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		<id>https://www.alandfaraway.info/Wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zelknolf</id>
		<title>ALFA - User contributions [en]</title>
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		<updated>2026-06-11T04:03:47Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Text_Commands&amp;diff=2881</id>
		<title>Text Commands</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Text_Commands&amp;diff=2881"/>
				<updated>2015-08-15T04:04:05Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* DM Commands */ Set charges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
The text commands presented on this page carry different formatting. Text in monospaced fonts are meant to be typed. Often, to explain what a command does when there are multiple displayed at once, an inline comment will be given. This is not meant to be typed. Additionally, some parameters are user defined, and must be filled in by the user. Content inside bold '''&amp;lt;brackets&amp;gt;''' should be replaced with actual content.&lt;br /&gt;
&lt;br /&gt;
For example, &amp;lt;code&amp;gt;#sethp '''&amp;lt;Target HP&amp;gt;'''&amp;lt;/code&amp;gt; says you should type something like &amp;lt;code&amp;gt;#sethp 1&amp;lt;/code&amp;gt; to set a creature's hit points to 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Commands ==&lt;br /&gt;
These commands are available for anyone.&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Example&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#'''&amp;lt;Anchor Number&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Establishes the current target as an [[Anchor]]. Setting an anchor with nothing selected will clear a previous anchor. Players may only anchor characters they control ([[Animal Companion]]s, [[Familiar]]s). You listen through your anchors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#'''&amp;lt;Anchor Number&amp;gt; &amp;lt;Text&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#1 I am a mighty puppet!&amp;lt;/code&amp;gt;&lt;br /&gt;
| Speaks through an [[Anchor]]. In this example, whatever is anchored to &amp;lt;code&amp;gt;#1&amp;lt;/code&amp;gt; will say, &amp;quot;I am a mighty puppet!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#alist&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#alist&amp;lt;/code&amp;gt;&lt;br /&gt;
| Lists all current [[Anchor]]s.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#dm '''&amp;lt;Message&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#dm Bob would like to inspect the trap.&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sends a message to the [[Dungeon Master|DM]] message queue. They may click the notification later to read it. This is useful for notifying DMs in other areas, or to send low-priority messages.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@'''&amp;lt;Language Code&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| *The chiseled elven warrior nods.* &amp;lt;code&amp;gt;@elf&amp;lt;/code&amp;gt; &amp;quot;You are safe, should you behave.&amp;quot;&lt;br /&gt;
| Allows the character to speak in a given [[Language|language]]. Players must know the language to speak it. Clicking the @ symbol on the chat window will list your current languages, and their language code.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DM Commands ==&lt;br /&gt;
These commands are available only to [[Dungeon Master]]s.&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Example&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#ifl'''&amp;lt;DC&amp;gt;''' '''&amp;lt;Message&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#ifl05 The sound of a heavy falling rock comes from the nearby cliffs.&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sends a notification to all players in the area who succeed a [[Listen]] check. They may click the notification to read the full text of the message. In this example, the [[Difficulty Class|DC]] is 5. &amp;lt;code&amp;gt;#ifl12&amp;lt;/code&amp;gt; would be DC 12. You are provided a list of who failed and who succeeded the check.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#ifs'''&amp;lt;DC&amp;gt;''' '''&amp;lt;Message&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#ifs30 The ceiling far above your head is dark, but you make out the form of a large spider.&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sends a notification to all players in the area who succeed a [[Spot]] check. They may click the notification to read the full text of the message. In this example, the [[Difficulty Class|DC]] is 30. &amp;lt;code&amp;gt;#ifl05&amp;lt;/code&amp;gt; would be DC 5. You are provided a list of who failed and who succeeded the check.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#not '''&amp;lt;Message&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#not A loud roar echoes through the cave.&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sends a notification to all players in the area. They may click the notification to read the full text of the message.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#setdesc '''&amp;lt;Description&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#setdesc This bear moves as fast as lightning, tearing through the forest.&amp;lt;/code&amp;gt;&lt;br /&gt;
| Changes the description of any object. This can be used to give items custom descriptions, make notes/books, etc.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sethp '''&amp;lt;Target HP&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sethp 1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Damages or heals a creature that is currently selected. A target HP greater than a creature's max hit points will set them to full. The example sets a creature to a single hit point.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#setcharges '''&amp;lt;Number of Charges&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#setcharges 10&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sets the number of remaining charges on any charged item, like a wand, staff, or rod.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_Conversations_%26_Quests&amp;diff=2880</id>
		<title>Writing Conversations &amp; Quests</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_Conversations_%26_Quests&amp;diff=2880"/>
				<updated>2015-07-12T17:27:14Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
Conversations (aka dialogs) are a set of nodes (lines of text) arranged in a branching tree that consist of questions and responses that a player can select from. Each of the nodes in a conversation tree is subject to conditions evaluated by at least one or more scripts (Text Appears When) and can trigger scripted actions based on player selection (Actions Taken).&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
: ''See also: [[Using Local Variables]]''&lt;br /&gt;
The following quest types are supported by the [[ACR Quest System]]:&lt;br /&gt;
* Exploration &amp;amp; Scouting quests&lt;br /&gt;
* Errand quests (locate/retrieve/deliver an item)&lt;br /&gt;
* Escort quests (for NPCs only)&lt;br /&gt;
* Bounty quests (kill an NPC or creature)&lt;br /&gt;
* Patrol/Reconnaissance quests (walk [[Waypoint | waypoints]])&lt;br /&gt;
&lt;br /&gt;
=== Configuration ===&lt;br /&gt;
The following configuration may be set on waypoints or triggers. For a waypoint to work, you must tag the waypoint as &amp;lt;code&amp;gt;'''ACR_QUEST_WAYPOINT'''&amp;lt;/code&amp;gt;. In this case, you may also define...&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QUEST_TRIG_SHAPE'''&amp;lt;/code&amp;gt; (integer) -- Variable corresponding to a line number in vfx_persistent.2da which determines the size/shape/facing/visual effects (if any) of the quest location once spawned.&lt;br /&gt;
&lt;br /&gt;
The following settings can be used to configure quests. These parameters must be defined on triggers at specific locations, in particular to setup scouting, bounty, or patrol quests.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_NAME'''&amp;lt;/code&amp;gt; (string) -- Variable for defining the quest name (per the module journal).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_LOWER_STATE'''&amp;lt;/code&amp;gt; (integer) -- Variable for defining the activation state of a quest trigger. If this is 0 or undefined, a quest trigger can be activated repeatedly or in any sequence.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_REQUIRED_SKILL'''&amp;lt;/code&amp;gt; (integer) -- Variable for defining a skill that needs a skill check in order to activate this quest trigger.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_SKILL_DC'''&amp;lt;/code&amp;gt; (integer) -- Variable for the difficulty class of the skill check that needs to be passed in order to activate this quest trigger.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_UPPER_STATE'''&amp;lt;/code&amp;gt; (integer) -- Variable for defining the state at which a quest trigger will grant the associated quest XP reward. If this is 0 or undefined, the quest trigger will not grant any quest XP.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_SPAWN_CRESREF'''&amp;lt;/code&amp;gt; (string) -- Variable for defining the resref of the creature object to spawn (used [[OnTriggerEnter]]).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_SPAWN_IRESREF'''&amp;lt;/code&amp;gt; (string) -- Variable for defining the resref of the item object to spawn (used [[OnTriggerEnter]]).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_SPAWN_WAYPOINT'''&amp;lt;/code&amp;gt; (string) -- Variable for defining the tag of the waypoint (location) at which to spawn an item or creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_APPEAR_ANIMATION'''&amp;lt;/code&amp;gt; (integer) -- Variable (boolean) for defining whether a spawned object will fade in (1) or appear immediately (0).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_SPAWN_DELAY'''&amp;lt;/code&amp;gt; (float) -- Variable for defining a spawn time delay. This is used to introduce a delay between activating a quest trigger and spawning the desired object.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_MESSAGE'''&amp;lt;/code&amp;gt; (string) -- Variable for defining a message to send to the player when a quest trigger is activated.&lt;br /&gt;
&lt;br /&gt;
All XP rewards are given upon completion of the quest, which occurs whenever the upper quest state threshold is reached. Quest XP is not given upon returning to the quest giver to avoid exploits by party members, but physical rewards, such as gold, need still be given by the quest givers.&lt;br /&gt;
&lt;br /&gt;
=== Conversation Scripts ===&lt;br /&gt;
The following generic scripts are available for use in setting up the conditions for any of your conversation nodes:&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_cs_abcheck'''&amp;lt;/code&amp;gt; -- This conversation script performs an ability check at a specific node. It consists of two arguments (parameters): nAbility and nDC. nAbility is an integer, which corresponds to the values defined in nwscript.nss for each ability score ([[Strength]] = 0, [[Dexterity]] = 1, [[Constitution]] = 2, [[Intelligence]] = 3, [[Wisdom]] = 4, [[Charisma]] = 5). nDC is an integer, which corresponds to the Difficulty Class of the ability check, and can range from very easy (0) to nearly impossible (40).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_cs_atcheck'''&amp;lt;/code&amp;gt; -- This conversation script performs an attribute check at a specific node. It consists of three arguments (parameters): nAbility, nValue, bBaseScore. nAbility is an integer, which corresponds to the values defined in nwscript.nss for each ability score (same as above). nValue is an integer, which corresponds to the attribute score against which the attribute check is made. bBaseScore is a boolean (0 or 1) that is used to restrict checks to the character's base attribute score (ie does not apply ability modifiers from items, spells, or anything else).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_cs_gpcheck'''&amp;lt;/code&amp;gt; -- This conversation script performs a currency check at a specific node. It consists of two arguments (parameters): nDenomination and nValue. nDenomination is an integer, which corresponds to the type of currency to evaluate based on its multiple (Copper = 1, Silver = 10, Gold = 100, Platinum = 1000). Presently, only gold is available as currency in-game. nValue is an integer, which corresponds to the amount of currency against which the check is made.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_cs_skcheck'''&amp;lt;/code&amp;gt; -- This conversation script performs a skill check at a specific node. It consists of two arguments (parameters): nSkill and nDC. nSkill is an integer, which corresponds to the values defined in nwscript.nss for each skill?. nDC is an integer, which corresponds to the Difficulty Class of the skill check, and can range from very easy (0) to nearly impossible (40).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_cs_svcheck'''&amp;lt;/code&amp;gt; -- This conversation script performs a saving throw at a specific node. It consists of two arguments (parameters): nSaveType and nDC. nSaveType is an integer, which corresponds to the values defined in nwscript.nss for each saving throw ([[Fortitude]] Save = 1, [[[Reflex]] Save = 2, [[Will]] Save = 3). nDC is an integer, which corresponds to the Difficulty Class of the ability check, and can range from very easy (0) to nearly impossible (40).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_cs_has_item'''&amp;lt;/code&amp;gt; -- This conversation script checks to see if a player possesses a specific item. It accepts two parameters: sTag and sQuest. sTag is a string, which corresponds to the tag of the item. sQuest is also a string, which corresponds to the name of the quest the item is for. sQuest can be null/empty for non-quest related items that you want to check a player's inventory for.&lt;br /&gt;
&lt;br /&gt;
Additional scripts may be defined in the future, as needed. If you have any requests, please submit them to the Technical Team via the forums or PM, or if you are a capable scripter, feel free to submit your work to the Tech Team for inclusion in the ACR.&lt;br /&gt;
&lt;br /&gt;
The following scripts can be used in quest conversations:&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_quest_errand'''&amp;lt;/code&amp;gt; -- This script initiates an item delivery (errand) quest. This should be used in the Actions Taken branch of a conversation. It accepts two parameters: sQuest (PlotID of the quest defined in the journal) and sTemplate (blueprint of the item to deliver).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_quest_escort'''&amp;lt;/code&amp;gt; -- This script initiates an escort quest. This should be used in the Actions Taken branch of a conversation. It accepts two parameters: sQuest (PlotID of the quest defined in the journal) and an optional sEscortObjectTag (tag of the creature to escort, if other than the quest giver).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_quest_progress'''&amp;lt;/code&amp;gt; -- This script checks the quest's state for determining progress in conversations. This should be used in the Text Appears When branch of a conversation. It accepts two parameters: sQuest (PlotID of the quest defined in the journal) and nState (integer value of the desired quest state to check).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_quest_reward'''&amp;lt;/code&amp;gt; -- This script finalizes quests by awarding gold and removing quest items. This should be used in the Actions Taken branch of a conversation. It accepts two parameters: sQuest (PlotID of the quest defined in the journal) and nGold (GP to award to the player in conversation with the quest giver).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_quest_update'''&amp;lt;/code&amp;gt; -- This script handles quest state updates. This should be used in the Actions Taken branch of a conversation. It accepts five parameters: sQuest (PlotID of the quest defined in the journal), nState (integer value of the state to set the quest to), bAllPartyMembers (boolean used to determine if all party members are assigned the quest), bAllPlayers (boolean used to determine if all players logged in are assigned the quest), bAllowOverrideHigher (boolean used to permit decrements in quest state), and nXP (integer value for any XP to grant to the quest takers).&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Writing_Conversations_%26_Quests&amp;diff=2877</id>
		<title>Writing Conversations &amp; Quests</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Writing_Conversations_%26_Quests&amp;diff=2877"/>
				<updated>2015-07-03T04:16:38Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* Configuration */ adding documentation for the skill check trigger vars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
Conversations (aka dialogs) are a set of nodes (lines of text) arranged in a branching tree that consist of questions and responses that a player can select from. Each of the nodes in a conversation tree is subject to conditions evaluated by at least one or more scripts (Text Appears When) and can trigger scripted actions based on player selection (Actions Taken).&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
: ''See also: [[Using Local Variables]]''&lt;br /&gt;
The following quest types are supported by the [[ACR Quest System]]:&lt;br /&gt;
* Exploration &amp;amp; Scouting quests&lt;br /&gt;
* Errand quests (locate/retrieve/deliver an item)&lt;br /&gt;
* Escort quests (for NPCs only)&lt;br /&gt;
* Bounty quests (kill an NPC or creature)&lt;br /&gt;
* Patrol/Reconnaissance quests (walk [[Waypoint | waypoints]])&lt;br /&gt;
&lt;br /&gt;
=== Configuration ===&lt;br /&gt;
The following settings can be used to configure quests. These parameters must be defined on triggers at specific locations, in particular to setup scouting, bounty, or patrol quests.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_NAME'''&amp;lt;/code&amp;gt; (string) -- Variable for defining the quest name (per the module journal).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_LOWER_STATE'''&amp;lt;/code&amp;gt; (string) -- Variable for defining the activation state of a quest trigger. If this is 0 or undefined, a quest trigger can be activated repeatedly or in any sequence.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_REQUIRED_SKILL'''&amp;lt;/code&amp;gt; (integer) -- Variable for defining a skill that needs a skill check in order to activate this quest trigger.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_SKILL_DC'''&amp;lt;/code&amp;gt; (integer) -- Variable for the difficulty class of the skill check that needs to be passed in order to activate this quest trigger.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_UPPER_STATE'''&amp;lt;/code&amp;gt; (string) -- Variable for defining the state at which a quest trigger will grant the associated quest XP reward. If this is 0 or undefined, the quest trigger will not grant any quest XP.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_SPAWN_CRESREF'''&amp;lt;/code&amp;gt; (string) -- Variable for defining the resref of the creature object to spawn (used [[OnTriggerEnter]]).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_SPAWN_IRESREF'''&amp;lt;/code&amp;gt; (string) -- Variable for defining the resref of the item object to spawn (used [[OnTriggerEnter]]).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_SPAWN_WAYPOINT'''&amp;lt;/code&amp;gt; (string) -- Variable for defining the tag of the waypoint (location) at which to spawn an item or creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_APPEAR_ANIMATION'''&amp;lt;/code&amp;gt; (string) -- Variable (boolean) for defining whether a spawned object will fade in (1) or appear immediately (0).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_SPAWN_DELAY'''&amp;lt;/code&amp;gt; (string) -- Variable for defining a spawn time delay. This is used to introduce a delay between activating a quest trigger and spawning the desired object.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ACR_QST_MESSAGE'''&amp;lt;/code&amp;gt; (string) -- Variable for defining a message to send to the player when a quest trigger is activated.&lt;br /&gt;
&lt;br /&gt;
All XP rewards are given upon completion of the quest, which occurs whenever the upper quest state threshold is reached. Quest XP is not given upon returning to the quest giver to avoid exploits by party members, but physical rewards, such as gold, need still be given by the quest givers.&lt;br /&gt;
&lt;br /&gt;
=== Conversation Scripts ===&lt;br /&gt;
The following generic scripts are available for use in setting up the conditions for any of your conversation nodes:&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_cs_abcheck'''&amp;lt;/code&amp;gt; -- This conversation script performs an ability check at a specific node. It consists of two arguments (parameters): nAbility and nDC. nAbility is an integer, which corresponds to the values defined in nwscript.nss for each ability score ([[Strength]] = 0, [[Dexterity]] = 1, [[Constitution]] = 2, [[Intelligence]] = 3, [[Wisdom]] = 4, [[Charisma]] = 5). nDC is an integer, which corresponds to the Difficulty Class of the ability check, and can range from very easy (0) to nearly impossible (40).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_cs_atcheck'''&amp;lt;/code&amp;gt; -- This conversation script performs an attribute check at a specific node. It consists of three arguments (parameters): nAbility, nValue, bBaseScore. nAbility is an integer, which corresponds to the values defined in nwscript.nss for each ability score (same as above). nValue is an integer, which corresponds to the attribute score against which the attribute check is made. bBaseScore is a boolean (0 or 1) that is used to restrict checks to the character's base attribute score (ie does not apply ability modifiers from items, spells, or anything else).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_cs_gpcheck'''&amp;lt;/code&amp;gt; -- This conversation script performs a currency check at a specific node. It consists of two arguments (parameters): nDenomination and nValue. nDenomination is an integer, which corresponds to the type of currency to evaluate based on its multiple (Copper = 1, Silver = 10, Gold = 100, Platinum = 1000). Presently, only gold is available as currency in-game. nValue is an integer, which corresponds to the amount of currency against which the check is made.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_cs_skcheck'''&amp;lt;/code&amp;gt; -- This conversation script performs a skill check at a specific node. It consists of two arguments (parameters): nSkill and nDC. nSkill is an integer, which corresponds to the values defined in nwscript.nss for each skill?. nDC is an integer, which corresponds to the Difficulty Class of the skill check, and can range from very easy (0) to nearly impossible (40).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_cs_svcheck'''&amp;lt;/code&amp;gt; -- This conversation script performs a saving throw at a specific node. It consists of two arguments (parameters): nSaveType and nDC. nSaveType is an integer, which corresponds to the values defined in nwscript.nss for each saving throw ([[Fortitude]] Save = 1, [[[Reflex]] Save = 2, [[Will]] Save = 3). nDC is an integer, which corresponds to the Difficulty Class of the ability check, and can range from very easy (0) to nearly impossible (40).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_cs_has_item'''&amp;lt;/code&amp;gt; -- This conversation script checks to see if a player possesses a specific item. It accepts two parameters: sTag and sQuest. sTag is a string, which corresponds to the tag of the item. sQuest is also a string, which corresponds to the name of the quest the item is for. sQuest can be null/empty for non-quest related items that you want to check a player's inventory for.&lt;br /&gt;
&lt;br /&gt;
Additional scripts may be defined in the future, as needed. If you have any requests, please submit them to the Technical Team via the forums or PM, or if you are a capable scripter, feel free to submit your work to the Tech Team for inclusion in the ACR.&lt;br /&gt;
&lt;br /&gt;
The following scripts can be used in quest conversations:&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_quest_errand'''&amp;lt;/code&amp;gt; -- This script initiates an item delivery (errand) quest. This should be used in the Actions Taken branch of a conversation. It accepts two parameters: sQuest (PlotID of the quest defined in the journal) and sTemplate (blueprint of the item to deliver).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_quest_escort'''&amp;lt;/code&amp;gt; -- This script initiates an escort quest. This should be used in the Actions Taken branch of a conversation. It accepts two parameters: sQuest (PlotID of the quest defined in the journal) and an optional sEscortObjectTag (tag of the creature to escort, if other than the quest giver).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_quest_progress'''&amp;lt;/code&amp;gt; -- This script checks the quest's state for determining progress in conversations. This should be used in the Text Appears When branch of a conversation. It accepts two parameters: sQuest (PlotID of the quest defined in the journal) and nState (integer value of the desired quest state to check).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_quest_reward'''&amp;lt;/code&amp;gt; -- This script finalizes quests by awarding gold and removing quest items. This should be used in the Actions Taken branch of a conversation. It accepts two parameters: sQuest (PlotID of the quest defined in the journal) and nGold (GP to award to the player in conversation with the quest giver).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''acr_quest_update'''&amp;lt;/code&amp;gt; -- This script handles quest state updates. This should be used in the Actions Taken branch of a conversation. It accepts five parameters: sQuest (PlotID of the quest defined in the journal), nState (integer value of the state to set the quest to), bAllPartyMembers (boolean used to determine if all party members are assigned the quest), bAllPlayers (boolean used to determine if all players logged in are assigned the quest), bAllowOverrideHigher (boolean used to permit decrements in quest state), and nXP (integer value for any XP to grant to the quest takers).&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Random_Dungeon&amp;diff=2853</id>
		<title>Random Dungeon</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Random_Dungeon&amp;diff=2853"/>
				<updated>2015-05-23T03:05:25Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Random Dungeons are an ACR feature that allows builders to create a series of template areas that will be copied and thematically populated on demand by either DMs or builders.&lt;br /&gt;
== Using Dungeon Spawn Widgets ==&lt;br /&gt;
A DM tool is available for implementing servers for DMs to spawn random dungeons on the fly.&lt;br /&gt;
#Find the ** DM Tools ** Category on your creator and open it.&lt;br /&gt;
#Spawn an item that lists the number of areas that you'd like into your inventory&lt;br /&gt;
#Activate that item.&lt;br /&gt;
#If you're going to fill the dungeons yourself, that's it! There's a placeable where you're standing, use it to go to your dungeon.&lt;br /&gt;
#If you want to use a spawn table, find an item that lists the spawn table you'd like and activate it before entering the dungeon.&lt;br /&gt;
#If you want to use a trap table, find an item that lists the trap table you'd like and activate it before entering the dungeon.&lt;br /&gt;
== Building Areas ==&lt;br /&gt;
Random Dungeon template areas may be tooled with the availability of monster spawn points, the capacity to link to many areas, and the capacity to be filled with traps on use.&lt;br /&gt;
=== Always Required: Area Tag ===&lt;br /&gt;
All areas to be used inside of a random dungeon must end with six numbers, 0 or 1. These six numbers mark which area transitions can be found inside of the area, and are always in the same order: NESWUD. (North, East, South, West, Up, Down)&lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
*random_100000 is an area which only has an exit to the north.&lt;br /&gt;
*random_111100 is an area with exits to the north, the south, the east, and the west.&lt;br /&gt;
*random_000011 is an area with exits up and down, but no exits in horizontal directions.&lt;br /&gt;
&lt;br /&gt;
random_000000 is a special case which is not allowed. All random dungeon areas must have at least one exit.&lt;br /&gt;
=== Always Required: Tagged Transition Doors ===&lt;br /&gt;
All areas inside of a random dungeon must have doors to serve as the area transitions between the areas. These doors have two requirements--&lt;br /&gt;
==== Door Requirement 1: Tag ====&lt;br /&gt;
The door must be tagged by the exit it represents:&lt;br /&gt;
*DOOR_NORTH is a door that leaves the random dungeon to the north&lt;br /&gt;
*DOOR_EAST is a door that leaves the random dungeon to the east&lt;br /&gt;
*DOOR_SOUTH is a door that leaves the random dungeon to the south&lt;br /&gt;
*DOOR_WEST is a door that leaves the random dungeon to the west&lt;br /&gt;
*DOOR_UP is a door that leaves the random dungeon upward&lt;br /&gt;
*DOOR_DOWN is a door that leaves the random dungeon downward&lt;br /&gt;
==== Door Requirement 2: OnAreaTransitionClick Script ====&lt;br /&gt;
All doors must use acr_rnddungtrans as their area transition click script.&lt;br /&gt;
=== Recommended for Area Build ===&lt;br /&gt;
It is generally recommended that...&lt;br /&gt;
* All areas of the random dungeon be the same size&lt;br /&gt;
* All areas of the random dungeon put their up/down area transitions in the same rough position in the areas&lt;br /&gt;
These will help keep the illusion of the areas being &amp;quot;built together&amp;quot; and won't result in disorienting &amp;quot;skew&amp;quot; of areas or apparent &amp;quot;teleporting&amp;quot; across distances when transitioning between areas.&lt;br /&gt;
=== Required for Quests: A Boss Monster Spawn Point ===&lt;br /&gt;
Builders may optionally add waypoints with the tag MONSTER_HIGH to indicate that a monster of the CR of the dungeon's area should appear there. &lt;br /&gt;
&lt;br /&gt;
It is assumed that there is only one of these per area. &lt;br /&gt;
&lt;br /&gt;
If there is a spawn table attached to a random dungeon, a monster of the area's CR will spawn at the point, regardless of whether there's a quest.&lt;br /&gt;
&lt;br /&gt;
If there is a quest, then an &amp;quot;explorer&amp;quot; trigger will be placed at this location, which advances the PC's quest state for the specified quest from 1 to 2.&lt;br /&gt;
=== Optional: Consequential Monster Spawn Points ===&lt;br /&gt;
Builders may optionally add waypoints with the tag MONSTER_MED to indicate that a monster of half the CR of the dungeon's area should appear there, always rounding down. For example, a CR 3 area with rat-themed spawns would likely choose a wererat (CR 3) as its boss, and spawn dire rats (CR 1) in its medium spawns.&lt;br /&gt;
=== Optional: Trivial Monster Spawn Points ===&lt;br /&gt;
Builders may optionally add waypoints with the tag MONSTER_LOW to indicate that a monster of one third the CR of the dungeon's area should appear there, always rounding down. For example, a CR 2 area with fiend-theme spawns might spawn a vargoille (CR 2) as its boss, and spawn level 1 tiefling warriors (CR &amp;quot;0,&amp;quot; see below) as its low spawns.&lt;br /&gt;
=== Optional: Traps ===&lt;br /&gt;
Builders may optionally add waypoints with the tag TRAP to indicate that a trap of the CR of the dungeon's area should appear there.&lt;br /&gt;
== Creating Spawn Tables ==&lt;br /&gt;
Spawn tables are created through code. It is recommended that this code run in the Module Load event, so that creating them does not slow down regular play and tables are ready for use in all regular interaction with random dungeons. However, these commands work from any script, and random dungeon tables can be expanded and created at any time. No special action needs to be taken to create a table; the first attempt to add a monster to the table creates it. For example, this series of commands populates a spawn table called &amp;quot;bugs,&amp;quot; which can spawn monsters of CR 0 through 10. Random dungeons don't recognize fractional CRs, so all monsters less than CR 1 are put in the &amp;quot;CR 0&amp;quot; group.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;// Monsters for an insect-themed dungeon&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 0, &amp;quot;abr_cr_ve_centi_tiny&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 0, &amp;quot;abr_cr_ve_centi_small&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 0, &amp;quot;abr_cr_ve_centi_medium&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 0, &amp;quot;abr_cr_vm_spider_tinyhunt&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 0, &amp;quot;abr_cr_vm_spider_smallhunt&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 1, &amp;quot;abr_cr_ve_centi_large&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 1, &amp;quot;abr_cr_vm_spider_mediumhunt&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 2, &amp;quot;abr_cr_ve_centi_huge&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 2, &amp;quot;abr_cr_vm_spider_largehunt&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 3, &amp;quot;abr_cr_ve_centi_huge3&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 4, &amp;quot;abr_cr_ve_centi_huge4&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 5, &amp;quot;abr_cr_ve_centi_huge5&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 5, &amp;quot;abr_cr_vm_spider_hugehunt&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 6, &amp;quot;abr_cr_ve_centi_garg&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 7, &amp;quot;abr_cr_ve_centi_garg7&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 8, &amp;quot;abr_cr_ve_centi_garg8&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 8, &amp;quot;abr_cr_vm_spider_gargantuanhunt&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 9, &amp;quot;abr_cr_ve_centi_colos&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 10, &amp;quot;abr_cr_vm_spider_colossal&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traps are populated in the same fashion, though the command is slightly different.&lt;br /&gt;
&amp;lt;code&amp;gt;AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 0, &amp;quot;bouncing_betty_1&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 1, &amp;quot;bouncing_betty_1&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 2, &amp;quot;bouncing_betty_2&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 3, &amp;quot;bouncing_betty_3&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 4, &amp;quot;bouncing_betty_4&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 5, &amp;quot;bouncing_betty_5&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 6, &amp;quot;bouncing_betty_6&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 7, &amp;quot;bouncing_betty_7&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 8, &amp;quot;bouncing_betty_8&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 9, &amp;quot;bouncing_betty_9&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 10, &amp;quot;bouncing_betty_10&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 11, &amp;quot;bouncing_betty_11&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 12, &amp;quot;bouncing_betty_12&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 13, &amp;quot;bouncing_betty_13&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 14, &amp;quot;bouncing_betty_14&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 15, &amp;quot;bouncing_betty_15&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 16, &amp;quot;bouncing_betty_16&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 17, &amp;quot;bouncing_betty_17&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 18, &amp;quot;bouncing_betty_18&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 19, &amp;quot;bouncing_betty_19&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 20, &amp;quot;bouncing_betty_20&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spawning and Populating Dungeons ==&lt;br /&gt;
Dungeons are spawned and populated by code. Builders may instantiate a dungeon by calling&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;CreateRandomDungeon(&amp;quot;&amp;lt;instance name&amp;gt;&amp;quot;, &amp;quot;&amp;lt;first part of the area tag&amp;gt;&amp;quot;, &amp;lt;number of areas in the dungeon&amp;gt;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will create a dungeon that can be referenced thereafter by &amp;lt;instance name&amp;gt;. If you try to create a second dungeon by the same name, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
The dungeon will also assume that OBJECT_SELF is the exit from the dungeon. If the spawning script is being called from something other than an object inside of an area, use AssignCommand to call CreateRandomDungeon on an object which has a valid location to return players to.&lt;br /&gt;
&lt;br /&gt;
A spawn table may be assigned to a spawned dungeon by calling&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AssignSpawnTableToDungeon(&amp;quot;&amp;lt;instance name&amp;gt;&amp;quot;, &amp;quot;&amp;lt;monster table name&amp;gt;&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, a trap table may be assigned to a spawned dungeon by calling&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AssignTrapTableToDungeon(&amp;quot;&amp;lt;instance name&amp;gt;&amp;quot;, &amp;quot;&amp;lt;trap table name&amp;gt;&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And finally, a PC can be sent to a random dungeon by calling&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;SendCreatureToDungeon(&amp;lt;creature to send&amp;gt;, &amp;quot;&amp;lt;instance name&amp;gt;&amp;quot;);&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Random_Dungeon&amp;diff=2852</id>
		<title>Random Dungeon</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Random_Dungeon&amp;diff=2852"/>
				<updated>2015-05-23T02:58:38Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Random Dungeons are an ACR feature that allows builders to create a series of template areas that will be copied and thematically populated on demand by either DMs or builders.&lt;br /&gt;
== Building Areas ==&lt;br /&gt;
Random Dungeon template areas may be tooled with the availability of monster spawn points, the capacity to link to many areas, and the capacity to be filled with traps on use.&lt;br /&gt;
=== Always Required: Area Tag ===&lt;br /&gt;
All areas to be used inside of a random dungeon must end with six numbers, 0 or 1. These six numbers mark which area transitions can be found inside of the area, and are always in the same order: NESWUD. (North, East, South, West, Up, Down)&lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
*random_100000 is an area which only has an exit to the north.&lt;br /&gt;
*random_111100 is an area with exits to the north, the south, the east, and the west.&lt;br /&gt;
*random_000011 is an area with exits up and down, but no exits in horizontal directions.&lt;br /&gt;
&lt;br /&gt;
random_000000 is a special case which is not allowed. All random dungeon areas must have at least one exit.&lt;br /&gt;
=== Always Required: Tagged Transition Doors ===&lt;br /&gt;
All areas inside of a random dungeon must have doors to serve as the area transitions between the areas. These doors have two requirements--&lt;br /&gt;
==== Door Requirement 1: Tag ====&lt;br /&gt;
The door must be tagged by the exit it represents:&lt;br /&gt;
*DOOR_NORTH is a door that leaves the random dungeon to the north&lt;br /&gt;
*DOOR_EAST is a door that leaves the random dungeon to the east&lt;br /&gt;
*DOOR_SOUTH is a door that leaves the random dungeon to the south&lt;br /&gt;
*DOOR_WEST is a door that leaves the random dungeon to the west&lt;br /&gt;
*DOOR_UP is a door that leaves the random dungeon upward&lt;br /&gt;
*DOOR_DOWN is a door that leaves the random dungeon downward&lt;br /&gt;
==== Door Requirement 2: OnAreaTransitionClick Script ====&lt;br /&gt;
All doors must use acr_rnddungtrans as their area transition click script.&lt;br /&gt;
=== Recommended for Area Build ===&lt;br /&gt;
It is generally recommended that...&lt;br /&gt;
* All areas of the random dungeon be the same size&lt;br /&gt;
* All areas of the random dungeon put their up/down area transitions in the same rough position in the areas&lt;br /&gt;
These will help keep the illusion of the areas being &amp;quot;built together&amp;quot; and won't result in disorienting &amp;quot;skew&amp;quot; of areas or apparent &amp;quot;teleporting&amp;quot; across distances when transitioning between areas.&lt;br /&gt;
=== Required for Quests: A Boss Monster Spawn Point ===&lt;br /&gt;
Builders may optionally add waypoints with the tag MONSTER_HIGH to indicate that a monster of the CR of the dungeon's area should appear there. &lt;br /&gt;
&lt;br /&gt;
It is assumed that there is only one of these per area. &lt;br /&gt;
&lt;br /&gt;
If there is a spawn table attached to a random dungeon, a monster of the area's CR will spawn at the point, regardless of whether there's a quest.&lt;br /&gt;
&lt;br /&gt;
If there is a quest, then an &amp;quot;explorer&amp;quot; trigger will be placed at this location, which advances the PC's quest state for the specified quest from 1 to 2.&lt;br /&gt;
=== Optional: Consequential Monster Spawn Points ===&lt;br /&gt;
Builders may optionally add waypoints with the tag MONSTER_MED to indicate that a monster of half the CR of the dungeon's area should appear there, always rounding down. For example, a CR 3 area with rat-themed spawns would likely choose a wererat (CR 3) as its boss, and spawn dire rats (CR 1) in its medium spawns.&lt;br /&gt;
=== Optional: Trivial Monster Spawn Points ===&lt;br /&gt;
Builders may optionally add waypoints with the tag MONSTER_LOW to indicate that a monster of one third the CR of the dungeon's area should appear there, always rounding down. For example, a CR 2 area with fiend-theme spawns might spawn a vargoille (CR 2) as its boss, and spawn level 1 tiefling warriors (CR &amp;quot;0,&amp;quot; see below) as its low spawns.&lt;br /&gt;
=== Optional: Traps ===&lt;br /&gt;
Builders may optionally add waypoints with the tag TRAP to indicate that a trap of the CR of the dungeon's area should appear there.&lt;br /&gt;
== Creating Spawn Tables ==&lt;br /&gt;
Spawn tables are created through code. It is recommended that this code run in the Module Load event, so that creating them does not slow down regular play and tables are ready for use in all regular interaction with random dungeons. However, these commands work from any script, and random dungeon tables can be expanded and created at any time. No special action needs to be taken to create a table; the first attempt to add a monster to the table creates it. For example, this series of commands populates a spawn table called &amp;quot;bugs,&amp;quot; which can spawn monsters of CR 0 through 10. Random dungeons don't recognize fractional CRs, so all monsters less than CR 1 are put in the &amp;quot;CR 0&amp;quot; group.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;// Monsters for an insect-themed dungeon&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 0, &amp;quot;abr_cr_ve_centi_tiny&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 0, &amp;quot;abr_cr_ve_centi_small&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 0, &amp;quot;abr_cr_ve_centi_medium&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 0, &amp;quot;abr_cr_vm_spider_tinyhunt&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 0, &amp;quot;abr_cr_vm_spider_smallhunt&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 1, &amp;quot;abr_cr_ve_centi_large&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 1, &amp;quot;abr_cr_vm_spider_mediumhunt&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 2, &amp;quot;abr_cr_ve_centi_huge&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 2, &amp;quot;abr_cr_vm_spider_largehunt&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 3, &amp;quot;abr_cr_ve_centi_huge3&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 4, &amp;quot;abr_cr_ve_centi_huge4&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 5, &amp;quot;abr_cr_ve_centi_huge5&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 5, &amp;quot;abr_cr_vm_spider_hugehunt&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 6, &amp;quot;abr_cr_ve_centi_garg&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 7, &amp;quot;abr_cr_ve_centi_garg7&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 8, &amp;quot;abr_cr_ve_centi_garg8&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 8, &amp;quot;abr_cr_vm_spider_gargantuanhunt&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 9, &amp;quot;abr_cr_ve_centi_colos&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddSpawnToDungeonTable(&amp;quot;bugs&amp;quot;, 10, &amp;quot;abr_cr_vm_spider_colossal&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traps are populated in the same fashion, though the command is slightly different.&lt;br /&gt;
&amp;lt;code&amp;gt;AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 0, &amp;quot;bouncing_betty_1&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 1, &amp;quot;bouncing_betty_1&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 2, &amp;quot;bouncing_betty_2&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 3, &amp;quot;bouncing_betty_3&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 4, &amp;quot;bouncing_betty_4&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 5, &amp;quot;bouncing_betty_5&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 6, &amp;quot;bouncing_betty_6&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 7, &amp;quot;bouncing_betty_7&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 8, &amp;quot;bouncing_betty_8&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 9, &amp;quot;bouncing_betty_9&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 10, &amp;quot;bouncing_betty_10&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 11, &amp;quot;bouncing_betty_11&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 12, &amp;quot;bouncing_betty_12&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 13, &amp;quot;bouncing_betty_13&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 14, &amp;quot;bouncing_betty_14&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 15, &amp;quot;bouncing_betty_15&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 16, &amp;quot;bouncing_betty_16&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 17, &amp;quot;bouncing_betty_17&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 18, &amp;quot;bouncing_betty_18&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 19, &amp;quot;bouncing_betty_19&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
AddTrapToDungeonTable(&amp;quot;physical&amp;quot;, 20, &amp;quot;bouncing_betty_20&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spawning and Populating Dungeons ==&lt;br /&gt;
Dungeons are spawned and populated by code. Builders may instantiate a dungeon by calling&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;CreateRandomDungeon(&amp;quot;&amp;lt;instance name&amp;gt;&amp;quot;, &amp;quot;&amp;lt;first part of the area tag&amp;gt;&amp;quot;, &amp;lt;number of areas in the dungeon&amp;gt;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will create a dungeon that can be referenced thereafter by &amp;lt;instance name&amp;gt;. If you try to create a second dungeon by the same name, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
The dungeon will also assume that OBJECT_SELF is the exit from the dungeon. If the spawning script is being called from something other than an object inside of an area, use AssignCommand to call CreateRandomDungeon on an object which has a valid location to return players to.&lt;br /&gt;
&lt;br /&gt;
A spawn table may be assigned to a spawned dungeon by calling&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AssignSpawnTableToDungeon(&amp;quot;&amp;lt;instance name&amp;gt;&amp;quot;, &amp;quot;&amp;lt;monster table name&amp;gt;&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, a trap table may be assigned to a spawned dungeon by calling&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AssignTrapTableToDungeon(&amp;quot;&amp;lt;instance name&amp;gt;&amp;quot;, &amp;quot;&amp;lt;trap table name&amp;gt;&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And finally, a PC can be sent to a random dungeon by calling&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;SendCreatureToDungeon(&amp;lt;creature to send&amp;gt;, &amp;quot;&amp;lt;instance name&amp;gt;&amp;quot;);&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Random_Dungeon&amp;diff=2851</id>
		<title>Random Dungeon</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Random_Dungeon&amp;diff=2851"/>
				<updated>2015-05-23T02:28:30Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Random Dungeons are an ACR feature that allows builders to create a series of template areas that will be copied and thematically populated on demand by either DMs or builders.&lt;br /&gt;
== Building Areas ==&lt;br /&gt;
Random Dungeon template areas may be tooled with the availability of monster spawn points, the capacity to link to many areas, and the capacity to be filled with traps on use.&lt;br /&gt;
=== Always Required: Area Tag ===&lt;br /&gt;
All areas to be used inside of a random dungeon must end with six numbers, 0 or 1. These six numbers mark which area transitions can be found inside of the area, and are always in the same order: NESWUD. (North, East, South, West, Up, Down)&lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
*random_100000 is an area which only has an exit to the north.&lt;br /&gt;
*random_111100 is an area with exits to the north, the south, the east, and the west.&lt;br /&gt;
*random_000011 is an area with exits up and down, but no exits in horizontal directions.&lt;br /&gt;
&lt;br /&gt;
random_000000 is a special case which is not allowed. All random dungeon areas must have at least one exit.&lt;br /&gt;
=== Always Required: Tagged Transition Doors ===&lt;br /&gt;
All areas inside of a random dungeon must have doors to serve as the area transitions between the areas. These doors have two requirements--&lt;br /&gt;
==== Door Requirement 1: Tag ====&lt;br /&gt;
The door must be tagged by the exit it represents:&lt;br /&gt;
*DOOR_NORTH is a door that leaves the random dungeon to the north&lt;br /&gt;
*DOOR_EAST is a door that leaves the random dungeon to the east&lt;br /&gt;
*DOOR_SOUTH is a door that leaves the random dungeon to the south&lt;br /&gt;
*DOOR_WEST is a door that leaves the random dungeon to the west&lt;br /&gt;
*DOOR_UP is a door that leaves the random dungeon upward&lt;br /&gt;
*DOOR_DOWN is a door that leaves the random dungeon downward&lt;br /&gt;
==== Door Requirement 2: OnAreaTransitionClick Script ====&lt;br /&gt;
All doors must use acr_rnddungtrans as their area transition click script.&lt;br /&gt;
=== Recommended for Area Build ===&lt;br /&gt;
It is generally recommended that...&lt;br /&gt;
* All areas of the random dungeon be the same size&lt;br /&gt;
* All areas of the random dungeon put their up/down area transitions in the same rough position in the areas&lt;br /&gt;
These will help keep the illusion of the areas being &amp;quot;built together&amp;quot; and won't result in disorienting &amp;quot;skew&amp;quot; of areas or apparent &amp;quot;teleporting&amp;quot; across distances when transitioning between areas.&lt;br /&gt;
=== Required for Quests: A Boss Monster Spawn Point ===&lt;br /&gt;
Builders may optionally add waypoints with the tag MONSTER_HIGH to indicate that a monster of the CR of the dungeon's area should appear there. &lt;br /&gt;
&lt;br /&gt;
It is assumed that there is only one of these per area. &lt;br /&gt;
&lt;br /&gt;
If there is a spawn table attached to a random dungeon, a monster of the area's CR will spawn at the point, regardless of whether there's a quest.&lt;br /&gt;
&lt;br /&gt;
If there is a quest, then an &amp;quot;explorer&amp;quot; trigger will be placed at this location, which advances the PC's quest state for the specified quest from 1 to 2.&lt;br /&gt;
=== Optional: Consequential Monster Spawn Points ===&lt;br /&gt;
Builders may optionally add waypoints with the tag MONSTER_MED to indicate that a monster of half the CR of the dungeon's area should appear there, always rounding down. For example, a CR 3 area with rat-themed spawns would likely choose a wererat (CR 3) as its boss, and spawn dire rats (CR 1) in its medium spawns.&lt;br /&gt;
=== Optional: Trivial Monster Spawn Points ===&lt;br /&gt;
Builders may optionally add waypoints with the tag MONSTER_LOW to indicate that a monster of one third the CR of the dungeon's area should appear there, always rounding down. For example, a CR 2 area with fiend-theme spawns might spawn a vargoille (CR 2) as its boss, and spawn level 1 tiefling warriors (CR &amp;quot;0,&amp;quot; see below) as its low spawns.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Random_Dungeon&amp;diff=2850</id>
		<title>Random Dungeon</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Random_Dungeon&amp;diff=2850"/>
				<updated>2015-05-23T02:12:43Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: Created page with &amp;quot;Random Dungeons are an ACR feature that allows builders to create a series of template areas that will be copied and thematically populated on demand by either DMs or builders...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Random Dungeons are an ACR feature that allows builders to create a series of template areas that will be copied and thematically populated on demand by either DMs or builders.&lt;br /&gt;
== Building Areas ==&lt;br /&gt;
Random Dungeon template areas may be tooled with the availability of monster spawn points, the capacity to link to many areas, and the capacity to be filled with traps on use.&lt;br /&gt;
=== Always Required: Area Tag ===&lt;br /&gt;
All areas to be used inside of a random dungeon must end with six numbers, 0 or 1. These six numbers mark which area transitions can be found inside of the area, and are always in the same order: NESWUD. (North, East, South, West, Up, Down)&lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
random_100000 is an area which only has an exit to the north.&lt;br /&gt;
random_111100 is an area with exits to the north, the south, the east, and the west.&lt;br /&gt;
random_000011 is an area with exits up and down, but no exits in horizontal directions.&lt;br /&gt;
&lt;br /&gt;
random_000000 is a special case which is not allowed. All random dungeon areas must have at least one exit.&lt;br /&gt;
=== Always Required: Tagged Transition Doors ===&lt;br /&gt;
All areas inside of a random dungeon must have doors to serve as the area transitions between the areas. These doors have two requirements--&lt;br /&gt;
==== Door Requirement 1: Tag ====&lt;br /&gt;
The door must be tagged by the exit it represents:&lt;br /&gt;
DOOR_NORTH&lt;br /&gt;
DOOR_EAST&lt;br /&gt;
DOOR_SOUTH&lt;br /&gt;
DOOR_WEST&lt;br /&gt;
DOOR_UP&lt;br /&gt;
DOOR_DOWN&lt;br /&gt;
==== Door Requirement 2: OnAreaTransitionClick Script ====&lt;br /&gt;
All doors must use acr_rnddungtrans as their area transition click script.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=ACR_Traps&amp;diff=2849</id>
		<title>ACR Traps</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=ACR_Traps&amp;diff=2849"/>
				<updated>2015-04-25T02:10:58Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ACR Tools]]&lt;br /&gt;
[[Category:DM Guides]]&lt;br /&gt;
The ACR has in its core content a custom implementation of traps that is meant to serve as a workaround for the severe limitations imposed by traps as they are implemented by [[Neverwinter Nights 2 | NWN2]]. These traps are capable of spawning and despawning, are aware of their own shapes and sizes, and can control whether or not they trigger by a number of conditions, including those which we would associate with spellcasting traps.&lt;br /&gt;
&lt;br /&gt;
== Detecting Traps ==&lt;br /&gt;
A search roll is automatically rolled, with the fact that the roll was made being hidden, whenever a character approaches a trap with detect mode on. If the result of the search check is greater than or equal to the search DC, the trap is detected. There is a special exception made for high-DC traps: only rogues, or people under the effects of a Find Traps spell, may find traps with a search DC greater than 20. If a character does not expend the trap (for example, by triggering it until it runs out of ammunition or charges), but remains near it, an additional roll will be made every six seconds, and every PC near the trap will also get rolls.&lt;br /&gt;
&lt;br /&gt;
When a trap is detected, the character whose check revealed the trap will gain a visual effect overhead that indicates responsibility for the detection. In addition, the trap will become visible as a pulsing red VFX in the shape of the trap on the ground, and finally a disarm target object will appear on the ground where the detector was standing when the trap was revealed.&lt;br /&gt;
: '''It is important to note that traps are invisible to DMs once they are spawned. The tick in the spawning UI when placing a trap is the indication that the spawning has happened.'''&lt;br /&gt;
&lt;br /&gt;
== Disarming Traps ==&lt;br /&gt;
Traps are disarmed by using the disarm widget. DM Avatars who do this will immediately and automatically disarm the trap, removing it and the target from the area permanently. If an character uses the disarm target, that character will begin to work on disarming the trap, which will take 12-48 (most likely 30) seconds. During this time the character must remain reasonably stationary and may not carry out other actions, but stepping away from the disarming device will abort the effort.&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Disable Device may choose to aid the effort by also using the disarm target, and as many as can physically approach the device may help. Each additional disabler will roll a DC 10 Disable Device check, granting a stacking +2 bonus to the primary disabler's check on success. A character may only attempt to aid in disabling a trap once per primary user's attempt.&lt;br /&gt;
&lt;br /&gt;
The disarming character will not know ahead of time how long it will take to disarm the trap, nor will he or she know how difficult to disarm the trap will be until attempting to disarm it once.&lt;br /&gt;
&lt;br /&gt;
At the end of the time required to disarm the trap, a skill check is made against the disarm DC of the trap. If the roll is greater than or equal to the DC to disarm the trap, the trap is removed from play and rendered harmless. If the Disable Device roll fails by 4 or less, then no change is made to the trap. If the Disable Device roll fails by 5 or more, then the effort is botched and the trap is triggered, functioning per the fired trap section, except that the trap disabler is treated as a potential target (possibly the only potential target) for the trap's execution.&lt;br /&gt;
&lt;br /&gt;
== Triggering Traps ==&lt;br /&gt;
When a trap is triggered, its effects are applied to a random creature within the trap's trigger area, and potentially a botched disabler (see above). This effect may cover an area. For example, a trap which explodes in a fireball when triggered may have three people working on disarming it. Should the check be botched anyway while the trigger area is empty, only the primary disabler will be a valid target and he or she will be the center of the resulting explosion. However, the two nearby assistants are likely to be within the blast and to also be injured. If on the other hand the trigger required several people in its area to be triggered, and three were already within, botching the trap has a 1 in 4 chance of centering on each person in the trigger area or the disabler.&lt;br /&gt;
&lt;br /&gt;
It is possible for traps to trigger with discretion, such as a magical trap that only harms orcs. In this case, only qualifying creatures in the trigger area will be regarded as valid targets. Botching a disable attempt overrides this. A botched disabler is always a valid target, regardless of the trap's specific restrictions.&lt;br /&gt;
&lt;br /&gt;
== Default Traps ==&lt;br /&gt;
By default, every ALFA module has access to a set of standard traps, which are modeled after the default NWN2 traps. All of them have only one charge, do direct damage, and have equal spot, disable, and reflex save DCs. All offer reflex saves when triggered. All are of &amp;quot;medium&amp;quot; trigger size (comparable to the area of a Magic Circle vs. Alignment)&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Damage&lt;br /&gt;
! DC&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| Acid Blob, Minor&lt;br /&gt;
| 3d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Blob, Average&lt;br /&gt;
| 5d6&lt;br /&gt;
| 20&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Blob, Strong&lt;br /&gt;
| 12d6&lt;br /&gt;
| 25&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Blob, Deadly&lt;br /&gt;
| 18d6&lt;br /&gt;
| 25&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash, Minor&lt;br /&gt;
| 2d8&lt;br /&gt;
| 12&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash, Average&lt;br /&gt;
| 3d8&lt;br /&gt;
| 14&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash, Strong&lt;br /&gt;
| 5d8&lt;br /&gt;
| 17&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash, Deadly&lt;br /&gt;
| 8d8&lt;br /&gt;
| 20&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Electrical, Minor&lt;br /&gt;
| 8d6&lt;br /&gt;
| 19&lt;br /&gt;
| 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Electrical, Average&lt;br /&gt;
| 15d6&lt;br /&gt;
| 22&lt;br /&gt;
| 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Electrical, Strong&lt;br /&gt;
| 20d6&lt;br /&gt;
| 26&lt;br /&gt;
| 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Electrical, Deadly&lt;br /&gt;
| 30d6&lt;br /&gt;
| 28&lt;br /&gt;
| 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Fire, Minor&lt;br /&gt;
| 5d6&lt;br /&gt;
| 18&lt;br /&gt;
| 2 meters&lt;br /&gt;
|-&lt;br /&gt;
| Fire, Average&lt;br /&gt;
| 8d6&lt;br /&gt;
| 20&lt;br /&gt;
| 2 meters&lt;br /&gt;
|-&lt;br /&gt;
| Fire, Strong&lt;br /&gt;
| 15d6&lt;br /&gt;
| 23&lt;br /&gt;
| 4 meters&lt;br /&gt;
|-&lt;br /&gt;
| Fire, Deadly&lt;br /&gt;
| 25d6&lt;br /&gt;
| 26&lt;br /&gt;
| 4 meters&lt;br /&gt;
|-&lt;br /&gt;
| Frost, Minor&lt;br /&gt;
| 2d4&lt;br /&gt;
| 12&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Frost, Average&lt;br /&gt;
| 3d4&lt;br /&gt;
| 13&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Frost, Strong&lt;br /&gt;
| 5d4&lt;br /&gt;
| 14&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Frost, Deadly&lt;br /&gt;
| 8d4&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Negative, Minor&lt;br /&gt;
| 2d6&lt;br /&gt;
| 12&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Negative, Average&lt;br /&gt;
| 3d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Negative, Strong&lt;br /&gt;
| 5d6&lt;br /&gt;
| 18&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Negative, Deadly&lt;br /&gt;
| 8d6&lt;br /&gt;
| 21&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Sonic, Minor&lt;br /&gt;
| 2d4&lt;br /&gt;
| 12&lt;br /&gt;
| 3 meters&lt;br /&gt;
|-&lt;br /&gt;
| Sonic, Average&lt;br /&gt;
| 3d4&lt;br /&gt;
| 14&lt;br /&gt;
| 3 meters&lt;br /&gt;
|-&lt;br /&gt;
| Sonic, Strong&lt;br /&gt;
| 5d4&lt;br /&gt;
| 17&lt;br /&gt;
| 3 meters&lt;br /&gt;
|-&lt;br /&gt;
| Sonic, Deadly&lt;br /&gt;
| 8d4&lt;br /&gt;
| 20&lt;br /&gt;
| 3 meters&lt;br /&gt;
|-&lt;br /&gt;
| Spike, Minor&lt;br /&gt;
| 2d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Spike, Average&lt;br /&gt;
| 3d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Spike, Strong&lt;br /&gt;
| 5d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Spike, Deadly&lt;br /&gt;
| 25d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tooling Additional Traps ==&lt;br /&gt;
Additional traps may be added to a module by creating waypoints which have variables on them which indicate that they are traps. The following variables control the behavior of the trap.&lt;br /&gt;
&lt;br /&gt;
* '''ACR_TRAP_TRIGGER_AREA''' (integer) --  This variable determines how large the area which is capable of causing the trap to fire is.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Name&lt;br /&gt;
! Comparison&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Small&lt;br /&gt;
| Single-Target&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Medium&lt;br /&gt;
| Magic Circle v. Alignment&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Large&lt;br /&gt;
| Entangle&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Huge&lt;br /&gt;
| Fireball&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Gargantuan&lt;br /&gt;
| Lesser Missile Storm&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Colossal&lt;br /&gt;
| Area Dispel Magic&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_ATTACK_BONUS''' (integer, optional) -- This is the attack bonus that will be used to calculate if a trap is able to damage its target, should no reflex save be defined for the trap. This is ignored if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_DAMAGE_TYPE''' (bitfield) -- This variable determines what kind of damage will be applied to targets of the trap. As a bitfield, you may take the sum of several damage types to make the trap do multiple types of damage. For example, Piercing Damage (2) and Slashing Damage (4) can be added together to make a piercing/slashing trap (6). This is ignored if the trap casts a spell.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Bludgeoning&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Piercing&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Slashing&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Magical&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Acid&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Cold&lt;br /&gt;
|-&lt;br /&gt;
| 64&lt;br /&gt;
| Divine&lt;br /&gt;
|-&lt;br /&gt;
| 128&lt;br /&gt;
| Electrical&lt;br /&gt;
|-&lt;br /&gt;
| 256&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| 512&lt;br /&gt;
| Negative&lt;br /&gt;
|-&lt;br /&gt;
| 1024&lt;br /&gt;
| Positive&lt;br /&gt;
|-&lt;br /&gt;
| 2048&lt;br /&gt;
| Sonic&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_DETECT_DC''' (integer)''' --  This variable determines what the DC of search checks to discover the trap will be. If this number is greater than 20, the trap will only be discoverable by Rogues.&lt;br /&gt;
* '''ACR_TRAP_DICE_NUMBER (integer) -- This variable determines how many dice will be rolled to determine trap damage. This is ignored if the trap casts a spell. For example, if this is 3 and * '''ACR_TRAP_DICE_TYPE is 6, then the trap does 3d6 damage. This setting is ignored if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_DICE_TYPE (integer)''' -- This variable determines what sort of die will be rolled to determine trap damage. For example, if this is 6, and * '''ACR_TRAP_DICE_NUMBER is 3, then the trap does 3d6 damage. This setting is ignored if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_DISARM_DC (integer)''' -- This variable determines what the DC to disarm the trap is.&lt;br /&gt;
* '''ACR_TRAP_EFFECT_AREA''' (integer) -- This variable uses the SHAPE_ constants to determine how this trap's effect spreads out, if it has a large enough area to be significant. This setting is ignored if the trap casts a spell.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Shape&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Spell Cyllinder (e.g. Lightning Bolt)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Cone (e.g. Burning Hands)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Cube (e.g. Order's Wrath)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Spell Cone (e.g. Cone of Cold)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Sphere (e.g. Fireball)&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_EFFECT_SIZE''' (float) -- This is the size, in meters, of the effect area defined previously. Cylinders and cones become longer, but remain directional. Cubes gain length on all sides equally. Spheres gain a larger radius. This setting is ignroed if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_MINIMUM_TO_TRIGGER''' (integer) -- This is the number of creatures who meet the criteria for a trap's triggering who must be within the trap's trigger area''' (defined above) before the trap will fire.&lt;br /&gt;
* '''ACR_TRAP_NUMBER_OF_SHOTS''' (integer) -- This is the number of times the trap will fire before it is discharged. If this number is -1, the trap has infinite charges, and will fire until disarmed.&lt;br /&gt;
* '''ACR_TRAP_SAVE_DC''' (integer) -- This is the reflex save DC of the trap. This setting is ignored if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_SPELL_ID''' (integer) -- This is the ID of the spell that is cast. If this is -1 or if it is absent, the trap will not be regarded as spell casting, and will instead resolve to do damage. If this option is set, the trap must be placed or spawned near a placeable with the tag &amp;quot;TRAP_ORIGIN.&amp;quot; In the absence of this placeable, the trap trigger will attempt to-- and typically fail to-- cast the spell itself.&lt;br /&gt;
* '''ACR_TRAP_TARGET_ALIGNMENT''' (integer) -- This setting determines which alignments are regarded as valid targets for the trap-- this will be used to determine who in the trap area is the center of the effect and whether a given creature counts toward the trap's minimum to trigger. However, traps which explode will still strike creatures of other alignments. It will simply not aim for the others.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| All Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Neutral Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Lawful Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Chaotic Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Good Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Evil Alignments&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_TARGET_RACE''' (integer) -- This setting determins which racial types are regarded as valid targets for the trap-- this will be used to determine who in the trap area is the center of the effect and whether a given creature counts toward the trap's minimum to trigger. However, traps which explode will still strike creatures of other races. It will simply not aim for the others.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Race&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Dwarf&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Elf&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Gnome&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Halfling&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Half-Elf&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Half-Orc&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Human&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Abberations&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Animals&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Beasts (depreciated)&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Constructs&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Dragons&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Goblinoids&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Monstrous Humanoids&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Orcs&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Reptilian Humanoids&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Elementals&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Fey&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Giants&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Magical Beasts&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Outsiders&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| Undead&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Vermin&lt;br /&gt;
|-&lt;br /&gt;
| '''28'''&lt;br /&gt;
| '''All Races'''&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Oozes&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Incorporeal (depreciated)&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| Yuan-Ti&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_DESCRIPTION''' (string) -- This setting determines what the descriptive text on the trap's disarm target will read when examined with the default &amp;quot;examine&amp;quot; command. While it may contain any arbitrary information deemed useful by the builders, it is recommended that it contain a description of what a person would see of this trap upon discovering it.&lt;br /&gt;
&lt;br /&gt;
== Spawning Traps ==&lt;br /&gt;
ACR Traps are currently able to be spawned through the [[ACR Creator]], and may also be placed using the ACR Spawn System, with object type 8.&lt;br /&gt;
&lt;br /&gt;
In order to spawn a trap, you must first tool the trap, according to the instructions above, and then use the resource name of the waypoint used to tool the trap as the resource name of the trap on the spawn point. In all other respects, these spawn points work as any other spawn point.&lt;br /&gt;
&lt;br /&gt;
In addition, you may place a placeable with the tag &amp;quot;TRAP_ORIGIN&amp;quot; near any trap trigger and it will be regarded as the source for all effects which are created by the trap. This has two uses:&lt;br /&gt;
* Animations that involve projectiles will show the trap's effect being shot from the trap origin&lt;br /&gt;
* The trap may be used in the spell trap mode (as placeables are allowed to cast spells in the NWN2 engine, but triggers are not).&lt;br /&gt;
&lt;br /&gt;
{{ALFA Core Rules}}&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=ACR_Traps&amp;diff=2846</id>
		<title>ACR Traps</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=ACR_Traps&amp;diff=2846"/>
				<updated>2015-04-15T00:35:12Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* Tooling Additional Traps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ACR Tools]]&lt;br /&gt;
[[Category:DM Guides]]&lt;br /&gt;
The ACR has in its core content a custom implementation of traps that is meant to serve as a workaround for the severe limitations imposed by traps as they are implemented by [[Neverwinter Nights 2 | NWN2]]. These traps are capable of spawning and despawning, are aware of their own shapes and sizes, and can control whether or not they trigger by a number of conditions, including those which we would associate with spellcasting traps.&lt;br /&gt;
&lt;br /&gt;
== Detecting Traps ==&lt;br /&gt;
A search roll is automatically rolled, with the fact that the roll was made being hidden, whenever a character approaches a trap with detect mode on. If the result of the search check is greater than or equal to the search DC, the trap is detected. There is a special exception made for high-DC traps: only rogues, or people under the effects of a Find Traps spell, may find traps with a search DC greater than 20. If a character does not expend the trap (for example, by triggering it until it runs out of ammunition or charges), but remains near it, an additional roll will be made every six seconds, and every PC near the trap will also get rolls.&lt;br /&gt;
&lt;br /&gt;
When a trap is detected, the character whose check revealed the trap will gain a visual effect overhead that indicates responsibility for the detection. In addition, the trap will become visible as a pulsing red VFX in the shape of the trap on the ground, and finally a disarm target object will appear on the ground where the detector was standing when the trap was revealed.&lt;br /&gt;
: '''It is important to note that traps are invisible to DMs once they are spawned. The tick in the spawning UI when placing a trap is the indication that the spawning has happened.'''&lt;br /&gt;
&lt;br /&gt;
== Disarming Traps ==&lt;br /&gt;
Traps are disarmed by using the disarm widget. DM Avatars who do this will immediately and automatically disarm the trap, removing it and the target from the area permanently. If an character uses the disarm target, that character will begin to work on disarming the trap, which will take 12-48 (most likely 30) seconds. During this time the character must remain reasonably stationary and may not carry out other actions, but stepping away from the disarming device will abort the effort.&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Disable Device may choose to aid the effort by also using the disarm target, and as many as can physically approach the device may help. Each additional disabler will roll a DC 10 Disable Device check, granting a stacking +2 bonus to the primary disabler's check on success. A character may only attempt to aid in disabling a trap once per primary user's attempt.&lt;br /&gt;
&lt;br /&gt;
The disarming character will not know ahead of time how long it will take to disarm the trap, nor will he or she know how difficult to disarm the trap will be until attempting to disarm it once.&lt;br /&gt;
&lt;br /&gt;
At the end of the time required to disarm the trap, a skill check is made against the disarm DC of the trap. If the roll is greater than or equal to the DC to disarm the trap, the trap is removed from play and rendered harmless. If the Disable Device roll fails by 4 or less, then no change is made to the trap. If the Disable Device roll fails by 5 or more, then the effort is botched and the trap is triggered, functioning per the fired trap section, except that the trap disabler is treated as a potential target (possibly the only potential target) for the trap's execution.&lt;br /&gt;
&lt;br /&gt;
== Triggering Traps ==&lt;br /&gt;
When a trap is triggered, its effects are applied to a random creature within the trap's trigger area, and potentially a botched disabler (see above). This effect may cover an area. For example, a trap which explodes in a fireball when triggered may have three people working on disarming it. Should the check be botched anyway while the trigger area is empty, only the primary disabler will be a valid target and he or she will be the center of the resulting explosion. However, the two nearby assistants are likely to be within the blast and to also be injured. If on the other hand the trigger required several people in its area to be triggered, and three were already within, botching the trap has a 1 in 4 chance of centering on each person in the trigger area or the disabler.&lt;br /&gt;
&lt;br /&gt;
It is possible for traps to trigger with discretion, such as a magical trap that only harms orcs. In this case, only qualifying creatures in the trigger area will be regarded as valid targets. Botching a disable attempt overrides this. A botched disabler is always a valid target, regardless of the trap's specific restrictions.&lt;br /&gt;
&lt;br /&gt;
== Default Traps ==&lt;br /&gt;
By default, every ALFA module has access to a set of standard traps, which are modeled after the default NWN2 traps. All of them have only one charge, do direct damage, and have equal spot, disable, and reflex save DCs. All offer reflex saves when triggered. All are of &amp;quot;medium&amp;quot; trigger size (comparable to the area of a Magic Circle vs. Alignment)&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Damage&lt;br /&gt;
! DC&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| Acid Blob, Minor&lt;br /&gt;
| 3d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Blob, Average&lt;br /&gt;
| 5d6&lt;br /&gt;
| 20&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Blob, Strong&lt;br /&gt;
| 12d6&lt;br /&gt;
| 25&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Blob, Deadly&lt;br /&gt;
| 18d6&lt;br /&gt;
| 25&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash, Minor&lt;br /&gt;
| 2d8&lt;br /&gt;
| 12&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash, Average&lt;br /&gt;
| 3d8&lt;br /&gt;
| 14&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash, Strong&lt;br /&gt;
| 5d8&lt;br /&gt;
| 17&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash, Deadly&lt;br /&gt;
| 8d8&lt;br /&gt;
| 20&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Electrical, Minor&lt;br /&gt;
| 8d6&lt;br /&gt;
| 19&lt;br /&gt;
| 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Electrical, Average&lt;br /&gt;
| 15d6&lt;br /&gt;
| 22&lt;br /&gt;
| 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Electrical, Strong&lt;br /&gt;
| 20d6&lt;br /&gt;
| 26&lt;br /&gt;
| 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Electrical, Deadly&lt;br /&gt;
| 30d6&lt;br /&gt;
| 28&lt;br /&gt;
| 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Fire, Minor&lt;br /&gt;
| 5d6&lt;br /&gt;
| 18&lt;br /&gt;
| 2 meters&lt;br /&gt;
|-&lt;br /&gt;
| Fire, Average&lt;br /&gt;
| 8d6&lt;br /&gt;
| 20&lt;br /&gt;
| 2 meters&lt;br /&gt;
|-&lt;br /&gt;
| Fire, Strong&lt;br /&gt;
| 15d6&lt;br /&gt;
| 23&lt;br /&gt;
| 4 meters&lt;br /&gt;
|-&lt;br /&gt;
| Fire, Deadly&lt;br /&gt;
| 25d6&lt;br /&gt;
| 26&lt;br /&gt;
| 4 meters&lt;br /&gt;
|-&lt;br /&gt;
| Frost, Minor&lt;br /&gt;
| 2d4&lt;br /&gt;
| 12&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Frost, Average&lt;br /&gt;
| 3d4&lt;br /&gt;
| 13&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Frost, Strong&lt;br /&gt;
| 5d4&lt;br /&gt;
| 14&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Frost, Deadly&lt;br /&gt;
| 8d4&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Negative, Minor&lt;br /&gt;
| 2d6&lt;br /&gt;
| 12&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Negative, Average&lt;br /&gt;
| 3d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Negative, Strong&lt;br /&gt;
| 5d6&lt;br /&gt;
| 18&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Negative, Deadly&lt;br /&gt;
| 8d6&lt;br /&gt;
| 21&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Sonic, Minor&lt;br /&gt;
| 2d4&lt;br /&gt;
| 12&lt;br /&gt;
| 3 meters&lt;br /&gt;
|-&lt;br /&gt;
| Sonic, Average&lt;br /&gt;
| 3d4&lt;br /&gt;
| 14&lt;br /&gt;
| 3 meters&lt;br /&gt;
|-&lt;br /&gt;
| Sonic, Strong&lt;br /&gt;
| 5d4&lt;br /&gt;
| 17&lt;br /&gt;
| 3 meters&lt;br /&gt;
|-&lt;br /&gt;
| Sonic, Deadly&lt;br /&gt;
| 8d4&lt;br /&gt;
| 20&lt;br /&gt;
| 3 meters&lt;br /&gt;
|-&lt;br /&gt;
| Spike, Minor&lt;br /&gt;
| 2d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Spike, Average&lt;br /&gt;
| 3d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Spike, Strong&lt;br /&gt;
| 5d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Spike, Deadly&lt;br /&gt;
| 25d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tooling Additional Traps ==&lt;br /&gt;
Additional traps may be added to a module by creating waypoints which have variables on them which indicate that they are traps. The following variables control the behavior of the trap.&lt;br /&gt;
&lt;br /&gt;
* '''ACR_TRAP_TRIGGER_AREA''' (integer) --  This variable determines how large the area which is capable of causing the trap to fire is.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Name&lt;br /&gt;
! Comparison&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Small&lt;br /&gt;
| Single-Target&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Medium&lt;br /&gt;
| Magic Circle v. Alignment&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Large&lt;br /&gt;
| Entangle&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Huge&lt;br /&gt;
| Fireball&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Gargantuan&lt;br /&gt;
| Lesser Missile Storm&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Colossal&lt;br /&gt;
| Area Dispel Magic&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_ATTACK_BONUS''' (integer, optional) -- This is the attack bonus that will be used to calculate if a trap is able to damage its target, should no reflex save be defined for the trap. This is ignored if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_DAMAGE_TYPE''' (bitfield) -- This variable determines what kind of damage will be applied to targets of the trap. As a bitfield, you may take the sum of several damage types to make the trap do multiple types of damage. For example, Piercing Damage (2) and Slashing Damage (4) can be added together to make a piercing/slashing trap (6). This is ignored if the trap casts a spell.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Bludgeoning&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Piercing&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Slashing&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Magical&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Acid&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Cold&lt;br /&gt;
|-&lt;br /&gt;
| 64&lt;br /&gt;
| Divine&lt;br /&gt;
|-&lt;br /&gt;
| 128&lt;br /&gt;
| Electrical&lt;br /&gt;
|-&lt;br /&gt;
| 256&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| 512&lt;br /&gt;
| Negative&lt;br /&gt;
|-&lt;br /&gt;
| 1024&lt;br /&gt;
| Positive&lt;br /&gt;
|-&lt;br /&gt;
| 2048&lt;br /&gt;
| Sonic&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_DETECT_DC''' (integer)''' --  This variable determines what the DC of search checks to discover the trap will be. If this number is greater than 20, the trap will only be discoverable by Rogues.&lt;br /&gt;
* '''ACR_TRAP_DICE_NUMBER (integer) -- This variable determines how many dice will be rolled to determine trap damage. This is ignored if the trap casts a spell. For example, if this is 3 and * '''ACR_TRAP_DICE_TYPE is 6, then the trap does 3d6 damage. This setting is ignored if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_DICE_TYPE (integer)''' -- This variable determines what sort of die will be rolled to determine trap damage. For example, if this is 6, and * '''ACR_TRAP_DICE_NUMBER is 3, then the trap does 3d6 damage. This setting is ignored if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_DISARM_DC (integer)''' -- This variable determines what the DC to disarm the trap is.&lt;br /&gt;
* '''ACR_TRAP_EFFECT_AREA''' (integer) -- This variable uses the SHAPE_ constants to determine how this trap's effect spreads out, if it has a large enough area to be significant. This setting is ignored if the trap casts a spell.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Shape&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Spell Cyllinder (e.g. Lightning Bolt)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Cone (e.g. Burning Hands)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Cube (e.g. Order's Wrath)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Spell Cone (e.g. Cone of Cold)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Sphere (e.g. Fireball)&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_EFFECT_SIZE''' (float) -- This is the size, in meters, of the effect area defined previously. Cylinders and cones become longer, but remain directional. Cubes gain length on all sides equally. Spheres gain a larger radius. This setting is ignroed if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_MINIMUM_TO_TRIGGER''' (integer) -- This is the number of creatures who meet the criteria for a trap's triggering who must be within the trap's trigger area''' (defined above) before the trap will fire.&lt;br /&gt;
* '''ACR_TRAP_NUMBER_OF_SHOTS''' (integer) -- This is the number of times the trap will fire before it is discharged. If this number is -1, the trap has infinite charges, and will fire until disarmed.&lt;br /&gt;
* '''ACR_TRAP_SAVE_DC''' (integer) -- This is the reflex save DC of the trap. This setting is ignored if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_SPELL_ID''' (integer) -- This is the ID of the spell that is cast. If this is -1 or if it is absent, the trap will not be regarded as spell casting, and will instead resolve to do damage. If this option is set, the trap must be placed or spawned near a placeable with the tag &amp;quot;TRAP_ORIGIN.&amp;quot; In the absence of this placeable, the trap trigger will attempt to-- and typically fail to-- cast the spell itself.&lt;br /&gt;
* '''ACR_TRAP_TARGET_ALIGNMENT''' (integer) -- This setting determines which alignments are regarded as valid targets for the trap-- this will be used to determine who in the trap area is the center of the effect and whether a given creature counts toward the trap's minimum to trigger. However, traps which explode will still strike creatures of other alignments. It will simply not aim for the others.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| All Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Neutral Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Lawful Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Chaotic Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Good Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Evil Alignments&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_TARGET_RACE''' (integer) -- This setting determins which racial types are regarded as valid targets for the trap-- this will be used to determine who in the trap area is the center of the effect and whether a given creature counts toward the trap's minimum to trigger. However, traps which explode will still strike creatures of other races. It will simply not aim for the others.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Race&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Dwarf&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Elf&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Gnome&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Halfling&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Half-Elf&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Half-Orc&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Human&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Abberations&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Animals&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Beasts (depreciated)&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Constructs&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Dragons&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Goblinoids&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Monstrous Humanoids&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Orcs&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Reptilian Humanoids&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Elementals&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Fey&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Giants&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Magical Beasts&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Outsiders&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| Undead&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Vermin&lt;br /&gt;
|-&lt;br /&gt;
| '''28'''&lt;br /&gt;
| '''All Races'''&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Oozes&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Incorporeal (depreciated)&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| Yuan-Ti&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_DESCRIPTION''' (string) -- This setting determines what the descriptive text on the trap's disarm target will read when examined with the default &amp;quot;examine&amp;quot; command. While it may contain any arbitrary information deemed useful by the builders, it is recommended that it contain a description of what a person would see of this trap upon discovering it.&lt;br /&gt;
&lt;br /&gt;
== Spawning Traps ==&lt;br /&gt;
ACR Traps are currently able to be spawned through the [[ACR Creator]], and may also be placed using the ACR Spawn System, with object type 99.&lt;br /&gt;
&lt;br /&gt;
In order to spawn a trap, you must first tool the trap, according to the instructions above, and then use the resource name of the waypoint used to tool the trap as the resource name of the trap on the spawn point. In all other respects, these spawn points work as any other spawn point.&lt;br /&gt;
&lt;br /&gt;
In addition, you may place a placeable with the tag &amp;quot;TRAP_ORIGIN&amp;quot; near any trap trigger and it will be regarded as the source for all effects which are created by the trap. This has two uses:&lt;br /&gt;
* Animations that involve projectiles will show the trap's effect being shot from the trap origin&lt;br /&gt;
* The trap may be used in the spell trap mode (as placeables are allowed to cast spells in the NWN2 engine, but triggers are not).&lt;br /&gt;
&lt;br /&gt;
{{ALFA Core Rules}}&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=ACR_Traps&amp;diff=2845</id>
		<title>ACR Traps</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=ACR_Traps&amp;diff=2845"/>
				<updated>2015-04-15T00:33:41Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* Spawning Traps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ACR Tools]]&lt;br /&gt;
[[Category:DM Guides]]&lt;br /&gt;
The ACR has in its core content a custom implementation of traps that is meant to serve as a workaround for the severe limitations imposed by traps as they are implemented by [[Neverwinter Nights 2 | NWN2]]. These traps are capable of spawning and despawning, are aware of their own shapes and sizes, and can control whether or not they trigger by a number of conditions, including those which we would associate with spellcasting traps.&lt;br /&gt;
&lt;br /&gt;
== Detecting Traps ==&lt;br /&gt;
A search roll is automatically rolled, with the fact that the roll was made being hidden, whenever a character approaches a trap with detect mode on. If the result of the search check is greater than or equal to the search DC, the trap is detected. There is a special exception made for high-DC traps: only rogues, or people under the effects of a Find Traps spell, may find traps with a search DC greater than 20. If a character does not expend the trap (for example, by triggering it until it runs out of ammunition or charges), but remains near it, an additional roll will be made every six seconds, and every PC near the trap will also get rolls.&lt;br /&gt;
&lt;br /&gt;
When a trap is detected, the character whose check revealed the trap will gain a visual effect overhead that indicates responsibility for the detection. In addition, the trap will become visible as a pulsing red VFX in the shape of the trap on the ground, and finally a disarm target object will appear on the ground where the detector was standing when the trap was revealed.&lt;br /&gt;
: '''It is important to note that traps are invisible to DMs once they are spawned. The tick in the spawning UI when placing a trap is the indication that the spawning has happened.'''&lt;br /&gt;
&lt;br /&gt;
== Disarming Traps ==&lt;br /&gt;
Traps are disarmed by using the disarm widget. DM Avatars who do this will immediately and automatically disarm the trap, removing it and the target from the area permanently. If an character uses the disarm target, that character will begin to work on disarming the trap, which will take 12-48 (most likely 30) seconds. During this time the character must remain reasonably stationary and may not carry out other actions, but stepping away from the disarming device will abort the effort.&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Disable Device may choose to aid the effort by also using the disarm target, and as many as can physically approach the device may help. Each additional disabler will roll a DC 10 Disable Device check, granting a stacking +2 bonus to the primary disabler's check on success. A character may only attempt to aid in disabling a trap once per primary user's attempt.&lt;br /&gt;
&lt;br /&gt;
The disarming character will not know ahead of time how long it will take to disarm the trap, nor will he or she know how difficult to disarm the trap will be until attempting to disarm it once.&lt;br /&gt;
&lt;br /&gt;
At the end of the time required to disarm the trap, a skill check is made against the disarm DC of the trap. If the roll is greater than or equal to the DC to disarm the trap, the trap is removed from play and rendered harmless. If the Disable Device roll fails by 4 or less, then no change is made to the trap. If the Disable Device roll fails by 5 or more, then the effort is botched and the trap is triggered, functioning per the fired trap section, except that the trap disabler is treated as a potential target (possibly the only potential target) for the trap's execution.&lt;br /&gt;
&lt;br /&gt;
== Triggering Traps ==&lt;br /&gt;
When a trap is triggered, its effects are applied to a random creature within the trap's trigger area, and potentially a botched disabler (see above). This effect may cover an area. For example, a trap which explodes in a fireball when triggered may have three people working on disarming it. Should the check be botched anyway while the trigger area is empty, only the primary disabler will be a valid target and he or she will be the center of the resulting explosion. However, the two nearby assistants are likely to be within the blast and to also be injured. If on the other hand the trigger required several people in its area to be triggered, and three were already within, botching the trap has a 1 in 4 chance of centering on each person in the trigger area or the disabler.&lt;br /&gt;
&lt;br /&gt;
It is possible for traps to trigger with discretion, such as a magical trap that only harms orcs. In this case, only qualifying creatures in the trigger area will be regarded as valid targets. Botching a disable attempt overrides this. A botched disabler is always a valid target, regardless of the trap's specific restrictions.&lt;br /&gt;
&lt;br /&gt;
== Default Traps ==&lt;br /&gt;
By default, every ALFA module has access to a set of standard traps, which are modeled after the default NWN2 traps. All of them have only one charge, do direct damage, and have equal spot, disable, and reflex save DCs. All offer reflex saves when triggered. All are of &amp;quot;medium&amp;quot; trigger size (comparable to the area of a Magic Circle vs. Alignment)&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Damage&lt;br /&gt;
! DC&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| Acid Blob, Minor&lt;br /&gt;
| 3d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Blob, Average&lt;br /&gt;
| 5d6&lt;br /&gt;
| 20&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Blob, Strong&lt;br /&gt;
| 12d6&lt;br /&gt;
| 25&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Blob, Deadly&lt;br /&gt;
| 18d6&lt;br /&gt;
| 25&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash, Minor&lt;br /&gt;
| 2d8&lt;br /&gt;
| 12&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash, Average&lt;br /&gt;
| 3d8&lt;br /&gt;
| 14&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash, Strong&lt;br /&gt;
| 5d8&lt;br /&gt;
| 17&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash, Deadly&lt;br /&gt;
| 8d8&lt;br /&gt;
| 20&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Electrical, Minor&lt;br /&gt;
| 8d6&lt;br /&gt;
| 19&lt;br /&gt;
| 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Electrical, Average&lt;br /&gt;
| 15d6&lt;br /&gt;
| 22&lt;br /&gt;
| 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Electrical, Strong&lt;br /&gt;
| 20d6&lt;br /&gt;
| 26&lt;br /&gt;
| 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Electrical, Deadly&lt;br /&gt;
| 30d6&lt;br /&gt;
| 28&lt;br /&gt;
| 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Fire, Minor&lt;br /&gt;
| 5d6&lt;br /&gt;
| 18&lt;br /&gt;
| 2 meters&lt;br /&gt;
|-&lt;br /&gt;
| Fire, Average&lt;br /&gt;
| 8d6&lt;br /&gt;
| 20&lt;br /&gt;
| 2 meters&lt;br /&gt;
|-&lt;br /&gt;
| Fire, Strong&lt;br /&gt;
| 15d6&lt;br /&gt;
| 23&lt;br /&gt;
| 4 meters&lt;br /&gt;
|-&lt;br /&gt;
| Fire, Deadly&lt;br /&gt;
| 25d6&lt;br /&gt;
| 26&lt;br /&gt;
| 4 meters&lt;br /&gt;
|-&lt;br /&gt;
| Frost, Minor&lt;br /&gt;
| 2d4&lt;br /&gt;
| 12&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Frost, Average&lt;br /&gt;
| 3d4&lt;br /&gt;
| 13&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Frost, Strong&lt;br /&gt;
| 5d4&lt;br /&gt;
| 14&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Frost, Deadly&lt;br /&gt;
| 8d4&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Negative, Minor&lt;br /&gt;
| 2d6&lt;br /&gt;
| 12&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Negative, Average&lt;br /&gt;
| 3d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Negative, Strong&lt;br /&gt;
| 5d6&lt;br /&gt;
| 18&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Negative, Deadly&lt;br /&gt;
| 8d6&lt;br /&gt;
| 21&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Sonic, Minor&lt;br /&gt;
| 2d4&lt;br /&gt;
| 12&lt;br /&gt;
| 3 meters&lt;br /&gt;
|-&lt;br /&gt;
| Sonic, Average&lt;br /&gt;
| 3d4&lt;br /&gt;
| 14&lt;br /&gt;
| 3 meters&lt;br /&gt;
|-&lt;br /&gt;
| Sonic, Strong&lt;br /&gt;
| 5d4&lt;br /&gt;
| 17&lt;br /&gt;
| 3 meters&lt;br /&gt;
|-&lt;br /&gt;
| Sonic, Deadly&lt;br /&gt;
| 8d4&lt;br /&gt;
| 20&lt;br /&gt;
| 3 meters&lt;br /&gt;
|-&lt;br /&gt;
| Spike, Minor&lt;br /&gt;
| 2d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Spike, Average&lt;br /&gt;
| 3d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Spike, Strong&lt;br /&gt;
| 5d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|-&lt;br /&gt;
| Spike, Deadly&lt;br /&gt;
| 25d6&lt;br /&gt;
| 15&lt;br /&gt;
| 1 meter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tooling Additional Traps ==&lt;br /&gt;
Additional traps may be added to a module by creating waypoints which have variables on them which indicate that they are traps. The following variables control the behavior of the trap.&lt;br /&gt;
&lt;br /&gt;
* '''ACR_TRAP_TRIGGER_AREA''' (integer) --  This variable determines how large the area which is capable of causing the trap to fire is.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Name&lt;br /&gt;
! Comparison&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Small&lt;br /&gt;
| Single-Target&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Medium&lt;br /&gt;
| Magic Circle v. Alignment&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Large&lt;br /&gt;
| Entangle&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Huge&lt;br /&gt;
| Fireball&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Gargantuan&lt;br /&gt;
| Lesser Missile Storm&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Colossal&lt;br /&gt;
| Area Dispel Magic&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_ATTACK_BONUS''' (integer, optional) -- This is the attack bonus that will be used to calculate if a trap is able to damage its target, should no reflex save be defined for the trap. This is ignored if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_DAMAGE_TYPE''' (bitfield) -- This variable determines what kind of damage will be applied to targets of the trap. As a bitfield, you may take the sum of several damage types to make the trap do multiple types of damage. For example, Piercing Damage (2) and Slashing Damage (4) can be added together to make a piercing/slashing trap (6). This is ignored if the trap casts a spell.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Bludgeoning&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Piercing&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Slashing&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Magical&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Acid&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Cold&lt;br /&gt;
|-&lt;br /&gt;
| 64&lt;br /&gt;
| Divine&lt;br /&gt;
|-&lt;br /&gt;
| 128&lt;br /&gt;
| Electrical&lt;br /&gt;
|-&lt;br /&gt;
| 256&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| 512&lt;br /&gt;
| Negative&lt;br /&gt;
|-&lt;br /&gt;
| 1024&lt;br /&gt;
| Positive&lt;br /&gt;
|-&lt;br /&gt;
| 2048&lt;br /&gt;
| Sonic&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_DETECT_DC''' (integer)''' --  This variable determines what the DC of search checks to discover the trap will be. If this number is greater than 20, the trap will only be discoverable by Rogues.&lt;br /&gt;
* '''ACR_TRAP_DICE_NUMBER (integer) -- This variable determines how many dice will be rolled to determine trap damage. This is ignored if the trap casts a spell. For example, if this is 3 and * '''ACR_TRAP_DICE_TYPE is 6, then the trap does 3d6 damage. This setting is ignored if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_DICE_TYPE (integer)''' -- This variable determines what sort of die will be rolled to determine trap damage. For example, if this is 6, and * '''ACR_TRAP_DICE_NUMBER is 3, then the trap does 3d6 damage. This setting is ignored if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_DISARM_DC (integer)''' -- This variable determines what the DC to disarm the trap is.&lt;br /&gt;
* '''ACR_TRAP_EFFECT_AREA''' (integer) -- This variable uses the SHAPE_ constants to determine how this trap's effect spreads out, if it has a large enough area to be significant. This setting is ignored if the trap casts a spell.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Shape&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Spell Cyllinder (e.g. Lightning Bolt)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Cone (e.g. Burning Hands)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Cube (e.g. Order's Wrath)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Spell Cone (e.g. Cone of Cold)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Sphere (e.g. Fireball)&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_EFFECT_SIZE''' (float) -- This is the size, in meters, of the effect area defined previously. Cylinders and cones become longer, but remain directional. Cubes gain length on all sides equally. Spheres gain a larger radius. This setting is ignroed if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_MINIMUM_TO_TRIGGER''' (integer) -- This is the number of creatures who meet the criteria for a trap's triggering who must be within the trap's trigger area''' (defined above) before the trap will fire.&lt;br /&gt;
* '''ACR_TRAP_NUMBER_OF_SHOTS''' (integer) -- This is the number of times the trap will fire before it is discharged. If this number is -1, the trap has infinite charges, and will fire until disarmed.&lt;br /&gt;
* '''ACR_TRAP_SAVE_DC''' (integer) -- This is the reflex save DC of the trap. This setting is ignored if the trap casts a spell.&lt;br /&gt;
* '''ACR_TRAP_SPELL_ID''' (integer) -- This is the ID of the spell that is cast. If this is -1 or if it is absent, the trap will not be regarded as spell casting, and will instead resolve to do damage.&lt;br /&gt;
* '''ACR_TRAP_TARGET_ALIGNMENT''' (integer) -- This setting determines which alignments are regarded as valid targets for the trap-- this will be used to determine who in the trap area is the center of the effect and whether a given creature counts toward the trap's minimum to trigger. However, traps which explode will still strike creatures of other alignments. It will simply not aim for the others.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| All Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Neutral Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Lawful Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Chaotic Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Good Alignments&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Evil Alignments&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_TARGET_RACE''' (integer) -- This setting determins which racial types are regarded as valid targets for the trap-- this will be used to determine who in the trap area is the center of the effect and whether a given creature counts toward the trap's minimum to trigger. However, traps which explode will still strike creatures of other races. It will simply not aim for the others.&lt;br /&gt;
::{| class=&amp;quot;wikitable_standard&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Race&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Dwarf&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Elf&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Gnome&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Halfling&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Half-Elf&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Half-Orc&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Human&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Abberations&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Animals&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Beasts (depreciated)&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Constructs&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Dragons&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Goblinoids&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Monstrous Humanoids&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Orcs&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Reptilian Humanoids&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Elementals&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Fey&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Giants&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Magical Beasts&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Outsiders&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| Undead&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Vermin&lt;br /&gt;
|-&lt;br /&gt;
| '''28'''&lt;br /&gt;
| '''All Races'''&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Oozes&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Incorporeal (depreciated)&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| Yuan-Ti&lt;br /&gt;
|}&lt;br /&gt;
* '''ACR_TRAP_DESCRIPTION''' (string) -- This setting determines what the descriptive text on the trap's disarm target will read when examined with the default &amp;quot;examine&amp;quot; command. While it may contain any arbitrary information deemed useful by the builders, it is recommended that it contain a description of what a person would see of this trap upon discovering it.&lt;br /&gt;
&lt;br /&gt;
== Spawning Traps ==&lt;br /&gt;
ACR Traps are currently able to be spawned through the [[ACR Creator]], and may also be placed using the ACR Spawn System, with object type 99.&lt;br /&gt;
&lt;br /&gt;
In order to spawn a trap, you must first tool the trap, according to the instructions above, and then use the resource name of the waypoint used to tool the trap as the resource name of the trap on the spawn point. In all other respects, these spawn points work as any other spawn point.&lt;br /&gt;
&lt;br /&gt;
In addition, you may place a placeable with the tag &amp;quot;TRAP_ORIGIN&amp;quot; near any trap trigger and it will be regarded as the source for all effects which are created by the trap. This has two uses:&lt;br /&gt;
* Animations that involve projectiles will show the trap's effect being shot from the trap origin&lt;br /&gt;
* The trap may be used in the spell trap mode (as placeables are allowed to cast spells in the NWN2 engine, but triggers are not).&lt;br /&gt;
&lt;br /&gt;
{{ALFA Core Rules}}&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Server_Admin_Remote_Scriptlet&amp;diff=2836</id>
		<title>Server Admin Remote Scriptlet</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Server_Admin_Remote_Scriptlet&amp;diff=2836"/>
				<updated>2015-02-15T18:47:49Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Server Admin Remote Scripelets''' are tools to access [http://en.wikipedia.org/wiki/PowerShell PowerShell], [[NWScript]], and other useful tools.&lt;br /&gt;
&lt;br /&gt;
Only those who have server admin access, as defined in SQL, may use the following commands. &lt;br /&gt;
&lt;br /&gt;
== General Commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Example&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''rs [scriptlet]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.GetTag( $OBJECT_TARGET );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run a PowerShell/NWScript scriptlet.  The $s object can be used to access NWScript functions, like $s.SendMessageToPC($OBJECT_SELF, 'Message');.  The $sql object (an ALFA.Database) can be used to make database accesses.  The $CreatureAI object can be used to interface with the creature AI system. See ''Remote Scriptlets'' below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''runscript [scriptname]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa runscript 010_kill_all_pcs&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run a script by name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''getglobalint [var]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa getglobalint ACR_IMPORTANT_VARIABLE&amp;lt;/code&amp;gt;&lt;br /&gt;
| Read a variable. &amp;lt;code&amp;gt;'''getglobalint'''&amp;lt;/code&amp;gt; may be replaced by getglobalfloat, getglobalstring, getmoduleint, getmodulefloat, getmodulestring, or getmoduleobject.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''loadscript [C# Script DLL Path]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| Load a C# script assembly and call its main function.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''boot [accountname]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa boot FoamBats4All&amp;lt;/code&amp;gt;&lt;br /&gt;
| Boot a PC by account name (insensitive).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpvars [object]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpvars #module&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump variables on an object (by hex object id, tag, #module, #self, or #area).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpareas'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpareas&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump a list of areas in the module.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpareaobjects [area]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpareaobjects  #area&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump objects in an area (area specified by hex object id, tag, #module, #self, or #area).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''runupdater'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa runupdater&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run the ACR_UpdaterScript.cmd batch file in the NWNX4 installation directory (if it exists).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''jump [object]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa jump 010_wp_bg_docks_start&amp;lt;/code&amp;gt;&lt;br /&gt;
| Jump to an object (by hex object id or tag).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''compilerlog'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa compilerlog&amp;lt;/code&amp;gt;&lt;br /&gt;
| Show last module recompilation log file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Remote Scriptlets ==&lt;br /&gt;
The &amp;lt;code&amp;gt;#sa rs&amp;lt;/code&amp;gt; command is rather powerful, able to accomplishing anything on a server, with enough technical knowledge. [[NWScript]] functions can be called by using &amp;lt;code&amp;gt;$s.'''[FunctionName]'''( '''[Parameters]''' );&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Special Words ===&lt;br /&gt;
Placing these in your scriptlet will provide a special target or value.&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$CreatureAI&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to the AIServer object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_SELF&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to you, or what you are currently controlling.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_TARGET&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to the currently selected target. A target can be defined by right clicking them, as you would as a player.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_INVALID&amp;lt;/code&amp;gt;&lt;br /&gt;
| An invalid object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$s&amp;lt;/code&amp;gt;&lt;br /&gt;
| The scripting environment. This can be used to reference NWScript constants and functions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$sql&amp;lt;/code&amp;gt;&lt;br /&gt;
| References the SQL database object, for calling queries. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Useful Commands ===&lt;br /&gt;
Below are some commands used by HDMs, as well as a description of what they do.&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.ClearScriptParams(); $s.AddScriptParameterObject( $OBJECT_TARGET ); $s.AddScriptParameterInt( 0 ); $s.AddScriptParameterInt( '''[X]''' ); $s.AddScriptParameterInt( 0 ); $s.ExecuteScriptEnhanced( &amp;quot;ACR_Items&amp;quot;, $OBJECT_SELF, 1 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Alters an item's price by '''[X]'''. For instance, a value of -1283 would adjust the item's value by negative 1283 gold. The total price must be a 32 bit integer (-2,147,483,648 to 2,147,483,647) as must the amount to adjust by. Going beyond these values will corrupt the item and either cause it to be destroyed or cause instability in the server.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.ApplyEffectToObject( $s.DURATION_TYPE_INSTANT, $s.EffectDamage( '''[DAMAGE]''', $s.DAMAGE_TYPE_MAGICAL, $s.DAMAGE_POWER_NORMAL, $s.TRUE ), $OBJECT_TARGET, 0.0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals '''[DAMAGE]''' damage to the currently selected object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.CreateItemOnObject( &amp;quot;'''[ITEM_RESREF]'''&amp;quot;, $OBJECT_SELF, 1, &amp;quot;&amp;quot;, 1 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a single item with ResRef '''[ITEM_RESREF]''' on the currently controlled character.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.GetResRef( $OBJECT_TARGET );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Returns the ResRef of the currently selected object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.NWNXSetString( &amp;quot;OBJECTATTRIBUTES&amp;quot;,&amp;quot;SetWingVariation&amp;quot;,&amp;quot;&amp;quot;,$s.ObjectToInt($OBJECT_TARGET), 16 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| As an example, this would provide wings of ID 16 to the currently selected object. With tweaking, this command could set a hair style, or head variation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.SetCollision( $OBJECT_TARGET, 0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Turns collision off on the currently selected targets.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.SetWeather( $s.GetArea( $OBJECT_SELF ), 0, 0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Make it stop raining in the current area. Change the last parameter to 0-15 to indicate the strength of rain, with 0 being none and 15 being stormy.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach( $object in $s.GetItemPropertiesOnItem( $s.GetPlayerCurrentTarget( $OBJECT_SELF ) ) ) { if( $s.GetItemPropertyType( $object ) -eq 21 ) { $s.RemoveItemProperty( $s.GetPlayerCurrentTarget( $OBJECT_SELF ), $object); } } $s.DeleteLocalInt( $OBJECT_TARGET, &amp;quot;ACR_NLD_DAMAGE_PENALTY&amp;quot; );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Strip the damage penalty properties from a targeted item.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach( $object in $s.GetItemPropertiesOnItem( $s.GetPlayerCurrentTarget( $OBJECT_SELF ) ) ) { if( $s.GetItemPropertyType( $object ) -eq 82 ) { $s.RemoveItemProperty( $s.GetPlayerCurrentTarget( $OBJECT_SELF ), $object ); } }&amp;lt;/code&amp;gt;&lt;br /&gt;
| Strip on hit cast spell (like, say, a subdual item's unique power) from a targeted item.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach($object in $s.GetEffects($OBJECT_TARGET)) { $s.RemoveEffect($OBJECT_TARGET, $object); }&amp;lt;/code&amp;gt;&lt;br /&gt;
| Remove all effects from the selected object.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;#sa rs $s.ClearScriptParams(); $s.AddScriptParameterInt(999); $s.AddScriptParameterString(&amp;quot;&amp;quot;); $s.AddScriptParameterInt(0); $s.AddScriptParameterString(&amp;quot;&amp;quot;); $s.ExecuteScriptEnhanced(&amp;quot;ACR_Quest&amp;quot;, $OBJECT_SELF, 1);&amp;lt;/code&amp;gt;&lt;br /&gt;
| Send the details about all infestations currently on the server to the DM channel.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;#sa rs $s.ClearScriptParams(); $s.AddScriptParameterInt(2); $s.ExecuteScriptEnhanced(&amp;quot;ACR_Candlekeep&amp;quot;, $OBJECT_SELF, 1);&amp;lt;/code&amp;gt;&lt;br /&gt;
| Send the details about all areas and their connecting transitions to the DM channel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Queries Too Big for the Table ===&lt;br /&gt;
Place all known corpses into play, if they failed to spawn on server startup.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;code&amp;gt;#sa rs $sql.ACR_SQLQuery(&amp;quot;SELECT pwdata.Name, pwdata.Tag, pwdata.Value, characters.ID, characters.Status, characters.PlayerID FROM characters JOIN players on players.ID=characters.PlayerID JOIN pwdata on pwdata.Name=characters.Name WHERE pwdata.Tag=players.CDKey and pwdata.`Key`='ACR_DTH_LOCATION' and characters.ServerID='10' and characters.Status=characters.Status|1;&amp;quot;); while($sql.ACR_SQLFetch()) { $object = $s.CreateObject(64, &amp;quot;abr_pl_co_so_pccorpse&amp;quot;, $sql.ACR_StringToLocation($sql.ACR_SQLGetData(2)), 0, $sql.ACR_SQLGetData(1)); $s.SetLocalInt($object, &amp;quot;ACR_CID&amp;quot;, $s.StringToInt($sql.ACR_SQLGetData(3))); $s.SetLocalInt($object, &amp;quot;ACR_PID&amp;quot;, $s.StringToInt($sql.ACR_SQLGetData(5))); $s.SetLocalString($object, &amp;quot;ACR_PSO_NAME&amp;quot;, $sql.ACR_SQLGetData(1) + &amp;quot;_&amp;quot; + $sql.ACR_SQLGetData(3)); $s.SetFirstName($object, $sql.ACR_SQLGetData(0)); }&amp;lt;/code&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Server_Admin_Remote_Scriptlet&amp;diff=2835</id>
		<title>Server Admin Remote Scriptlet</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Server_Admin_Remote_Scriptlet&amp;diff=2835"/>
				<updated>2015-02-15T18:33:50Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Server Admin Remote Scripelets''' are tools to access [http://en.wikipedia.org/wiki/PowerShell PowerShell], [[NWScript]], and other useful tools.&lt;br /&gt;
&lt;br /&gt;
Only those who have server admin access, as defined in SQL, may use the following commands. &lt;br /&gt;
&lt;br /&gt;
== General Commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Example&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''rs [scriptlet]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.GetTag( $OBJECT_TARGET );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run a PowerShell/NWScript scriptlet.  The $s object can be used to access NWScript functions, like $s.SendMessageToPC($OBJECT_SELF, 'Message');.  The $sql object (an ALFA.Database) can be used to make database accesses.  The $CreatureAI object can be used to interface with the creature AI system. See ''Remote Scriptlets'' below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''runscript [scriptname]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa runscript 010_kill_all_pcs&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run a script by name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''getglobalint [var]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa getglobalint ACR_IMPORTANT_VARIABLE&amp;lt;/code&amp;gt;&lt;br /&gt;
| Read a variable. &amp;lt;code&amp;gt;'''getglobalint'''&amp;lt;/code&amp;gt; may be replaced by getglobalfloat, getglobalstring, getmoduleint, getmodulefloat, getmodulestring, or getmoduleobject.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''loadscript [C# Script DLL Path]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| Load a C# script assembly and call its main function.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''boot [accountname]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa boot FoamBats4All&amp;lt;/code&amp;gt;&lt;br /&gt;
| Boot a PC by account name (insensitive).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpvars [object]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpvars #module&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump variables on an object (by hex object id, tag, #module, #self, or #area).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpareas'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpareas&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump a list of areas in the module.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpareaobjects [area]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpareaobjects  #area&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump objects in an area (area specified by hex object id, tag, #module, #self, or #area).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''runupdater'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa runupdater&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run the ACR_UpdaterScript.cmd batch file in the NWNX4 installation directory (if it exists).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''jump [object]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa jump 010_wp_bg_docks_start&amp;lt;/code&amp;gt;&lt;br /&gt;
| Jump to an object (by hex object id or tag).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''compilerlog'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa compilerlog&amp;lt;/code&amp;gt;&lt;br /&gt;
| Show last module recompilation log file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Remote Scriptlets ==&lt;br /&gt;
The &amp;lt;code&amp;gt;#sa rs&amp;lt;/code&amp;gt; command is rather powerful, able to accomplishing anything on a server, with enough technical knowledge. [[NWScript]] functions can be called by using &amp;lt;code&amp;gt;$s.'''[FunctionName]'''( '''[Parameters]''' );&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Special Words ===&lt;br /&gt;
Placing these in your scriptlet will provide a special target or value.&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$CreatureAI&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to the AIServer object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_SELF&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to you, or what you are currently controlling.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_TARGET&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to the currently selected target. A target can be defined by right clicking them, as you would as a player.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_INVALID&amp;lt;/code&amp;gt;&lt;br /&gt;
| An invalid object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$s&amp;lt;/code&amp;gt;&lt;br /&gt;
| The scripting environment. This can be used to reference NWScript constants and functions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$sql&amp;lt;/code&amp;gt;&lt;br /&gt;
| References the SQL database object, for calling queries. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Useful Commands ===&lt;br /&gt;
Below are some commands used by HDMs, as well as a description of what they do.&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.ClearScriptParams(); $s.AddScriptParameterObject( $OBJECT_TARGET ); $s.AddScriptParameterInt( 0 ); $s.AddScriptParameterInt( '''[X]''' ); $s.AddScriptParameterInt( 0 ); $s.ExecuteScriptEnhanced( &amp;quot;ACR_Items&amp;quot;, $OBJECT_SELF, 1 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Alters an item's price by '''[X]'''. For instance, a value of -1283 would adjust the item's value by negative 1283 gold. The total price must be a 32 bit integer (-2,147,483,648 to 2,147,483,647) as must the amount to adjust by. Going beyond these values will corrupt the item and either cause it to be destroyed or cause instability in the server.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.ApplyEffectToObject( $s.DURATION_TYPE_INSTANT, $s.EffectDamage( '''[DAMAGE]''', $s.DAMAGE_TYPE_MAGICAL, $s.DAMAGE_POWER_NORMAL, $s.TRUE ), $OBJECT_TARGET, 0.0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals '''[DAMAGE]''' damage to the currently selected object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.CreateItemOnObject( &amp;quot;'''[ITEM_RESREF]'''&amp;quot;, $OBJECT_SELF, 1, &amp;quot;&amp;quot;, 1 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a single item with ResRef '''[ITEM_RESREF]''' on the currently controlled character.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.GetResRef( $OBJECT_TARGET );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Returns the ResRef of the currently selected object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.NWNXSetString( &amp;quot;OBJECTATTRIBUTES&amp;quot;,&amp;quot;SetWingVariation&amp;quot;,&amp;quot;&amp;quot;,$s.ObjectToInt($OBJECT_TARGET), 16 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| As an example, this would provide wings of ID 16 to the currently selected object. With tweaking, this command could set a hair style, or head variation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.SetCollision( $OBJECT_TARGET, 0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Turns collision off on the currently selected targets.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.SetWeather( $s.GetArea( $OBJECT_SELF ), 0, 0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Make it stop raining in the current area. Change the last parameter to 0-15 to indicate the strength of rain, with 0 being none and 15 being stormy.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach( $object in $s.GetItemPropertiesOnItem( $s.GetPlayerCurrentTarget( $OBJECT_SELF ) ) ) { if( $s.GetItemPropertyType( $object ) -eq 21 ) { $s.RemoveItemProperty( $s.GetPlayerCurrentTarget( $OBJECT_SELF ), $object); } } $s.DeleteLocalInt( $OBJECT_TARGET, &amp;quot;ACR_NLD_DAMAGE_PENALTY&amp;quot; );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Strip the damage penalty properties from a targeted item.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach( $object in $s.GetItemPropertiesOnItem( $s.GetPlayerCurrentTarget( $OBJECT_SELF ) ) ) { if( $s.GetItemPropertyType( $object ) -eq 82 ) { $s.RemoveItemProperty( $s.GetPlayerCurrentTarget( $OBJECT_SELF ), $object ); } }&amp;lt;/code&amp;gt;&lt;br /&gt;
| Strip on hit cast spell (like, say, a subdual item's unique power) from a targeted item.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach($object in $s.GetEffects($OBJECT_TARGET)) { $s.RemoveEffect($OBJECT_TARGET, $object); }&amp;lt;/code&amp;gt;&lt;br /&gt;
| Remove all effects from the selected object.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;#sa rs $s.ClearScriptParams(); $s.AddScriptParameterInt(999); $s.AddScriptParameterString(&amp;quot;&amp;quot;); $s.AddScriptParameterInt(0); $s.AddScriptParameterString(&amp;quot;&amp;quot;); $s.ExecuteScriptEnhanced(&amp;quot;ACR_Quest&amp;quot;, $OBJECT_SELF, 1);&amp;lt;/code&amp;gt;&lt;br /&gt;
| Send the details about all infestations currently on the server to the DM channel.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;#sa rs $s.ClearScriptParams(); $s.AddScriptParameterInt(2); $s.ExecuteScriptEnhanced(&amp;quot;ACR_Candlekeep&amp;quot;, $OBJECT_SELF, 1);&amp;lt;/code&amp;gt;&lt;br /&gt;
| Send the details about all areas and their connecting transitions to the DM channel.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;#sa rs $sql.ACR_SQLQuery(&amp;quot;SELECT pwdata.Name, pwdata.Tag, pwdata.Value, characters.ID, characters.Status, characters.PlayerID FROM characters JOIN players on players.ID=characters.PlayerID JOIN pwdata on pwdata.Name=characters.Name WHERE pwdata.Tag=players.CDKey and pwdata.`Key`='ACR_DTH_LOCATION' and characters.ServerID='10' and characters.Status=characters.Status|1;&amp;quot;); while($sql.ACR_SQLFetch()) { $object = $s.CreateObject(64, &amp;quot;abr_pl_co_so_pccorpse&amp;quot;, $sql.ACR_StringToLocation($sql.ACR_SQLGetData(2)), 0, $sql.ACR_SQLGetData(1)); $s.SetLocalInt($object, &amp;quot;ACR_CID&amp;quot;, $s.StringToInt($sql.ACR_SQLGetData(3))); $s.SetLocalInt($object, &amp;quot;ACR_PID&amp;quot;, $s.StringToInt($sql.ACR_SQLGetData(5))); $s.SetLocalString($object, &amp;quot;ACR_PSO_NAME&amp;quot;, $sql.ACR_SQLGetData(1) + &amp;quot;_&amp;quot; + $sql.ACR_SQLGetData(3)); $s.SetFirstName($object, $sql.ACR_SQLGetData(0)); }&amp;lt;/code&amp;gt;&lt;br /&gt;
|Place all known corpses into play, if they failed to spawn on server startup.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2806</id>
		<title>Crew of the Queen Robyn</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2806"/>
				<updated>2015-01-25T04:13:49Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: updating membership&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:009 Player Group]]{{Player_Group&lt;br /&gt;
| Name = Crew of the Queen Robyn&lt;br /&gt;
| Server = [[Moonshae_Isles_(Server)|Moonshaes]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=401 Here]&lt;br /&gt;
| PlayTime1 = [http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&amp;amp;p1=142&amp;amp;iso=20141102T14&amp;amp;msg=Crew%20of%20the%20Queen%20Robyn%20Session&amp;amp;ah=3 2:00pm-5:00pm U.S. Central Sundays]&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any non-Evil&lt;br /&gt;
| Alignment = Any non-Evil&lt;br /&gt;
| Allegiance = Queen [[Alicia Kendrick]]&lt;br /&gt;
| Levels = 2-5 (allowing 1-7; levels 1-3 encouraged to do static content between sessions)&lt;br /&gt;
| DMs = [[User:Zelknolf|Zelknolf]]&lt;br /&gt;
| PlayerLead = [[User:Rumple_c|Rumple_C]]&lt;br /&gt;
| Members = Causk, Orangetree, shad0wfax, T-Eyes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Crew of the Queen Robyn is a player group operating on Moonshaes, with plot centered on seafaring intrigue in the service of Queen Alicia Kendrick. The premise of the campaign is that all of the player characters are privateers, and joining the campaign involves being recruited to serve on The Queen Robyn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign-Specific Canon ==&lt;br /&gt;
=== The Queen Robyn ===&lt;br /&gt;
The Queen Robyn is the ship that the group currently sails on. It is a two-masted caravel outfitted for war. Its previous crew died mysteriously after the ship spent years being missing, but returned to active service of the queen in 1381. It was named for the mother of the current queen Alicia. It is currently captained by a southern man named Yusef, of whom little is known publically.&lt;br /&gt;
&lt;br /&gt;
=== The White Hook ===&lt;br /&gt;
The White Hook was a gang of slavers local to the Moonshaes, having fifteen members who have writs of capias on them. They, however, are well armed, discreet, and mobile. One might assume that they have ships to their name, but none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
Captain Yusef of the Queen Robyn was charged with their capture in 1381 DR. The gang was broken, all members captured or killed, in Eleint of the same year.&lt;br /&gt;
&lt;br /&gt;
=== The Sahuagin of Snowdown ===&lt;br /&gt;
Late in 1381 DR, the Queen Robyn was assigned to damage the sahuagin threat in the territory near Snowdown Island until trade could enter and exit the port of Westphal with levels of risk that they knew the previous year.&lt;br /&gt;
&lt;br /&gt;
The crew's initial efforts were disastrous, resulting in the loss and dessertion of many of the crew's members. After regrouping and recruiting, the crew managed to make an alliance with a merchant ship of dubious reputation-- The Black Scale-- and destroyed a number of sahuagin who seemed to be responsible for information gathering. Assaults after were uncoordinated and significantly blunted compared to before.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51153 Roll Call]: Players may introduce their characters here.&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51154 The Story so Far]: A recap of events so far.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Infestation_Quests&amp;diff=2788</id>
		<title>Infestation Quests</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Infestation_Quests&amp;diff=2788"/>
				<updated>2015-01-16T03:23:34Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Infestation quests are quests which are provided as a generic framework from the ACR. The DM team of a server may specify an area or series of areas as &amp;quot;infested&amp;quot; with some sort of creature, and these creatures will expand and displace the typical spawns of all of those areas.&lt;br /&gt;
&lt;br /&gt;
An area is considered cleared when all of the group spawns in the area are slain. This means that areas which contain no group spawns should be guarded from infestation, as the absence of any group spawns to slay means that the area cannot be cleared.&lt;br /&gt;
&lt;br /&gt;
Infestations are limited in their spread by builder specification, and follow existing area transitions. The DM team may stop an infestation arbitrarily.&lt;br /&gt;
&lt;br /&gt;
==Build Specifications==&lt;br /&gt;
If any area or waypoint should not be affected by infestation code, it should have a local int set on it, called ACR_QST_MAX_INFESTATION and set to -1. Infestations will also not pass through these areas. So, for example, if a town's surface is set as unable to be infested, an infestation outside the town won't raid the town's sewers (unless they have an area transition to the town's exterior).&lt;br /&gt;
&lt;br /&gt;
If any area of waypoint should have a maximum infestation tier allowed, it should have a local int set on it, called ACR_QST_MAX_INFESTATION and set to the maximum tier. It is important to note that setting every waypoint in an area to a max tier will not alter the state of the area. For example, an area which is set to tier 4 but only contains tier 1 waypoints will only spawn tier 1 infestations, but can be bordered by tier 5 areas, leading to PCs who find the gradient of challenge ratings extremely difficult.&lt;br /&gt;
&lt;br /&gt;
As a recommendation for playability, major roads should have a max infestation tier of 1, and minor roads a max infestation tier of 2.&lt;br /&gt;
&lt;br /&gt;
==Infestation Spread==&lt;br /&gt;
Fecundity of infestations is the number of bosses in the infestation, and the spread of the infestation will be reduced every time a boss is killed. An infestation without a boss does not spread, and only occupies specific areas set up by the DM. It is expected that infestations will attempt to spread such that there is at most a one-tier difference in the infestation strength across any given area transition. This algorithm isn't perfect, and complex series of area transitions can result in some bigger leaps, but simpler areas shouldn't have this problem.&lt;br /&gt;
&lt;br /&gt;
If, for example, we had an infestation which grew at a rate of 1/day with a maximum tier of 3...&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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... that is, you expect infestations to &amp;quot;crawl&amp;quot; over whatever land mass they're placed on, with things getting densest and toughest in the places farthest from the front line, which isn't necessarily where the infestation starts.&lt;br /&gt;
&lt;br /&gt;
==Maintenance and Cleanup==&lt;br /&gt;
If an infestation ever becomes unmanageable or otherwise unresponsive, you can find the infestation's data on the host's disk, inside of the NWN2 user's Documents/Neverwinter Nights 2/QuestResources/ directory. Therein are XML files, each one representing one active infestation on the server and having the name picked by the DM who created it. The infestation can be removed by deleting the file and then restarting nwn2server.exe.&lt;br /&gt;
&lt;br /&gt;
Infestations are saved as XML, and thus may be edited with any plain text editor. Edits made to infestations in this manner will not be read by the server until nwn2server.exe is restarted.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Infestation_Quests&amp;diff=2787</id>
		<title>Infestation Quests</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Infestation_Quests&amp;diff=2787"/>
				<updated>2015-01-16T03:23:13Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warning: This article is about a feature which is currently under development. While this information may be used to prepare build for future releases, the ACR must be updated for anything listed to become functional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Infestation quests are quests which are provided as a generic framework from the ACR. The DM team of a server may specify an area or series of areas as &amp;quot;infested&amp;quot; with some sort of creature, and these creatures will expand and displace the typical spawns of all of those areas.&lt;br /&gt;
&lt;br /&gt;
An area is considered cleared when all of the group spawns in the area are slain. This means that areas which contain no group spawns should be guarded from infestation, as the absence of any group spawns to slay means that the area cannot be cleared.&lt;br /&gt;
&lt;br /&gt;
Infestations are limited in their spread by builder specification, and follow existing area transitions. The DM team may stop an infestation arbitrarily.&lt;br /&gt;
&lt;br /&gt;
==Build Specifications==&lt;br /&gt;
If any area or waypoint should not be affected by infestation code, it should have a local int set on it, called ACR_QST_MAX_INFESTATION and set to -1. Infestations will also not pass through these areas. So, for example, if a town's surface is set as unable to be infested, an infestation outside the town won't raid the town's sewers (unless they have an area transition to the town's exterior).&lt;br /&gt;
&lt;br /&gt;
If any area of waypoint should have a maximum infestation tier allowed, it should have a local int set on it, called ACR_QST_MAX_INFESTATION and set to the maximum tier. It is important to note that setting every waypoint in an area to a max tier will not alter the state of the area. For example, an area which is set to tier 4 but only contains tier 1 waypoints will only spawn tier 1 infestations, but can be bordered by tier 5 areas, leading to PCs who find the gradient of challenge ratings extremely difficult.&lt;br /&gt;
&lt;br /&gt;
As a recommendation for playability, major roads should have a max infestation tier of 1, and minor roads a max infestation tier of 2.&lt;br /&gt;
&lt;br /&gt;
==Infestation Spread==&lt;br /&gt;
Fecundity of infestations is the number of bosses in the infestation, and the spread of the infestation will be reduced every time a boss is killed. An infestation without a boss does not spread, and only occupies specific areas set up by the DM. It is expected that infestations will attempt to spread such that there is at most a one-tier difference in the infestation strength across any given area transition. This algorithm isn't perfect, and complex series of area transitions can result in some bigger leaps, but simpler areas shouldn't have this problem.&lt;br /&gt;
&lt;br /&gt;
If, for example, we had an infestation which grew at a rate of 1/day with a maximum tier of 3...&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
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... that is, you expect infestations to &amp;quot;crawl&amp;quot; over whatever land mass they're placed on, with things getting densest and toughest in the places farthest from the front line, which isn't necessarily where the infestation starts.&lt;br /&gt;
&lt;br /&gt;
==Maintenance and Cleanup==&lt;br /&gt;
If an infestation ever becomes unmanageable or otherwise unresponsive, you can find the infestation's data on the host's disk, inside of the NWN2 user's Documents/Neverwinter Nights 2/QuestResources/ directory. Therein are XML files, each one representing one active infestation on the server and having the name picked by the DM who created it. The infestation can be removed by deleting the file and then restarting nwn2server.exe.&lt;br /&gt;
&lt;br /&gt;
Infestations are saved as XML, and thus may be edited with any plain text editor. Edits made to infestations in this manner will not be read by the server until nwn2server.exe is restarted.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Server_Admin_Remote_Scriptlet&amp;diff=2785</id>
		<title>Server Admin Remote Scriptlet</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Server_Admin_Remote_Scriptlet&amp;diff=2785"/>
				<updated>2015-01-11T00:09:11Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* Useful Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Server Admin Remote Scripelets''' are tools to access [http://en.wikipedia.org/wiki/PowerShell PowerShell], [[NWScript]], and other useful tools.&lt;br /&gt;
&lt;br /&gt;
Only those who have server admin access, as defined in SQL, may use the following commands. &lt;br /&gt;
&lt;br /&gt;
== General Commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Example&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''rs [scriptlet]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.GetTag( $OBJECT_TARGET );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run a PowerShell/NWScript scriptlet.  The $s object can be used to access NWScript functions, like $s.SendMessageToPC($OBJECT_SELF, 'Message');.  The $sql object (an ALFA.Database) can be used to make database accesses.  The $CreatureAI object can be used to interface with the creature AI system. See ''Remote Scriptlets'' below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''runscript [scriptname]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa runscript 010_kill_all_pcs&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run a script by name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''getglobalint [var]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa getglobalint ACR_IMPORTANT_VARIABLE&amp;lt;/code&amp;gt;&lt;br /&gt;
| Read a variable. &amp;lt;code&amp;gt;'''getglobalint'''&amp;lt;/code&amp;gt; may be replaced by getglobalfloat, getglobalstring, getmoduleint, getmodulefloat, getmodulestring, or getmoduleobject.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''loadscript [C# Script DLL Path]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| Load a C# script assembly and call its main function.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''boot [accountname]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa boot FoamBats4All&amp;lt;/code&amp;gt;&lt;br /&gt;
| Boot a PC by account name (insensitive).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpvars [object]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpvars #module&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump variables on an object (by hex object id, tag, #module, #self, or #area).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpareas'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpareas&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump a list of areas in the module.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpareaobjects [area]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpareaobjects  #area&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump objects in an area (area specified by hex object id, tag, #module, #self, or #area).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''runupdater'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa runupdater&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run the ACR_UpdaterScript.cmd batch file in the NWNX4 installation directory (if it exists).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''jump [object]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa jump 010_wp_bg_docks_start&amp;lt;/code&amp;gt;&lt;br /&gt;
| Jump to an object (by hex object id or tag).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''compilerlog'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa compilerlog&amp;lt;/code&amp;gt;&lt;br /&gt;
| Show last module recompilation log file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Remote Scriptlets ==&lt;br /&gt;
The &amp;lt;code&amp;gt;#sa rs&amp;lt;/code&amp;gt; command is rather powerful, able to accomplishing anything on a server, with enough technical knowledge. [[NWScript]] functions can be called by using &amp;lt;code&amp;gt;$s.'''[FunctionName]'''( '''[Parameters]''' );&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Special Words ===&lt;br /&gt;
Placing these in your scriptlet will provide a special target or value.&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$CreatureAI&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to the AIServer object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_SELF&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to you, or what you are currently controlling.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_TARGET&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to the currently selected target. A target can be defined by right clicking them, as you would as a player.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_INVALID&amp;lt;/code&amp;gt;&lt;br /&gt;
| An invalid object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$s&amp;lt;/code&amp;gt;&lt;br /&gt;
| The scripting environment. This can be used to reference NWScript constants and functions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$sql&amp;lt;/code&amp;gt;&lt;br /&gt;
| References the SQL database object, for calling queries. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Useful Commands ===&lt;br /&gt;
Below are some commands used by HDMs, as well as a description of what they do.&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.ClearScriptParams(); $s.AddScriptParameterObject( $OBJECT_TARGET ); $s.AddScriptParameterInt( 0 ); $s.AddScriptParameterInt( '''[X]''' ); $s.AddScriptParameterInt( 0 ); $s.ExecuteScriptEnhanced( &amp;quot;ACR_Items&amp;quot;, $OBJECT_SELF, 1 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Alters an item's price by '''[X]'''. For instance, a value of -1283 would adjust the item's value by negative 1283 gold. The total price must be a 32 bit integer (-2,147,483,648 to 2,147,483,647) as must the amount to adjust by. Going beyond these values will corrupt the item and either cause it to be destroyed or cause instability in the server.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.ApplyEffectToObject( $s.DURATION_TYPE_INSTANT, $s.EffectDamage( '''[DAMAGE]''', $s.DAMAGE_TYPE_MAGICAL, $s.DAMAGE_POWER_NORMAL, $s.TRUE ), $OBJECT_TARGET, 0.0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals '''[DAMAGE]''' damage to the currently selected object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.CreateItemOnObject( &amp;quot;'''[ITEM_RESREF]'''&amp;quot;, $OBJECT_SELF, 1, &amp;quot;&amp;quot;, 1 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a single item with ResRef '''[ITEM_RESREF]''' on the currently controlled character.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.GetResRef( $OBJECT_TARGET );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Returns the ResRef of the currently selected object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.NWNXSetString( &amp;quot;OBJECTATTRIBUTES&amp;quot;,&amp;quot;SetWingVariation&amp;quot;,&amp;quot;&amp;quot;,$s.ObjectToInt($OBJECT_TARGET), 16 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| As an example, this would provide wings of ID 16 to the currently selected object. With tweaking, this command could set a hair style, or head variation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.SetCollision( $OBJECT_TARGET, 0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Turns collision off on the currently selected targets.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.SetWeather( $s.GetArea( $OBJECT_SELF ), 0, 0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Make it stop raining in the current area. Change the last parameter to 0-15 to indicate the strength of rain, with 0 being none and 15 being stormy.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach( $object in $s.GetItemPropertiesOnItem( $s.GetPlayerCurrentTarget( $OBJECT_SELF ) ) ) { if( $s.GetItemPropertyType( $object ) -eq 21 ) { $s.RemoveItemProperty( $s.GetPlayerCurrentTarget( $OBJECT_SELF ), $object); } } $s.DeleteLocalInt( $OBJECT_TARGET, &amp;quot;ACR_NLD_DAMAGE_PENALTY&amp;quot; );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Strip the damage penalty properties from a targeted item.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach( $object in $s.GetItemPropertiesOnItem( $s.GetPlayerCurrentTarget( $OBJECT_SELF ) ) ) { if( $s.GetItemPropertyType( $object ) -eq 82 ) { $s.RemoveItemProperty( $s.GetPlayerCurrentTarget( $OBJECT_SELF ), $object ); } }&amp;lt;/code&amp;gt;&lt;br /&gt;
| Strip on hit cast spell (like, say, a subdual item's unique power) from a targeted item.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach($object in $s.GetEffects($OBJECT_TARGET)) { $s.RemoveEffect($OBJECT_TARGET, $object); }&amp;lt;/code&amp;gt;&lt;br /&gt;
| Remove all effects from the selected object.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;#sa rs $s.ClearScriptParams(); $s.AddScriptParameterInt(999); $s.AddScriptParameterString(&amp;quot;&amp;quot;); $s.AddScriptParameterInt(0); $s.AddScriptParameterString(&amp;quot;&amp;quot;); $s.ExecuteScriptEnhanced(&amp;quot;ACR_Quest&amp;quot;, $OBJECT_SELF, 1);&amp;lt;/code&amp;gt;&lt;br /&gt;
| Send the details about all infestations currently on the server to the DM channel.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;#sa rs $s.ClearScriptParams(); $s.AddScriptParameterInt(2); $s.ExecuteScriptEnhanced(&amp;quot;ACR_Candlekeep&amp;quot;, $OBJECT_SELF, 1);&amp;lt;/code&amp;gt;&lt;br /&gt;
| Send the details about all areas and their connecting transitions to the DM channel.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Server_Admin_Remote_Scriptlet&amp;diff=2725</id>
		<title>Server Admin Remote Scriptlet</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Server_Admin_Remote_Scriptlet&amp;diff=2725"/>
				<updated>2015-01-06T03:33:17Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* Useful Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Server Admin Remote Scripelets''' are tools to access [http://en.wikipedia.org/wiki/PowerShell PowerShell], [[NWScript]], and other useful tools.&lt;br /&gt;
&lt;br /&gt;
Only those who have server admin access, as defined in SQL, may use the following commands. &lt;br /&gt;
&lt;br /&gt;
== General Commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Example&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''rs [scriptlet]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.GetTag( $OBJECT_TARGET );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run a PowerShell/NWScript scriptlet.  The $s object can be used to access NWScript functions, like $s.SendMessageToPC($OBJECT_SELF, 'Message');.  The $sql object (an ALFA.Database) can be used to make database accesses.  The $CreatureAI object can be used to interface with the creature AI system. See ''Remote Scriptlets'' below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''runscript [scriptname]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa runscript 010_kill_all_pcs&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run a script by name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''getglobalint [var]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa getglobalint ACR_IMPORTANT_VARIABLE&amp;lt;/code&amp;gt;&lt;br /&gt;
| Read a variable. &amp;lt;code&amp;gt;'''getglobalint'''&amp;lt;/code&amp;gt; may be replaced by getglobalfloat, getglobalstring, getmoduleint, getmodulefloat, getmodulestring, or getmoduleobject.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''loadscript [C# Script DLL Path]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| Load a C# script assembly and call its main function.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''boot [accountname]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa boot FoamBats4All&amp;lt;/code&amp;gt;&lt;br /&gt;
| Boot a PC by account name (insensitive).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpvars [object]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpvars #module&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump variables on an object (by hex object id, tag, #module, #self, or #area).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpareas'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpareas&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump a list of areas in the module.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpareaobjects [area]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpareaobjects  #area&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump objects in an area (area specified by hex object id, tag, #module, #self, or #area).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''runupdater'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa runupdater&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run the ACR_UpdaterScript.cmd batch file in the NWNX4 installation directory (if it exists).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''jump [object]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa jump 010_wp_bg_docks_start&amp;lt;/code&amp;gt;&lt;br /&gt;
| Jump to an object (by hex object id or tag).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''compilerlog'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa compilerlog&amp;lt;/code&amp;gt;&lt;br /&gt;
| Show last module recompilation log file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Remote Scriptlets ==&lt;br /&gt;
The &amp;lt;code&amp;gt;#sa rs&amp;lt;/code&amp;gt; command is rather powerful, able to accomplishing anything on a server, with enough technical knowledge. [[NWScript]] functions can be called by using &amp;lt;code&amp;gt;$s.'''[FunctionName]'''( '''[Parameters]''' );&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Special Words ===&lt;br /&gt;
Placing these in your scriptlet will provide a special target or value.&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$CreatureAI&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to the AIServer object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_SELF&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to you, or what you are currently controlling.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_TARGET&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to the currently selected target. A target can be defined by right clicking them, as you would as a player.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_INVALID&amp;lt;/code&amp;gt;&lt;br /&gt;
| An invalid object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$s&amp;lt;/code&amp;gt;&lt;br /&gt;
| The scripting environment. This can be used to reference NWScript constants and functions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$sql&amp;lt;/code&amp;gt;&lt;br /&gt;
| References the SQL database object, for calling queries. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Useful Commands ===&lt;br /&gt;
Below are some commands used by HDMs, as well as a description of what they do.&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.ClearScriptParams(); $s.AddScriptParameterObject( $OBJECT_TARGET ); $s.AddScriptParameterInt( 0 ); $s.AddScriptParameterInt( '''[X]''' ); $s.AddScriptParameterInt( 0 ); $s.ExecuteScriptEnhanced( &amp;quot;ACR_Items&amp;quot;, $OBJECT_SELF, 1 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Alters an item's price by '''[X]'''. For instance, a value of -1283 would adjust the item's value by negative 1283 gold. The total price must be a 32 bit integer (-2,147,483,648 to 2,147,483,647) as must the amount to adjust by. Going beyond these values will corrupt the item and either cause it to be destroyed or cause instability in the server.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.ApplyEffectToObject( $s.DURATION_TYPE_INSTANT, $s.EffectDamage( '''[DAMAGE]''', $s.DAMAGE_TYPE_MAGICAL, $s.DAMAGE_POWER_NORMAL, $s.TRUE ), $OBJECT_TARGET, 0.0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals '''[DAMAGE]''' damage to the currently selected object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.CreateItemOnObject( &amp;quot;'''[ITEM_RESREF]'''&amp;quot;, $OBJECT_SELF, 1, &amp;quot;&amp;quot;, 1 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a single item with ResRef '''[ITEM_RESREF]''' on the currently controlled character.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.GetResRef( $OBJECT_TARGET );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Returns the ResRef of the currently selected object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.NWNXSetString( &amp;quot;OBJECTATTRIBUTES&amp;quot;,&amp;quot;SetWingVariation&amp;quot;,&amp;quot;&amp;quot;,$s.ObjectToInt($OBJECT_TARGET), 16 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| As an example, this would provide wings of ID 16 to the currently selected object. With tweaking, this command could set a hair style, or head variation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.SetCollision( $OBJECT_TARGET, 0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Turns collision off on the currently selected targets.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.SetWeather( $s.GetArea( $OBJECT_SELF ), 0, 0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Make it stop raining in the current area. Change the last parameter to 0-15 to indicate the strength of rain, with 0 being none and 15 being stormy.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach( $object in $s.GetItemPropertiesOnItem( $s.GetPlayerCurrentTarget( $OBJECT_SELF ) ) ) { if( $s.GetItemPropertyType( $object ) -eq 21 ) { $s.RemoveItemProperty( $s.GetPlayerCurrentTarget( $OBJECT_SELF ), $object); } } $s.DeleteLocalInt( $OBJECT_TARGET, &amp;quot;ACR_NLD_DAMAGE_PENALTY&amp;quot; );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Strip the damage penalty properties from a targeted item.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach( $object in $s.GetItemPropertiesOnItem( $s.GetPlayerCurrentTarget( $OBJECT_SELF ) ) ) { if( $s.GetItemPropertyType( $object ) -eq 82 ) { $s.RemoveItemProperty( $s.GetPlayerCurrentTarget( $OBJECT_SELF ), $object ); } }&amp;lt;/code&amp;gt;&lt;br /&gt;
| Strip on hit cast spell (like, say, a subdual item's unique power) from a targeted item.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach($object in $s.GetEffects($OBJECT_TARGET)) { $s.RemoveEffect($OBJECT_TARGET, $object); }&amp;lt;/code&amp;gt;&lt;br /&gt;
| Remove all effects from the selected object.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;#sa rs $s.ClearScriptParams(); $s.AddScriptParameterInt(999); $s.AddScriptParameterString(&amp;quot;&amp;quot;); $s.AddScriptParameterInt(0); $s.AddScriptParameterString(&amp;quot;&amp;quot;); $s.ExecuteScriptEnhanced(&amp;quot;ACR_Quest&amp;quot;, $OBJECT_SELF, 1);&amp;lt;/code&amp;gt;&lt;br /&gt;
| Send the details about all infestations currently on the server to the DM channel.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Server_Admin_Remote_Scriptlet&amp;diff=2724</id>
		<title>Server Admin Remote Scriptlet</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Server_Admin_Remote_Scriptlet&amp;diff=2724"/>
				<updated>2015-01-03T23:48:43Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Server Admin Remote Scripelets''' are tools to access [http://en.wikipedia.org/wiki/PowerShell PowerShell], [[NWScript]], and other useful tools.&lt;br /&gt;
&lt;br /&gt;
Only those who have server admin access, as defined in SQL, may use the following commands. &lt;br /&gt;
&lt;br /&gt;
== General Commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Example&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''rs [scriptlet]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.GetTag( $OBJECT_TARGET );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run a PowerShell/NWScript scriptlet.  The $s object can be used to access NWScript functions, like $s.SendMessageToPC($OBJECT_SELF, 'Message');.  The $sql object (an ALFA.Database) can be used to make database accesses.  The $CreatureAI object can be used to interface with the creature AI system. See ''Remote Scriptlets'' below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''runscript [scriptname]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa runscript 010_kill_all_pcs&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run a script by name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''getglobalint [var]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa getglobalint ACR_IMPORTANT_VARIABLE&amp;lt;/code&amp;gt;&lt;br /&gt;
| Read a variable. &amp;lt;code&amp;gt;'''getglobalint'''&amp;lt;/code&amp;gt; may be replaced by getglobalfloat, getglobalstring, getmoduleint, getmodulefloat, getmodulestring, or getmoduleobject.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''loadscript [C# Script DLL Path]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| Load a C# script assembly and call its main function.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''boot [accountname]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa boot FoamBats4All&amp;lt;/code&amp;gt;&lt;br /&gt;
| Boot a PC by account name (insensitive).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpvars [object]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpvars #module&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump variables on an object (by hex object id, tag, #module, #self, or #area).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpareas'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpareas&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump a list of areas in the module.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''dumpareaobjects [area]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa dumpareaobjects  #area&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump objects in an area (area specified by hex object id, tag, #module, #self, or #area).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''runupdater'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa runupdater&amp;lt;/code&amp;gt;&lt;br /&gt;
| Run the ACR_UpdaterScript.cmd batch file in the NWNX4 installation directory (if it exists).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''jump [object]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa jump 010_wp_bg_docks_start&amp;lt;/code&amp;gt;&lt;br /&gt;
| Jump to an object (by hex object id or tag).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa '''compilerlog'''&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa compilerlog&amp;lt;/code&amp;gt;&lt;br /&gt;
| Show last module recompilation log file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Remote Scriptlets ==&lt;br /&gt;
The &amp;lt;code&amp;gt;#sa rs&amp;lt;/code&amp;gt; command is rather powerful, able to accomplishing anything on a server, with enough technical knowledge. [[NWScript]] functions can be called by using &amp;lt;code&amp;gt;$s.'''[FunctionName]'''( '''[Parameters]''' );&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Special Words ===&lt;br /&gt;
Placing these in your scriptlet will provide a special target or value.&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$CreatureAI&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to the AIServer object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_SELF&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to you, or what you are currently controlling.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_TARGET&amp;lt;/code&amp;gt;&lt;br /&gt;
| Refers to the currently selected target. A target can be defined by right clicking them, as you would as a player.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OBJECT_INVALID&amp;lt;/code&amp;gt;&lt;br /&gt;
| An invalid object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$s&amp;lt;/code&amp;gt;&lt;br /&gt;
| The scripting environment. This can be used to reference NWScript constants and functions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$sql&amp;lt;/code&amp;gt;&lt;br /&gt;
| References the SQL database object, for calling queries. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Useful Commands ===&lt;br /&gt;
Below are some commands used by HDMs, as well as a description of what they do.&lt;br /&gt;
{| class=&amp;quot;wikitable_standard leftLastColumn&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.ClearScriptParams(); $s.AddScriptParameterObject( $OBJECT_TARGET ); $s.AddScriptParameterInt( 0 ); $s.AddScriptParameterInt( '''[X]''' ); $s.AddScriptParameterInt( 0 ); $s.ExecuteScriptEnhanced( &amp;quot;ACR_Items&amp;quot;, $OBJECT_SELF, 1 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Alters an item's price by '''[X]'''. For instance, a value of -1283 would adjust the item's value by negative 1283 gold. The total price must be a 32 bit integer (-2,147,483,648 to 2,147,483,647) as must the amount to adjust by. Going beyond these values will corrupt the item and either cause it to be destroyed or cause instability in the server.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.ApplyEffectToObject( $s.DURATION_TYPE_INSTANT, $s.EffectDamage( '''[DAMAGE]''', $s.DAMAGE_TYPE_MAGICAL, $s.DAMAGE_POWER_NORMAL, $s.TRUE ), $OBJECT_TARGET, 0.0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals '''[DAMAGE]''' damage to the currently selected object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.CreateItemOnObject( &amp;quot;'''[ITEM_RESREF]'''&amp;quot;, $OBJECT_SELF, 1, &amp;quot;&amp;quot;, 1 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a single item with ResRef '''[ITEM_RESREF]''' on the currently controlled character.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.GetResRef( $OBJECT_TARGET );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Returns the ResRef of the currently selected object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.NWNXSetString( &amp;quot;OBJECTATTRIBUTES&amp;quot;,&amp;quot;SetWingVariation&amp;quot;,&amp;quot;&amp;quot;,$s.ObjectToInt($OBJECT_TARGET), 16 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| As an example, this would provide wings of ID 16 to the currently selected object. With tweaking, this command could set a hair style, or head variation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.SetCollision( $OBJECT_TARGET, 0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Turns collision off on the currently selected targets.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs $s.SetWeather( $s.GetArea( $OBJECT_SELF ), 0, 0 );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Make it stop raining in the current area. Change the last parameter to 0-15 to indicate the strength of rain, with 0 being none and 15 being stormy.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach( $object in $s.GetItemPropertiesOnItem( $s.GetPlayerCurrentTarget( $OBJECT_SELF ) ) ) { if( $s.GetItemPropertyType( $object ) -eq 21 ) { $s.RemoveItemProperty( $s.GetPlayerCurrentTarget( $OBJECT_SELF ), $object); } } $s.DeleteLocalInt( $OBJECT_TARGET, &amp;quot;ACR_NLD_DAMAGE_PENALTY&amp;quot; );&amp;lt;/code&amp;gt;&lt;br /&gt;
| Strip the damage penalty properties from a targeted item.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach( $object in $s.GetItemPropertiesOnItem( $s.GetPlayerCurrentTarget( $OBJECT_SELF ) ) ) { if( $s.GetItemPropertyType( $object ) -eq 82 ) { $s.RemoveItemProperty( $s.GetPlayerCurrentTarget( $OBJECT_SELF ), $object ); } }&amp;lt;/code&amp;gt;&lt;br /&gt;
| Strip on hit cast spell (like, say, a subdual item's unique power) from a targeted item.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;#sa rs foreach($object in $s.GetEffects($OBJECT_TARGET)) { $s.RemoveEffect($OBJECT_TARGET, $object); }&amp;lt;/code&amp;gt;&lt;br /&gt;
| Remove all effects from the selected object.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Basic_Host_Requirements&amp;diff=2721</id>
		<title>Basic Host Requirements</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Basic_Host_Requirements&amp;diff=2721"/>
				<updated>2015-01-02T01:25:21Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* NWNx4 Folder Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical Manuals]]&lt;br /&gt;
== System Requirements ==&lt;br /&gt;
ALFA strongly recommends that all game servers run a 64-bit OS for the operating system that runs nwn2server. A 32-bit OS does not provide enough address space for many modules to function reliably when hosted by nwn2server.&lt;br /&gt;
&lt;br /&gt;
If nwn2server is hosted in a virtual machine, ALFA recommends that either [http://www.vmware.com/ VMware] or [http://www.microsoft.com/hyper-v/‎ Hyper-V] be used for the virtualization infrastructure. Both of these products have both been validated and are functional in production use for live servers.&lt;br /&gt;
&lt;br /&gt;
Specifically noted, VirtualBox should not be used or the game will not function properly, on account of bugs in VirtualBox's timer handling (often manifests as perception not working over time or other time-based systems in the game malfunctioning).&lt;br /&gt;
&lt;br /&gt;
It is preferred that the Windows version (Windows 8.1 or Windows Server 2012 R2 or higher are recommended) used to host the game server be a version that supports acting as a Remote Desktop Protocol (RDP) host, typically Professional (or higher) editions. Server editions also include Remote Desktop Protocol host functionality. RDP provides a superior remote administration experience as compared to VNC.&lt;br /&gt;
&lt;br /&gt;
The recommended memory size to allocate to a game server instance is 4GB. This may be adjusted based on the actual memory consumption of a module, but 2GB provides plenty of headroom for most of our servers.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
* [http://www.microsoft.com/en-us/download/details.aspx?id=26347 Microsoft Visual C++ 2005 Service Pack 1 Redistributable Package MFC Security Update]&lt;br /&gt;
* [http://www.microsoft.com/en-us/download/details.aspx?id=8328 Microsoft Visual C++ 2010 SP1 Redistributable Package (x86)]&lt;br /&gt;
* [http://support.microsoft.com/kb/968929/en-us Windows Management Framework Core] -- For operating systems older than Windows 7. Only need Windows PowerShell 2.0.&lt;br /&gt;
&lt;br /&gt;
= NWNx4 =&lt;br /&gt;
ALFA uses [http://www.nwnx.org/index.php?id=nwnx4 NWNx4] to host all of its live servers.&lt;br /&gt;
&lt;br /&gt;
While this document cannot replace the documentation provided with NWNx4, a brief explanation can be offered: NWNx4 is an application which runs alongside the nwn2server application, communicating with, running processes for, and altering the data within to achieve functionality which cannot be created without such means.&lt;br /&gt;
&lt;br /&gt;
The NWNx4 application works with a number of community-generated plugins-- libraries of functions and hooks, which are either called from the NWN scripting language or which intercept standard functions or functionality to correct bugs-- which are required for the proper function of [[ALFA Core Rules | ALFA's core ruleset]].&lt;br /&gt;
&lt;br /&gt;
Download the files from ACR.&lt;br /&gt;
* [https://github.com/ALandFarAway/ALFA-Base-Resources/tree/master/Server_Files/nwn2server%20directory nwn2server directory] -- These files go in the same folder as nwn2server.exe.&lt;br /&gt;
* [https://github.com/ALandFarAway/ALFA-Base-Resources/tree/master/Server_Files/nwnx4%20directory nwnx4 directory] -- These files go into your NWNx4 folder.&lt;br /&gt;
&lt;br /&gt;
NWNx4 is configured through the nwnx.ini file, which is plain text and contains help text to describe the function of each setting, which is installed to the NWNx4 install directory. Once configured, a server is run through NWNx4 by running one of the NWNx4 executables. The started application will also start nwn2server.&lt;br /&gt;
&lt;br /&gt;
== Currently Used Plugins ==&lt;br /&gt;
=== Server Folder Files ===&lt;br /&gt;
* '''NWNScriptJIT.dll''' -- NWScript JIT support, C# script support&lt;br /&gt;
* '''NWNScriptJITIntrinsics.dll''' -- NWScript JIT support, C# script support&lt;br /&gt;
* '''AuroraServerNetLayer.dll''' -- bug fixes&lt;br /&gt;
* '''NWNScriptCompiler.exe''' -- The script compiler should be somewhere in %PATH%, but it can be placed in the server install directory too.  Needed for the content patcher to automatically recompile modules on updates (required, or else the module could break after a content patch).&lt;br /&gt;
&lt;br /&gt;
=== NWNx4 Folder Files ===&lt;br /&gt;
* '''NWNx4_Hook.dll''' -- Allows script hooking in the first place.&lt;br /&gt;
* '''NWNScriptCompiler.exe -- Required to allow the content patcher to recompile a module. Take from AdvancedScriptCompiler\NWNScriptCompiler.exe on the ACR repository.&lt;br /&gt;
* '''xp_AuroraServerNWScript.dll''' -- Script improvements, C# support, allows workarounds of engine limitations.&lt;br /&gt;
* '''xp_bugfix.dll''' -- Bug fixes&lt;br /&gt;
* '''xp_craft.dll''' -- Customization of items during live play&lt;br /&gt;
* '''xp_mysql.dll''' -- Allows communication with SQL databases&lt;br /&gt;
* '''xp_objectattributes.dll''' -- Allows the modification of creatures during live play&lt;br /&gt;
* '''xp_ServerVault.dll''' -- Allows vault reads / writes to occur without stopping the main server process&lt;br /&gt;
* '''xp_srvadmin.dll''' -- Allows scripts to carry out server administration actions.&lt;br /&gt;
* '''xp_system.dll''' -- &lt;br /&gt;
* '''xp_time.dll''' --  &lt;br /&gt;
* '''MySql.Data.dll''' -- MySQL client library for CLR scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As MySql.Data.dll is sometimes regarded as a remote assembly by Windows, you newer versions of windows may need to unblock the assembly. To do this, right click, pick properties, and then on the General tab, look for an Unblock button. If there is one, click it; if there is not, it's not being so regarded.&lt;br /&gt;
&lt;br /&gt;
=== Configuration ===&lt;br /&gt;
* AuroraServerNWScript.ini&lt;br /&gt;
*: &amp;lt;code&amp;gt;AllowManagedScripts=1&amp;lt;/code&amp;gt;&lt;br /&gt;
* xp_craft.ini&lt;br /&gt;
** Set the database directory to proper location of the Campaign Database on the machine&lt;br /&gt;
* AuroraServerVault.ini&lt;br /&gt;
** The text within the configuration file explains how to configure the plugin. If this configuration fails, players will be unable to see their vaults.&lt;br /&gt;
** Typical configuration is to set LocalServerVaultPath=C:\NWN2User\servervault , RemoteServerVaultPath=C:\NWN2User\remotevault , SpoolPath=C:\NWN2User\servervaultspool. All three of these can be anywhere, so long as it is clear to anyone doing maintenance what they are (&amp;quot;remote vault&amp;quot; is where bics will be downloaded to for verification, &amp;quot;spool&amp;quot; is where saved bics will be staged for upload, and &amp;quot;local server vault&amp;quot; is the directory from which characters will be played).&lt;br /&gt;
** The text within the configuration file explains how to configure the plugin. If this configuration fails, the server will default to inappropriate settings (such as PvP, download server, or custom GUIs) or requiring the module to be started manually after nwn2server.exe stops.&lt;br /&gt;
** Remember to ensure that the directories specified in the config file exist!  They have to be created manually (except for the LocalServerVaultPath which is automatically created by nwn2server.exe, though it can be manually created safely).  If the directories don't all exist, the vault won't work correctly and players will not be able to log in.&lt;br /&gt;
* nwnx.ini&lt;br /&gt;
** The ACR requires a temporary directory to run. It can be anywhere that the user who runs the NWNx4 process can write to. It is set in nwn2temp&lt;br /&gt;
* DatabaseConnector.ini&lt;br /&gt;
** DatabaseConnector has only one setting in it, which should look something like:&lt;br /&gt;
*** CommandLine=-batch -L 3306:127.0.0.1:3306 -x -a -T -2 -noagent -N -i C:\NWNX4\ssh.ppk alfa@sql.alandfaraway.org&lt;br /&gt;
*** C:\NWNX4\ssh.ppk is the private key that you're specified for this server.&lt;br /&gt;
**** To create a key pair, use [http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html PuttyGen] to create a new key with all of the default settings.&lt;br /&gt;
**** Save the private key to your NWNx4 directory, and specify that location in the command line&lt;br /&gt;
**** Use [http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html PuTTy] to connect to alfa@sql.alandfaraway.org (as an HDM, you should have credentials for this) and edit (pico is the Linux command) .\alfa\.ssh\authorized_keys to add the public key to the bottom. Then, run (Windows+R) &amp;quot;&amp;lt;file location of putty&amp;gt; alfa@sql.alandfaraway.org -i &amp;lt;file location of your public key&amp;gt;&amp;quot; -- you will be prompted asking if you want to cache the public key from the server you're connecting to. Pick &amp;quot;yes&amp;quot; and close the connection.&lt;br /&gt;
* xp_mysql.ini&lt;br /&gt;
** Set the database credentials up as per standard for the central server.  TA, IA, or tech team can help provide credentials.  Use StandardQueryLog.txt (formerly xp_mysql.txt) to troubleshoot database connectivity or query problems.&lt;br /&gt;
** Set server = localhost to use the DatabaseConnector managed tunnel (all servers should generally use this).  If a Linux sshfs VM is in use instead, set server = linuxhost where linuxhost is the address of the Linux VM (this method is deprecated).&lt;br /&gt;
&lt;br /&gt;
= Installation checklist =&lt;br /&gt;
See [[Virtual Machine Setup]] for an end to end checklist for configuring a game server from scratch, using this guide for reference.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2719</id>
		<title>Teresa Irithyl</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2719"/>
				<updated>2014-12-31T20:52:02Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Characters]]&lt;br /&gt;
[[Category:Inhabitants of Ruqel]]&lt;br /&gt;
{{Person&lt;br /&gt;
| Name = Teresa Conchobhair-Irithyl&lt;br /&gt;
| Image = [[image:Teresa_irithyl.jpg|256px]]&lt;br /&gt;
| Title1 = Champion of Selûne&lt;br /&gt;
| Title2 = Champion of Ruqel&lt;br /&gt;
| Title3 = Grandmaster of the Guardians of Light&lt;br /&gt;
| Aliases = Persephone of Eveningstar&lt;br /&gt;
| BirthDate = Flamerule 15, 1360 DR (Age 21)&lt;br /&gt;
| Alignment = Neutral Good&lt;br /&gt;
| Religion = Selûne&lt;br /&gt;
| Allegiance = Ruqel&lt;br /&gt;
| Spouse = Aelynthi Irithyl&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Teresa Irithyl''' (née Conchobhair, born Flamerule 15, 1360 DR) is the head of state of Ruqel, the founder of the Guardians of Light, and a prominent champion of Selûne. Though she formally holds her political roles in equal parts with her wife, Aelynthi, most matters of state are managed by Teresa alone.&lt;br /&gt;
&lt;br /&gt;
Teresa began to manifest divine powers at an early age, often aiding in the resolution of a number of problems in and around Eveningstar. In 1374 DR, she left the village with the stated purpose of learning the reason and source of her powers. From 1374-1378, she slowly built a reputation on healing and scholarship while on the road, particularly in Silverymoon, where she is credited with helping avert a number of disasters.&lt;br /&gt;
&lt;br /&gt;
In 1378 DR, Teresa married, and she and her wife moved to the Sword Coast to establish Ruqel, where Selûnite knights gathered to support her. They built the Silver Spires and founded Ruqel there, from which she and her knighthood attempt to influence the region.&lt;br /&gt;
&lt;br /&gt;
== Childhood ==&lt;br /&gt;
Teresa is the orphan child of human traffickers in the northwestern parts of Eveningstar, her parents having used the lesser enforcement and the unruly nature of the Helmlands to run their business without being stopped by the law. Both were slain by adventurers in 1365 DR, and Teresa was brought to the Lathanderite temple in Eveningstar and left in the priests' care. As the conditions of a sale, her memory had been magically wiped, and she thus came to the temple not aware of her background or name, and selected &amp;quot;Persephone&amp;quot; as a handle there. In Eveningstar, she began and abandoned a number of studies before discovering a talent for medicine, which she quickly mastered.&lt;br /&gt;
&lt;br /&gt;
Her magical capacity was apparent from an early age, often spontaneously and unpredictably producing orisons related to the situation at hand. Her power wouldn't accelerate in growth until her teenaged years.&lt;br /&gt;
&lt;br /&gt;
== Goblin Captivity ==&lt;br /&gt;
In 1368 DR, Teresa and some of the other orphans in Eveningstar were captured by goblinkin from the Helmlands and held as forced labor and hostages for the majority of the year. The children were all ill-suited to the labor, and credited Teresa with their survival of the ordeal afterword. All of the children escaped their captivity the same year, and the Purple Dragons razed the goblins' camp shortly after.&lt;br /&gt;
&lt;br /&gt;
== Leaving Eveningstar ==&lt;br /&gt;
In 1374 DR, one of the orphans in Eveningstar was accused of murdering another over a romantic dispute. Teresa worked on the investigation and served as counsel in the trial, which the town allowed as no others would speak for the defendant. After the not-guilty verdict, Teresa withdrew from Eveningstar, and joined a troupe of adventurers briefly.&lt;br /&gt;
&lt;br /&gt;
== Early Adventuring ==&lt;br /&gt;
From 1374-5 DR, Teresa traveled with a crew of adventurers, seeking Selûnite relics through the western portions of Faerûn. No records seem to exist of their success or the fate of any found relics. The crew reportedly split up after being trapped in a cursed dollhouse, from which Teresa saved the others, but which left them uninterested in future adventures.&lt;br /&gt;
&lt;br /&gt;
== Stay in the Confederacy of the Silver Marches ==&lt;br /&gt;
=== Assistance of the Local Governments ===&lt;br /&gt;
=== The Plaguecircles ===&lt;br /&gt;
=== The Cursed Theatre Performers ===&lt;br /&gt;
=== The Great Hunt ===&lt;br /&gt;
=== Appointment as Champion of Selûne ===&lt;br /&gt;
=== Responses to the Dark Moon ===&lt;br /&gt;
&lt;br /&gt;
== Relocation to the Sword Coast ==&lt;br /&gt;
=== Work With Baldur's Gate ===&lt;br /&gt;
=== Defense of Tempus' Tears ===&lt;br /&gt;
=== Medical Scholarship ===&lt;br /&gt;
=== Controversy Over Roland Bishop ===&lt;br /&gt;
=== Founding of Ruqel ===&lt;br /&gt;
=== Founding of the Guardians of Light ===&lt;br /&gt;
=== Banestone and Defense of Beregost ===&lt;br /&gt;
=== Fighting the Red Death ===&lt;br /&gt;
=== Slaying of Kel'Nayek ===&lt;br /&gt;
=== Exposure of Sharran Kidnappings and Ritual ===&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
=== The Full Moon's Wrath ===&lt;br /&gt;
Teresa carries the mace of Cormyr's champion of Selûne, the Full Moon's Wrath. It was given to her after she slew the champion of Malar in Silverymoon to avenge the death of Jillian, the previous Cormyte champion of Selûne.&lt;br /&gt;
&lt;br /&gt;
The mace is a heavy silver mace with a highly-polished round head, with a rings of spikes resembling beams of light coming off of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Deflections ===&lt;br /&gt;
The Guardians of Light own the relic Cloak of Deflections, an enchanted mantle that was handed down the Waterdhavian Selûnite orders, and then gifted to the forming paladin order by [[Naneatha Suaril]] before her death. Teresa wears the cloak in many official situations, and many of her church view the relic's transition as the late church leader anointing a successor.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon of the Moonlit Path ===&lt;br /&gt;
After the establishment of the Guardians of Light and the completion of the Silver Spires, the strongest spellcasters of the temple created the relic belt, which Teresa wears as a sort of proof of her order's ability.&lt;br /&gt;
&lt;br /&gt;
== Physical Alterations ==&lt;br /&gt;
Though tellings of Teresa as a young child only mention that her complexion is unusually fair and she is exceptionally prone to sunburn, though she is often mentioned in recent times with a description of a pair of white feathered wings, which she acquired in 1381 DR and are typically taken as evidence of Selûne's favor.&lt;br /&gt;
&lt;br /&gt;
Other stories of strangeness of her physical form are common, but less observable. Most common are claims that she does not feel temperature, can't drink spirits, and is actually as tall as two men but conceals her size with magic.&lt;br /&gt;
&lt;br /&gt;
== Magical Power ==&lt;br /&gt;
Teresa is credited with enormous magical power, such as the ability to speak words that kill people lacking virtue as Selûne sees it, and the capacity to cast Miracle, though the evidence of such claims is disputed. There is far better evidence that Teresa performs many acts of miraculous healing, often restoring lost limbs, reversing terminal disease, or curing apparently-impossible afflictions. She has also on rare occasion raised the dead, being responsible for returning [[Rani Feynolt]] and [[Fenrick]] to life.&lt;br /&gt;
&lt;br /&gt;
Unlike many priests, she does not usually ask for money to perform healing. She says it is because Selûne's love is for all who her light touches, and she thus provides healing to those who she believes won't use the advantage of healing to harm the innocent or defenseless.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Template:Person&amp;diff=2718</id>
		<title>Template:Person</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Template:Person&amp;diff=2718"/>
				<updated>2014-12-31T20:51:12Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infoPane&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{{Name}}}&lt;br /&gt;
|- class=&amp;quot;section&amp;quot;&lt;br /&gt;
{{ #if:{{{Title1|}}}{{{Title2|}}}{{{Title3|}}}{{{Title4|}}}|! colspan=&amp;quot;2&amp;quot; {{!}} Positions Held }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{Title1|}}}|{{!}} colspan=&amp;quot;2&amp;quot; {{!}} {{{Title1}}} }}&lt;br /&gt;
|-&lt;br /&gt;
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|- class=&amp;quot;section&amp;quot;&lt;br /&gt;
{{ #if:{{{Aliases|}}}{{{BirthDate|}}}{{{Alignment|}}}{{{Religion|}}}{{{Allegiance|}}}{{{Spouse|}}}{{{Children|}}}|! colspan=&amp;quot;2&amp;quot; {{!}} Personal Information }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{Aliases|}}}|{{!}} Alias(es) {{!}}{{!}} {{{Aliases}}} }}&lt;br /&gt;
|-&lt;br /&gt;
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{{ #if:{{{Spouse|}}}|{{!}} Spouse(s) {{!}}{{!}} {{{Spouse}}} }}&lt;br /&gt;
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{{ #if:{{{Children|}}}|{{!}} Children {{!}}{{!}} {{{Children}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{Source|}}}|{{!}} colspan=&amp;quot;2&amp;quot; class=&amp;quot;minor&amp;quot; {{!}} &amp;lt;hr /&amp;gt; ''Source: {{{Source}}}{{ #if: {{{Page|}}} |, p. {{{Page}}} }} }}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&lt;br /&gt;
[[Category:Content Templates]]&lt;br /&gt;
This template will display information on a location featured in ''[[A Land Far Away]]''.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
To include this template on a page, simply type the following where you want it to display. Note that ''italicized'' lines are optional. Content templates typically go at the top of pages.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Person&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 | Name = &lt;br /&gt;
 ''| Image = ''&lt;br /&gt;
 ''| Title1 = ''&lt;br /&gt;
 ''| Title2 = ''&lt;br /&gt;
 ''| Title3 = ''&lt;br /&gt;
 ''| Title4 = ''&lt;br /&gt;
 ''| Aliases =''&lt;br /&gt;
 ''| BirthDate = ''&lt;br /&gt;
 ''| Alignment =''&lt;br /&gt;
 ''| Religion =''&lt;br /&gt;
 ''| Allegiance =''&lt;br /&gt;
 ''| Spouse =''&lt;br /&gt;
 ''| Children =''&lt;br /&gt;
 ''| Source =''&lt;br /&gt;
 ''| Page = ''&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2717</id>
		<title>Teresa Irithyl</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2717"/>
				<updated>2014-12-31T03:49:34Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* Magical Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Characters]]&lt;br /&gt;
[[Category:Inhabitants of Ruqel]]&lt;br /&gt;
{{Person&lt;br /&gt;
| Name = Teresa Conchobhair-Irithyl&lt;br /&gt;
| Image = [[image:Teresa_irithyl.jpg|256px]]&lt;br /&gt;
| Title1 = Champion of Selûne&lt;br /&gt;
| Title2 = Champion of Ruqel&lt;br /&gt;
| Title3 = Grandmaster of the Guardians of Light&lt;br /&gt;
| Aliases = Persephone of Eveningstar&lt;br /&gt;
| BirthDate = Flamerule 15, 1360 DR&lt;br /&gt;
| Alignment = Neutral Good&lt;br /&gt;
| Religion = Selûne&lt;br /&gt;
| Allegiance = Ruqel&lt;br /&gt;
| Spouse = Teresa Irithyl&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Teresa Irithyl''' (née Conchobhair, born Flamerule 15, 1360 DR) is the head of state of Ruqel, the founder of the Guardians of Light, and a prominent champion of Selûne. Though she formally holds her political roles in equal parts with her wife, Aelynthi, most matters of state are managed by Teresa alone.&lt;br /&gt;
&lt;br /&gt;
Teresa began to manifest divine powers at an early age, often aiding in the resolution of a number of problems in and around Eveningstar. In 1374 DR, she left the village with the stated purpose of learning the reason and source of her powers. From 1374-1378, she slowly built a reputation on healing and scholarship while on the road, particularly in Silverymoon, where she is credited with helping avert a number of disasters.&lt;br /&gt;
&lt;br /&gt;
In 1378 DR, Teresa married, and she and her wife moved to the Sword Coast to establish Ruqel, where Selûnite knights gathered to support her. They built the Silver Spires and founded Ruqel there, from which she and her knighthood attempt to influence the region.&lt;br /&gt;
&lt;br /&gt;
== Childhood ==&lt;br /&gt;
Teresa is the orphan child of human traffickers in the northwestern parts of Eveningstar, her parents having used the lesser enforcement and the unruly nature of the Helmlands to run their business without being stopped by the law. Both were slain by adventurers in 1365 DR, and Teresa was brought to the Lathanderite temple in Eveningstar and left in the priests' care. As the conditions of a sale, her memory had been magically wiped, and she thus came to the temple not aware of her background or name, and selected &amp;quot;Persephone&amp;quot; as a handle there. In Eveningstar, she began and abandoned a number of studies before discovering a talent for medicine, which she quickly mastered.&lt;br /&gt;
&lt;br /&gt;
Her magical capacity was apparent from an early age, often spontaneously and unpredictably producing orisons related to the situation at hand. Her power wouldn't accelerate in growth until her teenaged years.&lt;br /&gt;
&lt;br /&gt;
== Goblin Captivity ==&lt;br /&gt;
In 1368 DR, Teresa and some of the other orphans in Eveningstar were captured by goblinkin from the Helmlands and held as forced labor and hostages for the majority of the year. The children were all ill-suited to the labor, and credited Teresa with their survival of the ordeal afterword. All of the children escaped their captivity the same year, and the Purple Dragons razed the goblins' camp shortly after.&lt;br /&gt;
&lt;br /&gt;
== Leaving Eveningstar ==&lt;br /&gt;
In 1374 DR, one of the orphans in Eveningstar was accused of murdering another over a romantic dispute. Teresa worked on the investigation and served as counsel in the trial, which the town allowed as no others would speak for the defendant. After the not-guilty verdict, Teresa withdrew from Eveningstar, and joined a troupe of adventurers briefly.&lt;br /&gt;
&lt;br /&gt;
== Early Adventuring ==&lt;br /&gt;
From 1374-5 DR, Teresa traveled with a crew of adventurers, seeking Selûnite relics through the western portions of Faerûn. No records seem to exist of their success or the fate of any found relics. The crew reportedly split up after being trapped in a cursed dollhouse, from which Teresa saved the others, but which left them uninterested in future adventures.&lt;br /&gt;
&lt;br /&gt;
== Stay in the Confederacy of the Silver Marches ==&lt;br /&gt;
=== Assistance of the Local Governments ===&lt;br /&gt;
=== The Plaguecircles ===&lt;br /&gt;
=== The Cursed Theatre Performers ===&lt;br /&gt;
=== The Great Hunt ===&lt;br /&gt;
=== Appointment as Champion of Selûne ===&lt;br /&gt;
=== Responses to the Dark Moon ===&lt;br /&gt;
&lt;br /&gt;
== Relocation to the Sword Coast ==&lt;br /&gt;
=== Work With Baldur's Gate ===&lt;br /&gt;
=== Defense of Tempus' Tears ===&lt;br /&gt;
=== Medical Scholarship ===&lt;br /&gt;
=== Controversy Over Roland Bishop ===&lt;br /&gt;
=== Founding of Ruqel ===&lt;br /&gt;
=== Founding of the Guardians of Light ===&lt;br /&gt;
=== Banestone and Defense of Beregost ===&lt;br /&gt;
=== Fighting the Red Death ===&lt;br /&gt;
=== Slaying of Kel'Nayek ===&lt;br /&gt;
=== Exposure of Sharran Kidnappings and Ritual ===&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
=== The Full Moon's Wrath ===&lt;br /&gt;
Teresa carries the mace of Cormyr's champion of Selûne, the Full Moon's Wrath. It was given to her after she slew the champion of Malar in Silverymoon to avenge the death of Jillian, the previous Cormyte champion of Selûne.&lt;br /&gt;
&lt;br /&gt;
The mace is a heavy silver mace with a highly-polished round head, with a rings of spikes resembling beams of light coming off of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Deflections ===&lt;br /&gt;
The Guardians of Light own the relic Cloak of Deflections, an enchanted mantle that was handed down the Waterdhavian Selûnite orders, and then gifted to the forming paladin order by [[Naneatha Suaril]] before her death. Teresa wears the cloak in many official situations, and many of her church view the relic's transition as the late church leader anointing a successor.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon of the Moonlit Path ===&lt;br /&gt;
After the establishment of the Guardians of Light and the completion of the Silver Spires, the strongest spellcasters of the temple created the relic belt, which Teresa wears as a sort of proof of her order's ability.&lt;br /&gt;
&lt;br /&gt;
== Physical Alterations ==&lt;br /&gt;
Though tellings of Teresa as a young child only mention that her complexion is unusually fair and she is exceptionally prone to sunburn, though she is often mentioned in recent times with a description of a pair of white feathered wings, which she acquired in 1381 DR and are typically taken as evidence of Selûne's favor.&lt;br /&gt;
&lt;br /&gt;
Other stories of strangeness of her physical form are common, but less observable. Most common are claims that she does not feel temperature, can't drink spirits, and is actually as tall as two men but conceals her size with magic.&lt;br /&gt;
&lt;br /&gt;
== Magical Power ==&lt;br /&gt;
Teresa is credited with enormous magical power, such as the ability to speak words that kill people lacking virtue as Selûne sees it, and the capacity to cast Miracle, though the evidence of such claims is disputed. There is far better evidence that Teresa performs many acts of miraculous healing, often restoring lost limbs, reversing terminal disease, or curing apparently-impossible afflictions. She has also on rare occasion raised the dead, being responsible for returning [[Rani Feynolt]] and [[Fenrick]] to life.&lt;br /&gt;
&lt;br /&gt;
Unlike many priests, she does not usually ask for money to perform healing. She says it is because Selûne's love is for all who her light touches, and she thus provides healing to those who she believes won't use the advantage of healing to harm the innocent or defenseless.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Persephone&amp;diff=2716</id>
		<title>Persephone</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Persephone&amp;diff=2716"/>
				<updated>2014-12-31T03:37:28Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: Redirected page to Teresa Irithyl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Teresa_Irithyl]]&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Infestation_Quests&amp;diff=2713</id>
		<title>Infestation Quests</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Infestation_Quests&amp;diff=2713"/>
				<updated>2014-12-30T00:46:20Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warning: This article is about a feature which is currently under development. While this information may be used to prepare build for future releases, the ACR must be updated for anything listed to become functional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Infestation quests are quests which are provided as a generic framework from the ACR. The DM team of a server may specify an area or series of areas as &amp;quot;infested&amp;quot; with some sort of creature, and these creatures will expand and displace the typical group spawns of all of those areas for as long as their numbers sustain.&lt;br /&gt;
&lt;br /&gt;
Infestations are limited in their spread by builder specification, and follow existing area transitions. The DM team may stop an infestation arbitrarily.&lt;br /&gt;
&lt;br /&gt;
==Build Specifications==&lt;br /&gt;
If any area or waypoint should not be affected by infestation code, it should have a local int set on it, called ACR_QST_MAX_INFESTATION and set to -1. Infestations will also not pass through these areas. So, for example, if a town's surface is set as unable to be infested, an infestation outside the town won't raid the town's sewers (unless they have an area transition to the town's exterior).&lt;br /&gt;
&lt;br /&gt;
If any area of waypoint should have a maximum infestation tier allowed, it should have a local int set on it, called ACR_QST_MAX_INFESTATION and set to the maximum tier. It is important to note that setting every waypoint in an area to a max tier will not alter the state of the area. For example, an area which is set to tier 4 but only contains tier 1 waypoints will only spawn tier 1 infestations, but can be bordered by tier 5 areas, leading to PCs who find the gradient of challenge ratings extremely difficult.&lt;br /&gt;
&lt;br /&gt;
As a recommendation for playability, major roads should have a max infestation tier of 1, and minor roads a max infestation tier of 2.&lt;br /&gt;
&lt;br /&gt;
==Infestation Spread==&lt;br /&gt;
Fecundity of infestations is the number of bosses in the infestation, and the spread of the infestation will be reduced every time a boss is killed. An infestation without a boss does not spread, and only occupies specific areas set up by the DM. It is expected that infestations will attempt to spread such that there is at most a one-tier difference in the infestation strength across any given area transition. This algorithm isn't perfect, and complex series of area transitions can result in some bigger leaps, but simpler areas shouldn't have this problem.&lt;br /&gt;
&lt;br /&gt;
If, for example, we had an infestation which grew at a rate of 1/day with a maximum tier of 3...&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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... that is, you expect infestations to &amp;quot;crawl&amp;quot; over whatever land mass they're placed on, with things getting densest and toughest in the places farthest from the front line, which isn't necessarily where the infestation starts.&lt;br /&gt;
&lt;br /&gt;
==Maintenance and Cleanup==&lt;br /&gt;
If an infestation ever becomes unmanageable or otherwise unresponsive, you can find the infestation's data on the host's disk, inside of the NWN2 user's Documents/Neverwinter Nights 2/QuestResources/ directory. Therein are XML files, each one representing one active infestation on the server and having the name picked by the DM who created it. The infestation can be removed by deleting the file and then restarting nwn2server.exe.&lt;br /&gt;
&lt;br /&gt;
Infestations are saved as XML, and thus may be edited with any plain text editor. Edits made to infestations in this manner will not be read by the server until nwn2server.exe is restarted.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2711</id>
		<title>Teresa Irithyl</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2711"/>
				<updated>2014-12-29T04:11:21Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* Physical Alterations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Characters]]&lt;br /&gt;
[[Category:Inhabitants of Ruqel]]&lt;br /&gt;
{{Person&lt;br /&gt;
| Name = Teresa Conchobhair-Irithyl&lt;br /&gt;
| Image = [[image:Teresa_irithyl.jpg|256px]]&lt;br /&gt;
| Title1 = Champion of Selûne&lt;br /&gt;
| Title2 = Champion of Ruqel&lt;br /&gt;
| Title3 = Grandmaster of the Guardians of Light&lt;br /&gt;
| Aliases = Persephone of Eveningstar&lt;br /&gt;
| BirthDate = Flamerule 15, 1360 DR&lt;br /&gt;
| Alignment = Neutral Good&lt;br /&gt;
| Religion = Selûne&lt;br /&gt;
| Allegiance = Ruqel&lt;br /&gt;
| Spouse = Teresa Irithyl&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Teresa Irithyl''' (née Conchobhair, born Flamerule 15, 1360 DR) is the head of state of Ruqel, the founder of the Guardians of Light, and a prominent champion of Selûne. Though she formally holds her political roles in equal parts with her wife, Aelynthi, most matters of state are managed by Teresa alone.&lt;br /&gt;
&lt;br /&gt;
Teresa began to manifest divine powers at an early age, often aiding in the resolution of a number of problems in and around Eveningstar. In 1374 DR, she left the village with the stated purpose of learning the reason and source of her powers. From 1374-1378, she slowly built a reputation on healing and scholarship while on the road, particularly in Silverymoon, where she is credited with helping avert a number of disasters.&lt;br /&gt;
&lt;br /&gt;
In 1378 DR, Teresa married, and she and her wife moved to the Sword Coast to establish Ruqel, where Selûnite knights gathered to support her. They built the Silver Spires and founded Ruqel there, from which she and her knighthood attempt to influence the region.&lt;br /&gt;
&lt;br /&gt;
== Childhood ==&lt;br /&gt;
Teresa is the orphan child of human traffickers in the northwestern parts of Eveningstar, her parents having used the lesser enforcement and the unruly nature of the Helmlands to run their business without being stopped by the law. Both were slain by adventurers in 1365 DR, and Teresa was brought to the Lathanderite temple in Eveningstar and left in the priests' care. As the conditions of a sale, her memory had been magically wiped, and she thus came to the temple not aware of her background or name, and selected &amp;quot;Persephone&amp;quot; as a handle there. In Eveningstar, she began and abandoned a number of studies before discovering a talent for medicine, which she quickly mastered.&lt;br /&gt;
&lt;br /&gt;
Her magical capacity was apparent from an early age, often spontaneously and unpredictably producing orisons related to the situation at hand. Her power wouldn't accelerate in growth until her teenaged years.&lt;br /&gt;
&lt;br /&gt;
== Goblin Captivity ==&lt;br /&gt;
In 1368 DR, Teresa and some of the other orphans in Eveningstar were captured by goblinkin from the Helmlands and held as forced labor and hostages for the majority of the year. The children were all ill-suited to the labor, and credited Teresa with their survival of the ordeal afterword. All of the children escaped their captivity the same year, and the Purple Dragons razed the goblins' camp shortly after.&lt;br /&gt;
&lt;br /&gt;
== Leaving Eveningstar ==&lt;br /&gt;
In 1374 DR, one of the orphans in Eveningstar was accused of murdering another over a romantic dispute. Teresa worked on the investigation and served as counsel in the trial, which the town allowed as no others would speak for the defendant. After the not-guilty verdict, Teresa withdrew from Eveningstar, and joined a troupe of adventurers briefly.&lt;br /&gt;
&lt;br /&gt;
== Early Adventuring ==&lt;br /&gt;
From 1374-5 DR, Teresa traveled with a crew of adventurers, seeking Selûnite relics through the western portions of Faerûn. No records seem to exist of their success or the fate of any found relics. The crew reportedly split up after being trapped in a cursed dollhouse, from which Teresa saved the others, but which left them uninterested in future adventures.&lt;br /&gt;
&lt;br /&gt;
== Stay in the Confederacy of the Silver Marches ==&lt;br /&gt;
=== Assistance of the Local Governments ===&lt;br /&gt;
=== The Plaguecircles ===&lt;br /&gt;
=== The Cursed Theatre Performers ===&lt;br /&gt;
=== The Great Hunt ===&lt;br /&gt;
=== Appointment as Champion of Selûne ===&lt;br /&gt;
=== Responses to the Dark Moon ===&lt;br /&gt;
&lt;br /&gt;
== Relocation to the Sword Coast ==&lt;br /&gt;
=== Work With Baldur's Gate ===&lt;br /&gt;
=== Defense of Tempus' Tears ===&lt;br /&gt;
=== Medical Scholarship ===&lt;br /&gt;
=== Controversy Over Roland Bishop ===&lt;br /&gt;
=== Founding of Ruqel ===&lt;br /&gt;
=== Founding of the Guardians of Light ===&lt;br /&gt;
=== Banestone and Defense of Beregost ===&lt;br /&gt;
=== Fighting the Red Death ===&lt;br /&gt;
=== Slaying of Kel'Nayek ===&lt;br /&gt;
=== Exposure of Sharran Kidnappings and Ritual ===&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
=== The Full Moon's Wrath ===&lt;br /&gt;
Teresa carries the mace of Cormyr's champion of Selûne, the Full Moon's Wrath. It was given to her after she slew the champion of Malar in Silverymoon to avenge the death of Jillian, the previous Cormyte champion of Selûne.&lt;br /&gt;
&lt;br /&gt;
The mace is a heavy silver mace with a highly-polished round head, with a rings of spikes resembling beams of light coming off of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Deflections ===&lt;br /&gt;
The Guardians of Light own the relic Cloak of Deflections, an enchanted mantle that was handed down the Waterdhavian Selûnite orders, and then gifted to the forming paladin order by [[Naneatha Suaril]] before her death. Teresa wears the cloak in many official situations, and many of her church view the relic's transition as the late church leader anointing a successor.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon of the Moonlit Path ===&lt;br /&gt;
After the establishment of the Guardians of Light and the completion of the Silver Spires, the strongest spellcasters of the temple created the relic belt, which Teresa wears as a sort of proof of her order's ability.&lt;br /&gt;
&lt;br /&gt;
== Physical Alterations ==&lt;br /&gt;
Though tellings of Teresa as a young child only mention that her complexion is unusually fair and she is exceptionally prone to sunburn, though she is often mentioned in recent times with a description of a pair of white feathered wings, which she acquired in 1381 DR and are typically taken as evidence of Selûne's favor.&lt;br /&gt;
&lt;br /&gt;
Other stories of strangeness of her physical form are common, but less observable. Most common are claims that she does not feel temperature, can't drink spirits, and is actually as tall as two men but conceals her size with magic.&lt;br /&gt;
&lt;br /&gt;
== Magical Power ==&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2710</id>
		<title>Teresa Irithyl</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2710"/>
				<updated>2014-12-29T03:50:49Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* Ribbon of the Moonlit Path */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Characters]]&lt;br /&gt;
[[Category:Inhabitants of Ruqel]]&lt;br /&gt;
{{Person&lt;br /&gt;
| Name = Teresa Conchobhair-Irithyl&lt;br /&gt;
| Image = [[image:Teresa_irithyl.jpg|256px]]&lt;br /&gt;
| Title1 = Champion of Selûne&lt;br /&gt;
| Title2 = Champion of Ruqel&lt;br /&gt;
| Title3 = Grandmaster of the Guardians of Light&lt;br /&gt;
| Aliases = Persephone of Eveningstar&lt;br /&gt;
| BirthDate = Flamerule 15, 1360 DR&lt;br /&gt;
| Alignment = Neutral Good&lt;br /&gt;
| Religion = Selûne&lt;br /&gt;
| Allegiance = Ruqel&lt;br /&gt;
| Spouse = Teresa Irithyl&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Teresa Irithyl''' (née Conchobhair, born Flamerule 15, 1360 DR) is the head of state of Ruqel, the founder of the Guardians of Light, and a prominent champion of Selûne. Though she formally holds her political roles in equal parts with her wife, Aelynthi, most matters of state are managed by Teresa alone.&lt;br /&gt;
&lt;br /&gt;
Teresa began to manifest divine powers at an early age, often aiding in the resolution of a number of problems in and around Eveningstar. In 1374 DR, she left the village with the stated purpose of learning the reason and source of her powers. From 1374-1378, she slowly built a reputation on healing and scholarship while on the road, particularly in Silverymoon, where she is credited with helping avert a number of disasters.&lt;br /&gt;
&lt;br /&gt;
In 1378 DR, Teresa married, and she and her wife moved to the Sword Coast to establish Ruqel, where Selûnite knights gathered to support her. They built the Silver Spires and founded Ruqel there, from which she and her knighthood attempt to influence the region.&lt;br /&gt;
&lt;br /&gt;
== Childhood ==&lt;br /&gt;
Teresa is the orphan child of human traffickers in the northwestern parts of Eveningstar, her parents having used the lesser enforcement and the unruly nature of the Helmlands to run their business without being stopped by the law. Both were slain by adventurers in 1365 DR, and Teresa was brought to the Lathanderite temple in Eveningstar and left in the priests' care. As the conditions of a sale, her memory had been magically wiped, and she thus came to the temple not aware of her background or name, and selected &amp;quot;Persephone&amp;quot; as a handle there. In Eveningstar, she began and abandoned a number of studies before discovering a talent for medicine, which she quickly mastered.&lt;br /&gt;
&lt;br /&gt;
Her magical capacity was apparent from an early age, often spontaneously and unpredictably producing orisons related to the situation at hand. Her power wouldn't accelerate in growth until her teenaged years.&lt;br /&gt;
&lt;br /&gt;
== Goblin Captivity ==&lt;br /&gt;
In 1368 DR, Teresa and some of the other orphans in Eveningstar were captured by goblinkin from the Helmlands and held as forced labor and hostages for the majority of the year. The children were all ill-suited to the labor, and credited Teresa with their survival of the ordeal afterword. All of the children escaped their captivity the same year, and the Purple Dragons razed the goblins' camp shortly after.&lt;br /&gt;
&lt;br /&gt;
== Leaving Eveningstar ==&lt;br /&gt;
In 1374 DR, one of the orphans in Eveningstar was accused of murdering another over a romantic dispute. Teresa worked on the investigation and served as counsel in the trial, which the town allowed as no others would speak for the defendant. After the not-guilty verdict, Teresa withdrew from Eveningstar, and joined a troupe of adventurers briefly.&lt;br /&gt;
&lt;br /&gt;
== Early Adventuring ==&lt;br /&gt;
From 1374-5 DR, Teresa traveled with a crew of adventurers, seeking Selûnite relics through the western portions of Faerûn. No records seem to exist of their success or the fate of any found relics. The crew reportedly split up after being trapped in a cursed dollhouse, from which Teresa saved the others, but which left them uninterested in future adventures.&lt;br /&gt;
&lt;br /&gt;
== Stay in the Confederacy of the Silver Marches ==&lt;br /&gt;
=== Assistance of the Local Governments ===&lt;br /&gt;
=== The Plaguecircles ===&lt;br /&gt;
=== The Cursed Theatre Performers ===&lt;br /&gt;
=== The Great Hunt ===&lt;br /&gt;
=== Appointment as Champion of Selûne ===&lt;br /&gt;
=== Responses to the Dark Moon ===&lt;br /&gt;
&lt;br /&gt;
== Relocation to the Sword Coast ==&lt;br /&gt;
=== Work With Baldur's Gate ===&lt;br /&gt;
=== Defense of Tempus' Tears ===&lt;br /&gt;
=== Medical Scholarship ===&lt;br /&gt;
=== Controversy Over Roland Bishop ===&lt;br /&gt;
=== Founding of Ruqel ===&lt;br /&gt;
=== Founding of the Guardians of Light ===&lt;br /&gt;
=== Banestone and Defense of Beregost ===&lt;br /&gt;
=== Fighting the Red Death ===&lt;br /&gt;
=== Slaying of Kel'Nayek ===&lt;br /&gt;
=== Exposure of Sharran Kidnappings and Ritual ===&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
=== The Full Moon's Wrath ===&lt;br /&gt;
Teresa carries the mace of Cormyr's champion of Selûne, the Full Moon's Wrath. It was given to her after she slew the champion of Malar in Silverymoon to avenge the death of Jillian, the previous Cormyte champion of Selûne.&lt;br /&gt;
&lt;br /&gt;
The mace is a heavy silver mace with a highly-polished round head, with a rings of spikes resembling beams of light coming off of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Deflections ===&lt;br /&gt;
The Guardians of Light own the relic Cloak of Deflections, an enchanted mantle that was handed down the Waterdhavian Selûnite orders, and then gifted to the forming paladin order by [[Naneatha Suaril]] before her death. Teresa wears the cloak in many official situations, and many of her church view the relic's transition as the late church leader anointing a successor.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon of the Moonlit Path ===&lt;br /&gt;
After the establishment of the Guardians of Light and the completion of the Silver Spires, the strongest spellcasters of the temple created the relic belt, which Teresa wears as a sort of proof of her order's ability.&lt;br /&gt;
&lt;br /&gt;
== Physical Alterations ==&lt;br /&gt;
&lt;br /&gt;
== Magical Power ==&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2709</id>
		<title>Teresa Irithyl</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2709"/>
				<updated>2014-12-29T03:46:35Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* Cloak of Deflections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Characters]]&lt;br /&gt;
[[Category:Inhabitants of Ruqel]]&lt;br /&gt;
{{Person&lt;br /&gt;
| Name = Teresa Conchobhair-Irithyl&lt;br /&gt;
| Image = [[image:Teresa_irithyl.jpg|256px]]&lt;br /&gt;
| Title1 = Champion of Selûne&lt;br /&gt;
| Title2 = Champion of Ruqel&lt;br /&gt;
| Title3 = Grandmaster of the Guardians of Light&lt;br /&gt;
| Aliases = Persephone of Eveningstar&lt;br /&gt;
| BirthDate = Flamerule 15, 1360 DR&lt;br /&gt;
| Alignment = Neutral Good&lt;br /&gt;
| Religion = Selûne&lt;br /&gt;
| Allegiance = Ruqel&lt;br /&gt;
| Spouse = Teresa Irithyl&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Teresa Irithyl''' (née Conchobhair, born Flamerule 15, 1360 DR) is the head of state of Ruqel, the founder of the Guardians of Light, and a prominent champion of Selûne. Though she formally holds her political roles in equal parts with her wife, Aelynthi, most matters of state are managed by Teresa alone.&lt;br /&gt;
&lt;br /&gt;
Teresa began to manifest divine powers at an early age, often aiding in the resolution of a number of problems in and around Eveningstar. In 1374 DR, she left the village with the stated purpose of learning the reason and source of her powers. From 1374-1378, she slowly built a reputation on healing and scholarship while on the road, particularly in Silverymoon, where she is credited with helping avert a number of disasters.&lt;br /&gt;
&lt;br /&gt;
In 1378 DR, Teresa married, and she and her wife moved to the Sword Coast to establish Ruqel, where Selûnite knights gathered to support her. They built the Silver Spires and founded Ruqel there, from which she and her knighthood attempt to influence the region.&lt;br /&gt;
&lt;br /&gt;
== Childhood ==&lt;br /&gt;
Teresa is the orphan child of human traffickers in the northwestern parts of Eveningstar, her parents having used the lesser enforcement and the unruly nature of the Helmlands to run their business without being stopped by the law. Both were slain by adventurers in 1365 DR, and Teresa was brought to the Lathanderite temple in Eveningstar and left in the priests' care. As the conditions of a sale, her memory had been magically wiped, and she thus came to the temple not aware of her background or name, and selected &amp;quot;Persephone&amp;quot; as a handle there. In Eveningstar, she began and abandoned a number of studies before discovering a talent for medicine, which she quickly mastered.&lt;br /&gt;
&lt;br /&gt;
Her magical capacity was apparent from an early age, often spontaneously and unpredictably producing orisons related to the situation at hand. Her power wouldn't accelerate in growth until her teenaged years.&lt;br /&gt;
&lt;br /&gt;
== Goblin Captivity ==&lt;br /&gt;
In 1368 DR, Teresa and some of the other orphans in Eveningstar were captured by goblinkin from the Helmlands and held as forced labor and hostages for the majority of the year. The children were all ill-suited to the labor, and credited Teresa with their survival of the ordeal afterword. All of the children escaped their captivity the same year, and the Purple Dragons razed the goblins' camp shortly after.&lt;br /&gt;
&lt;br /&gt;
== Leaving Eveningstar ==&lt;br /&gt;
In 1374 DR, one of the orphans in Eveningstar was accused of murdering another over a romantic dispute. Teresa worked on the investigation and served as counsel in the trial, which the town allowed as no others would speak for the defendant. After the not-guilty verdict, Teresa withdrew from Eveningstar, and joined a troupe of adventurers briefly.&lt;br /&gt;
&lt;br /&gt;
== Early Adventuring ==&lt;br /&gt;
From 1374-5 DR, Teresa traveled with a crew of adventurers, seeking Selûnite relics through the western portions of Faerûn. No records seem to exist of their success or the fate of any found relics. The crew reportedly split up after being trapped in a cursed dollhouse, from which Teresa saved the others, but which left them uninterested in future adventures.&lt;br /&gt;
&lt;br /&gt;
== Stay in the Confederacy of the Silver Marches ==&lt;br /&gt;
=== Assistance of the Local Governments ===&lt;br /&gt;
=== The Plaguecircles ===&lt;br /&gt;
=== The Cursed Theatre Performers ===&lt;br /&gt;
=== The Great Hunt ===&lt;br /&gt;
=== Appointment as Champion of Selûne ===&lt;br /&gt;
=== Responses to the Dark Moon ===&lt;br /&gt;
&lt;br /&gt;
== Relocation to the Sword Coast ==&lt;br /&gt;
=== Work With Baldur's Gate ===&lt;br /&gt;
=== Defense of Tempus' Tears ===&lt;br /&gt;
=== Medical Scholarship ===&lt;br /&gt;
=== Controversy Over Roland Bishop ===&lt;br /&gt;
=== Founding of Ruqel ===&lt;br /&gt;
=== Founding of the Guardians of Light ===&lt;br /&gt;
=== Banestone and Defense of Beregost ===&lt;br /&gt;
=== Fighting the Red Death ===&lt;br /&gt;
=== Slaying of Kel'Nayek ===&lt;br /&gt;
=== Exposure of Sharran Kidnappings and Ritual ===&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
=== The Full Moon's Wrath ===&lt;br /&gt;
Teresa carries the mace of Cormyr's champion of Selûne, the Full Moon's Wrath. It was given to her after she slew the champion of Malar in Silverymoon to avenge the death of Jillian, the previous Cormyte champion of Selûne.&lt;br /&gt;
&lt;br /&gt;
The mace is a heavy silver mace with a highly-polished round head, with a rings of spikes resembling beams of light coming off of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Deflections ===&lt;br /&gt;
The Guardians of Light own the relic Cloak of Deflections, an enchanted mantle that was handed down the Waterdhavian Selûnite orders, and then gifted to the forming paladin order by [[Naneatha Suaril]] before her death. Teresa wears the cloak in many official situations, and many of her church view the relic's transition as the late church leader anointing a successor.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon of the Moonlit Path ===&lt;br /&gt;
&lt;br /&gt;
== Physical Alterations ==&lt;br /&gt;
&lt;br /&gt;
== Magical Power ==&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2708</id>
		<title>Teresa Irithyl</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2708"/>
				<updated>2014-12-29T03:44:29Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* The Full Moon's Wrath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Characters]]&lt;br /&gt;
[[Category:Inhabitants of Ruqel]]&lt;br /&gt;
{{Person&lt;br /&gt;
| Name = Teresa Conchobhair-Irithyl&lt;br /&gt;
| Image = [[image:Teresa_irithyl.jpg|256px]]&lt;br /&gt;
| Title1 = Champion of Selûne&lt;br /&gt;
| Title2 = Champion of Ruqel&lt;br /&gt;
| Title3 = Grandmaster of the Guardians of Light&lt;br /&gt;
| Aliases = Persephone of Eveningstar&lt;br /&gt;
| BirthDate = Flamerule 15, 1360 DR&lt;br /&gt;
| Alignment = Neutral Good&lt;br /&gt;
| Religion = Selûne&lt;br /&gt;
| Allegiance = Ruqel&lt;br /&gt;
| Spouse = Teresa Irithyl&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Teresa Irithyl''' (née Conchobhair, born Flamerule 15, 1360 DR) is the head of state of Ruqel, the founder of the Guardians of Light, and a prominent champion of Selûne. Though she formally holds her political roles in equal parts with her wife, Aelynthi, most matters of state are managed by Teresa alone.&lt;br /&gt;
&lt;br /&gt;
Teresa began to manifest divine powers at an early age, often aiding in the resolution of a number of problems in and around Eveningstar. In 1374 DR, she left the village with the stated purpose of learning the reason and source of her powers. From 1374-1378, she slowly built a reputation on healing and scholarship while on the road, particularly in Silverymoon, where she is credited with helping avert a number of disasters.&lt;br /&gt;
&lt;br /&gt;
In 1378 DR, Teresa married, and she and her wife moved to the Sword Coast to establish Ruqel, where Selûnite knights gathered to support her. They built the Silver Spires and founded Ruqel there, from which she and her knighthood attempt to influence the region.&lt;br /&gt;
&lt;br /&gt;
== Childhood ==&lt;br /&gt;
Teresa is the orphan child of human traffickers in the northwestern parts of Eveningstar, her parents having used the lesser enforcement and the unruly nature of the Helmlands to run their business without being stopped by the law. Both were slain by adventurers in 1365 DR, and Teresa was brought to the Lathanderite temple in Eveningstar and left in the priests' care. As the conditions of a sale, her memory had been magically wiped, and she thus came to the temple not aware of her background or name, and selected &amp;quot;Persephone&amp;quot; as a handle there. In Eveningstar, she began and abandoned a number of studies before discovering a talent for medicine, which she quickly mastered.&lt;br /&gt;
&lt;br /&gt;
Her magical capacity was apparent from an early age, often spontaneously and unpredictably producing orisons related to the situation at hand. Her power wouldn't accelerate in growth until her teenaged years.&lt;br /&gt;
&lt;br /&gt;
== Goblin Captivity ==&lt;br /&gt;
In 1368 DR, Teresa and some of the other orphans in Eveningstar were captured by goblinkin from the Helmlands and held as forced labor and hostages for the majority of the year. The children were all ill-suited to the labor, and credited Teresa with their survival of the ordeal afterword. All of the children escaped their captivity the same year, and the Purple Dragons razed the goblins' camp shortly after.&lt;br /&gt;
&lt;br /&gt;
== Leaving Eveningstar ==&lt;br /&gt;
In 1374 DR, one of the orphans in Eveningstar was accused of murdering another over a romantic dispute. Teresa worked on the investigation and served as counsel in the trial, which the town allowed as no others would speak for the defendant. After the not-guilty verdict, Teresa withdrew from Eveningstar, and joined a troupe of adventurers briefly.&lt;br /&gt;
&lt;br /&gt;
== Early Adventuring ==&lt;br /&gt;
From 1374-5 DR, Teresa traveled with a crew of adventurers, seeking Selûnite relics through the western portions of Faerûn. No records seem to exist of their success or the fate of any found relics. The crew reportedly split up after being trapped in a cursed dollhouse, from which Teresa saved the others, but which left them uninterested in future adventures.&lt;br /&gt;
&lt;br /&gt;
== Stay in the Confederacy of the Silver Marches ==&lt;br /&gt;
=== Assistance of the Local Governments ===&lt;br /&gt;
=== The Plaguecircles ===&lt;br /&gt;
=== The Cursed Theatre Performers ===&lt;br /&gt;
=== The Great Hunt ===&lt;br /&gt;
=== Appointment as Champion of Selûne ===&lt;br /&gt;
=== Responses to the Dark Moon ===&lt;br /&gt;
&lt;br /&gt;
== Relocation to the Sword Coast ==&lt;br /&gt;
=== Work With Baldur's Gate ===&lt;br /&gt;
=== Defense of Tempus' Tears ===&lt;br /&gt;
=== Medical Scholarship ===&lt;br /&gt;
=== Controversy Over Roland Bishop ===&lt;br /&gt;
=== Founding of Ruqel ===&lt;br /&gt;
=== Founding of the Guardians of Light ===&lt;br /&gt;
=== Banestone and Defense of Beregost ===&lt;br /&gt;
=== Fighting the Red Death ===&lt;br /&gt;
=== Slaying of Kel'Nayek ===&lt;br /&gt;
=== Exposure of Sharran Kidnappings and Ritual ===&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
=== The Full Moon's Wrath ===&lt;br /&gt;
Teresa carries the mace of Cormyr's champion of Selûne, the Full Moon's Wrath. It was given to her after she slew the champion of Malar in Silverymoon to avenge the death of Jillian, the previous Cormyte champion of Selûne.&lt;br /&gt;
&lt;br /&gt;
The mace is a heavy silver mace with a highly-polished round head, with a rings of spikes resembling beams of light coming off of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Deflections ===&lt;br /&gt;
=== Ribbon of the Moonlit Path ===&lt;br /&gt;
&lt;br /&gt;
== Physical Alterations ==&lt;br /&gt;
&lt;br /&gt;
== Magical Power ==&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2707</id>
		<title>Crew of the Queen Robyn</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2707"/>
				<updated>2014-12-23T23:19:07Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:009 Player Group]]{{Player_Group&lt;br /&gt;
| Name = Crew of the Queen Robyn&lt;br /&gt;
| Server = [[Moonshae_Isles_(Server)|Moonshaes]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=401 Here]&lt;br /&gt;
| PlayTime1 = [http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&amp;amp;p1=142&amp;amp;iso=20141102T14&amp;amp;msg=Crew%20of%20the%20Queen%20Robyn%20Session&amp;amp;ah=3 2:00pm-5:00pm U.S. Central Sundays]&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any non-Evil&lt;br /&gt;
| Alignment = Any non-Evil&lt;br /&gt;
| Allegiance = Queen [[Alicia Kendrick]]&lt;br /&gt;
| Levels = 2-5 (allowing 1-7; levels 1-3 encouraged to do static content between sessions)&lt;br /&gt;
| DMs = [[User:Zelknolf|Zelknolf]]&lt;br /&gt;
| PlayerLead = [[User:Rumple_c|Rumple_C]]&lt;br /&gt;
| Members = Witchdoctor, Causk, Orangetree, SwordSaintMusashi, shad0wfax, kid, T-Eyes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Crew of the Queen Robyn is a player group operating on Moonshaes, with plot centered on seafaring intrigue in the service of Queen Alicia Kendrick. The premise of the campaign is that all of the player characters are privateers, and joining the campaign involves being recruited to serve on The Queen Robyn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign-Specific Canon ==&lt;br /&gt;
=== The Queen Robyn ===&lt;br /&gt;
The Queen Robyn is the ship that the group currently sails on. It is a two-masted caravel outfitted for war. Its previous crew died mysteriously after the ship spent years being missing, but returned to active service of the queen in 1381. It was named for the mother of the current queen Alicia. It is currently captained by a southern man named Yusef, of whom little is known publically.&lt;br /&gt;
&lt;br /&gt;
=== The White Hook ===&lt;br /&gt;
The White Hook was a gang of slavers local to the Moonshaes, having fifteen members who have writs of capias on them. They, however, are well armed, discreet, and mobile. One might assume that they have ships to their name, but none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
Captain Yusef of the Queen Robyn was charged with their capture in 1381 DR. The gang was broken, all members captured or killed, in Eleint of the same year.&lt;br /&gt;
&lt;br /&gt;
=== The Sahuagin of Snowdown ===&lt;br /&gt;
Late in 1381 DR, the Queen Robyn was assigned to damage the sahuagin threat in the territory near Snowdown Island until trade could enter and exit the port of Westphal with levels of risk that they knew the previous year.&lt;br /&gt;
&lt;br /&gt;
The crew's initial efforts were disastrous, resulting in the loss and dessertion of many of the crew's members. After regrouping and recruiting, the crew managed to make an alliance with a merchant ship of dubious reputation-- The Black Scale-- and destroyed a number of sahuagin who seemed to be responsible for information gathering. Assaults after were uncoordinated and significantly blunted compared to before.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51153 Roll Call]: Players may introduce their characters here.&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51154 The Story so Far]: A recap of events so far.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Category:Inhabitants_of_Ruqel&amp;diff=2706</id>
		<title>Category:Inhabitants of Ruqel</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Category:Inhabitants_of_Ruqel&amp;diff=2706"/>
				<updated>2014-12-20T08:06:02Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: Created page with &amp;quot;People who live in Ruqel.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;People who live in [[Ruqel]].&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2705</id>
		<title>Teresa Irithyl</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2705"/>
				<updated>2014-12-20T08:01:59Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Characters]]&lt;br /&gt;
[[Category:Inhabitants of Ruqel]]&lt;br /&gt;
{{Person&lt;br /&gt;
| Name = Teresa Conchobhair-Irithyl&lt;br /&gt;
| Image = [[image:Teresa_irithyl.jpg|256px]]&lt;br /&gt;
| Title1 = Champion of Selûne&lt;br /&gt;
| Title2 = Champion of Ruqel&lt;br /&gt;
| Title3 = Grandmaster of the Guardians of Light&lt;br /&gt;
| Aliases = Persephone of Eveningstar&lt;br /&gt;
| BirthDate = Flamerule 15, 1360 DR&lt;br /&gt;
| Alignment = Neutral Good&lt;br /&gt;
| Religion = Selûne&lt;br /&gt;
| Allegiance = Ruqel&lt;br /&gt;
| Spouse = Teresa Irithyl&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Teresa Irithyl''' (née Conchobhair, born Flamerule 15, 1360 DR) is the head of state of Ruqel, the founder of the Guardians of Light, and a prominent champion of Selûne. Though she formally holds her political roles in equal parts with her wife, Aelynthi, most matters of state are managed by Teresa alone.&lt;br /&gt;
&lt;br /&gt;
Teresa began to manifest divine powers at an early age, often aiding in the resolution of a number of problems in and around Eveningstar. In 1374 DR, she left the village with the stated purpose of learning the reason and source of her powers. From 1374-1378, she slowly built a reputation on healing and scholarship while on the road, particularly in Silverymoon, where she is credited with helping avert a number of disasters.&lt;br /&gt;
&lt;br /&gt;
In 1378 DR, Teresa married, and she and her wife moved to the Sword Coast to establish Ruqel, where Selûnite knights gathered to support her. They built the Silver Spires and founded Ruqel there, from which she and her knighthood attempt to influence the region.&lt;br /&gt;
&lt;br /&gt;
== Childhood ==&lt;br /&gt;
Teresa is the orphan child of human traffickers in the northwestern parts of Eveningstar, her parents having used the lesser enforcement and the unruly nature of the Helmlands to run their business without being stopped by the law. Both were slain by adventurers in 1365 DR, and Teresa was brought to the Lathanderite temple in Eveningstar and left in the priests' care. As the conditions of a sale, her memory had been magically wiped, and she thus came to the temple not aware of her background or name, and selected &amp;quot;Persephone&amp;quot; as a handle there. In Eveningstar, she began and abandoned a number of studies before discovering a talent for medicine, which she quickly mastered.&lt;br /&gt;
&lt;br /&gt;
Her magical capacity was apparent from an early age, often spontaneously and unpredictably producing orisons related to the situation at hand. Her power wouldn't accelerate in growth until her teenaged years.&lt;br /&gt;
&lt;br /&gt;
== Goblin Captivity ==&lt;br /&gt;
In 1368 DR, Teresa and some of the other orphans in Eveningstar were captured by goblinkin from the Helmlands and held as forced labor and hostages for the majority of the year. The children were all ill-suited to the labor, and credited Teresa with their survival of the ordeal afterword. All of the children escaped their captivity the same year, and the Purple Dragons razed the goblins' camp shortly after.&lt;br /&gt;
&lt;br /&gt;
== Leaving Eveningstar ==&lt;br /&gt;
In 1374 DR, one of the orphans in Eveningstar was accused of murdering another over a romantic dispute. Teresa worked on the investigation and served as counsel in the trial, which the town allowed as no others would speak for the defendant. After the not-guilty verdict, Teresa withdrew from Eveningstar, and joined a troupe of adventurers briefly.&lt;br /&gt;
&lt;br /&gt;
== Early Adventuring ==&lt;br /&gt;
From 1374-5 DR, Teresa traveled with a crew of adventurers, seeking Selûnite relics through the western portions of Faerûn. No records seem to exist of their success or the fate of any found relics. The crew reportedly split up after being trapped in a cursed dollhouse, from which Teresa saved the others, but which left them uninterested in future adventures.&lt;br /&gt;
&lt;br /&gt;
== Stay in the Confederacy of the Silver Marches ==&lt;br /&gt;
=== Assistance of the Local Governments ===&lt;br /&gt;
=== The Plaguecircles ===&lt;br /&gt;
=== The Cursed Theatre Performers ===&lt;br /&gt;
=== The Great Hunt ===&lt;br /&gt;
=== Appointment as Champion of Selûne ===&lt;br /&gt;
=== Responses to the Dark Moon ===&lt;br /&gt;
&lt;br /&gt;
== Relocation to the Sword Coast ==&lt;br /&gt;
=== Work With Baldur's Gate ===&lt;br /&gt;
=== Defense of Tempus' Tears ===&lt;br /&gt;
=== Medical Scholarship ===&lt;br /&gt;
=== Controversy Over Roland Bishop ===&lt;br /&gt;
=== Founding of Ruqel ===&lt;br /&gt;
=== Founding of the Guardians of Light ===&lt;br /&gt;
=== Banestone and Defense of Beregost ===&lt;br /&gt;
=== Fighting the Red Death ===&lt;br /&gt;
=== Slaying of Kel'Nayek ===&lt;br /&gt;
=== Exposure of Sharran Kidnappings and Ritual ===&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
=== The Full Moon's Wrath ===&lt;br /&gt;
=== Cloak of Deflections ===&lt;br /&gt;
=== Ribbon of the Moonlit Path ===&lt;br /&gt;
&lt;br /&gt;
== Physical Alterations ==&lt;br /&gt;
&lt;br /&gt;
== Magical Power ==&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2704</id>
		<title>Teresa Irithyl</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Teresa_Irithyl&amp;diff=2704"/>
				<updated>2014-12-20T07:40:31Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: Created page with &amp;quot;Category:People Category:Player Characters Category:Inhabitants of Ruqel {{Person | Name = Teresa Conchobhair-Irithyl | Image = 256px ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:People]]&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Inhabitants of Ruqel]]&lt;br /&gt;
{{Person&lt;br /&gt;
| Name = Teresa Conchobhair-Irithyl&lt;br /&gt;
| Image = [[image:Teresa_irithyl.jpg|256px]]&lt;br /&gt;
| Title1 = Champion of Selûne&lt;br /&gt;
| Title2 = Champion of Ruqel&lt;br /&gt;
| Title3 = Grandmaster of the Guardians of Light&lt;br /&gt;
| Aliases = Persephone of Eveningstar&lt;br /&gt;
| BirthDate = Flamerule 15, 1360 DR&lt;br /&gt;
| Alignment = Neutral Good&lt;br /&gt;
| Religion = Selûne&lt;br /&gt;
| Allegiance = Ruqel&lt;br /&gt;
| Spouse = Teresa Irithyl&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Teresa Irithyl''' (née Conchobhair, born Flamerule 15, 1360 DR) is the head of state of Ruqel, the founder of the Guardians of Light, and a prominent champion of Selûne. Though she formally holds her political roles in equal parts with her wife, Aelynthi, most matters of state are managed by Teresa alone.&lt;br /&gt;
&lt;br /&gt;
Teresa began to manifest divine powers at an early age, often aiding in the resolution of a number of problems in and around Eveningstar. In 1374 DR, she left the village with the stated purpose of learning the reason and source of her powers. From 1374-1378, she slowly built a reputation on healing and scholarship while on the road, particularly in Silverymoon, where she is credited with helping avert a number of disasters.&lt;br /&gt;
&lt;br /&gt;
In 1378 DR, Teresa married, and she and her wife moved to the Sword Coast to establish Ruqel, where Selûnite knights gathered to support her. They built the Silver Spires and founded Ruqel there, from which she and her knighthood attempt to influence the region.&lt;br /&gt;
&lt;br /&gt;
== Childhood ==&lt;br /&gt;
Teresa is the orphan child of human traffickers in the northwestern parts of Eveningstar, her parents having used the lesser enforcement and the unruly nature of the Helmlands to run their business without being stopped by the law. Both were slain by adventurers in 1365 DR, and Teresa was brought to the Lathanderite temple in Eveningstar and left in the priests' care. As the conditions of a sale, her memory had been magically wiped, and she thus came to the temple not aware of her background or name, and selected &amp;quot;Persephone&amp;quot; as a handle there. In Eveningstar, she began and abandoned a number of studies before discovering a talent for medicine, which she quickly mastered.&lt;br /&gt;
&lt;br /&gt;
Her magical capacity was apparent from an early age, often spontaneously and unpredictably producing orisons related to the situation at hand. Her power wouldn't accelerate in growth until her teenaged years.&lt;br /&gt;
&lt;br /&gt;
== Goblin Captivity ==&lt;br /&gt;
In 1368 DR, Teresa and some of the other orphans in Eveningstar were captured by goblinkin from the Helmlands and held as forced labor and hostages for the majority of the year. The children were all ill-suited to the labor, and credited Teresa with their survival of the ordeal afterword. All of the children escaped their captivity the same year, and the Purple Dragons razed the goblins' camp shortly after.&lt;br /&gt;
&lt;br /&gt;
== Leaving Eveningstar ==&lt;br /&gt;
In 1374 DR, one of the orphans in Eveningstar was accused of murdering another over a romantic dispute. Teresa worked on the investigation and served as counsel in the trial, which the town allowed as no others would speak for the defendant. After the not-guilty verdict, Teresa withdrew from Eveningstar, and joined a troupe of adventurers briefly.&lt;br /&gt;
&lt;br /&gt;
== Early Adventuring ==&lt;br /&gt;
From 1374-5 DR, Teresa traveled with a crew of adventurers, seeking Selûnite relics through the western portions of Faerûn. No records seem to exist of their success or the fate of any found relics. The crew reportedly split up after being trapped in a cursed dollhouse, from which Teresa saved the others, but which left them uninterested in future adventures.&lt;br /&gt;
&lt;br /&gt;
== Stay in the Confederacy of the Silver Marches ==&lt;br /&gt;
=== Assistance of the Local Governments ===&lt;br /&gt;
=== The Plaguecircles ===&lt;br /&gt;
=== The Cursed Theatre Performers ===&lt;br /&gt;
=== The Great Hunt ===&lt;br /&gt;
=== Appointment as Champion of Selûne ===&lt;br /&gt;
=== Responses to the Dark Moon ===&lt;br /&gt;
&lt;br /&gt;
== Relocation to the Sword Coast ==&lt;br /&gt;
=== Work With Baldur's Gate ===&lt;br /&gt;
=== Defense of Tempus' Tears ===&lt;br /&gt;
=== Medical Scholarship ===&lt;br /&gt;
=== Controversy Over Roland Bishop ===&lt;br /&gt;
=== Founding of Ruqel ===&lt;br /&gt;
=== Founding of the Guardians of Light ===&lt;br /&gt;
=== Banestone and Defense of Beregost ===&lt;br /&gt;
=== Fighting the Red Death ===&lt;br /&gt;
=== Slaying of Kel'Nayek ===&lt;br /&gt;
=== Exposure of Sharran Kidnappings and Ritual ===&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
=== The Full Moon's Wrath ===&lt;br /&gt;
=== Cloak of Deflections ===&lt;br /&gt;
=== Ribbon of the Moonlit Path ===&lt;br /&gt;
&lt;br /&gt;
== Physical Alterations ==&lt;br /&gt;
&lt;br /&gt;
== Magical Power ==&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Template:Person&amp;diff=2703</id>
		<title>Template:Person</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Template:Person&amp;diff=2703"/>
				<updated>2014-12-20T06:53:08Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infoPane&amp;quot;&lt;br /&gt;
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{{ #if:{{{Title1|}}}|{{!}} colspan=&amp;quot;2&amp;quot; {{!}} {{{Title1}}} }}&lt;br /&gt;
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{{ #if:{{{Title2|}}}|{{!}} colspan=&amp;quot;2&amp;quot; {{!}} {{{Title2}}} }}&lt;br /&gt;
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{{ #if:{{{Allegiance|}}}|{{!}} Allegiance {{!}}{{!}} {{{Allegiance}}} }}&lt;br /&gt;
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{{ #if:{{{Spouse|}}}|{{!}} Spouse(s) {{!}}{{!}} {{{Spouse}}} }}&lt;br /&gt;
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{{ #if:{{{Children|}}}|{{!}} Children {{!}}{{!}} {{{Children}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{Source|}}}|{{!}} colspan=&amp;quot;2&amp;quot; class=&amp;quot;minor&amp;quot; {{!}} &amp;lt;hr /&amp;gt; ''Source: {{{Source}}}{{ #if: {{{Page|}}} |, p. {{{Page}}} }} }}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&lt;br /&gt;
[[Category:Content Templates]]&lt;br /&gt;
This template will display information on a location featured in ''[[A Land Far Away]]''.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
To include this template on a page, simply type the following where you want it to display. Note that ''italicized'' lines are optional. Content templates typically go at the top of pages.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Person&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 | Name = &lt;br /&gt;
 ''| Image = ''&lt;br /&gt;
 ''| Title1 = ''&lt;br /&gt;
 ''| Title2 = ''&lt;br /&gt;
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 ''| Alignment =''&lt;br /&gt;
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&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Template:Person&amp;diff=2702</id>
		<title>Template:Person</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Template:Person&amp;diff=2702"/>
				<updated>2014-12-20T06:50:16Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infoPane&amp;quot; |- {{ #if:{{{Image|}}}|{{!}} colspan=&amp;quot;2&amp;quot; {{!}} {{{Image}}} }} |- ! colspan=&amp;quot;2&amp;quot; | {{{Name}}} |- class=&amp;quot;section&amp;quot; {{ #if:{{{Title1|}}}{{{Title2|}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infoPane&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{{Name}}}&lt;br /&gt;
|- class=&amp;quot;section&amp;quot;&lt;br /&gt;
{{ #if:{{{Title1|}}}{{{Title2|}}}{{{Title3|}}}{{{Title4|}}}|! colspan=&amp;quot;2&amp;quot; {{!}} Positions Held }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{Title1|}}}|{{!}} colspan=&amp;quot;2&amp;quot; {{!}} {{{Server}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{Title2|}}}|{{!}} colspan=&amp;quot;2&amp;quot; {{!}} {{{Server}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{Title3|}}}|{{!}} colspan=&amp;quot;2&amp;quot; {{!}} {{{Server}}} }}&lt;br /&gt;
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{{ #if:{{{Title4|}}}|{{!}} colspan=&amp;quot;2&amp;quot; {{!}} {{{Server}}} }}&lt;br /&gt;
|- class=&amp;quot;section&amp;quot;&lt;br /&gt;
{{ #if:{{{Aliases|}}}{{{BirthDate|}}}{{{Alignment|}}}{{{Religion|}}}{{{Allegiance|}}}{{{Spouse|}}}{{{Children|}}}|! colspan=&amp;quot;2&amp;quot; {{!}} Personal Information }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{Aliases|}}}|{{!}} Alias(es) {{!}}{{!}} {{{Aliases}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{BirthDate|}}}|{{!}} Birth Date {{!}}{{!}} {{{BirthDate}}} }}&lt;br /&gt;
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{{ #if:{{{Alignment|}}}|{{!}} Alignment {{!}}{{!}} {{{Alignment}}} }}&lt;br /&gt;
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{{ #if:{{{Religion|}}}|{{!}} Religion {{!}}{{!}} {{{Religion}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{Allegiance|}}}|{{!}} Allegiance {{!}}{{!}} {{{Allegiance}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{Spouse|}}}|{{!}} Spouse(s) {{!}}{{!}} {{{Spouse}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{Children|}}}|{{!}} Children {{!}}{{!}} {{{Children}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{ #if:{{{Source|}}}|{{!}} colspan=&amp;quot;2&amp;quot; class=&amp;quot;minor&amp;quot; {{!}} &amp;lt;hr /&amp;gt; ''Source: {{{Source}}}{{ #if: {{{Page|}}} |, p. {{{Page}}} }} }}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&lt;br /&gt;
[[Category:Content Templates]]&lt;br /&gt;
This template will display information on a location featured in ''[[A Land Far Away]]''.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
To include this template on a page, simply type the following where you want it to display. Note that ''italicized'' lines are optional. Content templates typically go at the top of pages.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Person&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 | Name = &lt;br /&gt;
 ''| Image = ''&lt;br /&gt;
 ''| Title1 = ''&lt;br /&gt;
 ''| Title2 = ''&lt;br /&gt;
 ''| Title3 = ''&lt;br /&gt;
 ''| Title4 = ''&lt;br /&gt;
 ''| Aliases =''&lt;br /&gt;
 ''| BirthDate = ''&lt;br /&gt;
 ''| Alignment =''&lt;br /&gt;
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&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Teresa_irithyl.jpg&amp;diff=2701</id>
		<title>File:Teresa irithyl.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Teresa_irithyl.jpg&amp;diff=2701"/>
				<updated>2014-12-20T06:34:25Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: Portrait of Teresa Irithyl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Portrait of Teresa Irithyl&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2699</id>
		<title>Crew of the Queen Robyn</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2699"/>
				<updated>2014-12-06T06:32:59Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: Add Yusef to the ship's canon, also kid and T-Eyes are group members&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:009 Player Group]]{{Player_Group&lt;br /&gt;
| Name = Crew of the Queen Robyn&lt;br /&gt;
| Server = [[Moonshae_Isles_(Server)|Moonshaes]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=401 Here]&lt;br /&gt;
| PlayTime1 = [http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&amp;amp;p1=142&amp;amp;iso=20141102T14&amp;amp;msg=Crew%20of%20the%20Queen%20Robyn%20Session&amp;amp;ah=3 2:00pm-5:00pm U.S. Central Sundays]&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any non-Evil&lt;br /&gt;
| Alignment = Any non-Evil&lt;br /&gt;
| Allegiance = Queen [[Alicia Kendrick]]&lt;br /&gt;
| Levels = 2-5 (allowing 1-7; levels 1-3 encouraged to do static content between sessions)&lt;br /&gt;
| DMs = [[User:Zelknolf|Zelknolf]]&lt;br /&gt;
| PlayerLead = [[User:Rumple_c|Rumple_C]]&lt;br /&gt;
| Members = Witchdoctor, Causk, Orangetree, SwordSaintMusashi, shad0wfax, kid, T-Eyes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Crew of the Queen Robyn is a player group operating on Fridays on Moonshaes, with plot centered on seafaring intrigue in the service of Queen Alicia Kendrick. The premise of the campaign is that all of the player characters are privateers, and joining the campaign involves being recruited to serve on The Queen Robyn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign-Specific Canon ==&lt;br /&gt;
=== The Queen Robyn ===&lt;br /&gt;
The Queen Robyn is the ship that the group currently sails on. It is a two-masted caravel outfitted for war. Its previous crew died mysteriously after the ship spent years being missing, but returned to active service of the queen in 1381. It was named for the mother of the current queen Alicia. It is currently captained by a southern man named Yusef, of whom little is known publically.&lt;br /&gt;
&lt;br /&gt;
=== The White Hook ===&lt;br /&gt;
The White Hook was a gang of slavers local to the Moonshaes, having fifteen members who have writs of capias on them. They, however, are well armed, discreet, and mobile. One might assume that they have ships to their name, but none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
Captain Yusef of the Queen Robyn was charged with their capture in 1381 DR. The gang was broken, all members captured or killed, in Eleint of the same year.&lt;br /&gt;
&lt;br /&gt;
=== The Sahuagin of Snowdown ===&lt;br /&gt;
Late in 1381 DR, the Queen Robyn was assigned to damage the sahuagin threat in the territory near Snowdown Island until trade could enter and exit the port of Westphal with levels of risk that they knew the previous year.&lt;br /&gt;
&lt;br /&gt;
The crew's initial efforts were disastrous, resulting in the loss and dessertion of many of the crew's members. After regrouping and recruiting, the crew managed to make an alliance with a merchant ship of dubious reputation-- The Black Scale-- and destroyed a number of sahuagin who seemed to be responsible for information gathering. Assaults after were uncoordinated and significantly blunted compared to before.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51153 Roll Call]: Players may introduce their characters here.&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51154 The Story so Far]: A recap of events so far.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2698</id>
		<title>Crew of the Queen Robyn</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2698"/>
				<updated>2014-12-06T06:30:13Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: Modifying the sahuagin arc to mention that the fishmen are thwarted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:009 Player Group]]{{Player_Group&lt;br /&gt;
| Name = Crew of the Queen Robyn&lt;br /&gt;
| Server = [[Moonshae_Isles_(Server)|Moonshaes]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=401 Here]&lt;br /&gt;
| PlayTime1 = [http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&amp;amp;p1=142&amp;amp;iso=20141102T14&amp;amp;msg=Crew%20of%20the%20Queen%20Robyn%20Session&amp;amp;ah=3 2:00pm-5:00pm U.S. Central Sundays]&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any non-Evil&lt;br /&gt;
| Alignment = Any non-Evil&lt;br /&gt;
| Allegiance = Queen [[Alicia Kendrick]]&lt;br /&gt;
| Levels = 2-5 (allowing 1-7; levels 1-3 encouraged to do static content between sessions)&lt;br /&gt;
| DMs = [[User:Zelknolf|Zelknolf]]&lt;br /&gt;
| PlayerLead = [[User:Rumple_c|Rumple_C]]&lt;br /&gt;
| Members = Witchdoctor, Causk, Orangetree, SwordSaintMusashi, shad0wfax&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Crew of the Queen Robyn is a player group operating on Fridays on Moonshaes, with plot centered on seafaring intrigue in the service of Queen Alicia Kendrick. The premise of the campaign is that all of the player characters are privateers, and joining the campaign involves being recruited to serve on The Queen Robyn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign-Specific Canon ==&lt;br /&gt;
=== The Queen Robyn ===&lt;br /&gt;
The Queen Robyn is the ship that the group currently sails on. It is a two-masted caravel outfitted for war. Its previous crew died mysteriously after the ship spent years being missing, but returned to active service of the queen in 1381. It was named for the mother of the current queen Alicia.&lt;br /&gt;
&lt;br /&gt;
=== The White Hook ===&lt;br /&gt;
The White Hook was a gang of slavers local to the Moonshaes, having fifteen members who have writs of capias on them. They, however, are well armed, discreet, and mobile. One might assume that they have ships to their name, but none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
Captain Yusef of the Queen Robyn was charged with their capture in 1381 DR. The gang was broken, all members captured or killed, in Eleint of the same year.&lt;br /&gt;
&lt;br /&gt;
=== The Sahuagin of Snowdown ===&lt;br /&gt;
Late in 1381 DR, the Queen Robyn was assigned to damage the sahuagin threat in the territory near Snowdown Island until trade could enter and exit the port of Westphal with levels of risk that they knew the previous year.&lt;br /&gt;
&lt;br /&gt;
The crew's initial efforts were disastrous, resulting in the loss and dessertion of many of the crew's members. After regrouping and recruiting, the crew managed to make an alliance with a merchant ship of dubious reputation-- The Black Scale-- and destroyed a number of sahuagin who seemed to be responsible for information gathering. Assaults after were uncoordinated and significantly blunted compared to before.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51153 Roll Call]: Players may introduce their characters here.&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51154 The Story so Far]: A recap of events so far.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=The_Vilquari&amp;diff=2697</id>
		<title>The Vilquari</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=The_Vilquari&amp;diff=2697"/>
				<updated>2014-12-06T06:21:11Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:003 Player Group]]{{Player_Group&lt;br /&gt;
| Name = The Vilquari&lt;br /&gt;
| Server = [[The_Silver_Marches_(Server)|The Silver Marches]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=387 Here]&lt;br /&gt;
| PlayTime1 = Inactive&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any &lt;br /&gt;
| Alignment = Any &lt;br /&gt;
| Allegiance = Any&lt;br /&gt;
| Levels = 6+&lt;br /&gt;
| DMs = [[User:Ronan|Ronan]]&lt;br /&gt;
| PlayerLead = Brokenbone&lt;br /&gt;
| Members = Kmj2587, jmecha, Regas, Mikayla, loulabelle, oldgrayrogue, puny, occasional guests&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Vilquari is the name of a player group operating on Sundays on [[The_Silver_Marches_(Server)|The Silver Marches]], with plot centered on the initial party's sale into servitude, a period of mysterious experimentation and the machinations of the [[Mind Flayer|Illithid]] race, as mostly represented through a principal antagonist,  Alator the Twice Exiled, Survivor of Glyth and Loretaker of Oryndol. The premise of the campaign involves mystery, the [[Underdark]], great travels and the fate of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Campaign-Specific Canon =&lt;br /&gt;
&lt;br /&gt;
== People and Creatures ==&lt;br /&gt;
=== Coinlad (Soubar) ===&lt;br /&gt;
If you need to test a newly researched divination to go deeper than a Detect Thoughts, and a possible side effect is utterly devouring the subject's mind, and if you cannot find a hobo or teen runaway, at least turn your mind to other hourly help.&lt;br /&gt;
&lt;br /&gt;
=== Dunaan ===&lt;br /&gt;
A dwarf of Kanaglym who was fortunate enough not to drink of Styx water, but unfortunate enough to be shepherded out of Kanaglym with many memory impaired peers by an illithid called the Xanict, hundreds of years ago.  Dunaan left a trail of clues in the form of written-on bricks, but also living metal articles intended to help show the way towards wherever the survivors of Kanaglym were being marched to.  These at minimum included a morningstar, a shield bearing Dunaan's family crest, but also a rapier made more in a drow-elvish style, but apparently of a living metal somehow charmed by Dunaan to still point the way to his people.  Dunaan ultimately planted seeds of revolution which the population of Xanictoll nurtured in secret for generations, his gloried death was reportedly met in hand to hand combat with the original Xanict, who also met his end in that fight.  The folk of Xanictoll seemed to grant a title of &amp;quot;the Dunaan&amp;quot; to a PC party dwarf, Golinar Goldforge, who helped inspire them to revolution leading to Xanictoll's drowning, as he and his main associate, another dwarf by name of Gwylla, had no end of living metal articles between them, inclusive of Dunaan's shield.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
Violent, greedy, xenophobic drunks with severely underdeveloped social skills with which the party sometimes ally until the dwarves realize it is probably a better idea to axe or hammer everyone severely.  They seem to specialize in building, then tragically losing hopeless lost cities such as Kanaglym or Delzoun, or waiting it out in intact settlements until the naturally desirable state of their becoming monster and treasure infested ruins comes to pass.  Also some dwarves have demonstrated tentacle growth (as substitute limbs in the prime material, or as beard material in the realm of Shadow) as part of Vilquari related experimentation or fear-phantasms as the case may be.  &lt;br /&gt;
&lt;br /&gt;
=== Fake Alator ===&lt;br /&gt;
His accent and head-tats marked him as a Thayan, though he didn't wear the red of the feared Red Wizards of Thay. He had all the other markings of that order however: evil, a fondness of experimenting on slaves, and a feared reputation as a spellcaster. He was seemingly responsible for the deaths of dozens of slaves in some form of arcane experiment. Some of those who didn't die might've been successes (Zakresh?), while others were less so (the dwarfacle). Whether or not he experimented on the party is unclear.  His bark seemed louder than his bite when he unleashed his ultimate power on the party: Summon I. His recovered spellbook confirmed that he did in fact suck at magic. Maybe he was just posing as Alator, for reasons unknown? Or maybe the whole gig with Alator as a powerful wizard was a lie? We may not ever know, as Serene splattered his brains all over a cave floor.  Deceased.&lt;br /&gt;
&lt;br /&gt;
=== Skadi ===&lt;br /&gt;
Is she a wolf?  Is she a dog?  She might be both, an animal companion to Njall.  Her secret identity is Clue Dog, if the party blows every lead on an adventure, sometimes Clue Dog will perk up and start sniffing towards a resolution to a mystery just like Scooby Doo.  Her accuracy is probably lower than Scooby Doo however, she has been dumb enough to try to fetch a bone which was attached to an animated skeleton who was lurking in a ruin with twenty other skeletal comrades.  Cast your lot with Clue Dog and sometimes it works out, sometimes it doesn't.  Shameful for a party with two divination-capable casters.&lt;br /&gt;
&lt;br /&gt;
=== Ulatoth ===&lt;br /&gt;
A mind flayer pyrokineticist known for both its oversight of a Xanictoll smelting-works and foundry involved in the production of living metal, as well as its ferocity as an enforcer of the Xanict's will.  Also known for a sizeable ruby worn in its forehead, determined to amplify the ability of a psion to manifest flame-related power, but the ruby burns a bearer terribly if coaxed into use.  Deceased.&lt;br /&gt;
&lt;br /&gt;
=== Xanict, the ===&lt;br /&gt;
A mind flayer title given to the highest authority in Xanictoll, last holder of the office of Xanict was the illithid named Yantith, known for a beljuril worn in his forehead.  Also known to be a prolific author, for the rare non-illithid able to read Qualith script.  Deceased.&lt;br /&gt;
&lt;br /&gt;
=== Zakresh the Half-Orc ===&lt;br /&gt;
Big, strong, charismatic, intelligent. Either he took some curious dump stats, or he's not the product of a 32 point-buy. Maybe the DM cheated, or Alator's experimentation succeeded? Either way he was the de-facto boss of the lair of experiments and slaves. You saw everyone except Alator take orders from him. He seemed to hold the late wizard (Fake Alator) in very high regard, often boasting of the &amp;quot;gifts&amp;quot; bestowed upon him. Zak was deeply evil, yet always loyal to Alator.  Last seen getting stabbed through the heart by one of Brella's pirates.  Deceased.&lt;br /&gt;
&lt;br /&gt;
=== Zardoz ===&lt;br /&gt;
A barbarian so savage he didn't even have clothing, his mustache alone oozed machismo enough to keep him safe(ish).  One of the initial Vilquari prisoners, played by paazin until Zardoz's mysterious journeying off into the sunset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
=== Xanictoll ===&lt;br /&gt;
Xanictoll was what appeared to be an island town in the Underdark upon Great Void Lake.  The town's majority of inhabitants were [[Dwarf|dwarven]] survivors of the lost city of Kanaglym, and a fairly large number of humans as well.  The leadership though was more notable, as all the citizens were overseen by a small cadre of Illithid &amp;quot;teachers&amp;quot; organized by a chief local authority, an Illithid carrying the title of &amp;quot;Xanict&amp;quot; or the Singer.  Apparently this title was respecting a past Xanict acting much like a Pied Piper figure, luring memory-impaired dwarves from the city of Kanaglym, which fell on hard times after its wells started running with memory erasing Styx waters.  The most recent Xanict, by name of Yantith, was killed by the Vilquari party after incitement of a revolution of the citizenry invoking the memory of a cultural hero of Kanaglym, but not before Yantith could activate a Netherese device which turned out to control the island in the manner of a Netherese flying city (in this case more a floating city), condemning the town to sink beneath the surface of Great Void Lake.  The party and thousands of Xanictoll survivors fled through a local portal during the submersion process, to the Underdark ruins of Delzoun beneath the Silver Marches region.&lt;br /&gt;
&lt;br /&gt;
== Things ==&lt;br /&gt;
=== Adamantine Chain Shirt, Sized for Frost Giant ===&lt;br /&gt;
If killing a traditional enemy of the dwarves and finding eighty pounds of the remarkable metal adamantine, do not be surprised if well inclined dwarves are prepared to trade with you such that at least a few weapons might be made of such a trove.  Feel free however to drag your feet until the local King really dislikes you, you're all but banished from the city, the adamantine is left behind and nothing of value was received for it.  It is not as if you will be fighting highly damage resistant golems put onto the battlefield by the illithid a short while later, will you?&lt;br /&gt;
&lt;br /&gt;
=== (The) Hungry C*nt AKA Nusemne ===&lt;br /&gt;
The Hungry C*nt was a sailing vessel, captained by a bloodthirsty and acknowledged to be psychotic pirate captain who went by the name of Brella Wetblade.  Apparently the vessel was named after her.  An initial encounter with the Vilquari adventurers saw her nearly captured on a beach, after an escape, a more definitive sea battle saw both Brella and the adventurer party need to chase her to the sea floor with waterbreathing magic.  A school of sharks drawn by the fight helped end the captain, the ship was taken as a war-prize and renamed the Nusemne.  The elves of the party claimed this translated from Elvish as &amp;quot;daugher of the changing tides&amp;quot;, much more pleasant than its prior name.  The present whereabouts of the ship are unknown to the party, as it had been crewed, captained and maintained by the Thessans while the party was off adventuring and doing portal travel through the Underdark.&lt;br /&gt;
&lt;br /&gt;
=== Living Metal ===&lt;br /&gt;
A remarkable special material, steel that does not corrode or oxidize, and bends, chips, cracks etc. are known to miraculously heal themselves over time.  A particular &amp;quot;recipe&amp;quot; for Living Metal articles originating in Kanaglym appears not to have died out with most of the rest of the knowledge of that lost city, but to have been picked up by the illithid loretakers (such as the Xanict) who went on to establish Xanictoll, which became a major production center for this material.  Some very old Living Metal items appear to have been created by the Kanaglym dwarf named Dunaan, later known to Xanictoll's dwarves and humans as &amp;quot;The Dunaan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Wands ===&lt;br /&gt;
Bamshogbo is known to carve wands of Chultan blackwood found at great expense in larger markets, carving intricate maze-like patterns upon them as if to encapsulate, capture, and corral the spells imbued within, until released from such a &amp;quot;maze&amp;quot; through a command word.  The party goes through wands like toilet paper, if wondering at the lack of dramatic amounts of permanent magical gear, check all pockets for consumables and say &amp;quot;right, dozen or more wands stashed around the party explains some of the survival here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Concepts ==&lt;br /&gt;
=== Argos' Wild Theories ===&lt;br /&gt;
If a wild theory is being discussed by the party about the nature of Alator's experimentation, the Vilquari known or unknown, the alien thought processes of the aberrant illithid, who may or may not be trusted, what can really be *known* regarding the Unbroken Circle of Zerthimon, the wild theory probably originated with Argos.&lt;br /&gt;
&lt;br /&gt;
=== Cackling ===&lt;br /&gt;
The only way Aseel Bladesmile is known to laugh.&lt;br /&gt;
&lt;br /&gt;
=== Great Gift, the ===&lt;br /&gt;
Bamshogbo is known to frequently call upon the power of Ubtao in a way he calls the &amp;quot;Great Gift.&amp;quot;  In this fashion, Bamshogbo serves as a conduit of divine energy, filling the area around him with power that aids the living and saps the undead.  In other words, Sacred Purification feat usage, AKA healbombs.&lt;br /&gt;
&lt;br /&gt;
=== Njall's Libido ===&lt;br /&gt;
Star of many turns of the ranger Njall's lecherous sense of humour.&lt;br /&gt;
&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
There is no faster way to seal your fate than to be an NPC prisoner of the Vilquari, typically submitting to the Vilquari in combat results in a grotesque, humorous or senseless death within minutes, typically before any information useful to the campaign's intrigues is possible.  Zakresh, Brella, Verron, Amelia, Ronald... we hardly knew ye.  All right, some lived in captivity for a short time at least, but typically with better NPC caretaking and prisoner-housing infrastructure than the Vilquari party is able to provide.  All prisoners deceased, although we're not so sure about Amelia.&lt;br /&gt;
&lt;br /&gt;
=== Qualith ===&lt;br /&gt;
Qualith is the native language of the Illithid. It is a written-only language that is similar to braille. It stores slight amounts of latent psionic energy when written and those running their fingers over it recieve these impressions. Understanding Qualith is equal parts understanding the writing and the psionic imprints. Qualith is known only to Illithid and the most diligent of scholars. Writing instruments capable of recording Qualith found in the campaign so far look like a pointed, elongated and discolored spike of bone.&lt;br /&gt;
&lt;br /&gt;
=== Vilquari ===&lt;br /&gt;
Vilquar was the name of a famous traitor to the [[Gith]] race, the Vilquari are those deemed resembling Vilquar.  A term used by a [[Githzerai]] associate of the party to describe the corrupted or tainted state of most PC party members or the varied agents being pursued by same.  This Vilquari title is not an honored title nor one the group has adopted for themselves as if organizing themselves with a company name.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Ruqel&amp;diff=2696</id>
		<title>Ruqel</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Ruqel&amp;diff=2696"/>
				<updated>2014-12-01T06:33:36Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: // the other deities in Argentil are also sometimes worshipped in Ruqel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Locations on Baldur's Gate]]&lt;br /&gt;
{{Location&lt;br /&gt;
| Image = [[Image:Area_Ruqel.jpg|256px]]&lt;br /&gt;
| Name = Ruqel&lt;br /&gt;
| Server = [[Baldur's Gate (Server)|Baldur's Gate]]&lt;br /&gt;
| Region = The [[Sword Coast]]&lt;br /&gt;
| Languages = Common, Celestial&lt;br /&gt;
| Races = Human (97%), Elf (1%), Dwarf (1%), Planetouched (1%)&lt;br /&gt;
| Religion = [[Selûne]], [[Shaundakul]], [[Finder Wyvernspur]], [[Brightwater]], [[Seldarine]]&lt;br /&gt;
| Population = Approx. 300&lt;br /&gt;
| Imports = Grain&lt;br /&gt;
| Exports = Weapons&lt;br /&gt;
| Currency = Precious metals&lt;br /&gt;
| Alignment = Any good&lt;br /&gt;
| Allegiance = n/a&lt;br /&gt;
| Government = Theocracy (Selûnite)&lt;br /&gt;
| Head of State = Champion&lt;br /&gt;
| Leader1 = [[Teresa Irithyl]]&lt;br /&gt;
| Head of Government = High Moonmaiden&lt;br /&gt;
| Leader2 = [[Aelynthi Irithyl]]&lt;br /&gt;
| Established = 1379 DR&lt;br /&gt;
| Inhabitants = false&lt;br /&gt;
| Locations = false&lt;br /&gt;
| Organizations = false&lt;br /&gt;
| Settlements = false&lt;br /&gt;
| Source = ALFA Canon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ruqel is a small state built on the Way of the Lion, primarily serving to govern and support the dominant temple in the area, The Silver Spires, and the [[Guardians of Light]] living there. It holds alliance with [[Candlekeep]] and has a large transient population of people camping in the shadow of the temple, either on the way to or from Candlekeep, though its sovereignty is not universally recognized.&lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
The state takes its name from the [[Celestial]] word for Hope, due to its large proportion of Celestial-speaking inhabitants.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruqel grew through planned construction, and its permanent residents are primarily orphans, pilgrims, and members of the Guardians of Light. The temple was built in the span of DR 1378-9, with surrounding structures being built independently shortly after.&lt;br /&gt;
&lt;br /&gt;
As the claim was placed on otherwise-unclaimed land, the state's founding includes only a handful of skirmishes with the local giantkin, who were routed in the first year of occupation.&lt;br /&gt;
&lt;br /&gt;
== Geography, Climate, and Environment ==&lt;br /&gt;
Ruqel is built on the [[Way of the Lion]], and is on the border between a temperate rainforest, the [[Cloakwood]] to the north and rugged hills to the south. The developed territory in between demonstrates some traits of both of these regions.&lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
The dominant race living in Ruqel is human, with the dominant religion among permanent residents being the worship of Selûne.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BG Locations}}&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2695</id>
		<title>Crew of the Queen Robyn</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2695"/>
				<updated>2014-11-03T19:56:20Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:009 Player Group]]{{Player_Group&lt;br /&gt;
| Name = Crew of the Queen Robyn&lt;br /&gt;
| Server = [[Moonshae_Isles_(Server)|Moonshaes]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=401 Here]&lt;br /&gt;
| PlayTime1 = [http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&amp;amp;p1=142&amp;amp;iso=20141102T14&amp;amp;msg=Crew%20of%20the%20Queen%20Robyn%20Session&amp;amp;ah=3 2:00pm-5:00pm U.S. Central Sundays]&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any non-Evil&lt;br /&gt;
| Alignment = Any non-Evil&lt;br /&gt;
| Allegiance = Queen [[Alicia Kendrick]]&lt;br /&gt;
| Levels = 2-5 (allowing 1-7; levels 1-3 encouraged to do static content between sessions)&lt;br /&gt;
| DMs = [[User:Zelknolf|Zelknolf]]&lt;br /&gt;
| PlayerLead = [[User:Rumple_c|Rumple_C]]&lt;br /&gt;
| Members = Witchdoctor, Causk, Orangetree, SwordSaintMusashi, shad0wfax&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Crew of the Queen Robyn is a player group operating on Fridays on Moonshaes, with plot centered on seafaring intrigue in the service of Queen Alicia Kendrick. The premise of the campaign is that all of the player characters are privateers, and joining the campaign involves being recruited to serve on The Queen Robyn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign-Specific Canon ==&lt;br /&gt;
=== The Queen Robyn ===&lt;br /&gt;
The Queen Robyn is the ship that the group currently sails on. It is a two-masted caravel outfitted for war. Its previous crew died mysteriously after the ship spent years being missing, but returned to active service of the queen in 1381. It was named for the mother of the current queen Alicia.&lt;br /&gt;
&lt;br /&gt;
=== The White Hook ===&lt;br /&gt;
The White Hook was a gang of slavers local to the Moonshaes, having fifteen members who have writs of capias on them. They, however, are well armed, discreet, and mobile. One might assume that they have ships to their name, but none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
Captain Yusef of the Queen Robyn was charged with their capture in 1381 DR. The gang was broken, all members captured or killed, in Eleint of the same year.&lt;br /&gt;
&lt;br /&gt;
=== The Sahuagin of Snowdown ===&lt;br /&gt;
Late in 1381 DR, the Queen Robyn was assigned to damage the sahuagin threat in the territory near Snowdown Island until trade could enter and exit the port of Westphal with levels of risk that they knew the previous year.&lt;br /&gt;
&lt;br /&gt;
The crew's initial efforts were disastrous, resulting in the loss and dessertion of many of the crew's members. Of the crew who joined the ship's recomission, only Yusef and Remmy remain, and the sahuagin continue to sack ships in the south eastern portions of the Moonshaes.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51153 Roll Call]: Players may introduce their characters here.&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51154 The Story so Far]: A recap of events so far.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2693</id>
		<title>Crew of the Queen Robyn</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2693"/>
				<updated>2014-10-30T05:45:07Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:009 Player Group]]{{Player_Group&lt;br /&gt;
| Name = Crew of the Queen Robyn&lt;br /&gt;
| Server = [[Moonshae_Isles_(Server)|Moonshaes]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=401 Here]&lt;br /&gt;
| PlayTime1 = [http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&amp;amp;p1=142&amp;amp;iso=20141102T14&amp;amp;msg=Crew%20of%20the%20Queen%20Robyn%20Session&amp;amp;ah=3 2:00pm-5:00pm U.S. Central Sundays]&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any non-Evil&lt;br /&gt;
| Alignment = Any non-Evil&lt;br /&gt;
| Allegiance = Queen [[Alicia Kendrick]]&lt;br /&gt;
| Levels = 1-3&lt;br /&gt;
| DMs = [[User:Zelknolf|Zelknolf]], [[User:Foambats4all|FoamBats4All]]&lt;br /&gt;
| PlayerLead = [[User:Rumple_c|Rumple_C]]&lt;br /&gt;
| Members = Witchdoctor, Kiyoti, Xanthea, fearman182&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Crew of the Queen Robyn is a player group operating on Fridays on Moonshaes, with plot centered on seafaring intrigue in the service of Queen Alicia Kendrick. The premise of the campaign is that all of the player characters are privateers, and joining the campaign involves being recruited to serve on The Queen Robyn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign-Specific Canon ==&lt;br /&gt;
=== The Queen Robyn ===&lt;br /&gt;
The Queen Robyn is the ship that the group currently sails on. It is a two-masted caravel outfitted for war. Its previous crew died mysteriously after the ship spent years being missing, but returned to active service of the queen in 1381. It was named for the mother of the current queen Alicia.&lt;br /&gt;
&lt;br /&gt;
=== The White Hook ===&lt;br /&gt;
The White Hook is a gang of slavers local to the Moonshaes, having fifteen members who have writs of capias on them. They, however, are well armed, discreet, and mobile. One might assume that they have ships to their name, but none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
Captain Yusef of the Queen Robyn was charged with their capture in 1381 DR. The gang was broken, all members captured or killed, in Eleint of the same year.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51153 Roll Call]: Players may introduce their characters here.&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51154 The Story so Far]: A recap of events so far.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2692</id>
		<title>Crew of the Queen Robyn</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2692"/>
				<updated>2014-10-18T15:44:52Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:009 Player Group]]{{Player_Group&lt;br /&gt;
| Name = Crew of the Queen Robyn&lt;br /&gt;
| Server = [[Moonshae_Isles_(Server)|Moonshaes]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=401 Here]&lt;br /&gt;
| PlayTime1 = [http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&amp;amp;p1=142&amp;amp;iso=20141024T19&amp;amp;msg=Crew%20of%20the%20Queen%20Robyn%20Session&amp;amp;ah=3 7:00pm-10:00pm U.S. Central Fridays]&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any non-Evil&lt;br /&gt;
| Alignment = Any non-Evil&lt;br /&gt;
| Allegiance = Queen [[Alicia Kendrick]]&lt;br /&gt;
| Levels = 1-3&lt;br /&gt;
| DMs = [[User:Zelknolf|Zelknolf]], [[User:Foambats4all|FoamBats4All]]&lt;br /&gt;
| PlayerLead = [[User:Rumple_c|Rumple_C]]&lt;br /&gt;
| Members = Witchdoctor, Kiyoti, Xanthea, fearman182&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Crew of the Queen Robyn is a player group operating on Fridays on Moonshaes, with plot centered on seafaring intrigue in the service of Queen Alicia Kendrick. The premise of the campaign is that all of the player characters are privateers, and joining the campaign involves being recruited to serve on The Queen Robyn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign-Specific Canon ==&lt;br /&gt;
=== The Queen Robyn ===&lt;br /&gt;
The Queen Robyn is the ship that the group currently sails on. It is a two-masted caravel outfitted for war. Its previous crew died mysteriously after the ship spent years being missing, but returned to active service of the queen in 1381. It was named for the mother of the current queen Alicia.&lt;br /&gt;
&lt;br /&gt;
=== The White Hook ===&lt;br /&gt;
The White Hook is a gang of slavers local to the Moonshaes, having fifteen members who have writs of capias on them. They, however, are well armed, discreet, and mobile. One might assume that they have ships to their name, but none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
Captain Yusef of the Queen Robyn was charged with their capture in 1381 DR. The gang was broken, all members captured or killed, in Eleint of the same year.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51153 Roll Call]: Players may introduce their characters here.&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51154 The Story so Far]: A recap of events so far.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Infestation_Quests&amp;diff=2690</id>
		<title>Infestation Quests</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Infestation_Quests&amp;diff=2690"/>
				<updated>2014-09-21T22:44:07Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warning: This article is about a feature which is currently under development. While this information may be used to prepare build for future releases, the ACR must be updated for anything listed to become functional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Infestation quests are quests which are provided as a generic framework from the ACR. The DM team of a server may specify an area or series of areas as &amp;quot;infested&amp;quot; with some sort of creature, and these creatures will expand and displace the typical group spawns of all of those areas for as long as their numbers sustain.&lt;br /&gt;
&lt;br /&gt;
Infestations are limited in their spread by builder specification, and follow existing area transitions. The DM team may stop an infestation arbitrarily.&lt;br /&gt;
&lt;br /&gt;
==Build Specifications==&lt;br /&gt;
If any area or waypoint should not be affected by infestation code, it should have a local int set on it, called ACR_QST_MAX_INFESTATION and set to -1. Infestations will also not pass through these areas. So, for example, if a town's surface is set as unable to be infested, an infestation outside the town won't raid the town's sewers (unless they have an area transition to the town's exterior).&lt;br /&gt;
&lt;br /&gt;
If any area of waypoint should have a maximum infestation tier allowed, it should have a local int set on it, called ACR_QST_MAX_INFESTATION and set to the maximum tier. It is important to note that setting every waypoint in an area to a max tier will not alter the state of the area. For example, an area which is set to tier 4 but only contains tier 1 waypoints will only spawn tier 1 infestations, but can be bordered by tier 5 areas, leading to PCs who find the gradient of challenge ratings extremely difficult.&lt;br /&gt;
&lt;br /&gt;
As a recommendation for playability, major roads should have a max infestation tier of 1, and minor roads a max infestation tier of 2.&lt;br /&gt;
&lt;br /&gt;
==Infestation Spread==&lt;br /&gt;
Fecundity of infestations is defined at creation and is adjustable. However, it is generally expected that infestations will attempt to spread such that there is at most a one-tier difference in the infestation strength across any given area transition.&lt;br /&gt;
&lt;br /&gt;
If, for example, we had an infestation which grew at a rate of 1/day with a maximum tier of 3...&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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! colspan=&amp;quot;5&amp;quot; | Day 5:&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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! colspan=&amp;quot;5&amp;quot; | Day 9:&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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! colspan=&amp;quot;5&amp;quot; | Day 13:&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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! colspan=&amp;quot;5&amp;quot; | Day 14:&lt;br /&gt;
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... that is, you expect infestations to &amp;quot;crawl&amp;quot; over whatever land mass they're placed on, with things getting densest and toughest in the places farthest from the front line, which isn't necessarily where the infestation starts.&lt;br /&gt;
&lt;br /&gt;
==Maintenance and Cleanup==&lt;br /&gt;
If an infestation ever becomes unmanageable or otherwise unresponsive, you can find the infestation's data on the host's disk, inside of the NWN2 user's Documents/Neverwinter Nights 2/QuestResources/ directory. Therein are XML files, each one representing one active infestation on the server and having the name picked by the DM who created it. The infestation can be removed by deleting the file and then restarting nwn2server.exe.&lt;br /&gt;
&lt;br /&gt;
Infestations are saved as XML, and thus may be edited with any plain text editor. Edits made to infestations in this manner will not be read by the server until nwn2server.exe is restarted.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Infestation_Quests&amp;diff=2689</id>
		<title>Infestation Quests</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Infestation_Quests&amp;diff=2689"/>
				<updated>2014-09-21T22:34:47Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warning: This article is about a feature which is currently under development. While this information may be used to prepare build for future releases, the ACR must be updated for anything listed to become functional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Infestation quests are quests which are provided as a generic framework from the ACR. The DM team of a server may specify an area or series of areas as &amp;quot;infested&amp;quot; with some sort of creature, and these creatures will expand and displace the typical group spawns of all of those areas for as long as their numbers sustain.&lt;br /&gt;
&lt;br /&gt;
Infestations are limited in their spread by builder specification, and follow existing area transitions. The DM team may stop an infestation arbitrarily.&lt;br /&gt;
&lt;br /&gt;
==Build Specifications==&lt;br /&gt;
If any area or waypoint should not be affected by infestation code, it should have a local int set on it, called ACR_QST_MAX_INFESTATION and set to -1. Infestations will also not pass through these areas. So, for example, if a town's surface is set as unable to be infested, an infestation outside the town won't raid the town's sewers (unless they have an area transition to the town's exterior).&lt;br /&gt;
&lt;br /&gt;
If any area of waypoint should have a maximum infestation tier allowed, it should have a local int set on it, called ACR_QST_MAX_INFESTATION and set to the maximum tier. It is important to note that setting every waypoint in an area to a max tier will not alter the state of the area. For example, an area which is set to tier 4 but only contains tier 1 waypoints will only spawn tier 1 infestations, but can be bordered by tier 5 areas, leading to PCs who find the gradient of challenge ratings extremely difficult.&lt;br /&gt;
&lt;br /&gt;
As a recommendation for playability, major roads should have a max infestation tier of 1, and minor roads a max infestation tier of 2.&lt;br /&gt;
&lt;br /&gt;
==Infestation Spread==&lt;br /&gt;
Fecundity of infestations is defined at creation and is adjustable. However, it is generally expected that infestations will attempt to spread such that there is at most a one-tier difference in the infestation strength across any given area transition.&lt;br /&gt;
&lt;br /&gt;
If, for example, we had an infestation which grew at a rate of 1/day with a maximum tier of 3...&lt;br /&gt;
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... that is, you expect infestations to &amp;quot;crawl&amp;quot; over whatever land mass they're placed on, with things getting densest and toughest in the places farthest from the front line, which isn't necessarily where the infestation starts.&lt;br /&gt;
&lt;br /&gt;
==Maintenance and Cleanup==&lt;br /&gt;
If an infestation ever becomes unmanageable or otherwise unresponsive, you can find the infestation's data on the host's disk, inside of the NWN2 user's Documents/Neverwinter Nights 2/QuestResources/ directory, and then restarting nwn2server.exe.&lt;br /&gt;
&lt;br /&gt;
Infestations are saved as XML, and thus may be edited with any plain text editor. Edits made to infestations in this manner will not be read by the server until nwn2server.exe is restarted.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Infestation_Quests&amp;diff=2688</id>
		<title>Infestation Quests</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Infestation_Quests&amp;diff=2688"/>
				<updated>2014-09-21T22:32:41Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: starting article on infestations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warning: This article is about a feature which is currently under development. While this information may be used to prepare build for future releases, the ACR must be updated for anything listed to become functional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Infestation quests are quests which are provided as a generic framework from the ACR. The DM team of a server may specify an area or series of areas as &amp;quot;infested&amp;quot; with some sort of creature, and these creatures will expand and displace the typical group spawns of all of those areas for as long as their numbers sustain.&lt;br /&gt;
&lt;br /&gt;
Infestations are limited in their spread by builder specification, and follow existing area transitions. The DM team may stop an infestation arbitrarily.&lt;br /&gt;
&lt;br /&gt;
==Build Specifications==&lt;br /&gt;
If any area or waypoint should not be affected by infestation code, it should have a local int set on it, called ACR_QST_MAX_INFESTATION and set to -1.&lt;br /&gt;
&lt;br /&gt;
If any area of waypoint should have a maximum infestation tier allowed, it should have a local int set on it, called ACR_QST_MAX_INFESTATION and set to the maximum tier. It is important to note that setting every waypoint in an area to a max tier will not alter the state of the area. For example, an area which is set to tier 4 but only contains tier 1 waypoints will only spawn tier 1 infestations, but can be bordered by tier 5 areas, leading to PCs who find the gradient of challenge ratings extremely difficult.&lt;br /&gt;
&lt;br /&gt;
As a recommendation for playability, major roads should have a max infestation tier of 1, and minor roads a max infestation tier of 2.&lt;br /&gt;
&lt;br /&gt;
==Infestation Spread==&lt;br /&gt;
Fecundity of infestations is defined at creation and is adjustable. However, it is generally expected that infestations will attempt to spread such that there is at most a one-tier difference in the infestation strength across any given area transition.&lt;br /&gt;
&lt;br /&gt;
If, for example, we had an infestation which grew at a rate of 1/day with a maximum tier of 3...&lt;br /&gt;
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|}&lt;br /&gt;
|}&lt;br /&gt;
... that is, you expect infestations to &amp;quot;crawl&amp;quot; over whatever land mass they're placed on, with things getting densest and toughest in the places farthest from the front line, which isn't necessarily where the infestation starts.&lt;br /&gt;
&lt;br /&gt;
==Maintenance and Cleanup==&lt;br /&gt;
If an infestation ever becomes unmanageable or otherwise unresponsive, you can find the infestation's data on the host's disk, inside of the NWN2 user's Documents/Neverwinter Nights 2/QuestResources/ directory, and then restarting nwn2server.exe.&lt;br /&gt;
&lt;br /&gt;
Infestations are saved as XML, and thus may be edited with any plain text editor. Edits made to infestations in this manner will not be read by the server until nwn2server.exe is restarted.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2685</id>
		<title>Crew of the Queen Robyn</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2685"/>
				<updated>2014-09-20T03:19:53Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: /* The White Hook */ -- White Hook is destroyed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:009 Player Group]]{{Player_Group&lt;br /&gt;
| Name = Crew of the Queen Robyn&lt;br /&gt;
| Server = [[Moonshae_Isles_(Server)|Moonshaes]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=401 Here]&lt;br /&gt;
| PlayTime1 = [http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&amp;amp;p1=142&amp;amp;iso=20140912T19&amp;amp;msg=Crew%20of%20the%20Queen%20Robyn%20Session&amp;amp;ah=3 7:00pm-10:00pm U.S. Central Fridays]&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any non-Evil&lt;br /&gt;
| Alignment = Any non-Evil&lt;br /&gt;
| Allegiance = Queen [[Alicia Kendrick]]&lt;br /&gt;
| Levels = 1-3&lt;br /&gt;
| DMs = [[User:Zelknolf|Zelknolf]], [[User:Foambats4all|FoamBats4All]]&lt;br /&gt;
| PlayerLead = [[User:Rumple_c|Rumple_C]]&lt;br /&gt;
| Members = Witchdoctor, Kiyoti, Peter Abelard, Pangolin, Xanthea, fearman182&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Crew of the Queen Robyn is a player group operating on Fridays on Moonshaes, with plot centered on seafaring intrigue in the service of Queen Alicia Kendrick. The premise of the campaign is that all of the player characters are privateers, and joining the campaign involves being recruited to serve on The Queen Robyn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign-Specific Canon ==&lt;br /&gt;
=== The Queen Robyn ===&lt;br /&gt;
The Queen Robyn is the ship that the group currently sails on. It is a two-masted caravel outfitted for war. Its previous crew died mysteriously after the ship spent years being missing, but returned to active service of the queen in 1381. It was named for the mother of the current queen Alicia.&lt;br /&gt;
&lt;br /&gt;
=== The White Hook ===&lt;br /&gt;
The White Hook is a gang of slavers local to the Moonshaes, having fifteen members who have writs of capias on them. They, however, are well armed, discreet, and mobile. One might assume that they have ships to their name, but none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
Captain Yusef of the Queen Robyn was charged with their capture in 1381 DR. The gang was broken, all members captured or killed, in Eleint of the same year.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51153 Roll Call]: Players may introduce their characters here.&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51154 The Story so Far]: A recap of events so far.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2684</id>
		<title>Crew of the Queen Robyn</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2684"/>
				<updated>2014-09-20T03:13:42Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: forgot fearman in the last update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:009 Player Group]]{{Player_Group&lt;br /&gt;
| Name = Crew of the Queen Robyn&lt;br /&gt;
| Server = [[Moonshae_Isles_(Server)|Moonshaes]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=401 Here]&lt;br /&gt;
| PlayTime1 = [http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&amp;amp;p1=142&amp;amp;iso=20140912T19&amp;amp;msg=Crew%20of%20the%20Queen%20Robyn%20Session&amp;amp;ah=3 7:00pm-10:00pm U.S. Central Fridays]&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any non-Evil&lt;br /&gt;
| Alignment = Any non-Evil&lt;br /&gt;
| Allegiance = Queen [[Alicia Kendrick]]&lt;br /&gt;
| Levels = 1-3&lt;br /&gt;
| DMs = [[User:Zelknolf|Zelknolf]], [[User:Foambats4all|FoamBats4All]]&lt;br /&gt;
| PlayerLead = [[User:Rumple_c|Rumple_C]]&lt;br /&gt;
| Members = Witchdoctor, Kiyoti, Peter Abelard, Pangolin, Xanthea, fearman182&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Crew of the Queen Robyn is a player group operating on Fridays on Moonshaes, with plot centered on seafaring intrigue in the service of Queen Alicia Kendrick. The premise of the campaign is that all of the player characters are privateers, and joining the campaign involves being recruited to serve on The Queen Robyn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign-Specific Canon ==&lt;br /&gt;
=== The Queen Robyn ===&lt;br /&gt;
The Queen Robyn is the ship that the group currently sails on. It is a two-masted caravel outfitted for war. Its previous crew died mysteriously after the ship spent years being missing, but returned to active service of the queen in 1381. It was named for the mother of the current queen Alicia.&lt;br /&gt;
&lt;br /&gt;
=== The White Hook ===&lt;br /&gt;
The White Hook is a gang of slavers local to the Moonshaes, having fifteen members who have writs of capias on them. They, however, are well armed, discreet, and mobile. One might assume that they have ships to their name, but none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
Captain Yusef of the Queen Robyn was charged with their capture in 1381 DR, with roughly half-- including &amp;quot;Greasy&amp;quot; Nester-- being captured or killed early in Eleint, 1381.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51153 Roll Call]: Players may introduce their characters here.&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51154 The Story so Far]: A recap of events so far.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2683</id>
		<title>Crew of the Queen Robyn</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2683"/>
				<updated>2014-09-20T00:24:07Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: updating players list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:009 Player Group]]{{Player_Group&lt;br /&gt;
| Name = Crew of the Queen Robyn&lt;br /&gt;
| Server = [[Moonshae_Isles_(Server)|Moonshaes]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=401 Here]&lt;br /&gt;
| PlayTime1 = [http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&amp;amp;p1=142&amp;amp;iso=20140912T19&amp;amp;msg=Crew%20of%20the%20Queen%20Robyn%20Session&amp;amp;ah=3 7:00pm-10:00pm U.S. Central Fridays]&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any non-Evil&lt;br /&gt;
| Alignment = Any non-Evil&lt;br /&gt;
| Allegiance = Queen [[Alicia Kendrick]]&lt;br /&gt;
| Levels = 1-3&lt;br /&gt;
| DMs = [[User:Zelknolf|Zelknolf]], [[User:Foambats4all|FoamBats4All]]&lt;br /&gt;
| PlayerLead = [[User:Rumple_c|Rumple_C]]&lt;br /&gt;
| Members = Witchdoctor, Kiyoti, Peter Abelard, Pangolin, Xanthea&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Crew of the Queen Robyn is a player group operating on Fridays on Moonshaes, with plot centered on seafaring intrigue in the service of Queen Alicia Kendrick. The premise of the campaign is that all of the player characters are privateers, and joining the campaign involves being recruited to serve on The Queen Robyn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign-Specific Canon ==&lt;br /&gt;
=== The Queen Robyn ===&lt;br /&gt;
The Queen Robyn is the ship that the group currently sails on. It is a two-masted caravel outfitted for war. Its previous crew died mysteriously after the ship spent years being missing, but returned to active service of the queen in 1381. It was named for the mother of the current queen Alicia.&lt;br /&gt;
&lt;br /&gt;
=== The White Hook ===&lt;br /&gt;
The White Hook is a gang of slavers local to the Moonshaes, having fifteen members who have writs of capias on them. They, however, are well armed, discreet, and mobile. One might assume that they have ships to their name, but none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
Captain Yusef of the Queen Robyn was charged with their capture in 1381 DR, with roughly half-- including &amp;quot;Greasy&amp;quot; Nester-- being captured or killed early in Eleint, 1381.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51153 Roll Call]: Players may introduce their characters here.&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51154 The Story so Far]: A recap of events so far.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2682</id>
		<title>Crew of the Queen Robyn</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2682"/>
				<updated>2014-09-06T04:05:28Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:009 Player Group]]{{Player_Group&lt;br /&gt;
| Name = Crew of the Queen Robyn&lt;br /&gt;
| Server = [[Moonshae_Isles_(Server)|Moonshaes]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=401 Here]&lt;br /&gt;
| PlayTime1 = [http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&amp;amp;p1=142&amp;amp;iso=20140912T19&amp;amp;msg=Crew%20of%20the%20Queen%20Robyn%20Session&amp;amp;ah=3 7:00pm-10:00pm U.S. Central Fridays]&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any non-Evil&lt;br /&gt;
| Alignment = Any non-Evil&lt;br /&gt;
| Allegiance = Queen [[Alicia Kendrick]]&lt;br /&gt;
| Levels = 1-3&lt;br /&gt;
| DMs = [[User:Zelknolf|Zelknolf]], [[User:Foambats4all|FoamBats4All]]&lt;br /&gt;
| PlayerLead = [[User:Rumple_c|Rumple_C]]&lt;br /&gt;
| Members = Mick, Witchdoctor, Kiyoti, Peter Abelard, OldGrayRogue, Pangolin&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Crew of the Queen Robyn is a player group operating on Fridays on Moonshaes, with plot centered on seafaring intrigue in the service of Queen Alicia Kendrick. The premise of the campaign is that all of the player characters are privateers, and joining the campaign involves being recruited to serve on The Queen Robyn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign-Specific Canon ==&lt;br /&gt;
=== The Queen Robyn ===&lt;br /&gt;
The Queen Robyn is the ship that the group currently sails on. It is a two-masted caravel outfitted for war. Its previous crew died mysteriously after the ship spent years being missing, but returned to active service of the queen in 1381. It was named for the mother of the current queen Alicia.&lt;br /&gt;
&lt;br /&gt;
=== The White Hook ===&lt;br /&gt;
The White Hook is a gang of slavers local to the Moonshaes, having fifteen members who have writs of capias on them. They, however, are well armed, discreet, and mobile. One might assume that they have ships to their name, but none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
Captain Yusef of the Queen Robyn was charged with their capture in 1381 DR, with roughly half-- including &amp;quot;Greasy&amp;quot; Nester-- being captured or killed early in Eleint, 1381.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51153 Roll Call]: Players may introduce their characters here.&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51154 The Story so Far]: A recap of events so far.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2677</id>
		<title>Crew of the Queen Robyn</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Crew_of_the_Queen_Robyn&amp;diff=2677"/>
				<updated>2014-08-29T05:49:23Z</updated>
		
		<summary type="html">&lt;p&gt;Zelknolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player Group]][[Category:009 Player Group]]{{Player_Group&lt;br /&gt;
| Name = Crew of the Queen Robyn&lt;br /&gt;
| Server = [[Moonshae_Isles_(Server)|Moonshaes]]&lt;br /&gt;
| Forum = [http://www.alandfaraway.org/phpBB3/viewforum.php?f=401 Here]&lt;br /&gt;
| PlayTime1 = [http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&amp;amp;p1=142&amp;amp;iso=20140905T19&amp;amp;msg=Crew%20of%20the%20Queen%20Robyn%20Session&amp;amp;ah=3 7:00pm-10:00pm U.S. Central Fridays]&lt;br /&gt;
| Races = Any&lt;br /&gt;
| Religion = Any non-Evil&lt;br /&gt;
| Alignment = Any non-Evil&lt;br /&gt;
| Allegiance = Queen [[Alicia Kendrick]]&lt;br /&gt;
| Levels = 1-2&lt;br /&gt;
| DMs = [[User:Zelknolf|Zelknolf]], [[User:Foambats4all|FoamBats4All]]&lt;br /&gt;
| PlayerLead = [[User:Rumple_c|Rumple_C]]&lt;br /&gt;
| Members = Mick, Witchdoctor, Kiyoti, Peter Abelard, OldGrayRogue, Pangolin&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Crew of the Queen Robyn is a player group operating on Fridays on Moonshaes, with plot centered on seafaring intrigue in the service of Queen Alicia Kendrick. The premise of the campaign is that all of the player characters are privateers, and joining the campaign involves being recruited to serve on The Queen Robyn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign-Specific Canon ==&lt;br /&gt;
=== The Queen Robyn ===&lt;br /&gt;
The Queen Robyn is the ship that the group currently sails on. It is a two-masted caravel outfitted for war. Its previous crew died mysteriously after the ship spent years being missing, but returned to active service of the queen in 1381. It was named for the mother of the current queen Alicia.&lt;br /&gt;
&lt;br /&gt;
=== The White Hook ===&lt;br /&gt;
The White Hook is a gang of slavers local to the Moonshaes, having fifteen members who have writs of capias on them. They, however, are well armed, discreet, and mobile. One might assume that they have ships to their name, but none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
Captain Yusef of the Queen Robyn was charged with their capture in 1381 DR; all remain at large.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51153 Roll Call]: Players may introduce their characters here.&lt;br /&gt;
* [http://www.alandfaraway.org/phpBB3/viewtopic.php?f=401&amp;amp;t=51154 The Story so Far]: A recap of events so far.&lt;/div&gt;</summary>
		<author><name>Zelknolf</name></author>	</entry>

	</feed>