sail on the ocean rather than in the air, so that we have more chance of running into Merfolk.&lt;br /&gt;
Diomarche takes sailing lessons to distract himself from the unending, inescapable water that will surely swallow him whole…&lt;br /&gt;
&lt;br /&gt;
Vidan keeps poking at the ocean.  He rolls a 17!&lt;br /&gt;
There's a Melmane ship sailing westward.  We decide to hail it.&lt;br /&gt;
“Ahoy the ship!” they call.  “Where do you hail from?” &lt;br /&gt;
“We’re from Middlesea.  Have you heard what happened?”&lt;br /&gt;
“We thought they were all… trapped?”&lt;br /&gt;
“Most were; we escaped due to Complicated Magics.”&lt;br /&gt;
&lt;br /&gt;
We find out that they haven’t had much news yet in Melmane, and they’d be interested in hearing more about either that or King Olafson’s court in Berana.  Ah.  Well, we counter that Queen Wendy’s court is in good stead.  They decide we should talk in person.&lt;br /&gt;
&lt;br /&gt;
It’s a military vessel– a man and woman in uniform fly over so we can talk.  Captain [[Hector]] and a Blue mage, [[Apprentice Sephoni]].  &lt;br /&gt;
&lt;br /&gt;
Vidan leads the conversation. &lt;br /&gt;
&lt;br /&gt;
Admiral Philippa should obviously be briefed on anything to do with slith matters.  Any major port / vessel should have a way of contacting her.&lt;br /&gt;
&lt;br /&gt;
The orc invasion is not likely to draw much attention to anyone unless Purple is offering significant concessions for assistance.  Perhaps you could interest a Mage in going to help deal with it, but unlikely while the slith are invading Melmane.&lt;br /&gt;
&lt;br /&gt;
There is an invasion underway?&lt;br /&gt;
&lt;br /&gt;
There have been incursions, and assassinations of two Mages.&lt;br /&gt;
&lt;br /&gt;
Stella offers that we were hoping that alliances could be made.&lt;br /&gt;
Well, speaking to the ruler of Berana was part of the remit of  his mission.&lt;br /&gt;
Also in his mission is finding out what happened to Mage Marek, and bringing two Saurians who are interested in trying to free General Petrov.&lt;br /&gt;
&lt;br /&gt;
We give him a Tarn Evidence Packet!&lt;br /&gt;
&lt;br /&gt;
What news of the merfolk?  They have definitely been engaged with the slith.&lt;br /&gt;
Anywhere in contact with them in particular?  Not so much.   They're... difficult.  How so, Scout asks.  Technically, they don’t count as people, but as “magical beasts”.  They don’t think like people, which makes long-term interactions less productive.&lt;br /&gt;
&lt;br /&gt;
They fly away back to their ship.&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
&lt;br /&gt;
Stella rolls a 2!  But adds her karma, instead getting a 6.  Noticeably better…&lt;br /&gt;
&lt;br /&gt;
Vidan, Stella, and Scout notice a squad of merfolk swimming across our path; they’re heading NW where we’re going east.  &lt;br /&gt;
&lt;br /&gt;
Gale casts Breathe Water and then hails the merfolk.  But also only gets one success on Charisma, so they seem to notice but not change path.  Gale passes out Breathe Water and Underwater Action runes.&lt;br /&gt;
&lt;br /&gt;
Vidan tries, using his Oratory, invoking our mutual enemy the slith, and is mighty!  8 successes means they pay attention, and 3 Fortune means at least someone seems to understand it.  Some of them break off and head in our direction, tridents out.  (Where would they put the tridents, anyway…?)  We await our doom.&lt;br /&gt;
&lt;br /&gt;
“What you say slith.”&amp;lt;br&amp;gt;&lt;br /&gt;
“We fight slith.  You fight slith.”&amp;lt;br&amp;gt;&lt;br /&gt;
“You fight slith where.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Coast.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Coast not our problem.”&amp;lt;br&amp;gt;&lt;br /&gt;
“You follow?”&lt;br /&gt;
&lt;br /&gt;
We agree to follow.&lt;br /&gt;
After a day, we run into the slith army combat!  There are five mer units, and 3 slith units.  We are also a small unit.  Huh.  Apparently we will engage.&lt;br /&gt;
&lt;br /&gt;
* Stella heals a unit&lt;br /&gt;
* Gale coordinates some merfolk units&lt;br /&gt;
* Vidan makes it clear what we're doing&lt;br /&gt;
* Diomarche shatters the wounded slith unit&lt;br /&gt;
* Scout catches us up to the slith, and drops a recon miracle on the merfolk &lt;br /&gt;
&lt;br /&gt;
The slith start retreating deeper, pursued by the merfolk.  &lt;br /&gt;
&lt;br /&gt;
At the end of the day, the speaker mer comes and finds us:&lt;br /&gt;
“Good work.  We win, they lose.  What you name?  Tell King.”&lt;br /&gt;
“Conclave Free Rangers!  What king name?”&lt;br /&gt;
“Pike.”&lt;br /&gt;
&lt;br /&gt;
Gale wilds up a protect-paper-from-water spell, and we give them a Tarn Evidence Packet to give to the King.  We tell them that the coast wants to help fight slith.&lt;br /&gt;
&lt;br /&gt;
The slith had metal weapons and armors– swords and the like.  The merfolk were using tridents but were using items of weaker materials, e.g., shells and stones, maybe?&lt;br /&gt;
&lt;br /&gt;
===Day 3===&lt;br /&gt;
Diomarche rolls 8.&lt;br /&gt;
&lt;br /&gt;
We see a ship coming up from the stern, flying Rinyan’s flag.  Stella recognizes it as a ship that Captain Anna Maria helms; she works with Stella’s uncle.  Stella seems a bit dubious.  They will overtake us momentarily.  They hail us.  Stella comes out and greets them; the Captain does a double-take.  “Stella, what brings you out here in… that?  Do you need assistance?”&lt;br /&gt;
&lt;br /&gt;
“We’re good.  Yes.”  She is looking the ship up and down with a level of That Is Not an Ocean-Going Vessel.   She reiterates that she could &lt;br /&gt;
&lt;br /&gt;
What news?&lt;br /&gt;
&lt;br /&gt;
She’s mostly carrying cargo for Stella’s uncle and Master Tivoli (Stella gives a little tsk).  Master Sandra is focused more on internal Guild affairs right now.  She hasn’t heard anything from Diane or Mereldi recently.  Scout asks Stella what kind of business they’re in.  Well… her uncle is a priest.  Of Jord.  &lt;br /&gt;
&lt;br /&gt;
===Day 4===&lt;br /&gt;
Scout rolls 16.&lt;br /&gt;
&lt;br /&gt;
Stella notices that DI has become harder; Scout notices that we’re SAILING THROUGH A WATER SPIRIT.  That’s cool.  It’s big, if not as big as Middlesea (and nowhere as big as the Oasis).  Stella thinks that it’s unusual for being near a spirit to make miracles harder.  Spirits are often tied to places, but not to nowheres… and this seems to be a nowhere…  &lt;br /&gt;
&lt;br /&gt;
Scout looks at it more closely; it is mostly surface, it doesn’t go terribly deep.  But it does have an Area to it.  Maybe there’s a tie to something deeper?  But it’s mostly surface– a couple of miles.  Scout thinks that it mostly wouldn’t notice too much if we just wandered through.&lt;br /&gt;
&lt;br /&gt;
Scout asks his spirit to talk to it a bit; it’s a spirit of Calm? Still waters, something like that.  We warn it about the goblins trying to Break spirits; it thinks it would be hard to bring it to the Broken Lands.&lt;br /&gt;
&lt;br /&gt;
Gale notices the waves are smaller than expected.&lt;br /&gt;
&lt;br /&gt;
It’s been here a long-ish time, since the War Between the Lord and Lady.  It used to be a lake, and then the land moved.  It used to be bigger; it’s been shrinking for a long time.  We can call it Celebration; it wouldn’t mind being a lake again, but it doesn’t seem to be wanting much.  Maybe we could help restore its ecology?  It’s fresh water so it doesn’t have much plants or fish as it used to.  Okay, that’s something to put on Scout’s todo list.&lt;br /&gt;
&lt;br /&gt;
===Day 5===&lt;br /&gt;
Gale rolls… a 20!  And a bonus one from karma.&lt;br /&gt;
&lt;br /&gt;
We see a small ship coming in our direction– too small to be out this far— and not flying a flag.  Everyone makes Per rolls:&lt;br /&gt;
* People with 5s see a small ship with Jabarans on it.&lt;br /&gt;
* People with 7s see a small ship with illusions of Jabarans and something hiding on it.&lt;br /&gt;
* People with 6 (Scout) see a small ship with illusions of Jabarans at least one of whom is a shaman.&lt;br /&gt;
&lt;br /&gt;
It starts changing course to avoid us, so we chase!&lt;br /&gt;
&lt;br /&gt;
It goes invisible and sends us after an illusionary boat, but Scout sees through it.  We close; Vidan dispels all Yellow on one hex, which happens to be the hex with the Cataur in it.  Who Diomarche recognizes.  “You are totally cheating.”  “Wait, you’re cheating!”  “Do we need to fight about this?  I don’t think we need to fight about this.” &lt;br /&gt;
&lt;br /&gt;
WHAT IS HAPPENING.  Everyone except Diomarche is confused.&lt;br /&gt;
They're just going to find some Saurian that people want to talk to.&lt;br /&gt;
Apparently they’re the key to getting into somewhere.  Scout’s spirit says they have an Oasis shaman, and we probably don’t want them to sail through the &lt;br /&gt;
&lt;br /&gt;
(Darmok and Jelad on the Ocean...)&lt;br /&gt;
&lt;br /&gt;
Are they… good… cataurs?&lt;br /&gt;
&lt;br /&gt;
Diomarche says his herd is pretty close to the mountains, and sometimes there’s trade and communication.  &lt;br /&gt;
&lt;br /&gt;
“Heave to and prepare to be boarded.”&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here's the thing. I went to go be a juggernaut of Rush.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We board the boat (except for Gale, who gets hit by &amp;quot;not your problem&amp;quot; but has made everyone fly).   Scout can see the Oasis shaman, and shoots him; Diomarche chops him after that.    Vidan fails his &amp;quot;don't hit me&amp;quot; spell. &lt;br /&gt;
&lt;br /&gt;
Stella puts a bunch of people in time out, including Cataur Friend. &lt;br /&gt;
&lt;br /&gt;
Someone is Witnessing this fight.   (We are always on the battlemap with Oasis and Middlesea). &lt;br /&gt;
&lt;br /&gt;
Battle diagnostics: 1 named guy, two semi-named guys, six mooks.  &lt;br /&gt;
&lt;br /&gt;
Defense against the Yellow Arts!  &lt;br /&gt;
&lt;br /&gt;
Scout talks Gale into showing enemies, but is shortly thereafter hit by the yellow mage for Not My Plot.   Vidan dispels that.  &lt;br /&gt;
&lt;br /&gt;
Vidan: &amp;quot;I'm calling down lightning.  SANCTIFY GALE!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gale zaps four of the cataurs as the boats pull closer together, as Scout flies above and holds his fire; Diomarche suggests the cataurs surrender.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We definitely surrender.  Can you give us a ride?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only Diomarche’s “friend” and two mook cataurs survive.  Vidan notices there was a Yellow communications point; who was that to?  Probably to the Pride leader?  The remaining cataurs aren’t sure.&lt;br /&gt;
&lt;br /&gt;
(20 was treasure, 21 is the cataur, so they have some loot; Charles will figure it out.)&lt;br /&gt;
&lt;br /&gt;
Diomarche apologizes to his friend, but he’s not too put out by it.  It was a fight, things happen in fights.  &lt;br /&gt;
&lt;br /&gt;
Diomarche’s friend gets a Name: [[Rashkar]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
* Magic compass, which is &amp;quot;busted&amp;quot; - it doesn't point at the guy any more. &lt;br /&gt;
* Yellow Mage has a ring which makes Yellow area of effect spells become easier.  Probably counteracts the area-of-effect difficulty modifier, but you have to know the spell, and not out to miles of range.&lt;br /&gt;
* 1 Loot worth of loot in the hold– gold and random jewelry in the hold.&lt;br /&gt;
* Necklace of +1 Dodge pool.  (Ooooooh.  Aaaaaaaah.)&lt;br /&gt;
* +1 Recurring Frenemy and two cataur minions&lt;br /&gt;
* 7 EPs&lt;br /&gt;
* 10 SPs&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=On_The_Sea_1&amp;diff=336</id>
		<title>On The Sea 1</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=On_The_Sea_1&amp;diff=336"/>
		<updated>2023-10-28T17:45:49Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: /* Day 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preparations==&lt;br /&gt;
&lt;br /&gt;
Gale and Stella buy a combination of rations, supplies, and takeout for the trip to Melmane.   How about presents?  Melmane is pretty idiosyncratic.  Merfolk could be excited about well-smithed stuff, or fancy pearls/shells.   Lots of practical waterproof tools and some shells&lt;br /&gt;
&lt;br /&gt;
Scout scouts some ingredients; Diomarche goes to the pub.&lt;br /&gt;
&lt;br /&gt;
The next day, Vidan goes to see the Queen!  Or the Regent Queen.&lt;br /&gt;
Vidan says he believes, in light of recent events, that opposing the slith is important, and allying together to that purpose would be helpful.  He offers that we are headed towards Blue, hoping to help arrange alliances between Red, Blue, and the merfolk, against the slith.  Are there messages, if not promises, we can bring along?&lt;br /&gt;
&lt;br /&gt;
The Regent says that she obviously cannot speak for Red, but she is willing to provide a letter indicating her willingness to coordinate against the slith, and open discussions.&lt;br /&gt;
&lt;br /&gt;
The next day, we start out. &lt;br /&gt;
&lt;br /&gt;
==Onto the Sea==&lt;br /&gt;
We decide to sail on the ocean rather than in the air, so that we have more chance of running into Merfolk.&lt;br /&gt;
Diomarche takes sailing lessons to distract himself from the unending, inescapable water that will surely swallow him whole…&lt;br /&gt;
&lt;br /&gt;
Vidan keeps poking at the ocean.  He rolls a 17!&lt;br /&gt;
There's a Melmane ship sailing westward.  We decide to hail it.&lt;br /&gt;
“Ahoy the ship!” they call.  “Where do you hail from?” &lt;br /&gt;
“We’re from Middlesea.  Have you heard what happened?”&lt;br /&gt;
“We thought they were all… trapped?”&lt;br /&gt;
“Most were; we escaped due to Complicated Magics.”&lt;br /&gt;
&lt;br /&gt;
We find out that they haven’t had much news yet in Melmane, and they’d be interested in hearing more about either that or King Olafson’s court in Berana.  Ah.  Well, we counter that Queen Wendy’s court is in good stead.  They decide we should talk in person.&lt;br /&gt;
&lt;br /&gt;
It’s a military vessel– a man and woman in uniform fly over so we can talk.  Captain [[Hector]] and a Blue mage, [[Apprentice Sephoni]].  &lt;br /&gt;
&lt;br /&gt;
Vidan leads the conversation. &lt;br /&gt;
&lt;br /&gt;
Admiral Philippa should obviously be briefed on anything to do with slith matters.  Any major port / vessel should have a way of contacting her.&lt;br /&gt;
&lt;br /&gt;
The orc invasion is not likely to draw much attention to anyone unless Purple is offering significant concessions for assistance.  Perhaps you could interest a Mage in going to help deal with it, but unlikely while the slith are invading Melmane.&lt;br /&gt;
&lt;br /&gt;
There is an invasion underway?&lt;br /&gt;
&lt;br /&gt;
There have been incursions, and assassinations of two Mages.&lt;br /&gt;
&lt;br /&gt;
Stella offers that we were hoping that alliances could be made.&lt;br /&gt;
Well, speaking to the ruler of Berana was part of the remit of  his mission.&lt;br /&gt;
Also in his mission is finding out what happened to Mage Marek, and bringing two Saurians who are interested in trying to free General Petrov.&lt;br /&gt;
&lt;br /&gt;
We give him a Tarn Evidence Packet!&lt;br /&gt;
&lt;br /&gt;
What news of the merfolk?  They have definitely been engaged with the slith.&lt;br /&gt;
Anywhere in contact with them in particular?  Not so much.   They're... difficult.  How so, Scout asks.  Technically, they don’t count as people, but as “magical beasts”.  They don’t think like people, which makes long-term interactions less productive.&lt;br /&gt;
&lt;br /&gt;
They fly away back to their ship.&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
&lt;br /&gt;
Stella rolls a 2!  But adds her karma, instead getting a 6.  Noticeably better…&lt;br /&gt;
&lt;br /&gt;
Vidan, Stella, and Scout notice a squad of merfolk swimming across our path; they’re heading NW where we’re going east.  &lt;br /&gt;
&lt;br /&gt;
Gale casts Breathe Water and then hails the merfolk.  But also only gets one success on Charisma, so they seem to notice but not change path.  Gale passes out Breathe Water and Underwater Action runes.&lt;br /&gt;
&lt;br /&gt;
Vidan tries, using his Oratory, invoking our mutual enemy the slith, and is mighty!  8 successes means they pay attention, and 3 Fortune means at least someone seems to understand it.  Some of them break off and head in our direction, tridents out.  (Where would they put the tridents, anyway…?)  We await our doom.&lt;br /&gt;
&lt;br /&gt;
“What you say slith.”&amp;lt;br&amp;gt;&lt;br /&gt;
“We fight slith.  You fight slith.”&amp;lt;br&amp;gt;&lt;br /&gt;
“You fight slith where.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Coast.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Coast not our problem.”&amp;lt;br&amp;gt;&lt;br /&gt;
“You follow?”&lt;br /&gt;
&lt;br /&gt;
We agree to follow.&lt;br /&gt;
After a day, we run into the slith army combat!  There are five mer units, and 3 slith units.  We are also a small unit.  Huh.  Apparently we will engage.&lt;br /&gt;
&lt;br /&gt;
* Stella heals a unit&lt;br /&gt;
* Gale coordinates some merfolk units&lt;br /&gt;
* Vidan makes it clear what we're doing&lt;br /&gt;
* Diomarche shatters the wounded slith unit&lt;br /&gt;
* Scout catches us up to the slith, and drops a recon miracle on the merfolk &lt;br /&gt;
&lt;br /&gt;
The slith start retreating deeper, pursued by the merfolk.  &lt;br /&gt;
&lt;br /&gt;
At the end of the day, the speaker mer comes and finds us:&lt;br /&gt;
“Good work.  We win, they lose.  What you name?  Tell King.”&lt;br /&gt;
“Conclave Free Rangers!  What king name?”&lt;br /&gt;
“Pike.”&lt;br /&gt;
&lt;br /&gt;
Gale wilds up a protect-paper-from-water spell, and we give them a Tarn Evidence Packet to give to the King.  We tell them that the coast wants to help fight slith.&lt;br /&gt;
&lt;br /&gt;
The slith had metal weapons and armors– swords and the like.  The merfolk were using tridents but were using items of weaker materials, e.g., shells and stones, maybe?&lt;br /&gt;
&lt;br /&gt;
===Day 3===&lt;br /&gt;
Diomarche rolls 8.&lt;br /&gt;
&lt;br /&gt;
We see a ship coming up from the stern, flying Rinyan’s flag.  Stella recognizes it as a ship that Captain Anna Maria helms; she works with Stella’s uncle.  Stella seems a bit dubious.  They will overtake us momentarily.  They hail us.  Stella comes out and greets them; the Captain does a double-take.  “Stella, what brings you out here in… that?  Do you need assistance?”&lt;br /&gt;
&lt;br /&gt;
“We’re good.  Yes.”  She is looking the ship up and down with a level of That Is Not an Ocean-Going Vessel.   She reiterates that she could &lt;br /&gt;
&lt;br /&gt;
What news?&lt;br /&gt;
&lt;br /&gt;
She’s mostly carrying cargo for Stella’s uncle and Master Tivoli (Stella gives a little tsk).  Master Sandra is focused more on internal Guild affairs right now.  She hasn’t heard anything from Diane or Mereldi recently.  Scout asks Stella what kind of business they’re in.  Well… her uncle is a priest.  Of Jord.  &lt;br /&gt;
&lt;br /&gt;
===Day 4===&lt;br /&gt;
Scout rolls 16.&lt;br /&gt;
&lt;br /&gt;
Stella notices that DI has become harder; Scout notices that we’re SAILING THROUGH A WATER SPIRIT.  That’s cool.  It’s big, if not as big as Middlesea (and nowhere as big as the Oasis).  Stella thinks that it’s unusual for being near a spirit to make miracles harder.  Spirits are often tied to places, but not to nowheres… and this seems to be a nowhere…  &lt;br /&gt;
&lt;br /&gt;
Scout looks at it more closely; it is mostly surface, it doesn’t go terribly deep.  But it does have an Area to it.  Maybe there’s a tie to something deeper?  But it’s mostly surface– a couple of miles.  Scout thinks that it mostly wouldn’t notice too much if we just wandered through.&lt;br /&gt;
&lt;br /&gt;
Scout asks his spirit to talk to it a bit; it’s a spirit of Calm? Still waters, something like that.  We warn it about the goblins trying to Break spirits; it thinks it would be hard to bring it to the Broken Lands.&lt;br /&gt;
&lt;br /&gt;
Gale notices the waves are smaller than expected.&lt;br /&gt;
&lt;br /&gt;
It’s been here a long-ish time, since the War Between the Lord and Lady.  It used to be a lake, and then the land moved.  It used to be bigger; it’s been shrinking for a long time.  We can call it Celebration; it wouldn’t mind being a lake again, but it doesn’t seem to be wanting much.  Maybe we could help restore its ecology?  It’s fresh water so it doesn’t have much plants or fish as it used to.  Okay, that’s something to put on Scout’s todo list.&lt;br /&gt;
&lt;br /&gt;
===Day 5===&lt;br /&gt;
Gale rolls… a 20!  And a bonus one from karma.&lt;br /&gt;
&lt;br /&gt;
We see a small ship coming in our direction– too small to be out this far— and not flying a flag.  Everyone makes Per rolls:&lt;br /&gt;
* People with 5s see a small ship with Jabarans on it.&lt;br /&gt;
* People with 7s see a small ship with illusions of Jabarans and something hiding on it.&lt;br /&gt;
* People with 6 (Scout) see a small ship with illusions of Jabarans at least one of whom is a shaman.&lt;br /&gt;
&lt;br /&gt;
It starts changing course to avoid us, so we chase!&lt;br /&gt;
&lt;br /&gt;
It goes invisible and sends us after an illusionary boat, but Scout sees through it.  We close; Vidan dispels all Yellow on one hex, which happens to be the hex with the Cataur in it.  Who Diomarche recognizes.  “You are totally cheating.”  “Wait, you’re cheating!”  “Do we need to fight about this?  I don’t think we need to fight about this.” &lt;br /&gt;
&lt;br /&gt;
WHAT IS HAPPENING.  Everyone except Diomarche is confused.&lt;br /&gt;
They're just going to find some Saurian that people want to talk to.&lt;br /&gt;
Apparently they’re the key to getting into somewhere.  Scout’s spirit says they have an Oasis shaman, and we probably don’t want them to sail through the &lt;br /&gt;
&lt;br /&gt;
(Darmok and Jelad on the Ocean...)&lt;br /&gt;
&lt;br /&gt;
Are they… good… cataurs?&lt;br /&gt;
&lt;br /&gt;
Diomarche says his herd is pretty close to the mountains, and sometimes there’s trade and communication.  &lt;br /&gt;
&lt;br /&gt;
“Heave to and prepare to be boarded.”&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here's the thing. I went to go be a juggernaut of Rush.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We board the boat (except for Gale, who gets hit by &amp;quot;not your problem&amp;quot; but has made everyone fly).   Scout can see the Oasis shaman, and shoots him; Diomarche chops him after that.    Vidan fails his &amp;quot;don't hit me&amp;quot; spell. &lt;br /&gt;
&lt;br /&gt;
Stella puts a bunch of people in time out, including Cataur Friend. &lt;br /&gt;
&lt;br /&gt;
Someone is Witnessing this fight.   (We are always on the battlemap with Oasis and Middlesea). &lt;br /&gt;
&lt;br /&gt;
Battle diagnostics: 1 named guy, two semi-named guys, six mooks.  &lt;br /&gt;
&lt;br /&gt;
Defense against the Yellow Arts!  &lt;br /&gt;
&lt;br /&gt;
Scout talks Gale into showing enemies, but is shortly thereafter hit by the yellow mage for Not My Plot.   Vidan dispels that.  &lt;br /&gt;
&lt;br /&gt;
Vidan: &amp;quot;I'm calling down lightning.  SANCTIFY GALE!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gale zaps four of the cataurs as the boats pull closer together, as Scout flies above and holds his fire; Diomarche suggests the cataurs surrender.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We definitely surrender.  Can you give us a ride?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only Diomarche’s “friend” and two mook cataurs survive.  Vidan notices there was a Yellow communications point; who was that to?  Probably to the Pride leader?  The remaining cataurs aren’t sure.&lt;br /&gt;
&lt;br /&gt;
(20 was treasure, 21 is the cataur, so they have some loot; Charles will figure it out.)&lt;br /&gt;
&lt;br /&gt;
Diomarche apologizes to his friend, but he’s not too put out by it.  It was a fight, things happen in fights.  &lt;br /&gt;
&lt;br /&gt;
Diomarche’s friend gets a Name: [[Rashkar]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
* Magic compass, which is &amp;quot;busted&amp;quot; - it doesn't point at the guy any more. &lt;br /&gt;
* Yellow Mage has a ring which makes Yellow spells better somehow, but we’re not quite sure what it is– area of effect spells become easier.  Probably counteracts the area-of-effect difficulty modifier, but you have to know the spell, and not out to miles of range.&lt;br /&gt;
* 1 Loot worth of loot in the hold– gold and random jewelry in the hold.&lt;br /&gt;
* Necklace of +1 Dodge pool.  (Ooooooh.  Aaaaaaaah.)&lt;br /&gt;
* +1 Recurring Frenemy and two cataur minions&lt;br /&gt;
* 7 EPs&lt;br /&gt;
* 10 SPs&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=On_The_Sea_1&amp;diff=335</id>
		<title>On The Sea 1</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=On_The_Sea_1&amp;diff=335"/>
		<updated>2023-10-28T17:45:23Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: /* Day 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preparations==&lt;br /&gt;
&lt;br /&gt;
Gale and Stella buy a combination of rations, supplies, and takeout for the trip to Melmane.   How about presents?  Melmane is pretty idiosyncratic.  Merfolk could be excited about well-smithed stuff, or fancy pearls/shells.   Lots of practical waterproof tools and some shells&lt;br /&gt;
&lt;br /&gt;
Scout scouts some ingredients; Diomarche goes to the pub.&lt;br /&gt;
&lt;br /&gt;
The next day, Vidan goes to see the Queen!  Or the Regent Queen.&lt;br /&gt;
Vidan says he believes, in light of recent events, that opposing the slith is important, and allying together to that purpose would be helpful.  He offers that we are headed towards Blue, hoping to help arrange alliances between Red, Blue, and the merfolk, against the slith.  Are there messages, if not promises, we can bring along?&lt;br /&gt;
&lt;br /&gt;
The Regent says that she obviously cannot speak for Red, but she is willing to provide a letter indicating her willingness to coordinate against the slith, and open discussions.&lt;br /&gt;
&lt;br /&gt;
The next day, we start out. &lt;br /&gt;
&lt;br /&gt;
==Onto the Sea==&lt;br /&gt;
We decide to sail on the ocean rather than in the air, so that we have more chance of running into Merfolk.&lt;br /&gt;
Diomarche takes sailing lessons to distract himself from the unending, inescapable water that will surely swallow him whole…&lt;br /&gt;
&lt;br /&gt;
Vidan keeps poking at the ocean.  He rolls a 17!&lt;br /&gt;
There's a Melmane ship sailing westward.  We decide to hail it.&lt;br /&gt;
“Ahoy the ship!” they call.  “Where do you hail from?” &lt;br /&gt;
“We’re from Middlesea.  Have you heard what happened?”&lt;br /&gt;
“We thought they were all… trapped?”&lt;br /&gt;
“Most were; we escaped due to Complicated Magics.”&lt;br /&gt;
&lt;br /&gt;
We find out that they haven’t had much news yet in Melmane, and they’d be interested in hearing more about either that or King Olafson’s court in Berana.  Ah.  Well, we counter that Queen Wendy’s court is in good stead.  They decide we should talk in person.&lt;br /&gt;
&lt;br /&gt;
It’s a military vessel– a man and woman in uniform fly over so we can talk.  Captain [[Hector]] and a Blue mage, [[Apprentice Sephoni]].  &lt;br /&gt;
&lt;br /&gt;
Vidan leads the conversation. &lt;br /&gt;
&lt;br /&gt;
Admiral Philippa should obviously be briefed on anything to do with slith matters.  Any major port / vessel should have a way of contacting her.&lt;br /&gt;
&lt;br /&gt;
The orc invasion is not likely to draw much attention to anyone unless Purple is offering significant concessions for assistance.  Perhaps you could interest a Mage in going to help deal with it, but unlikely while the slith are invading Melmane.&lt;br /&gt;
&lt;br /&gt;
There is an invasion underway?&lt;br /&gt;
&lt;br /&gt;
There have been incursions, and assassinations of two Mages.&lt;br /&gt;
&lt;br /&gt;
Stella offers that we were hoping that alliances could be made.&lt;br /&gt;
Well, speaking to the ruler of Berana was part of the remit of  his mission.&lt;br /&gt;
Also in his mission is finding out what happened to Mage Marek, and bringing two Saurians who are interested in trying to free General Petrov.&lt;br /&gt;
&lt;br /&gt;
We give him a Tarn Evidence Packet!&lt;br /&gt;
&lt;br /&gt;
What news of the merfolk?  They have definitely been engaged with the slith.&lt;br /&gt;
Anywhere in contact with them in particular?  Not so much.   They're... difficult.  How so, Scout asks.  Technically, they don’t count as people, but as “magical beasts”.  They don’t think like people, which makes long-term interactions less productive.&lt;br /&gt;
&lt;br /&gt;
They fly away back to their ship.&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
&lt;br /&gt;
Stella rolls a 2!  But adds her karma, instead getting a 6.  Noticeably better…&lt;br /&gt;
&lt;br /&gt;
Vidan, Stella, and Scout notice a squad of merfolk swimming across our path; they’re heading NW where we’re going east.  &lt;br /&gt;
&lt;br /&gt;
Gale casts Breathe Water and then hails the merfolk.  But also only gets one success on Charisma, so they seem to notice but not change path.  Gale passes out Breathe Water and Underwater Action runes.&lt;br /&gt;
&lt;br /&gt;
Vidan tries, using his Oratory, invoking our mutual enemy the slith, and is mighty!  8 successes means they pay attention, and 3 Fortune means at least someone seems to understand it.  Some of them break off and head in our direction, tridents out.  (Where would they put the tridents, anyway…?)  We await our doom.&lt;br /&gt;
&lt;br /&gt;
“What you say slith.”&amp;lt;br&amp;gt;&lt;br /&gt;
“We fight slith.  You fight slith.”&amp;lt;br&amp;gt;&lt;br /&gt;
“You fight slith where.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Coast.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Coast not our problem.”&amp;lt;br&amp;gt;&lt;br /&gt;
“You follow?”&lt;br /&gt;
&lt;br /&gt;
We agree to follow.&lt;br /&gt;
After a day, we run into the slith army combat!  There are five mer units, and 3 slith units.  We are also a small unit.  Huh.  Apparently we will engage.&lt;br /&gt;
&lt;br /&gt;
* Stella heals a unit&lt;br /&gt;
* Gale coordinates some merfolk units&lt;br /&gt;
* Vidan makes it clear what we're doing&lt;br /&gt;
* Diomarche shatters the wounded slith unit&lt;br /&gt;
* Scout catches us up to the slith, and drops a recon miracle on the merfolk &lt;br /&gt;
&lt;br /&gt;
The slith start retreating deeper, pursued by the merfolk.  &lt;br /&gt;
&lt;br /&gt;
At the end of the day, the speaker mer comes and finds us:&lt;br /&gt;
“Good work.  We win, they lose.  What you name?  Tell King.”&lt;br /&gt;
“Conclave Free Rangers!  What king name?”&lt;br /&gt;
“Pike.”&lt;br /&gt;
&lt;br /&gt;
Gale wilds up a protect-paper-from-water spell, and we give them a Tarn Evidence Packet to give to the King.  We tell them that the coast wants to help fight slith.&lt;br /&gt;
&lt;br /&gt;
The slith had metal weapons and armors– swords and the like.  The merfolk were using tridents but were using items of weaker materials, e.g., shells and stones, maybe?&lt;br /&gt;
&lt;br /&gt;
===Day 3===&lt;br /&gt;
Diomarche rolls 8.&lt;br /&gt;
&lt;br /&gt;
We see a ship coming up from the stern, flying Rinyan’s flag.  Stella recognizes it as a ship that Captain Anna Maria helms; she works with Stella’s uncle.  Stella seems a bit dubious.  They will overtake us momentarily.  They hail us.  Stella comes out and greets them; the Captain does a double-take.  “Stella, what brings you out here in… that?  Do you need assistance?”&lt;br /&gt;
&lt;br /&gt;
“We’re good.  Yes.”  She is looking the ship up and down with a level of That Is Not an Ocean-Going Vessel.   She reiterates that she could &lt;br /&gt;
&lt;br /&gt;
What news?&lt;br /&gt;
&lt;br /&gt;
She’s mostly carrying cargo for Stella’s uncle and Master Tivoli (Stella gives a little tsk).  Master Sandra is focused more on internal Guild affairs right now.  She hasn’t heard anything from Diane or Mereldi recently.  Scout asks Stella what kind of business they’re in.  Well… her uncle is a priest.  Of Jord.  &lt;br /&gt;
&lt;br /&gt;
===Day 4===&lt;br /&gt;
Scout rolls 16.&lt;br /&gt;
&lt;br /&gt;
Stella notices that DI has become harder; Scout notices that we’re SAILING THROUGH A WATER SPIRIT.  That’s cool.  It’s big, if not as big as Middlesea (and nowhere as big as the Oasis).  Stella thinks that it’s unusual for being near a spirit to make miracles harder.  Spirits are often tied to places, but not to nowheres… and this seems to be a nowhere…  &lt;br /&gt;
&lt;br /&gt;
Scout looks at it more closely; it is mostly surface, it doesn’t go terribly deep.  But it does have an Area to it.  Maybe there’s a tie to something deeper?  But it’s mostly surface– a couple of miles.  Scout thinks that it mostly wouldn’t notice too much if we just wandered through.&lt;br /&gt;
&lt;br /&gt;
Scout asks his spirit to talk to it a bit; it’s a spirit of Calm? Still waters, something like that.  We warn it about the goblins trying to Break spirits; it thinks it would be hard to bring it to the Broken Lands.&lt;br /&gt;
&lt;br /&gt;
Gale notices the waves are smaller than expected.&lt;br /&gt;
&lt;br /&gt;
It’s been here a long-ish time, since the War Between the Lord and Lady.  It used to be a lake, and then the land moved.  It used to be bigger; it’s been shrinking for a long time.  We can call it Celebration; it wouldn’t mind being a lake again, but it doesn’t seem to be wanting much.  Maybe we could help restore its ecology?  It’s fresh water so it doesn’t have much plants or fish as it used to.  Okay, that’s something to put on Scout’s todo list.&lt;br /&gt;
&lt;br /&gt;
===Day 5===&lt;br /&gt;
Gale rolls… a 20!  And a bonus one from karma.&lt;br /&gt;
&lt;br /&gt;
We see a small ship coming in our direction– too small to be out this far— and not flying a flag.  Everyone makes Per rolls:&lt;br /&gt;
People with 5s see a small ship with Jabarans on it.&lt;br /&gt;
People with 7s see a small ship with illusions of Jabarans and something hiding on it.&lt;br /&gt;
People with 6 (Scout) see a small ship with illusions of Jabarans at least one of whom is a shaman.&lt;br /&gt;
&lt;br /&gt;
It starts changing course to avoid us, so we chase!&lt;br /&gt;
&lt;br /&gt;
It goes invisible and sends us after an illusionary boat, but Scout sees through it.  We close; Vidan dispels all Yellow on one hex, which happens to be the hex with the Cataur in it.  Who Diomarche recognizes.  “You are totally cheating.”  “Wait, you’re cheating!”  “Do we need to fight about this?  I don’t think we need to fight about this.” &lt;br /&gt;
&lt;br /&gt;
WHAT IS HAPPENING.  Everyone except Diomarche is confused.&lt;br /&gt;
They're just going to find some Saurian that people want to talk to.&lt;br /&gt;
Apparently they’re the key to getting into somewhere.  Scout’s spirit says they have an Oasis shaman, and we probably don’t want them to sail through the &lt;br /&gt;
&lt;br /&gt;
(Darmok and Jelad on the Ocean...)&lt;br /&gt;
&lt;br /&gt;
Are they… good… cataurs?&lt;br /&gt;
&lt;br /&gt;
Diomarche says his herd is pretty close to the mountains, and sometimes there’s trade and communication.  &lt;br /&gt;
&lt;br /&gt;
“Heave to and prepare to be boarded.”&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here's the thing. I went to go be a juggernaut of Rush.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We board the boat (except for Gale, who gets hit by &amp;quot;not your problem&amp;quot; but has made everyone fly).   Scout can see the Oasis shaman, and shoots him; Diomarche chops him after that.    Vidan fails his &amp;quot;don't hit me&amp;quot; spell. &lt;br /&gt;
&lt;br /&gt;
Stella puts a bunch of people in time out, including Cataur Friend. &lt;br /&gt;
&lt;br /&gt;
Someone is Witnessing this fight.   (We are always on the battlemap with Oasis and Middlesea). &lt;br /&gt;
&lt;br /&gt;
Battle diagnostics: 1 named guy, two semi-named guys, six mooks.  &lt;br /&gt;
&lt;br /&gt;
Defense against the Yellow Arts!  &lt;br /&gt;
&lt;br /&gt;
Scout talks Gale into showing enemies, but is shortly thereafter hit by the yellow mage for Not My Plot.   Vidan dispels that.  &lt;br /&gt;
&lt;br /&gt;
Vidan: &amp;quot;I'm calling down lightning.  SANCTIFY GALE!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gale zaps four of the cataurs as the boats pull closer together, as Scout flies above and holds his fire; Diomarche suggests the cataurs surrender.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We definitely surrender.  Can you give us a ride?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only Diomarche’s “friend” and two mook cataurs survive.  Vidan notices there was a Yellow communications point; who was that to?  Probably to the Pride leader?  The remaining cataurs aren’t sure.&lt;br /&gt;
&lt;br /&gt;
(20 was treasure, 21 is the cataur, so they have some loot; Charles will figure it out.)&lt;br /&gt;
&lt;br /&gt;
Diomarche apologizes to his friend, but he’s not too put out by it.  It was a fight, things happen in fights.  &lt;br /&gt;
&lt;br /&gt;
Diomarche’s friend gets a Name: [[Rashkar]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
* Magic compass, which is &amp;quot;busted&amp;quot; - it doesn't point at the guy any more. &lt;br /&gt;
* Yellow Mage has a ring which makes Yellow spells better somehow, but we’re not quite sure what it is– area of effect spells become easier.  Probably counteracts the area-of-effect difficulty modifier, but you have to know the spell, and not out to miles of range.&lt;br /&gt;
* 1 Loot worth of loot in the hold– gold and random jewelry in the hold.&lt;br /&gt;
* Necklace of +1 Dodge pool.  (Ooooooh.  Aaaaaaaah.)&lt;br /&gt;
* +1 Recurring Frenemy and two cataur minions&lt;br /&gt;
* 7 EPs&lt;br /&gt;
* 10 SPs&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Rashkar&amp;diff=334</id>
		<title>Rashkar</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Rashkar&amp;diff=334"/>
		<updated>2023-10-28T17:31:23Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: Created page with &amp;quot;Diomarche's cataur... friend?  acquaintance?  frenemy?  First encountered by the party in On The Sea 1.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diomarche's cataur... friend?  acquaintance?  frenemy?&lt;br /&gt;
&lt;br /&gt;
First encountered by the party in [[On The Sea 1]].&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=On_The_Sea_1&amp;diff=333</id>
		<title>On The Sea 1</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=On_The_Sea_1&amp;diff=333"/>
		<updated>2023-10-28T17:29:57Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: /* Day 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preparations==&lt;br /&gt;
&lt;br /&gt;
Gale and Stella buy a combination of rations, supplies, and takeout for the trip to Melmane.   How about presents?  Melmane is pretty idiosyncratic.  Merfolk could be excited about well-smithed stuff, or fancy pearls/shells.   Lots of practical waterproof tools and some shells&lt;br /&gt;
&lt;br /&gt;
Scout scouts some ingredients; Diomarche goes to the pub.&lt;br /&gt;
&lt;br /&gt;
The next day, Vidan goes to see the Queen!  Or the Regent Queen.&lt;br /&gt;
Vidan says he believes, in light of recent events, that opposing the slith is important, and allying together to that purpose would be helpful.  He offers that we are headed towards Blue, hoping to help arrange alliances between Red, Blue, and the merfolk, against the slith.  Are there messages, if not promises, we can bring along?&lt;br /&gt;
&lt;br /&gt;
The Regent says that she obviously cannot speak for Red, but she is willing to provide a letter indicating her willingness to coordinate against the slith, and open discussions.&lt;br /&gt;
&lt;br /&gt;
The next day, we start out. &lt;br /&gt;
&lt;br /&gt;
==Onto the Sea==&lt;br /&gt;
We decide to sail on the ocean rather than in the air, so that we have more chance of running into Merfolk.&lt;br /&gt;
Diomarche takes sailing lessons to distract himself from the unending, inescapable water that will surely swallow him whole…&lt;br /&gt;
&lt;br /&gt;
Vidan keeps poking at the ocean.  He rolls a 17!&lt;br /&gt;
There's a Melmane ship sailing westward.  We decide to hail it.&lt;br /&gt;
“Ahoy the ship!” they call.  “Where do you hail from?” &lt;br /&gt;
“We’re from Middlesea.  Have you heard what happened?”&lt;br /&gt;
“We thought they were all… trapped?”&lt;br /&gt;
“Most were; we escaped due to Complicated Magics.”&lt;br /&gt;
&lt;br /&gt;
We find out that they haven’t had much news yet in Melmane, and they’d be interested in hearing more about either that or King Olafson’s court in Berana.  Ah.  Well, we counter that Queen Wendy’s court is in good stead.  They decide we should talk in person.&lt;br /&gt;
&lt;br /&gt;
It’s a military vessel– a man and woman in uniform fly over so we can talk.  Captain [[Hector]] and a Blue mage, [[Apprentice Sephoni]].  &lt;br /&gt;
&lt;br /&gt;
Vidan leads the conversation. &lt;br /&gt;
&lt;br /&gt;
Admiral Philippa should obviously be briefed on anything to do with slith matters.  Any major port / vessel should have a way of contacting her.&lt;br /&gt;
&lt;br /&gt;
The orc invasion is not likely to draw much attention to anyone unless Purple is offering significant concessions for assistance.  Perhaps you could interest a Mage in going to help deal with it, but unlikely while the slith are invading Melmane.&lt;br /&gt;
&lt;br /&gt;
There is an invasion underway?&lt;br /&gt;
&lt;br /&gt;
There have been incursions, and assassinations of two Mages.&lt;br /&gt;
&lt;br /&gt;
Stella offers that we were hoping that alliances could be made.&lt;br /&gt;
Well, speaking to the ruler of Berana was part of the remit of  his mission.&lt;br /&gt;
Also in his mission is finding out what happened to Mage Marek, and bringing two Saurians who are interested in trying to free General Petrov.&lt;br /&gt;
&lt;br /&gt;
We give him a Tarn Evidence Packet!&lt;br /&gt;
&lt;br /&gt;
What news of the merfolk?  They have definitely been engaged with the slith.&lt;br /&gt;
Anywhere in contact with them in particular?  Not so much.   They're... difficult.  How so, Scout asks.  Technically, they don’t count as people, but as “magical beasts”.  They don’t think like people, which makes long-term interactions less productive.&lt;br /&gt;
&lt;br /&gt;
They fly away back to their ship.&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
&lt;br /&gt;
Stella rolls a 2!  But adds her karma, instead getting a 6.  Noticeably better…&lt;br /&gt;
&lt;br /&gt;
Vidan, Stella, and Scout notice a squad of merfolk swimming across our path; they’re heading NW where we’re going east.  &lt;br /&gt;
&lt;br /&gt;
Gale casts Breathe Water and then hails the merfolk.  But also only gets one success on Charisma, so they seem to notice but not change path.  Gale passes out Breathe Water and Underwater Action runes.&lt;br /&gt;
&lt;br /&gt;
Vidan tries, using his Oratory, invoking our mutual enemy the slith, and is mighty!  8 successes means they pay attention, and 3 Fortune means at least someone seems to understand it.  Some of them break off and head in our direction, tridents out.  (Where would they put the tridents, anyway…?)  We await our doom.&lt;br /&gt;
&lt;br /&gt;
“What you say slith.”&lt;br /&gt;
“We fight slith.  You fight slith.”&lt;br /&gt;
“You fight slith where.”&lt;br /&gt;
“Coast.”&lt;br /&gt;
“Coast not our problem.”&lt;br /&gt;
“You follow?”&lt;br /&gt;
&lt;br /&gt;
We agree to follow.&lt;br /&gt;
After a day, we run into the slith army combat!  There are five mer units, and 3 slith units.  We are also a small unit.  Huh.  Apparently we will engage.&lt;br /&gt;
&lt;br /&gt;
Stella heals a unit&lt;br /&gt;
Gale coordinates some merfolk units&lt;br /&gt;
Vidan makes it clear what we're doing&lt;br /&gt;
Diomarche shatters the wounded slith unit&lt;br /&gt;
Scout catches us up to the slith, and drops a recon miracle on the merfolk &lt;br /&gt;
&lt;br /&gt;
The slith start retreating deeper, pursued by the merfolk.  &lt;br /&gt;
&lt;br /&gt;
At the end of the day, the speaker mer comes and finds us:&lt;br /&gt;
“Good work.  We win, they lose.  What you name?  Tell King.”&lt;br /&gt;
“Conclave Free Rangers!  What king name?”&lt;br /&gt;
“Pike.”&lt;br /&gt;
&lt;br /&gt;
Gale wilds up a protect-paper-from-water spell, and we give them a Tarn Evidence Packet to give to the King.  We tell them that the coast wants to help fight slith.&lt;br /&gt;
&lt;br /&gt;
The slith had metal weapons and armors– swords and the like.  The merfolk were using tridents but were using items of weaker materials, e.g., shells and stones, maybe?  &lt;br /&gt;
&lt;br /&gt;
===Day 3===&lt;br /&gt;
Diomarche rolls 8.&lt;br /&gt;
&lt;br /&gt;
We see a ship coming up from the stern, flying Rinyan’s flag.  Stella recognizes it as a ship that Captain Anna Maria helms; she works with Stella’s uncle.  Stella seems a bit dubious.  They will overtake us momentarily.  They hail us.  Stella comes out and greets them; the Captain does a double-take.  “Stella, what brings you out here in… that?  Do you need assistance?”&lt;br /&gt;
&lt;br /&gt;
“We’re good.  Yes.”  She is looking the ship up and down with a level of That Is Not an Ocean-Going Vessel.   She reiterates that she could &lt;br /&gt;
&lt;br /&gt;
What news?&lt;br /&gt;
&lt;br /&gt;
She’s mostly carrying cargo for Stella’s uncle and Master Tivoli (Stella gives a little tsk).  Master Sandra is focused more on internal Guild affairs right now.  She hasn’t heard anything from Diane or Mereldi recently.  Scout asks Stella what kind of business they’re in.  Well… her uncle is a priest.  Of Jord.  &lt;br /&gt;
&lt;br /&gt;
===Day 4===&lt;br /&gt;
Scout rolls 16.&lt;br /&gt;
&lt;br /&gt;
Stella notices that DI has become harder; Scout notices that we’re SAILING THROUGH A WATER SPIRIT.  That’s cool.  It’s big, if not as big as Middlesea (and nowhere as big as the Oasis).  Stella thinks that it’s unusual for being near a spirit to make miracles harder.  Spirits are often tied to places, but not to nowheres… and this seems to be a nowhere…  &lt;br /&gt;
&lt;br /&gt;
Scout looks at it more closely; it is mostly surface, it doesn’t go terribly deep.  But it does have an Area to it.  Maybe there’s a tie to something deeper?  But it’s mostly surface– a couple of miles.  Scout thinks that it mostly wouldn’t notice too much if we just wandered through.&lt;br /&gt;
&lt;br /&gt;
Scout asks his spirit to talk to it a bit; it’s a spirit of Calm? Still waters, something like that.  We warn it about the goblins trying to Break spirits; it thinks it would be hard to bring it to the Broken Lands.&lt;br /&gt;
&lt;br /&gt;
Gale notices the waves are smaller than expected.&lt;br /&gt;
&lt;br /&gt;
It’s been here a long-ish time, since the War Between the Lord and Lady.  It used to be a lake, and then the land moved.  It used to be bigger; it’s been shrinking for a long time.  We can call it Celebration; it wouldn’t mind being a lake again, but it doesn’t seem to be wanting much.  Maybe we could help restore its ecology?  It’s fresh water so it doesn’t have much plants or fish as it used to.  Okay, that’s something to put on Scout’s todo list.&lt;br /&gt;
&lt;br /&gt;
===Day 5===&lt;br /&gt;
Gale rolls… a 20!  And a bonus one from karma.&lt;br /&gt;
&lt;br /&gt;
We see a small ship coming in our direction– too small to be out this far— and not flying a flag.  Everyone makes Per rolls:&lt;br /&gt;
People with 5s see a small ship with Jabarans on it.&lt;br /&gt;
People with 7s see a small ship with illusions of Jabarans and something hiding on it.&lt;br /&gt;
People with 6 (Scout) see a small ship with illusions of Jabarans at least one of whom is a shaman.&lt;br /&gt;
&lt;br /&gt;
It starts changing course to avoid us, so we chase!&lt;br /&gt;
&lt;br /&gt;
It goes invisible and sends us after an illusionary boat, but Scout sees through it.  We close; Vidan dispels all Yellow on one hex, which happens to be the hex with the Cataur in it.  Who Diomarche recognizes.  “You are totally cheating.”  “Wait, you’re cheating!”  “Do we need to fight about this?  I don’t think we need to fight about this.” &lt;br /&gt;
&lt;br /&gt;
WHAT IS HAPPENING.  Everyone except Diomarche is confused.&lt;br /&gt;
They're just going to find some Saurian that people want to talk to.&lt;br /&gt;
Apparently they’re the key to getting into somewhere.  Scout’s spirit says they have an Oasis shaman, and we probably don’t want them to sail through the &lt;br /&gt;
&lt;br /&gt;
(Darmok and Jelad on the Ocean...)&lt;br /&gt;
&lt;br /&gt;
Are they… good… cataurs?&lt;br /&gt;
&lt;br /&gt;
Diomarche says his herd is pretty close to the mountains, and sometimes there’s trade and communication.  &lt;br /&gt;
&lt;br /&gt;
“Heave to and prepare to be boarded.”&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here's the thing. I went to go be a juggernaut of Rush.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We board the boat (except for Gale, who gets hit by &amp;quot;not your problem&amp;quot; but has made everyone fly).   Scout can see the Oasis shaman, and shoots him; Diomarche chops him after that.    Vidan fails his &amp;quot;don't hit me&amp;quot; spell. &lt;br /&gt;
&lt;br /&gt;
Stella puts a bunch of people in time out, including Cataur Friend. &lt;br /&gt;
&lt;br /&gt;
Someone is Witnessing this fight.   (We are always on the battlemap with Oasis and Middlesea). &lt;br /&gt;
&lt;br /&gt;
Battle diagnostics: 1 named guy, two semi-named guys, six mooks.  &lt;br /&gt;
&lt;br /&gt;
Defense against the Yellow Arts!  &lt;br /&gt;
&lt;br /&gt;
Scout talks Gale into showing enemies, but is shortly thereafter hit by the yellow mage for Not My Plot.   Vidan dispels that.  &lt;br /&gt;
&lt;br /&gt;
Vidan: &amp;quot;I'm calling down lightning.  SANCTIFY GALE!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gale zaps four of the cataurs as the boats pull closer together, as Scout flies above and holds his fire; Diomarche suggests the cataurs surrender.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We definitely surrender.  Can you give us a ride?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only Diomarche’s “friend” and two mook cataurs survive.  Vidan notices there was a Yellow communications point; who was that to?  Probably to the Pride leader?  The remaining cataurs aren’t sure.&lt;br /&gt;
&lt;br /&gt;
(20 was treasure, 21 is the cataur, so they have some loot; Charles will figure it out.)&lt;br /&gt;
&lt;br /&gt;
Diomarche apologizes to his friend, but he’s not too put out by it.  It was a fight, things happen in fights.  &lt;br /&gt;
&lt;br /&gt;
Diomarche’s friend gets a Name: [[Rashkar]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
* Magic compass, which is &amp;quot;busted&amp;quot; - it doesn't point at the guy any more. &lt;br /&gt;
* Yellow Mage has a ring which makes Yellow spells better somehow, but we’re not quite sure what it is– area of effect spells become easier.  Probably counteracts the area-of-effect difficulty modifier, but you have to know the spell, and not out to miles of range.&lt;br /&gt;
* 1 Loot worth of loot in the hold– gold and random jewelry in the hold.&lt;br /&gt;
* Necklace of +1 Dodge pool.  (Ooooooh.  Aaaaaaaah.)&lt;br /&gt;
* +1 Recurring Frenemy and two cataur minions&lt;br /&gt;
* 7 EPs&lt;br /&gt;
* 10 SPs&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=On_The_Sea_1&amp;diff=332</id>
		<title>On The Sea 1</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=On_The_Sea_1&amp;diff=332"/>
		<updated>2023-10-28T17:29:09Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: Created page with &amp;quot;==Preparations==  Gale and Stella buy a combination of rations, supplies, and takeout for the trip to Melmane.   How about presents?  Melmane is pretty idiosyncratic.  Merfolk could be excited about well-smithed stuff, or fancy pearls/shells.   Lots of practical waterproof tools and some shells  Scout scouts some ingredients; Diomarche goes to the pub.  The next day, Vidan goes to see the Queen!  Or the Regent Queen. Vidan says he believes, in light of recent events, tha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preparations==&lt;br /&gt;
&lt;br /&gt;
Gale and Stella buy a combination of rations, supplies, and takeout for the trip to Melmane.   How about presents?  Melmane is pretty idiosyncratic.  Merfolk could be excited about well-smithed stuff, or fancy pearls/shells.   Lots of practical waterproof tools and some shells&lt;br /&gt;
&lt;br /&gt;
Scout scouts some ingredients; Diomarche goes to the pub.&lt;br /&gt;
&lt;br /&gt;
The next day, Vidan goes to see the Queen!  Or the Regent Queen.&lt;br /&gt;
Vidan says he believes, in light of recent events, that opposing the slith is important, and allying together to that purpose would be helpful.  He offers that we are headed towards Blue, hoping to help arrange alliances between Red, Blue, and the merfolk, against the slith.  Are there messages, if not promises, we can bring along?&lt;br /&gt;
&lt;br /&gt;
The Regent says that she obviously cannot speak for Red, but she is willing to provide a letter indicating her willingness to coordinate against the slith, and open discussions.&lt;br /&gt;
&lt;br /&gt;
The next day, we start out. &lt;br /&gt;
&lt;br /&gt;
==Onto the Sea==&lt;br /&gt;
We decide to sail on the ocean rather than in the air, so that we have more chance of running into Merfolk.&lt;br /&gt;
Diomarche takes sailing lessons to distract himself from the unending, inescapable water that will surely swallow him whole…&lt;br /&gt;
&lt;br /&gt;
Vidan keeps poking at the ocean.  He rolls a 17!&lt;br /&gt;
There's a Melmane ship sailing westward.  We decide to hail it.&lt;br /&gt;
“Ahoy the ship!” they call.  “Where do you hail from?” &lt;br /&gt;
“We’re from Middlesea.  Have you heard what happened?”&lt;br /&gt;
“We thought they were all… trapped?”&lt;br /&gt;
“Most were; we escaped due to Complicated Magics.”&lt;br /&gt;
&lt;br /&gt;
We find out that they haven’t had much news yet in Melmane, and they’d be interested in hearing more about either that or King Olafson’s court in Berana.  Ah.  Well, we counter that Queen Wendy’s court is in good stead.  They decide we should talk in person.&lt;br /&gt;
&lt;br /&gt;
It’s a military vessel– a man and woman in uniform fly over so we can talk.  Captain [[Hector]] and a Blue mage, [[Apprentice Sephoni]].  &lt;br /&gt;
&lt;br /&gt;
Vidan leads the conversation. &lt;br /&gt;
&lt;br /&gt;
Admiral Philippa should obviously be briefed on anything to do with slith matters.  Any major port / vessel should have a way of contacting her.&lt;br /&gt;
&lt;br /&gt;
The orc invasion is not likely to draw much attention to anyone unless Purple is offering significant concessions for assistance.  Perhaps you could interest a Mage in going to help deal with it, but unlikely while the slith are invading Melmane.&lt;br /&gt;
&lt;br /&gt;
There is an invasion underway?&lt;br /&gt;
&lt;br /&gt;
There have been incursions, and assassinations of two Mages.&lt;br /&gt;
&lt;br /&gt;
Stella offers that we were hoping that alliances could be made.&lt;br /&gt;
Well, speaking to the ruler of Berana was part of the remit of  his mission.&lt;br /&gt;
Also in his mission is finding out what happened to Mage Marek, and bringing two Saurians who are interested in trying to free General Petrov.&lt;br /&gt;
&lt;br /&gt;
We give him a Tarn Evidence Packet!&lt;br /&gt;
&lt;br /&gt;
What news of the merfolk?  They have definitely been engaged with the slith.&lt;br /&gt;
Anywhere in contact with them in particular?  Not so much.   They're... difficult.  How so, Scout asks.  Technically, they don’t count as people, but as “magical beasts”.  They don’t think like people, which makes long-term interactions less productive.&lt;br /&gt;
&lt;br /&gt;
They fly away back to their ship.&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
&lt;br /&gt;
Stella rolls a 2!  But adds her karma, instead getting a 6.  Noticeably better…&lt;br /&gt;
&lt;br /&gt;
Vidan, Stella, and Scout notice a squad of merfolk swimming across our path; they’re heading NW where we’re going east.  &lt;br /&gt;
&lt;br /&gt;
Gale casts Breathe Water and then hails the merfolk.  But also only gets one success on Charisma, so they seem to notice but not change path.  Gale passes out Breathe Water and Underwater Action runes.&lt;br /&gt;
&lt;br /&gt;
Vidan tries, using his Oratory, invoking our mutual enemy the slith, and is mighty!  8 successes means they pay attention, and 3 Fortune means at least someone seems to understand it.  Some of them break off and head in our direction, tridents out.  (Where would they put the tridents, anyway…?)  We await our doom.&lt;br /&gt;
&lt;br /&gt;
“What you say slith.”&lt;br /&gt;
“We fight slith.  You fight slith.”&lt;br /&gt;
“You fight slith where.”&lt;br /&gt;
“Coast.”&lt;br /&gt;
“Coast not our problem.”&lt;br /&gt;
“You follow?”&lt;br /&gt;
&lt;br /&gt;
We agree to follow.&lt;br /&gt;
After a day, we run into the slith army combat!  There are five mer units, and 3 slith units.  We are also a small unit.  Huh.  Apparently we will engage.&lt;br /&gt;
&lt;br /&gt;
Stella heals a unit&lt;br /&gt;
Gale coordinates some merfolk units&lt;br /&gt;
Vidan makes it clear what we're doing&lt;br /&gt;
Diomarche shatters the wounded slith unit&lt;br /&gt;
Scout catches us up to the slith, and drops a recon miracle on the merfolk &lt;br /&gt;
&lt;br /&gt;
The slith start retreating deeper, pursued by the merfolk.  &lt;br /&gt;
&lt;br /&gt;
At the end of the day, the speaker mer comes and finds us:&lt;br /&gt;
“Good work.  We win, they lose.  What you name?  Tell King.”&lt;br /&gt;
“Conclave Free Rangers!  What king name?”&lt;br /&gt;
“Pike.”&lt;br /&gt;
&lt;br /&gt;
Gale wilds up a protect-paper-from-water spell, and we give them a Tarn Evidence Packet to give to the King.  We tell them that the coast wants to help fight slith.&lt;br /&gt;
&lt;br /&gt;
The slith had metal weapons and armors– swords and the like.  The merfolk were using tridents but were using items of weaker materials, e.g., shells and stones, maybe?  &lt;br /&gt;
&lt;br /&gt;
===Day 3===&lt;br /&gt;
Diomarche rolls 8.&lt;br /&gt;
&lt;br /&gt;
We see a ship coming up from the stern, flying Rinyan’s flag.  Stella recognizes it as a ship that Captain Anna Maria helms; she works with Stella’s uncle.  Stella seems a bit dubious.  They will overtake us momentarily.  They hail us.  Stella comes out and greets them; the Captain does a double-take.  “Stella, what brings you out here in… that?  Do you need assistance?”&lt;br /&gt;
&lt;br /&gt;
“We’re good.  Yes.”  She is looking the ship up and down with a level of That Is Not an Ocean-Going Vessel.   She reiterates that she could &lt;br /&gt;
&lt;br /&gt;
What news?&lt;br /&gt;
&lt;br /&gt;
She’s mostly carrying cargo for Stella’s uncle and Master Tivoli (Stella gives a little tsk).  Master Sandra is focused more on internal Guild affairs right now.  She hasn’t heard anything from Diane or Mereldi recently.  Scout asks Stella what kind of business they’re in.  Well… her uncle is a priest.  Of Jord.  &lt;br /&gt;
&lt;br /&gt;
===Day 4===&lt;br /&gt;
Scout rolls 16.&lt;br /&gt;
&lt;br /&gt;
Stella notices that DI has become harder; Scout notices that we’re SAILING THROUGH A WATER SPIRIT.  That’s cool.  It’s big, if not as big as Middlesea (and nowhere as big as the Oasis).  Stella thinks that it’s unusual for being near a spirit to make miracles harder.  Spirits are often tied to places, but not to nowheres… and this seems to be a nowhere…  &lt;br /&gt;
&lt;br /&gt;
Scout looks at it more closely; it is mostly surface, it doesn’t go terribly deep.  But it does have an Area to it.  Maybe there’s a tie to something deeper?  But it’s mostly surface– a couple of miles.  Scout thinks that it mostly wouldn’t notice too much if we just wandered through.&lt;br /&gt;
&lt;br /&gt;
Scout asks his spirit to talk to it a bit; it’s a spirit of Calm? Still waters, something like that.  We warn it about the goblins trying to Break spirits; it thinks it would be hard to bring it to the Broken Lands.&lt;br /&gt;
&lt;br /&gt;
Gale notices the waves are smaller than expected.&lt;br /&gt;
&lt;br /&gt;
It’s been here a long-ish time, since the War Between the Lord and Lady.  It used to be a lake, and then the land moved.  It used to be bigger; it’s been shrinking for a long time.  We can call it Celebration; it wouldn’t mind being a lake again, but it doesn’t seem to be wanting much.  Maybe we could help restore its ecology?  It’s fresh water so it doesn’t have much plants or fish as it used to.  Okay, that’s something to put on Scout’s todo list.&lt;br /&gt;
&lt;br /&gt;
===Day 5===&lt;br /&gt;
Gale rolls… a 20!  And a bonus one from karma.&lt;br /&gt;
&lt;br /&gt;
We see a small ship coming in our direction– too small to be out this far— and not flying a flag.  Everyone makes Per rolls:&lt;br /&gt;
People with 5s see a small ship with Jabarans on it.&lt;br /&gt;
People with 7s see a small ship with illusions of Jabarans and something hiding on it.&lt;br /&gt;
People with 6 (Scout) see a small ship with illusions of Jabarans at least one of whom is a shaman.&lt;br /&gt;
&lt;br /&gt;
It starts changing course to avoid us, so we chase!&lt;br /&gt;
&lt;br /&gt;
It goes invisible and sends us after an illusionary boat, but Scout sees through it.  We close; Vidan dispels all Yellow on one hex, which happens to be the hex with the Cataur in it.  Who Diomarche recognizes.  “You are totally cheating.”  “Wait, you’re cheating!”  “Do we need to fight about this?  I don’t think we need to fight about this.” &lt;br /&gt;
&lt;br /&gt;
WHAT IS HAPPENING.  Everyone except Diomarche is confused.&lt;br /&gt;
They're just going to find some Saurian that people want to talk to.&lt;br /&gt;
Apparently they’re the key to getting into somewhere.  Scout’s spirit says they have an Oasis shaman, and we probably don’t want them to sail through the &lt;br /&gt;
&lt;br /&gt;
(Darmok and Jelad on the Ocean...)&lt;br /&gt;
&lt;br /&gt;
Are they… good… cataurs?&lt;br /&gt;
&lt;br /&gt;
Diomarche says his herd is pretty close to the mountains, and sometimes there’s trade and communication.  &lt;br /&gt;
&lt;br /&gt;
“Heave to and prepare to be boarded.”&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here's the thing. I went to go be a juggernaut of Rush.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We board the boat (except for Gale, who gets hit by &amp;quot;not your problem&amp;quot; but has made everyone fly).   Scout can see the Oasis shaman, and shoots him; Diomarche chops him after that.    Vidan fails his &amp;quot;don't hit me&amp;quot; spell. &lt;br /&gt;
&lt;br /&gt;
Stella puts a bunch of people in time out, including Cataur Friend. &lt;br /&gt;
&lt;br /&gt;
Someone is Witnessing this fight.   (We are always on the battlemap with Oasis and Middlesea). &lt;br /&gt;
&lt;br /&gt;
Battle diagnostics: 1 named guy, two semi-named guys, six mooks.  &lt;br /&gt;
&lt;br /&gt;
Defense against the Yellow Arts!  &lt;br /&gt;
&lt;br /&gt;
Scout talks Gale into showing enemies, but is shortly thereafter hit by the yellow mage for Not My Plot.   Vidan dispels that.  &lt;br /&gt;
&lt;br /&gt;
Vidan: &amp;quot;I'm calling down lightning.  SANCTIFY GALE!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gale zaps four of the cataurs as the boats pull closer together, as Scout flies above and holds his fire; Diomarche suggests the cataurs surrender.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We definitely surrender.  Can you give us a ride?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only Diomarche’s “friend” and two mook cataurs survive.  Vidan notices there was a Yellow communications point; who was that to?  Probably to the Pride leader?  The remaining cataurs aren’t sure.&lt;br /&gt;
&lt;br /&gt;
(20 was treasure, 21 is the cataur, so they have some loot; Charles will figure it out.)&lt;br /&gt;
&lt;br /&gt;
Diomarche apologizes to his friend, but he’s not too put out by it.  It was a fight, things happen in fights.  &lt;br /&gt;
&lt;br /&gt;
Diomarche’s friend gets a Name: Rashkar.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
* Magic compass, which is &amp;quot;busted&amp;quot; - it doesn't point at the guy any more. &lt;br /&gt;
* Yellow Mage has a ring which makes Yellow spells better somehow, but we’re not quite sure what it is– area of effect spells become easier.  Probably counteracts the area-of-effect difficulty modifier, but you have to know the spell, and not out to miles of range.&lt;br /&gt;
* 1 Loot worth of loot in the hold– gold and random jewelry in the hold.&lt;br /&gt;
* Necklace of +1 Dodge pool.  (Ooooooh.  Aaaaaaaah.)&lt;br /&gt;
* +1 Recurring Frenemy and two cataur minions&lt;br /&gt;
* 7 EPs&lt;br /&gt;
* 10 SPs&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Main_Page&amp;diff=331</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Main_Page&amp;diff=331"/>
		<updated>2023-10-28T17:09:50Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: /* Logs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=6&amp;gt; COMET: Once More Unto The Breach &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== About The World ==&lt;br /&gt;
[[World Map|World Map and Overview]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Countries|Countries]] of the World&lt;br /&gt;
&lt;br /&gt;
[[History]]&lt;br /&gt;
&lt;br /&gt;
[[Muddle in Middlesea]]&lt;br /&gt;
&lt;br /&gt;
== Previous Comet ==&lt;br /&gt;
[https://stuff.mit.edu/~boojum/CometWeb/  Website from the Previous Comet]&lt;br /&gt;
&lt;br /&gt;
==Various Mechanics==&lt;br /&gt;
[[Colors of Magic | Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Endurance]]&lt;br /&gt;
&lt;br /&gt;
[[Character Creation Message]]&lt;br /&gt;
&lt;br /&gt;
[[Skill List and Costs]]&lt;br /&gt;
&lt;br /&gt;
[[Combat]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: Rulings]]&lt;br /&gt;
&lt;br /&gt;
==Logs==&lt;br /&gt;
Chapter 1:&lt;br /&gt;
# [[First Run]] ([[Rainbow]]), 2023-01-07&lt;br /&gt;
# [[Second Run]] ([[Rainbow]]), 2023-02-18&lt;br /&gt;
# [[To The Heart]] ([[Orange]]), 2023-03-04&lt;br /&gt;
# [[Adventures are Everywhere]] ([[Orange]]), 2023-03-18&lt;br /&gt;
# [[Promises Promises]] ([[Purple]]), 2023-04-01&lt;br /&gt;
# [[A Lilac Kind Of Purple]] ([[Purple]]), 2023-05-13&lt;br /&gt;
# [[To Catch A Thief]] ([[Red]]), 2023-05-27&lt;br /&gt;
# [[Bear and Frog]] ([[Red]]), 2023-06-17&lt;br /&gt;
# [[Keep in the Broken Lands]] ([[Red]]), 2023-07-08&lt;br /&gt;
# [[Under the Sea]] ([[Red]]), 2023-07-22&lt;br /&gt;
# [[The Once and Future Queens]] ([[Red]]), 2023-08-05&lt;br /&gt;
# [[Coronation and Investigation]] ([[Red]]), 2023-08-19&lt;br /&gt;
# Chapter End: [[Forging the Free Rangers]] (A space outside of space, and [[Red]]), 2023-09-02&lt;br /&gt;
&lt;br /&gt;
Chapter 2:&lt;br /&gt;
# [[On The Sea 1]] (Combats, Calms, and Cataurs) (Between [[Red]] and [[Blue]]), 2023-10-14&lt;br /&gt;
&lt;br /&gt;
===Total EPs===&lt;br /&gt;
As of 2023-10-14, including initial 30 EPs / 100 SPs.&lt;br /&gt;
* 107 EPs&lt;br /&gt;
* 210 SPs&lt;br /&gt;
&lt;br /&gt;
==Things We Might Know==&lt;br /&gt;
* [[:Category:NPCs]]&lt;br /&gt;
* [[Party Loot]]&lt;br /&gt;
&lt;br /&gt;
== MediaWiki ==&lt;br /&gt;
MediaWiki has been installed.&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Colors_of_Magic&amp;diff=330</id>
		<title>Colors of Magic</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Colors_of_Magic&amp;diff=330"/>
		<updated>2023-10-14T21:33:04Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | '''Blood'''&amp;lt;br /&amp;gt;''Hit Points''&lt;br /&gt;
| Animals&amp;lt;br /&amp;gt;''Familiar''&lt;br /&gt;
| Life&lt;br /&gt;
|-&lt;br /&gt;
| Orange&lt;br /&gt;
| style=&amp;quot;background-color:#f56b00;&amp;quot; | '''Forge'''&amp;lt;br /&amp;gt;''Gestures''&lt;br /&gt;
| Elemental&amp;lt;br /&amp;gt;''Vulnerability''&lt;br /&gt;
| Making&amp;lt;br /&amp;gt;''Compulsion to Make''&lt;br /&gt;
|-&lt;br /&gt;
| Yellow&lt;br /&gt;
| style=&amp;quot;background-color:#f8ff00;&amp;quot; | '''Illusions/Senses'''&amp;lt;br /&amp;gt;''Spoken Word''&lt;br /&gt;
| Feelings&lt;br /&gt;
| Unreality&amp;lt;br /&amp;gt;''Delusions''&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;background-color:#32cb00;&amp;quot; | '''Alchemy'''&amp;lt;br /&amp;gt;''Ingredients''&lt;br /&gt;
| Essence&lt;br /&gt;
| Nature&amp;lt;br /&amp;gt;''Nothing Manufactured''&lt;br /&gt;
|-&lt;br /&gt;
| Blue&lt;br /&gt;
| style=&amp;quot;background-color:#34cdf9;&amp;quot; | '''Weather'''&amp;lt;br /&amp;gt;''Sigils''&lt;br /&gt;
| Elemental&amp;lt;br /&amp;gt;''Vulnerability''&lt;br /&gt;
| Battle &amp;lt;br/&amp;gt;''Berserker Rage''&lt;br /&gt;
|-&lt;br /&gt;
| Purple&lt;br /&gt;
| style=&amp;quot;background-color:#ffffff;&amp;quot; | '''Reality'''&amp;lt;br /&amp;gt;''Concentration''&lt;br /&gt;
| '''Truth'''&amp;lt;br /&amp;gt;''True Names''&lt;br /&gt;
| style=&amp;quot;background-color:#6665cd;&amp;quot; | '''Discipline'''&amp;lt;br /&amp;gt;''Vow''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
from https://stuff.mit.edu/~boojum/CometWeb/Info/Magic/ritual.html&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt; Magic Rules&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You probably noticed the world has colored zones now.&lt;br /&gt;
 &lt;br /&gt;
The Rainbow River is gone, and each of the colored zones is a perpetual field of that magic color in which random magic occasionally happens (less often than on one of the river sides, but periodically).&lt;br /&gt;
&lt;br /&gt;
The zone you were born in (your &amp;quot;color&amp;quot;) changes how you interact with magic.  You may never learn any spells of the opposed color.  You may learn not just the base-version of your color's magic, but also the two other varieties that were present in the surges.  You may learn one of the other four colors' base-version with no negative interference effects.  You may not be a Rainbow Mage.&lt;br /&gt;
&lt;br /&gt;
In a zone, spells of the opposed color only work if they are the base-version of that color, and even those are one difficulty harder, and if they have a duration it will drop significantly.  Spells of a non-base-version of a non-opposed color are one difficulty harder.&lt;br /&gt;
&lt;br /&gt;
If you were born on the &amp;quot;Rainbow Isles&amp;quot; in the Inland Sea (or on the open ocean or somewhere else weird and not in the colored zones), you get the old magic rules - one base-color, the opposed base-color is learnable by giving up dispels, learning non-opposed colors either burns out your skill or requires having a Rainbow Mage shtick/skill.  There's no school teaching Rainbow Magic, but there are rumored to be a couple of self-taught Rainbow Mages in the Rainbow Isles.  All spells work at their normal difficulty in those areas.&lt;br /&gt;
&lt;br /&gt;
Spells cost 1 skill point.  Skill in a full base-version of a color is breadth five 5, more limited base-version skills are narrower.  Skill in a full non-base version of a color costs 3 (if you can buy it at all).  If you have access to broader skills, you can get full-base+1 non-base for breadth 6 and full-base+both non-base for 7.&lt;br /&gt;
&lt;br /&gt;
Spells that buff dice will be higher difficulty than they used to be.&lt;br /&gt;
&lt;br /&gt;
Note that color is based on what zone you are born in, not what your parents were or where you grew up.  For Elves that's &amp;quot;where you returned the last time you heard your song.&amp;quot;  Half-elves don't *normally* change color when they hear their song, but you might be able to argue me into it as a special case.  If you don't start as a Mage, you can choose not to know what your actual color is.  I might let you choose it later, or I might choose it for you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; [[Endurance]] Costs &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It requires a lot of concentration to cast magic spells. Accordingly, how much End you spend depends on your Will (Mind stat). It also depends on the difficulty of the spells, harder spells taking more concentration. Each time you cast enough spells to generate difficulty points equal to your Mind, you spend a point of [[Endurance|End]].&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|Spell difficulty		&lt;br /&gt;
|Difficulty Points&lt;br /&gt;
|-&lt;br /&gt;
| 7-9	&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 10-12&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 13-15&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 16-18&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 19-21&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| 22-24&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 25-27&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
| 28-30&lt;br /&gt;
| 29&lt;br /&gt;
|-&lt;br /&gt;
| etc.&lt;br /&gt;
| etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spells cast in combat cost one difficulty point less (since you've already paid a full End to fight the combat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; Horrible Awryage&amp;lt;/h3&amp;gt;&lt;br /&gt;
To quote from the webpage:&lt;br /&gt;
&lt;br /&gt;
The term Magic ... is reserved for describing the skill of manipulating the six Colors of Chaos. As the name implies, it's a chancy skill, with a moderately high probability of something going dreadfully wrong if you don't know exactly what you're doing.&lt;br /&gt;
&lt;br /&gt;
I'm not going to try to quantify Awryage here, but I want to give you an idea when and how it might come about. Consider this fair warning.&lt;br /&gt;
&lt;br /&gt;
* Awryage never happens unless you get at least one success on your roll. You've simply failed to generate any magic at that point.&lt;br /&gt;
* If you know the spell you're casting, see how many ones you rolled. If you rolled at least three, awryage is possible. Initial awryage is likely to be fairly harmless (your fireball's a different color from usual, or something), but as the number of ones increases, it can be bad (the fireball misses the target is on the order of 6 ones, the fireball lands at your feet is nine or ten). If you get twice as many ones as successes, there's ALWAYS awryage. You can use skill points IN THE SPELL to cancel out ones (those skill points then can't be used for successes).&lt;br /&gt;
* If you're casting wild magic, count up ones and any die which is more than 5 below your difficulty number to see if there's awryage. You can use skill to bring numbers up to within 5 of your difficulty, if you want to do that instead of generate more successes. Then use rules above.&lt;br /&gt;
* If casting wild magic, all 1s cause Burnout.  Dice which are burned out don't recover without some kind of special action.  Each mage will have their own way of recovering Burnout.  (Sometimes that is as generic as &amp;quot;learn the spell you burned out on&amp;quot;, but it could be &amp;quot;create a self-portrait in a medium you've never made a self-portrait in before.&amp;quot;)  Burnout recovery brings back all burned out dice, unless otherwise specified.&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Main_Page&amp;diff=329</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Main_Page&amp;diff=329"/>
		<updated>2023-10-14T21:13:42Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: /* Total EPs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=6&amp;gt; COMET: Once More Unto The Breach &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== About The World ==&lt;br /&gt;
[[World Map|World Map and Overview]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Countries|Countries]] of the World&lt;br /&gt;
&lt;br /&gt;
[[History]]&lt;br /&gt;
&lt;br /&gt;
[[Muddle in Middlesea]]&lt;br /&gt;
&lt;br /&gt;
== Previous Comet ==&lt;br /&gt;
[https://stuff.mit.edu/~boojum/CometWeb/  Website from the Previous Comet]&lt;br /&gt;
&lt;br /&gt;
==Various Mechanics==&lt;br /&gt;
[[Colors of Magic | Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Endurance]]&lt;br /&gt;
&lt;br /&gt;
[[Character Creation Message]]&lt;br /&gt;
&lt;br /&gt;
[[Skill List and Costs]]&lt;br /&gt;
&lt;br /&gt;
[[Combat]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: Rulings]]&lt;br /&gt;
&lt;br /&gt;
==Logs==&lt;br /&gt;
# [[First Run]] ([[Rainbow]]), 2023-01-07&lt;br /&gt;
# [[Second Run]] ([[Rainbow]]), 2023-02-18&lt;br /&gt;
# [[To The Heart]] ([[Orange]]), 2023-03-04&lt;br /&gt;
# [[Adventures are Everywhere]] ([[Orange]]), 2023-03-18&lt;br /&gt;
# [[Promises Promises]] ([[Purple]]), 2023-04-01&lt;br /&gt;
# [[A Lilac Kind Of Purple]] ([[Purple]]), 2023-05-13&lt;br /&gt;
# [[To Catch A Thief]] ([[Red]]), 2023-05-27&lt;br /&gt;
# [[Bear and Frog]] ([[Red]]), 2023-06-17&lt;br /&gt;
# [[Keep in the Broken Lands]] ([[Red]]), 2023-07-08&lt;br /&gt;
# [[Under the Sea]] ([[Red]]), 2023-07-22&lt;br /&gt;
# [[The Once and Future Queens]] ([[Red]]), 2023-08-05&lt;br /&gt;
# [[Coronation and Investigation]] ([[Red]]), 2023-08-19&lt;br /&gt;
# Chapter End: [[Forging the Free Rangers]] (A space outside of space, and [[Red]]), 2023-09-02&lt;br /&gt;
&lt;br /&gt;
===Total EPs===&lt;br /&gt;
As of 2023-10-14, including initial 30 EPs / 100 SPs.&lt;br /&gt;
* 107 EPs&lt;br /&gt;
* 210 SPs&lt;br /&gt;
&lt;br /&gt;
==Things We Might Know==&lt;br /&gt;
* [[:Category:NPCs]]&lt;br /&gt;
* [[Party Loot]]&lt;br /&gt;
&lt;br /&gt;
== MediaWiki ==&lt;br /&gt;
MediaWiki has been installed.&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Muddle_in_Middlesea&amp;diff=327</id>
		<title>Muddle in Middlesea</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Muddle_in_Middlesea&amp;diff=327"/>
		<updated>2023-10-14T18:07:40Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: /* Before It Went Awry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A central location for the information we've collected on what happened at the Convocation, in the first run, and what the current status inside the time halt is.&lt;br /&gt;
&lt;br /&gt;
Things we know so far (with information source listed if possible):&lt;br /&gt;
&lt;br /&gt;
==Before It Went Awry==&lt;br /&gt;
* Pirate Queen Cara, her first mage Federico, William (maybe an organizer), other pirates like Gale, and servants like Nesh, showed up a few days early before the Conclave started.  (Nesh and other servants were there before Cara/Federico/Gale arrived)&lt;br /&gt;
* Managaratha was at the Blue table, and chatted with a diplomat named Rickard from Melmane, also General Petrov and Mage Marek. (Recalled by [[Managaratha]])&lt;br /&gt;
* Dinner was:&lt;br /&gt;
**A ton of people from Red - they sent five delegations instead of one.&lt;br /&gt;
**30-40 from Orange including servants (and some Saurians)&lt;br /&gt;
**Similar from Purple and Yellow&lt;br /&gt;
**Only about 8 from Blue, including [[Mage Marek]] and one Saurian, [[General Petrov]].&lt;br /&gt;
**Green has multiple delegations, once from each of the three Kingdoms, but they are all small. All named Elves.&lt;br /&gt;
&lt;br /&gt;
* Post Dinner, pre-Attack&lt;br /&gt;
** [[Luigi]] says [[Cult of Alan]] would be happy to see Managaratha again (Recalled by [[Managaratha]])&lt;br /&gt;
** Federico spoke with Managaratha.&lt;br /&gt;
*** Managaratha spent two years before the Conclave strongly lobbying for all zones to be represented.&lt;br /&gt;
**** Federico expected Managaratha to tell him why.&lt;br /&gt;
*** Managaratha is more fragged than Federico has ever seen him.&lt;br /&gt;
*** Vidan was fragged, even worse than Managaratha.&lt;br /&gt;
**** Well, something closely akin to fragged, anyway.&lt;br /&gt;
** Their Majesty's representatives went to talk to the Pirate Queen's Table (Furoosh) and Orange (Silenalania).  Silenalania chatted with all the Guild Masters, and the Saurien, and was surreptitiously passed notes from three of them, indicating a location and time: &amp;quot;South Stairs, 10pm&amp;quot;, &amp;quot;Stables, 11:30&amp;quot;, &amp;quot;Library, 11pm&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===The Purple Dinner===&lt;br /&gt;
====[[Ministries of Empire|Ministers]] (4th rank)====&lt;br /&gt;
*Win Dae (she/her) - Minister of Repercussions&lt;br /&gt;
*Han Cho - Minister of Grain&lt;br /&gt;
*Kachest - Minister of Naval Trade &lt;br /&gt;
*Az Julan - Minister of Lions&lt;br /&gt;
*Foran Zakar - Minister of Redactions&lt;br /&gt;
*Li Karest - Minister of the Borders &lt;br /&gt;
*Jun Chang - Minister of Fortune&lt;br /&gt;
&lt;br /&gt;
====Advisors and Liaisons====&lt;br /&gt;
*Za - Lord of Light, Priest of Tam &lt;br /&gt;
*Vesper - the Silent One, Priest of Tem &lt;br /&gt;
*Vidan - Priest of Navere&lt;br /&gt;
*Edev Guran - Representative of the Head Stallion&lt;br /&gt;
&lt;br /&gt;
====Others====&lt;br /&gt;
*3rd rank sub-minister of State / Foreign Affairs&lt;br /&gt;
*3rd rank sub-minister of War&lt;br /&gt;
*12-15 other 3rd rank bureaucrats, all mooks.&lt;br /&gt;
*An assortment of servants, etc.&lt;br /&gt;
&lt;br /&gt;
===The Orange Dinner===&lt;br /&gt;
====The principal delegates====&lt;br /&gt;
* Guildmaster Lady Isabella Horenth from Vani &lt;br /&gt;
* Guildmaster Lady Marianna from Rin'yan &lt;br /&gt;
* Guildmaster Stefan - priest of Jord from Eaglofto &lt;br /&gt;
* Journeyman Victor - Saurian from Kor &lt;br /&gt;
&lt;br /&gt;
==== Priests ====&lt;br /&gt;
* Stella - priestess of the Goddess from Rin'yan &lt;br /&gt;
* Luigi - Cult of Alan member from Rin'yan&lt;br /&gt;
* Astrid - priest of Rush from Vani&lt;br /&gt;
* Alfonz - priest of Tem from Vani&lt;br /&gt;
* Georgi - Saurian, itinerant priest of Tam&lt;br /&gt;
&lt;br /&gt;
===The Yellow Dinner===&lt;br /&gt;
====The principal delegates====&lt;br /&gt;
* Prince Vishnarani&lt;br /&gt;
* Lady Hirana (Unreality Mage)&lt;br /&gt;
* Lord Vesalen (the guard)&lt;br /&gt;
&lt;br /&gt;
====Others====&lt;br /&gt;
* Serafina and her centaurs&lt;br /&gt;
* Three priests&lt;br /&gt;
* A bunch of merchants&lt;br /&gt;
&lt;br /&gt;
===The Green Dinner===&lt;br /&gt;
==== The Forest ====&lt;br /&gt;
* Astros Culleen (High Elf, head of the delegation)&lt;br /&gt;
* Vrok StoneSkin (Troll, bodyguard)&lt;br /&gt;
* Westly (Fox Pooka)&lt;br /&gt;
* Scout (Wild Elf, just this guy)&lt;br /&gt;
* Custard (Halfling, Astros' valet)&lt;br /&gt;
* Cream (Halfling, Astros' cook)&lt;br /&gt;
&lt;br /&gt;
==== The Plains ====&lt;br /&gt;
* Furoosh (Sluagh, related to Their Majesty somehow)&lt;br /&gt;
* Silenalania (High Elf)&lt;br /&gt;
* Sunbeam (Sylph, Silenalania's lady maid)&lt;br /&gt;
&lt;br /&gt;
The status relationship between Furoosh and Silenalania is unclear; they could be jointly leading the delegation.&lt;br /&gt;
&lt;br /&gt;
==== The Mountain ====&lt;br /&gt;
* Flint (Dwarf.  Very Dwarfy.)&lt;br /&gt;
&lt;br /&gt;
===The Pirate Captain Dinner===&lt;br /&gt;
====Principal Captains====&lt;br /&gt;
* Cara, Queen of the Pirates (Awesome!)&lt;br /&gt;
* Federico (the First Mage)&lt;br /&gt;
* Captain Jane (most adventurous of the greater Captains)&lt;br /&gt;
* Captain Brightwall, captain of the Silver Gull (worried about military matters)&lt;br /&gt;
* Captain Drake (generally an ass and who made him Captain anyway?)&lt;br /&gt;
* Gale, captain of the Kittiwake (most adventurous of the smaller Captains)&lt;br /&gt;
&lt;br /&gt;
=== The Red Dinner ===&lt;br /&gt;
==== Rush Delegation ====&lt;br /&gt;
* Captain Daniel (rarely uses his rank; more of a diplomat though I'm he can chop it up if necessary)&lt;br /&gt;
** Captain Daniel's instructions: Our work is to put together a force to take the fight to the Breaker.  You may think of yourselves as soldiers more than diplomats, but look for opportunities among all the delegations.&lt;br /&gt;
* Sergeant Susie&lt;br /&gt;
* Sergeant Susie's squad of Paladins (including Diomarch)&lt;br /&gt;
* '''Managaratha's voice, weirdly coming from nowhere (as Daniel was briefing on Lord Franklin):'''  ''Hello Diomarche, this is Managaratha.  Tell me I like carrots when you get this.''&lt;br /&gt;
==== Darstan Delegation ====&lt;br /&gt;
* Baron Volstak  &lt;br /&gt;
** Daniel's briefing:  Him being here means he and Zerbina sees this as an expansion opportunity.  Expects he can be talked into being a solid part of the force, but he'll need a reward.&lt;br /&gt;
==== King Richard's Lands Delegation ====&lt;br /&gt;
* Lord Franklin  &lt;br /&gt;
** Daniel's briefing:  Advisor to the last 3 kings in King Richard's Land, over 50 years of service.  Expect him to see the big picture, and recognize that an army is needed, but he will need reassurance that King Richard's Land won't be weakened.  (Most likely to fall in line.)&lt;br /&gt;
** Appears to be a mostly-human-presenting half-elf&lt;br /&gt;
==== Victoria Delegation ====&lt;br /&gt;
* Lord Karsten&lt;br /&gt;
** Daniel's briefing:  Sending him is a bit of a provocation by Queen Iona vs Purple, as he has led many successful offensives into the Empire over the last 15 years.  He has also run many campaigns against the orcs, probably nobody has more experience against them.  Would be a valuable member of a campaign all by himself regardless of what else Queen Iona might send, but the Empire might just refuse to cooperate with him at all.&lt;br /&gt;
==== Berana Delegation ====&lt;br /&gt;
* Lady Frigga  &lt;br /&gt;
** Daniel's briefing:  Don't know much about her, she's not one of the more important children.  Her being here might mean King Olanson doesn't much care about the conference, or that she asked for the assignment as a way to raise her profile.&lt;br /&gt;
** (From another run:  Her mother and brother think she's sensible enough to hide during a Muddle.)&lt;br /&gt;
&lt;br /&gt;
== Current State ==&lt;br /&gt;
* The Pirate Queen is on the ground in (location), covered in blood.  (Noted by Gale.)&lt;br /&gt;
* Sergeant Susie is badly injured; she is fighting an orc who is uninjured, and several fallen paladins lay around her. (Noted by Diomarch)&lt;br /&gt;
* A dwarf is chasing a redcap who is running away. (Noted by Scout.)  &lt;br /&gt;
* Westly (fox pooka) is in the Yellow zone somewhere but is hard to see.  (Noted by Scout)&lt;br /&gt;
* Vrok (troll) and Astros (high elf) are together - Vrok is guarding Astros while Astros does some sort of green counterspell.&lt;br /&gt;
* There are several dead cataurs in a room with several dead saurians, and a couple more cataurs running through the keep. (noted by Nesh)&lt;br /&gt;
* Luigi is barricaded in a room with a wall blocking it; some other non-named Orange delegates are also there. (noted by Stella)&lt;br /&gt;
* There's a Yellow zone that's hard to see/changing even though time isn't passing; speculation is there's an Unreality effect going on there.&lt;br /&gt;
* A Blue mage performed an extra-effort Blue spell to make all of Middlesea one battlemap.  They are probably/possibly in the midst of a Berserker rage, as a consequence.  (Discovered in [[Second Run]] by Gale when she did her own wild-blue-spell on the battlemap.)&lt;br /&gt;
* An area of effect Green spell is spraying amnesia mist everywhere. (Noted by Lutenania, scout for Their Majesty of the Plains.)&lt;br /&gt;
* An Oasis miracle of isolation is in place. (Noted by Scout.)&lt;br /&gt;
* A Time miracle of some sort is in place.  (Noted by Bordan, priest of Rush.)&lt;br /&gt;
* There are a whole bunch of orcs (Noted by flyover in [[First Run]].)&lt;br /&gt;
* There are lion prints on the outer wall.  (Noted by Nesh.)&lt;br /&gt;
* There are slith tracks sneaking into the keep.  (Noted by Vidan.)&lt;br /&gt;
* There are more than ten &amp;quot;sides&amp;quot; involved, but that might include factions within delegations; e.g., there are five separate delegations from Red, one for each kingdom and one for the Paladins of Rush. It's not clear whether those count as five different &amp;quot;sides&amp;quot;.(From Bordan.)&lt;br /&gt;
* Baron Volstack took a lot of damage right before the timestop, which was shared with Duchess Zerbina over the lifelink (she has healed since).  She is concerned that he be gotten to ASAP when the timestop breaks.  (Shared by Duchess Zerbina.  This is a secret.)&lt;br /&gt;
&lt;br /&gt;
== Things Remembered ==&lt;br /&gt;
* Vidan was involved in a combat-time ritual of several people-- probably Fivist priests and mages, not priests of other religions-- to counteract the amnesia spell.&lt;br /&gt;
* Vidan recalls: ''Flint looks from the dead redcap to the unconscious Scout. &amp;quot;Federico, with me. The rest of you, see what you can do for him. If anything unfortunate happens, tell Her Majesty that Futeau is the traitor.&amp;quot;''&lt;br /&gt;
* [[Gyvail]], a priest of Orellian, is with Caitlyn and Westrack, and was holding. (Recalled by Vidan.)&lt;br /&gt;
* Nesh remembers that dinner went... fine.  He served the Yellow delegation.&lt;br /&gt;
* Managaratha remembers having a conversation with the Blue delegation.&lt;br /&gt;
* Stella remembers being sent to talk to the Purple delegation and feel them out &amp;quot;since you can't actually commit the Guild to anything.&amp;quot;&lt;br /&gt;
* Stella remembers that &amp;quot;Luigi volunteers to speak with the Priests from the Yellow delegation&amp;quot; after dinner.&lt;br /&gt;
&lt;br /&gt;
== People By Faction ==&lt;br /&gt;
* Pirate Queen (Cara)&lt;br /&gt;
** First Mage Federico&lt;br /&gt;
** William (Recalled by [[Managaratha]])&lt;br /&gt;
** Gale&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
** Mage Marek (Recalled by [[Managaratha]])&lt;br /&gt;
** General Petrov, a Saurien (Recalled by [[Managaratha]])&lt;br /&gt;
** Rickard (Recalled by [[Managaratha]])&lt;br /&gt;
*** can cast spells &lt;br /&gt;
*** diplomat-without-portfolio for [[Melmaine]] &lt;br /&gt;
*** has spent time in [[Jabar]] and some of the Merfolk courts &lt;br /&gt;
&lt;br /&gt;
* Cult of Alan&lt;br /&gt;
** Luigi (Recalled by [[Managaratha]])&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Managaratha&amp;diff=318</id>
		<title>Managaratha</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Managaratha&amp;diff=318"/>
		<updated>2023-09-02T21:25:31Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: Created page with &amp;quot;Mage Who?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mage Who?&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Main_Page&amp;diff=317</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Main_Page&amp;diff=317"/>
		<updated>2023-09-02T21:01:09Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: /* Logs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=6&amp;gt; COMET: Once More Unto The Breach &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== About The World ==&lt;br /&gt;
[[World Map|World Map and Overview]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Countries|Countries]] of the World&lt;br /&gt;
&lt;br /&gt;
[[History]]&lt;br /&gt;
&lt;br /&gt;
[[Muddle in Middlesea]]&lt;br /&gt;
&lt;br /&gt;
== Previous Comet ==&lt;br /&gt;
[https://stuff.mit.edu/~boojum/CometWeb/  Website from the Previous Comet]&lt;br /&gt;
&lt;br /&gt;
==Various Mechanics==&lt;br /&gt;
[[Colors of Magic | Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Endurance]]&lt;br /&gt;
&lt;br /&gt;
[[Character Creation Message]]&lt;br /&gt;
&lt;br /&gt;
[[Skill List and Costs]]&lt;br /&gt;
&lt;br /&gt;
[[Combat]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: Rulings]]&lt;br /&gt;
&lt;br /&gt;
==Logs==&lt;br /&gt;
# [[First Run]] ([[Rainbow]]), 2023-01-07&lt;br /&gt;
# [[Second Run]] ([[Rainbow]]), 2023-02-18&lt;br /&gt;
# [[To The Heart]] ([[Orange]]), 2023-03-04&lt;br /&gt;
# [[Adventures are Everywhere]] ([[Orange]]), 2023-03-18&lt;br /&gt;
# [[Promises Promises]] ([[Purple]]), 2023-04-01&lt;br /&gt;
# [[A Lilac Kind Of Purple]] ([[Purple]]), 2023-05-13&lt;br /&gt;
# [[To Catch A Thief]] ([[Red]]), 2023-05-27&lt;br /&gt;
# [[Bear and Frog]] ([[Red]]), 2023-06-17&lt;br /&gt;
# [[Keep in the Broken Lands]] ([[Red]]), 2023-07-08&lt;br /&gt;
# [[Under the Sea]] ([[Red]]), 2023-07-22&lt;br /&gt;
# [[The Once and Future Queens]] ([[Red]]), 2023-08-05&lt;br /&gt;
# ([[Red]]), 2023-08-19&lt;br /&gt;
# Chapter End (A space outside of space, and [[Red]]), 2023-09-02&lt;br /&gt;
&lt;br /&gt;
===Total EPs===&lt;br /&gt;
As of 2023-09-02, including initial 30 EPs / 100 SPs.&lt;br /&gt;
* 100 EPs&lt;br /&gt;
* 200 SPs&lt;br /&gt;
&lt;br /&gt;
==Things We Might Know==&lt;br /&gt;
* [[:Category:NPCs]]&lt;br /&gt;
* [[Party Loot]]&lt;br /&gt;
&lt;br /&gt;
== MediaWiki ==&lt;br /&gt;
MediaWiki has been installed.&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=Main_Page&amp;diff=316</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=Main_Page&amp;diff=316"/>
		<updated>2023-09-02T20:59:37Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: /* Total EPs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=6&amp;gt; COMET: Once More Unto The Breach &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== About The World ==&lt;br /&gt;
[[World Map|World Map and Overview]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Countries|Countries]] of the World&lt;br /&gt;
&lt;br /&gt;
[[History]]&lt;br /&gt;
&lt;br /&gt;
[[Muddle in Middlesea]]&lt;br /&gt;
&lt;br /&gt;
== Previous Comet ==&lt;br /&gt;
[https://stuff.mit.edu/~boojum/CometWeb/  Website from the Previous Comet]&lt;br /&gt;
&lt;br /&gt;
==Various Mechanics==&lt;br /&gt;
[[Colors of Magic | Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Endurance]]&lt;br /&gt;
&lt;br /&gt;
[[Character Creation Message]]&lt;br /&gt;
&lt;br /&gt;
[[Skill List and Costs]]&lt;br /&gt;
&lt;br /&gt;
[[Combat]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: Rulings]]&lt;br /&gt;
&lt;br /&gt;
==Logs==&lt;br /&gt;
# [[First Run]] ([[Rainbow]]), 2023-01-07&lt;br /&gt;
# [[Second Run]] ([[Rainbow]]), 2023-02-18&lt;br /&gt;
# [[To The Heart]] ([[Orange]]), 2023-03-04&lt;br /&gt;
# [[Adventures are Everywhere]] ([[Orange]]), 2023-03-18&lt;br /&gt;
# [[Promises Promises]] ([[Purple]]), 2023-04-01&lt;br /&gt;
# [[A Lilac Kind Of Purple]] ([[Purple]]), 2023-05-13&lt;br /&gt;
# [[To Catch A Thief]] ([[Red]]), 2023-05-27&lt;br /&gt;
# [[Bear and Frog]] ([[Red]]), 2023-06-17&lt;br /&gt;
# [[Keep in the Broken Lands]] ([[Red]]), 2023-07-08&lt;br /&gt;
# [[Under the Sea]] ([[Red]]), 2023-07-22&lt;br /&gt;
# [[The Once and Future Queens]] ([[Red]]), 2023-08-05&lt;br /&gt;
# ([[Red]]), 2023-08-19&lt;br /&gt;
&lt;br /&gt;
===Total EPs===&lt;br /&gt;
As of 2023-09-02, including initial 30 EPs / 100 SPs.&lt;br /&gt;
* 100 EPs&lt;br /&gt;
* 200 SPs&lt;br /&gt;
&lt;br /&gt;
==Things We Might Know==&lt;br /&gt;
* [[:Category:NPCs]]&lt;br /&gt;
* [[Party Loot]]&lt;br /&gt;
&lt;br /&gt;
== MediaWiki ==&lt;br /&gt;
MediaWiki has been installed.&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=The_Once_and_Future_Queens&amp;diff=310</id>
		<title>The Once and Future Queens</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=The_Once_and_Future_Queens&amp;diff=310"/>
		<updated>2023-08-19T17:44:42Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: /* Things that we are still worrying about */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Still Phoenix 23]&lt;br /&gt;
&lt;br /&gt;
==Heirs to Beran==&lt;br /&gt;
&lt;br /&gt;
The run begins with Scout vanishing and Managaratha reappearing, but the latter is severely injured with all the broken bones from before he vanished. Stella, with ecumenical help from Vidan to avoid the issues with Rush's holy ground, calls on the Mother to heal him. The funeral is still going on inside the church, and it ends without any surprises.&lt;br /&gt;
&lt;br /&gt;
The night passes peacefully, and the next day [Phoenix 24], the group  heads to the temple of Navere, (protected again by Vidan's ecumenical miracles from thwackback).&lt;br /&gt;
&lt;br /&gt;
[[Violet]], the high priest of Navere in Berana, tells Vidan that the first round of accusations of assassination by the contenders has been settled due to the Slith prisoner, but the kingdom still needs an heir within the next 4-5 days to prevent it from falling apart into factions.&lt;br /&gt;
&lt;br /&gt;
There are six factions, two of which support the same candidate. The contenders and their supporters are as follows:&lt;br /&gt;
* Prince Varen: The oldest child but illegitimate, supported by both the Rushites and hotheaded. He clashed a lot with Olason, as they were both hotheads.&lt;br /&gt;
* Princesse Anne: The oldest legitimate child.&lt;br /&gt;
* Prince Quentin: The only surviving descendant of the lord of the northern half of Berana, with a claim on their support.&lt;br /&gt;
* Prince Morgan: He was previously named heir by King Olason, but was removed again after a significant military loss. Olason married Morgan's mother before he was born, so there is a tiny argument that he is not legitimate.&lt;br /&gt;
* Princess Wendy: Not of age yet, but her mother, Queen Mary, is the current queen and has her own support.&lt;br /&gt;
&lt;br /&gt;
We also learn that there is an engagement party for Princess Bolga (King Olason had about thirty kids) tomorrow, and that People Of Note will be meeting to discuss the slith the following day.&lt;br /&gt;
&lt;br /&gt;
Violet continues the briefing: Franklin, the steward, is the one most likely to be listened to by everyone, although he remains apolitical between the contenders as a matter of policy.  Violet says that Naverre doesn't have a &amp;quot;preferred&amp;quot; candidate, but does think that the candidate should be &amp;quot;proper&amp;quot;.  However, as Olason was the first king, there is no succession history, so there isn't a clearly defined &amp;quot;proper&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
We briefly discuss the candidates and Vidan proposes that everyone infiltrate a different faction, but this plan does not survive contact with the mechanic.  Diomarche asks about Princess Friga (who is at Middlesea).  Her mother is Nessa - Olason divorced her twenty-five years ago, and she's still on her lands.  Prince Marek, her younger brother, was at the funeral.&lt;br /&gt;
&lt;br /&gt;
The group goes to the castle to talk to Franklin and brief him on what they know about the slith assassin. Franklin seems less fond of Varen and Quentin but maintains his apolitical stance.&lt;br /&gt;
&lt;br /&gt;
Diomarche goes to the Temple of Rush, to get their opinion on the slate of heirs.  Varen and Morgan are known for their military expertise, though it is unclear which ones will be more anti-slith and less focused on conquering their neighbors.&lt;br /&gt;
&lt;br /&gt;
Through the later gatherings, we will get a better idea about the heirs and their factions:&lt;br /&gt;
Prince Varen: Crosses (Rush) and Fists (hawks)&lt;br /&gt;
Princesse Anne: Top Hats (nobles)&lt;br /&gt;
Prince Quentin: Leafs (magic / weird / shamany / Orellian-favored)&lt;br /&gt;
Prince Morgan: Lemons (the disaffected)&lt;br /&gt;
Wendy / Mary: Roses (alliance-building)&lt;br /&gt;
&lt;br /&gt;
==The Wake==&lt;br /&gt;
&lt;br /&gt;
The group attends the wake for King Olason.  Some of the better-informed are familiar with us as the slith-catchers, while others aren't sure who we are. Vidan pays his condolences to Queen Mary (King Olason's marriages were all political except for this one, which was a love match), who is interested in relations between the Empire and Victoria, that Vidan is more informed about.   Vidan discovers that Queen Mary is the doubler for the Roses faction, and she seems willing to listen to his advice - no one playing the mechanic has a briefing, so they will all be playing fairly randomly.   &lt;br /&gt;
&lt;br /&gt;
Vidan's miracle of witnessing gives him his Koalition instincts, including that the wake - the card Germany - is the largest one available.   So whoever takes it will have a starting advantage.   &lt;br /&gt;
&lt;br /&gt;
The party investigates the mechanics - we can uncover specific cards by talking about things they care about, and then can decide whether to play them or put them back.   This lets us add more cards (at a cost of using them up) for the teams we are interested in, or pull more cards on small countries for the factions that we're trying to spike.&lt;br /&gt;
&lt;br /&gt;
Between the fact that Vidan has started by talking to Queen Mary and the fact that we are strongly in favor of alliance-building, we kind of fall in behind Roses, though not without a lot of wavering about &amp;quot;should we figure out who is best?&amp;quot; and &amp;quot;but the most important thing is to make ''someone'' win&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roses come out on top of Germany; the points are divided, and Vidan gets another insight: the lose condition is clearly &amp;quot;nobody has enough points at the end&amp;quot;.  We can tell that the points are apportioned based on who had the most card points, but not exactly how: Roses and Lemons did the best; Fists and Crosses did the worst.   &lt;br /&gt;
&lt;br /&gt;
Someone sneezes when Gale and her half-orc perfume comes near them - their card is the two of acorns, which is a surprise because they weren't in the mechanic.  Clearly the Acorns are the bad guy faction.   Vidan does recall &amp;quot;thwart the broken priest&amp;quot; as another option for Adventures.     Nesh checks the half-orc's pockets - he seems to be from the Empire, but doesn't have anything obviously incriminating.  However, being a half-orc is suspicious enough, so we surreptitiously surround him. &lt;br /&gt;
&lt;br /&gt;
Not surreptitiously enough, as it turns out.   He puts his hand in his pocket.   Vidan calls on Naverre, and declares that Minions of the Breakers shall not interfere.    Everyone paying attention can tell he's a half orc.   The guy says &amp;quot;Sorry to bother you...&amp;quot; and vanishes, using the thing in his pocket.  Oh well. &lt;br /&gt;
&lt;br /&gt;
Vidan gets the steward to get Lord Henry to invite Gale and Diomarche and Nesh to the hunt tomorrow.&lt;br /&gt;
&lt;br /&gt;
==The Hunt and the Engagement Party==&lt;br /&gt;
[Phoenix 25]&lt;br /&gt;
&lt;br /&gt;
The Hunt is Italy, and Portugal is the engagement party. &lt;br /&gt;
&lt;br /&gt;
Our general strategy is to pull roses at the hunt, and  pull top hats / leafs at the party, because it's small and the high cards will be wasted.   We can also tell the Queen to play low roses at the party.  &lt;br /&gt;
&lt;br /&gt;
Managaratha talks about magic at the party and pulls a midlarge Leaf.   Vidan remarks to the Queen that Navere suggests the party isn't the most important gathering, so she will play a low rose.  The groom is from Orange, and his family is at the party, with guests from Orange with presents.  People eye the gifts, wondering about weird horrible daggers.  Stella spots a concerning sword, and thinks she's seen something like it, since she got to Red.   (On thinking about this later, that the guy who wanted to arrest Gale for sparring had one.)&lt;br /&gt;
&lt;br /&gt;
At the Hunt, Gale tries to get a rose card by talking about battle magic and coordinating attacks, but this also pulls a Leaf.   So it's much more about the overt text than the subtext.  &lt;br /&gt;
&lt;br /&gt;
As we seem to be useful, the Queen arranges for invitations to Admiral Jefferson's retirement party, and a Rushian tournament, both to take place on the day after tomorrow. &lt;br /&gt;
&lt;br /&gt;
==The Slith Meeting==&lt;br /&gt;
[Phoenix 26]&lt;br /&gt;
&lt;br /&gt;
There are people talking inside and outside.   Inside is Great Britain (big); outside is Luxembourg (little).    Vidan tells the Queen the meetingis important.   Gale pushes for alliances and flips another rose.   Nesh convinces a cross card to support roses. &lt;br /&gt;
The current score is: &lt;br /&gt;
&lt;br /&gt;
Roses: 25&amp;lt;br&amp;gt;&lt;br /&gt;
Fists+Crosses: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Hats: 8&amp;lt;br&amp;gt;&lt;br /&gt;
Lemons: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves: 7&lt;br /&gt;
&lt;br /&gt;
Can we talk Varen into dropping, in exchanging for being appointed a high military position  under Wendy?  Vidan talks to Violet about this idea, and she advises not talking to Varen until later.  You can switch individual supporters in the mechanic, but shouldn't change the teams until after. &lt;br /&gt;
&lt;br /&gt;
The lemons take Luxembourg!   That is ideal in that they have burned a lot of their high cards on a small score. &lt;br /&gt;
&lt;br /&gt;
==Retirement Party and Rush's Tournament==&lt;br /&gt;
[Phoenix 27]&lt;br /&gt;
&lt;br /&gt;
At the tournament of Rush, Nesh and Stella try to locate any more Acorns - they think that the person in the mechanic who isn't doing something is the high priest of the Nameless.    Does that mean they're Bent?  Or do we not understand the mechanic well enough? &lt;br /&gt;
&lt;br /&gt;
Gale gets on well with the retiring admiral, being natural nemeses.  &lt;br /&gt;
&lt;br /&gt;
Fists/crosses win the tournament (as makes sense), but that puts Roses comfortably in the lead with everyone else tied, at &lt;br /&gt;
&lt;br /&gt;
25 to 8 / 8 / 8 / 7&lt;br /&gt;
&lt;br /&gt;
Violet declares that Berana's Rule of Succession now includes:  If you die without an heir while married, your spouse gets to name the heir.   That is now the Rule of Succession.  &lt;br /&gt;
&lt;br /&gt;
Next up: the Coronation&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
* 5 eps &lt;br /&gt;
* 8 skill points&lt;br /&gt;
&lt;br /&gt;
===Things that we are still worrying about===&lt;br /&gt;
* the potential broken priest (Greg)&lt;br /&gt;
* the weird sword.&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
	<entry>
		<id>https://thecometreturns.net/index.php?title=The_Once_and_Future_Queens&amp;diff=309</id>
		<title>The Once and Future Queens</title>
		<link rel="alternate" type="text/html" href="https://thecometreturns.net/index.php?title=The_Once_and_Future_Queens&amp;diff=309"/>
		<updated>2023-08-19T17:44:10Z</updated>

		<summary type="html">&lt;p&gt;96.237.114.243: Created page with &amp;quot;[Still Phoenix 23]  ==Heirs to Beran==  The run begins with Scout vanishing and Managaratha reappearing, but the latter is severely injured with all the broken bones from before he vanished. Stella, with ecumenical help from Vidan to avoid the issues with Rush's holy ground, calls on the Mother to heal him. The funeral is still going on inside the church, and it ends without any surprises.  The night passes peacefully, and the next day [Phoenix 24], the group  heads to t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Still Phoenix 23]&lt;br /&gt;
&lt;br /&gt;
==Heirs to Beran==&lt;br /&gt;
&lt;br /&gt;
The run begins with Scout vanishing and Managaratha reappearing, but the latter is severely injured with all the broken bones from before he vanished. Stella, with ecumenical help from Vidan to avoid the issues with Rush's holy ground, calls on the Mother to heal him. The funeral is still going on inside the church, and it ends without any surprises.&lt;br /&gt;
&lt;br /&gt;
The night passes peacefully, and the next day [Phoenix 24], the group  heads to the temple of Navere, (protected again by Vidan's ecumenical miracles from thwackback).&lt;br /&gt;
&lt;br /&gt;
[[Violet]], the high priest of Navere in Berana, tells Vidan that the first round of accusations of assassination by the contenders has been settled due to the Slith prisoner, but the kingdom still needs an heir within the next 4-5 days to prevent it from falling apart into factions.&lt;br /&gt;
&lt;br /&gt;
There are six factions, two of which support the same candidate. The contenders and their supporters are as follows:&lt;br /&gt;
* Prince Varen: The oldest child but illegitimate, supported by both the Rushites and hotheaded. He clashed a lot with Olason, as they were both hotheads.&lt;br /&gt;
* Princesse Anne: The oldest legitimate child.&lt;br /&gt;
* Prince Quentin: The only surviving descendant of the lord of the northern half of Berana, with a claim on their support.&lt;br /&gt;
* Prince Morgan: He was previously named heir by King Olason, but was removed again after a significant military loss. Olason married Morgan's mother before he was born, so there is a tiny argument that he is not legitimate.&lt;br /&gt;
* Princess Wendy: Not of age yet, but her mother, Queen Mary, is the current queen and has her own support.&lt;br /&gt;
&lt;br /&gt;
We also learn that there is an engagement party for Princess Bolga (King Olason had about thirty kids) tomorrow, and that People Of Note will be meeting to discuss the slith the following day.&lt;br /&gt;
&lt;br /&gt;
Violet continues the briefing: Franklin, the steward, is the one most likely to be listened to by everyone, although he remains apolitical between the contenders as a matter of policy.  Violet says that Naverre doesn't have a &amp;quot;preferred&amp;quot; candidate, but does think that the candidate should be &amp;quot;proper&amp;quot;.  However, as Olason was the first king, there is no succession history, so there isn't a clearly defined &amp;quot;proper&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
We briefly discuss the candidates and Vidan proposes that everyone infiltrate a different faction, but this plan does not survive contact with the mechanic.  Diomarche asks about Princess Friga (who is at Middlesea).  Her mother is Nessa - Olason divorced her twenty-five years ago, and she's still on her lands.  Prince Marek, her younger brother, was at the funeral.&lt;br /&gt;
&lt;br /&gt;
The group goes to the castle to talk to Franklin and brief him on what they know about the slith assassin. Franklin seems less fond of Varen and Quentin but maintains his apolitical stance.&lt;br /&gt;
&lt;br /&gt;
Diomarche goes to the Temple of Rush, to get their opinion on the slate of heirs.  Varen and Morgan are known for their military expertise, though it is unclear which ones will be more anti-slith and less focused on conquering their neighbors.&lt;br /&gt;
&lt;br /&gt;
Through the later gatherings, we will get a better idea about the heirs and their factions:&lt;br /&gt;
Prince Varen: Crosses (Rush) and Fists (hawks)&lt;br /&gt;
Princesse Anne: Top Hats (nobles)&lt;br /&gt;
Prince Quentin: Leafs (magic / weird / shamany / Orellian-favored)&lt;br /&gt;
Prince Morgan: Lemons (the disaffected)&lt;br /&gt;
Wendy / Mary: Roses (alliance-building)&lt;br /&gt;
&lt;br /&gt;
==The Wake==&lt;br /&gt;
&lt;br /&gt;
The group attends the wake for King Olason.  Some of the better-informed are familiar with us as the slith-catchers, while others aren't sure who we are. Vidan pays his condolences to Queen Mary (King Olason's marriages were all political except for this one, which was a love match), who is interested in relations between the Empire and Victoria, that Vidan is more informed about.   Vidan discovers that Queen Mary is the doubler for the Roses faction, and she seems willing to listen to his advice - no one playing the mechanic has a briefing, so they will all be playing fairly randomly.   &lt;br /&gt;
&lt;br /&gt;
Vidan's miracle of witnessing gives him his Koalition instincts, including that the wake - the card Germany - is the largest one available.   So whoever takes it will have a starting advantage.   &lt;br /&gt;
&lt;br /&gt;
The party investigates the mechanics - we can uncover specific cards by talking about things they care about, and then can decide whether to play them or put them back.   This lets us add more cards (at a cost of using them up) for the teams we are interested in, or pull more cards on small countries for the factions that we're trying to spike.&lt;br /&gt;
&lt;br /&gt;
Between the fact that Vidan has started by talking to Queen Mary and the fact that we are strongly in favor of alliance-building, we kind of fall in behind Roses, though not without a lot of wavering about &amp;quot;should we figure out who is best?&amp;quot; and &amp;quot;but the most important thing is to make ''someone'' win&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roses come out on top of Germany; the points are divided, and Vidan gets another insight: the lose condition is clearly &amp;quot;nobody has enough points at the end&amp;quot;.  We can tell that the points are apportioned based on who had the most card points, but not exactly how: Roses and Lemons did the best; Fists and Crosses did the worst.   &lt;br /&gt;
&lt;br /&gt;
Someone sneezes when Gale and her half-orc perfume comes near them - their card is the two of acorns, which is a surprise because they weren't in the mechanic.  Clearly the Acorns are the bad guy faction.   Vidan does recall &amp;quot;thwart the broken priest&amp;quot; as another option for Adventures.     Nesh checks the half-orc's pockets - he seems to be from the Empire, but doesn't have anything obviously incriminating.  However, being a half-orc is suspicious enough, so we surreptitiously surround him. &lt;br /&gt;
&lt;br /&gt;
Not surreptitiously enough, as it turns out.   He puts his hand in his pocket.   Vidan calls on Naverre, and declares that Minions of the Breakers shall not interfere.    Everyone paying attention can tell he's a half orc.   The guy says &amp;quot;Sorry to bother you...&amp;quot; and vanishes, using the thing in his pocket.  Oh well. &lt;br /&gt;
&lt;br /&gt;
Vidan gets the steward to get Lord Henry to invite Gale and Diomarche and Nesh to the hunt tomorrow.&lt;br /&gt;
&lt;br /&gt;
==The Hunt and the Engagement Party==&lt;br /&gt;
[Phoenix 25]&lt;br /&gt;
&lt;br /&gt;
The Hunt is Italy, and Portugal is the engagement party. &lt;br /&gt;
&lt;br /&gt;
Our general strategy is to pull roses at the hunt, and  pull top hats / leafs at the party, because it's small and the high cards will be wasted.   We can also tell the Queen to play low roses at the party.  &lt;br /&gt;
&lt;br /&gt;
Managaratha talks about magic at the party and pulls a midlarge Leaf.   Vidan remarks to the Queen that Navere suggests the party isn't the most important gathering, so she will play a low rose.  The groom is from Orange, and his family is at the party, with guests from Orange with presents.  People eye the gifts, wondering about weird horrible daggers.  Stella spots a concerning sword, and thinks she's seen something like it, since she got to Red.   (On thinking about this later, that the guy who wanted to arrest Gale for sparring had one.)&lt;br /&gt;
&lt;br /&gt;
At the Hunt, Gale tries to get a rose card by talking about battle magic and coordinating attacks, but this also pulls a Leaf.   So it's much more about the overt text than the subtext.  &lt;br /&gt;
&lt;br /&gt;
As we seem to be useful, the Queen arranges for invitations to Admiral Jefferson's retirement party, and a Rushian tournament, both to take place on the day after tomorrow. &lt;br /&gt;
&lt;br /&gt;
==The Slith Meeting==&lt;br /&gt;
[Phoenix 26]&lt;br /&gt;
&lt;br /&gt;
There are people talking inside and outside.   Inside is Great Britain (big); outside is Luxembourg (little).    Vidan tells the Queen the meetingis important.   Gale pushes for alliances and flips another rose.   Nesh convinces a cross card to support roses. &lt;br /&gt;
The current score is: &lt;br /&gt;
&lt;br /&gt;
Roses: 25&amp;lt;br&amp;gt;&lt;br /&gt;
Fists+Crosses: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Hats: 8&amp;lt;br&amp;gt;&lt;br /&gt;
Lemons: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves: 7&lt;br /&gt;
&lt;br /&gt;
Can we talk Varen into dropping, in exchanging for being appointed a high military position  under Wendy?  Vidan talks to Violet about this idea, and she advises not talking to Varen until later.  You can switch individual supporters in the mechanic, but shouldn't change the teams until after. &lt;br /&gt;
&lt;br /&gt;
The lemons take Luxembourg!   That is ideal in that they have burned a lot of their high cards on a small score. &lt;br /&gt;
&lt;br /&gt;
==Retirement Party and Rush's Tournament==&lt;br /&gt;
[Phoenix 27]&lt;br /&gt;
&lt;br /&gt;
At the tournament of Rush, Nesh and Stella try to locate any more Acorns - they think that the person in the mechanic who isn't doing something is the high priest of the Nameless.    Does that mean they're Bent?  Or do we not understand the mechanic well enough? &lt;br /&gt;
&lt;br /&gt;
Gale gets on well with the retiring admiral, being natural nemeses.  &lt;br /&gt;
&lt;br /&gt;
Fists/crosses win the tournament (as makes sense), but that puts Roses comfortably in the lead with everyone else tied, at &lt;br /&gt;
&lt;br /&gt;
25 to 8 / 8 / 8 / 7&lt;br /&gt;
&lt;br /&gt;
Violet declares that Berana's Rule of Succession now includes:  If you die without an heir while married, your spouse gets to name the heir.   That is now the Rule of Succession.  &lt;br /&gt;
&lt;br /&gt;
Next up: the Coronation&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
* 5 eps &lt;br /&gt;
* 8 skill points&lt;br /&gt;
&lt;br /&gt;
===Things that we are still worrying about===&lt;br /&gt;
* the potential broken priest&lt;br /&gt;
* the weird sword.&lt;/div&gt;</summary>
		<author><name>96.237.114.243</name></author>
	</entry>
</feed>