@0    = ~Epic Endeavours~

@2    = ~Speaking to Ol' Barnie.

The friendly guard has told me that I have just come out of an illusion chamber (called Illusion Chamber 1) designed to help new soldiers in their training.

The first door leads to Illusion Chamber 2 with another training exercise.

The second door leads to the barracks where the soldiers sleep. Inside these barracks is Illusion Chamber 3.

The third door leads to the armoury.

The fourth and final door leads upstairs to the main part of the Keep. This is where I can find and speak to Sir Glenn of Sheringham. Sir Glenn will provide me with missions that I have to complete.~
@3    = ~Get the Mission Scrolls from Sir Glenn

Ol' Barnie the guard has told me to speak to Sir Glenn of Sheringham as soon as possible in order to obtain the scrolls I need for my missions. He can be found upstairs through the last door of this basement corridor.~
@4    = ~Bliss

I have just met this really nice girl called Bliss in the corridor. She is Cromwell's adopted daughter.~
@5    = ~Bliss

Bliss is with the priest helping to heal the many wounded soldiers.~
@6    = ~Bliss

Bliss seems to be popping up all over the place in different guises. Must keep a look out for her.~
@7    = ~Commander of the Forces of Good.

Being the captain of TEAM: ENDEAVOURS has only been to train me for my ultimate purpose. Bliss has chosen me to lead our troops against Lord Denton's own army. I hope I have learned enough so far to do a good job...~
@8    = ~Bliss

Bliss has revealed that she is the true leader of this keep and not Sir Glenn. She is working in the background to avoid attention.~
@9    = ~The Lich's Crypt.

A serious fault has developed at the top of Illusion Chamber 2. It seems a very powerful undead lich has taken up residence and is causing havoc to the staircase. It may be a better idea to come back later when I have the skills and weapons to defeat such a powerful creature.~
@10   = ~Get the Mission Scrolls from Sir Glenn

I has just obtained the mission scrolls. These missions will provide me plenty of experience that I would not be able to get training in an illusion chamber. All I have to do is read a scroll inside the Keep and it will teleport me to the starting point of the mission.~
@11   = ~Get the Final Battle Mission Scroll from Sir Glenn

When I feel I am capable enough I should speak to Sir Glenn again to obtain the last mission scroll. It would be wise of me to try several of the missions first before going back to Sir Glenn.~
@12   = ~Get the Final Battle Mission Scroll from Sir Glenn

I have now received all the mission scrolls from Sir Glenn.~
@13   = ~The tomb of the Undead King.

The mysterious staircase at the top of Illusion Chamber 2 has teleported me to a tomb of a long dead King. The spirit of the King has told me if we can bring back his lost head he will send some of his undead knights to aid me. His head has been kept as a trophy by a deadly warrior known as "The Hunter". I will keep a look out for this creature in my travels.~
@14   = ~The tomb of the Undead King.

The king can now rest in peace as I have returned his head. His undead knights will prove most useful.~
@15   = ~Iceman~
@16   = ~Arctic Attack~
@17   = ~Ice Beam~
@18   = ~Ice Skin~
@19   = ~Avalanche~
@20   = ~Young~
@21   = ~Young Queen~
@22   = ~Ol' Barnie~
@23   = ~Drill Instructor~
@24   = ~Medic~
@25   = ~Grenadier~
@26   = ~Heavy Infantry~
@27   = ~Light Infantry~
@28   = ~Pikeman~
@29   = ~Standard Bearer~
@30   = ~Shock Troop~
@31   = ~Spectral Knight~
@32   = ~Sentinel~
@33   = ~Sabre Tooth Tiger~
@34   = ~Lynne~
@35   = ~Valeron~
@36   = ~Thannen~
@37   = ~Elle~
@38   = ~Lokan~
@39   = ~Brin~
@40   = ~Roderick III~
@41   = ~Webster~
@42   = ~Rio~
@43   = ~Reynold~
@44   = ~Jorgenheim~
@45   = ~Maztica~
@46   = ~Thom~
@47   = ~Vasha~
@48   = ~Rohan~
@49   = ~Priest~
@50   = ~Sir Glenn of Sheringham~
@51   = ~Emissary~
@52   = ~Henchman~
@53   = ~Hulkster~
@54   = ~Hologram~
@55   = ~Hostage~
@56   = ~Captive~
@57   = ~Demi-Lich~
@58   = ~Lord Denton~
@59   = ~Ryoo~
@60   = ~Sheng Loong~
@61   = ~Hudson~
@62   = ~Vasquez~
@63   = ~Base Commander~
@64   = ~G'rrth~
@65   = ~The Phantom~
@66   = ~Lady Marmalade~
@67   = ~Devil Priest~
@68   = ~Mistress of Fury~
@69   = ~Steve~
@70   = ~Sniper~
@71   = ~Spirit of Dead King~
@72   = ~Metallic Endoskeleton~
@73   = ~Fat Lady~
@74   = ~Wounded~
@75   = ~The Blue Sword +3~
@76   = ~Two Handed Sword +3: The Blue Sword +3

The title refers to the blade which is deep blue in colour and does not seem to be made of any known metal.  Perhaps this is the reason why it confers to the wielder some resistance to magic.

STATISTICS:

Equipped Abilities: 10% magic resistance
THAC0: +3 bonus
Damage:  1D10 +3
Damage type:  slashing
Weight: 10
Speed Factor: 8
Proficiency Type: Two-handed sword
Type:  2-handed
Requires: 14 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief~
@77   = ~Two-Handed Sword~
@78   = ~The Red Sword +3~
@79   = ~The two-handed sword is a derivative of the long sword.  Weaponsmiths have always looked for ways to improve existing weapons.  In an effort to improve the long sword, the blade was lengthened.  Eventually, the handle had to be extended and two hands became necessary to properly swing the sword.  The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.

STATISTICS:

Damage:  1D10
Damage type:  slashing
Weight: 15
Speed Factor: 10
Proficiency Type: Two Handed sword
Type:  2-handed
Requires: 14 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief~
@80   = ~Two Handed Sword +3: The Red Sword +3

The title refers to the blade which is deep red in colour. The sword seems to have a life of its own when the wielder is under fire from missiles. It seems to deflect enemy missiles away to safety.

STATISTICS:

Equipped Abilities: +3 AC Bonus against missile weapons.
THAC0: +3 bonus
Damage:  1D10 +3
Damage type:  slashing
Weight: 10
Speed Factor: 8
Proficiency Type: Two-handed sword
Type:  2-handed
Requires: 14 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief~
@81   = ~The Monochromatic Sword +4~
@82   = ~Two Handed Sword +4:
The Monochromatic Sword +4

This weapon appears to be made almost entirely of pure energy. It is a light but devastating sword.

Equipped Abilities: 10% magic resistance
+3 AC Bonus against missile weapons.
THAC0: +4 bonus
Damage:  1D12 +4
Damage type:  slashing
Weight: 4
Speed Factor: 5
Proficiency Type: Two-handed sword
Type:  2-handed
Requires: 14 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief~
@83   = ~Hide Armor is made from the thick skin of large animals (elephants, for example) or layers of thinner, more common leather.  It is considered too cumbersome for use in advanced human cultures, but is common among more barbaric humanoids.  It offers better protection than normal leather, but can be hard to maintain, often resulting in an offensive odor or shoddy appearance that prevents effective use.  Thieves can wear this armor, but it has a negative effect on their abilities.

STATISTICS:

Armor Class: 6
Move Silently: -20
Lock Picking: -10
Find/Remove Traps: -10
Pick Pockets: -10
Weight: 30
Requires: 6 Strength
Not Usable By:
 Mage~
@84   = ~Scalp~
@85   = ~A scalp.~
@86   = ~Grenade Bolt mk. 1~
@87   = ~Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size.

STATISTICS:

Damage:  1D8
Damage type:  missile (piercing)
Weight:  0
Launcher:  Crossbow~
@88   = ~A specially tipped bolt with an explosive charge.

STATISTICS:

Damage: 4d6 (save for half damage)
Damage type:  missile (piercing)
Weight:  0
Launcher:  Crossbow~
@89   = ~Ground Shake Bolt~
@90   = ~A Bolt~
@91   = ~Shakes the ground on a hit~
@92   = ~+5 Move Boots~
@93   = ~Boots of Speed:  'The Paws of the Cheetah'
These enchanted boots were once the property of a deadly assassin fond of chasing down his prey.  He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback.  Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims: "you can hide, but you cannot run!"

STATISTICS

Equipped Ability : increases movement rate

Note: Not droppable~
@94   = ~+10 Move Boots~
@95   = ~-10 Move Boots~
@96   = ~-5 Move Boots~
@97   = ~-3 Move Boots~
@98   = ~<NO TEXT>~
@99   = ~Skull 1d10 damage~
@100  = ~<NO TEXT>~
@101  = ~Skull 1d8 damage~
@102  = ~Dragon Claw~
@103  = ~Army Issue Flamethrower~
@104  = ~A heavy flame thrower.
Mark 1.

This weapon is hooked up to a fuel pack which is carried on the user's back. The fuel is ignited by the weapon and launched at the target.

STATISTICS:

Effect: Flame
Damage:  10D6 (save vs. wands for half)
Range:  40 ft
Area:  1 creature

Usable by all.
Str 9 required.
Weight: 50.~
@105  = ~Knock Back Punch~
@106  = ~Creature Immunity~
@107  = ~Immunity to the following:

Normal Weapons
+1 Weapons
+2 Weapons

This cannot be dropped.~
@108  = ~Iron Golem immunity~
@109  = ~Immunity to the following:

Poison
Unconsciousness.

Note: cannot be dropped.~
@110  = ~Jester's Card~
@111  = ~Jester's Trump Card~
@112  = ~A playing card ?

STATISTICS:

Damage:  1D4
Damage type:  piercing
Weight: 1
Speed Factor: 2
Proficiency Type: Dagger
Type:  1-handed
Requires:3 Strength
Not Usable By:
 Cleric~
@113  = ~Prised from the dead fingers of the legendary mastermind Jester. This is a playing card that can be thrown with deadly effects. On the back of this card is the picture of a manic joker.

This magical card will return to the thrower when thrown.

STATISTICS:

Combat Abilities: dagger returns to the thrower
THACO:  +1 bonus
Damage:  2D4 + 1
Damage type:  missile (piercing)
Weight: 1
Speed Factor: 1
Proficiency Type: Dagger
Type:  1-handed
Requires: 3 Strength
Range: 50 feet
Not Usable By:
 Cleric~
@114  = ~Skeleton Key~
@115  = ~A skeleton key to open the doors in the prison.~
@116  = ~Treasury Key~
@117  = ~This ornate key will open the door to the Treasury.~
@118  = ~Large Key~
@119  = ~A large key to open a set of suitably large doors.~
@120  = ~Long Bow~
@121  = ~Army Issue Long Bow~
@122  = ~The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet.  It has two advantages over the short bow: better range and hence, it is much more accurate.

STATISTICS:

THACO:  +1 bonus
Weight: 3
Speed Factor: 7
Proficiency Type: Long Bow
Type:  2-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief~
@123  = ~Standard army issue long bow.

After many years of research and a large portion of the military budget, these bows have finally entered service (albeit several years after the first proposed date). These are specially modified bows which allows the firing capacity of the bow to be substantially increased using a feeder mechanism. It has been rumoured that the enemy have managed to get hold of the blue prints of this bow and have been equipping their own troops with them (although it has been hotly denied by the third party company responsible for this weapon). With further modifications these are indeed the weapons of the future. However certain gnomes believe that an explosive black powder will be the key to future arms and warfare.

STATISTICS:

Combat Abilities: 3 shots per round.
THACO:  +1 bonus
Weight: 7
Speed Factor: 5
Proficiency Type: Long Bow
Type:  2-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief~
@124  = ~Note 1~
@125  = ~Welcome,

<CHARNAME>, as one of our most promising finds you have been chosen as the leader of the newly formed Codename TEAM: ENDEAVOURS. This is a black operations squad to deal with undercover situations that the Knights would not be seen to be associated with. As a result, your presence is strictly top secret and any knowledge of your existence will be vigorously denied and not condoned by myself and the Order. Hence you are permitted to use lethal force if necessary and to do whatever it takes to complete the mission. Even our own soldiers can be sacrificed if you deem it absolutely essential for the successful outcome of you mission. I will be praying that it will not come to this, however I will value your judgement and will back any call you make.

Signed,

Sir Glenn of Sheringham~
@126  = ~Note 2~
@127  = ~We are battling against the evil LORD DENTON who believes that the world is his. With our forces outnumbered your missions will involve weakening his power-base and reducing his numerous allies so that a major assault by our armies can take place to remove him from power. In turn you should seek allies to aid us in this forthcoming battle, should the opportunity arise.

Sir Glenn of Sheringham~
@128  = ~Note 3~
@129  = ~You will be given "mission scrolls" which when read will teleport you to each mission and create a new scroll to teleport you back to base. Keep these upon you at all times.

You will also pick up items that must be kept as evidence of your completion of the Primary Objective or Secondary Objective. These items will be used by us to determine the success of each mission and will ultimately determine the experience you have earned from each mission.
Scalps are usually the main items you will need to keep as they indicate that the target has been neutralised.

The missions can be carried out in any order but do take note of its difficulty rating before you make the attempt as you will not get any second chances.

Sir Glenn of Sheringham~
@130  = ~Mission Scroll 10 - Teleport~
@131  = ~Mission 10 - Otherworlds - Difficulty: Hard

Our enemy is planning to use a race of other-worldly beings against us. From our reports they are extremely hostile with dare I say it some sort of acid for blood. Try and kill them from long range as getting personal with them will only get your face melted off.

To help you in this you will be allocated several flamethrowers for the job. Make sure you are not overburdened before you teleport over as the flamethrowers are very heavy. Several grenades will also be given to you to make your job easier.

They are led by their queen, killing her will prevent the bitch from spawning further soldiers. Our own researchers would like to study them, so you must also try to bring back a sample preferably some of the queen's eggs or part of their young.

A team of knights was sent over earlier on, but I have not heard from them since. Try to find out what happened to them. They were good soldiers, although I already fear the worst...

Primary objective:
Eliminate the queen to prevent her spawning an army of other-worldly soldiers.

Secondary objective:
Bring back an egg.
Bring back a suitable part from an other-worldly young.
Find out what happened to the missing squad.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@132  = ~Mission Scroll 10 - Return~
@133  = ~Primary Objective - Queen's Scalp~
@134  = ~Egg~
@135  = ~An egg from the other-worldly bitch-queen.~
@136  = ~Brain~
@137  = ~The brain from the young of an otherworld creature.~
@138  = ~Secondary Objective - Knight's Scalp~
@139  = ~Mission Scroll 11 - Teleport~
@140  = ~Mission 11 - Defence - Difficulty: Hard

We have learnt of the enemy's plan to attack this castle. They are currently in hiding around the castle waiting for the opportunity to strike us when our guard is down. We will send out some of our forces to entice them out of hiding and attack us.

You will take control of the situation and organise our troops for this trap. When you have repelled their attack teleport back in as the gates will be barred.

Primary objective:
Defend the castle from attack by killing the two leaders of the opposing forces.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@141  = ~Mission Scroll 11 - Return~
@142  = ~Primary Objective - Leader's Scalp~
@143  = ~Mission Scroll 12 - Teleport~
@144  = ~Mission 12 - Coliseum - Difficulty: Hard

Lord Denton has built an impressive Coliseum to entertain his followers through a barbaric and bloodthirsty week of gladiatorial games. Make sure this does not happen by disposing of the powerful Cleric running the games. The enemy's morale will surely take a serious knock back if you thwart their entertainment.

Although we do not know the current location of the Cleric, if you cause enough of a disruption to the games he will surely come to investigate. Make this happen by inciting the crowd to start booing which is achieved by killing enemy gladiators or guards. If you manage to do this enough times then the Cleric will be forced into making an unscheduled appearance. Ensure you are ready when he does arrive as he will not be best pleased!

We have also been told that a captured dragon is to be killed as part of the 'entertainment.' Help the dragon escape if you find the opportunity. If you do decide to aid it, make sure you get to it quickly as it is in a terribly weak state after its ordeal and will not last long in the arena. Get the dragon to either the North or South exit so that it can make its escape.

Primary objective:
Find and kill the head of the games.

Secondary objective:
Help the captured dragon escape.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@145  = ~Mission Scroll 12 - Return~
@146  = ~Primary Objective - Head of Games' Scalp~
@147  = ~Mission Scroll 13 - Teleport~
@148  = ~Mission 13 - Secure - Difficulty: Very Hard

You are to lead a force of our soldiers to capture the key bridge leading to one of the enemies main stronghold. The enemy will be heavily fortified along the whole length of the bridge. You will have to take it inch by bloody inch. If we can successfully capture this bridge we can cut off the stronghold from any support, hopefully leading to their surrender. I do not hesitate to tell you to use any means necessary to take the bridge and to secure any buildings located on it.

Secure the buildings on the bridge by killing all the soldiers inside. Also watch out for snipers and even artillery barrages if the enemy decide to get desperate. You should also take note that I will be sneaking a smaller team by boat further up the bridge. Join up with this squad as you will need as many men as possible to take the final portion of the bridge.

Keep the Standard Bearer alive as you will not be able to complete this mission without him.

Primary objective:
Get the Standard Bearer to the end of the bridge.

Secondary objective:
Secure the nine main buildings on the bridge.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@149  = ~Mission Scroll 13 - Return~
@150  = ~Mission Scroll 1 - Teleport~
@151  = ~Mission 1 - Raid - Difficulty: Easy

Your orders are to smash the illegal Black Lotus smuggling operation. A concentrated form of this illicit drug has been produced. Several large batches of the drug are due to be smuggled out through the sewer system to avoid detection by the local militia guards.

Once they have smuggled it out of the sewers we will not be able to track its whereabouts. However we do know that its ultimate destination will be to the enemy forces. The drug will be used to artificially strengthen the enemy troops making them almost unstoppable killing machines impervious to pain.

Primary objective:
Kill the ring leader.

Secondary objective:
Retrieve any Black Lotus located in the vicinity.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@152  = ~Mission Scroll 1 - Return~
@153  = ~Smuggled Shipment of Black Lotus~
@154  = ~Primary Objective - Ringleader's Scalp~
@155  = ~Mission Scroll 2 - Teleport~
@156  = ~Mission 2 - Breakout - Difficulty: Easy

Four of our knights have been captured and are awaiting execution. You must break them out and lead them to the back entrance where our pseudo dragons await to airlift them to safety. The necessary skeleton key will be given to you when you teleport inside the prison. This key can open all the doors inside the prison.

Primary objective:
Get all four knights to the extraction point at the back of the prison.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@157  = ~Mission Scroll 2 - Return~
@158  = ~Mission Scroll 3 - Teleport~
@159  = ~Mission 3 - Infiltration - Difficulty: Medium

We have managed to get hold of a Githyanki flying ship which has been allocated for this mission only. Your orders are to use the flying ship to intercept and commandeer a pirate ship that is working for the enemy (due to it constantly moving we cannot teleport your squad straight onto the boat). The flying ship will then be automatically flown back to us as it is needed for our continuing war effort elsewhere and we cannot afford to lose it at any cost.

Hence you will have to use the captured pirate ship to gain entrance into the enemy hideout base. This base is currently being used by the enemy to co-ordinate the shipping of supplies to their forces. Once in the hideout base do as much damage to the enemy as possible. Take note that there are innocents who are being forced to work for the enemy, do not injure them if possible.

The ultimate objective is to kill the leader of the base and his two major commanders. Be extremely careful as according to our sources the leader may be of the undead variety...

Primary objective:
Kill the leader of the hideout base.

Secondary objectives:
Commandeer the pirate ship.
Use the captured ship to get to the hideout base.
Kill the two base commanders.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@160  = ~Mission Scroll 3 - Return~
@161  = ~Map~
@162  = ~This map gives the necessary information to locate the hideout base.

Put it in your quick item slot and activate it to take the ship to the base.~
@163  = ~Secondary Objective - Pirate Captain's Scalp~
@164  = ~A scalp~
@165  = ~Primary Objective - Hideout Leader's Scalp~
@166  = ~Secondary Objective - Base Commander's Scalp~
@167  = ~Mission Scroll 4 - Teleport~
@168  = ~Mission 4 - Assault - Difficulty: Hard

Lord Denton is deploying his incredible flying citadels towards the front line. Your mission is to directly assault the citadels en route to its final destination. You will be flown there by our trained Pseudo Dragons and landed near the front gates.

Fortunately as it has not yet reached the front line, it is only being run by a skeleton crew. However do not underestimate the resistance you will find inside.

The captain of the citadel is a deadly Ogre. Take out this captain and report back.

Primary objective:
Locate and kill the captain of the citadel.

Secondary objectives:
Fly to the citadel on Pseudo Dragons.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@169  = ~Mission Scroll 4 - Return~
@170  = ~Primary Objective - Captain's Scalp~
@171  = ~Mission Scroll 5 - Teleport~
@172  = ~Mission 5 - Assassination - Difficulty: Medium

You are to assassinate a very high ranking mage in the enemy army. She is located in her magnificent palace dedicated to the water gods. Don't spend your time sightseeing, instead use your thief/scout to find a way for the rest of the squad to get pass the monsters she uses as her guards. These guards patrol the area and are extremely powerful, you will receive no experience points even if you manage to kill them. The aim is to assassinate the mage through stealth and not to get involved in unnecessary fighting.

Due to the mage's paranoid nature, she has some embedded areas that will reveal any persons hidden in shadows or invisible. Once you are no longer on these areas you can once again 're-stealth' yourselves. Just make sure when you do show up that there are no guards nearby.

You should note that the mage is on the move and constantly teleports from one part of her palace to another. She can be found in one of three places:
1) Her altar of blood to the water gods.
2) The platform in the middle of the mouth of a huge sea monster.
3) The big platform to the south-west of her palace.

Primary objective:
Kill the mage.

Note:
There are NO experience points for killing the guards, you take them out at your own peril.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@173  = ~Mission Scroll 5 - Return~
@174  = ~Primary Objective - Mage's Scalp~
@175  = ~Mission Scroll 6 - Teleport~
@176  = ~Mission 6 - Extraction - Difficulty: Medium

Civilians have been surrounded trying to escape the fall of their village. You are to extract them from the area as the enemy will have no hesitation in killing them if they are caught.

I have already sent an advance party to hold the enemy at bay for as long as possible and to await your arrival. Their commander has been told by me to follow your orders so use them to stop the civilians from getting butchered.

Get the civilians out of the village quickly as the enemy have heavy duty troops in the vicinity. Do not linger and do not try and retake the village as enemy reinforcements are being moved in to secure the village. You will be heavily outnumbered if you attempt to stay too long.

Fall back and lead the villagers to the extraction point in the hill to the north in front of the empty cabin. The area is swarming with hostiles so make sure the villagers are well protected and not seperated from your party. The civilians are not battle trained and can be unpredictable in a fight between you and the enemy.

When all the villagers have been rescued or have been killed you should teleport back to base. Any surviving soldiers can make their own way back home.

Primary objective:
Get the civilians to the awaiting Pseudo Dragons for airlifting out.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@177  = ~Mission Scroll 6 - Return~
@178  = ~Mission Scroll 7 - Teleport~
@179  = ~Mission 7 - Sniper - Difficulty: Medium

Now for some real dirty work. You are to assassinate a high ranking enemy official. He is a nobleman dressed in green. Use the experimental sniper rifle that will be given to you when you teleport to the area to do the job. Using the sniper rifle will produce a floating targeting eye. Move the targeting eye next to the enemy nobleman to automatically fire the weapon. Remember you only have one shot, so make it count.

The targeting eye will expire five minutes after activation. Any guards you kill will be worth zero experience points. Killing the official by any other means will lead to mission failure. If the official even detects your presence (even if you are invisible) he will teleport away and call upon his elite bodyguards leaving you with an extremely difficult fight. He didn't get to such a high rank by being a sitting duck.

Primary objective:
Find and shoot the enemy official with the sniper rifle.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@180  = ~Mission Scroll 7 - Return~
@181  = ~Primary Objective - Nobleman's Scalp~
@182  = ~Mission Scroll 8 - Teleport~
@183  = ~Mission 8 - Bribe - Difficulty: Medium

You will be entrusted with a chest full of gold from what is left of our almost empty coffers. Take the money to the head of the mercenary forces to buy them out of the fight. However the mercenaries are currently working for the enemy so expect a hostile reception until you pay off their leader.

The mercenary leader can be found in his headquarters which is the big building in the south-west corner of the area.

Primary objective:
Pay off the mercenary leader.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@184  = ~Mission Scroll 8 - Return~
@185  = ~Contract~
@186  = ~This contract was given to you by the leader of the Mercenaries. Should you require their services in the final battle, put this scroll in a quick item slot and click on the scroll to activate it.

The price for their services is 30,000gp.~
@187  = ~This contract was given to you by the leader of the Mercenaries. Should you require their services in the final battle, put this scroll in a quick item slot and click on the scroll to activate it.

The price for their services is 30,000gp.~
@188  = ~Mission Scroll - Final - Teleport~
@189  = ~Final Battle - Difficulty: Extremely Hard

Only attempt this when you believe you are powerful enough, ideally all the missions should have been attempted although it is not a prerequisite if you feel capable enough. You will be teleported to the front lines to lead our forces against the enemy in the decisive encounter. As we are already heavily outnumbered any allies you have recruited will surely help us in this hour of need...

Your party members will be your eyes and ears on the battlefield. They will be your leading generals so make sure they are spread out to give you the greatest possible coverage of the battlefield. Several Standard Bearers will also be provided to help you co-ordinate your attack. They carry magical Standards that will boost the morale of our troops on a successful hit. Use them thoughtfully, as unprotected these lightly armoured Standard Bearers will surely fall and you will be left with a chaotic scene.

Allied archers, grenadiers, light infantry men, heavy infantry men (slow but well armoured), shock troops (quick with movement bonuses and can dish out the punishment, but with little armour), knights, clerics and mages are all at your disposal. Use them tactically and do not send them to unnecessary deaths. You must make each of our men count if we are to win on this day.

Lord Denton and his generals will be around to marshal their forces against you. Find him and kill him to put an end to this conflict. Once he is dead his forces will retreat. Lose in our final gambit and you condemn the world to slavery under his rule...

Note:
Once you have been teleported to the battlefield there is no turning back.

Sir Glenn of Sheringham~
@190  = ~Mission Scroll 9 - Teleport~
@191  = ~Mission 9 - Streetfight - Difficulty: Medium

Lord Denton has set up a training camp of warrior monks to hone their urban unarmed combat fighting skills along with techniques of the dark side.

We must break up this camp by taking out its master of the dark arts, a powerful monk called Sheng Loong and his two protegees, Kent and Ryoo.

Without this triumvirate, the monks will no longer have a capable master to keep them in line and the camp will surely dissolve.

Primary Objective:
Kill Sheng Loong

Secondary Objectives:
Kill Kent
Kill Ryoo.

Remember:
Keep this scroll with you at all times.
Put it in your quick slot and read it within our home base to teleport you to the area.
Read this scroll again to teleport you back to base. However make sure you have carried out all you intend to do and have retrieved any items on the ground as it will be very unlikely that you will be allowed back.

One final note, this scroll can be used by anyone in your party.

Sir Glenn of Sheringham~
@192  = ~Mission Scroll 9 - Return~
@193  = ~Primary Objective - Monk's Scalp~
@194  = ~Secondary Objective - Monk's Scalp~
@195  = ~Dragon Punch~
@196  = ~Hurricane Kick~
@197  = ~Strike me down and I will be more powerful than you can possibly imagine...~
@198  = ~Pike +1~
@199  = ~One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end.  When man mastered metals, spearheads were made from iron and steel.  Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types.  This spear is slightly different though, as it has been imbued with certain magical properties.

STATISTICS:

THACO:  +1 bonus
Damage:  1D8 +1
Damage type:  piercing
Weight: 5
Speed Factor: 5
Proficiency Type: Spear
Type:  2-handed
Requires: 5 Strength
Not Usable By:
 Cleric
 Mage
 Thief~
@200  = ~Hand Grenade mk. 1~
@201  = ~Mark 1 army issue hand grenade.

It can be hurled up to around 40', at which point it hits the ground and immediately explodes into a ball of fire.

Damage: 4D6 points of fire damage (save vs spells for half)~
@202  = ~Potion~
@203  = ~Sleep Grenade~
@204  = ~It can be hurled up to around 40', at which point it hits the ground and immediately explodes into a ball of sleeping gas.

This is equivalent to a stinking cloud spell.~
@205  = ~Ground Shake Bomb~
@206  = ~This is a bomb that shakes the ground.~
@207  = ~Sniper Rifle~
@208  = ~This is in fact a quick item. Put it in an empty quick item slot. use it to produce the targeting eye. To fire the weapon all you have to do is to move the targeting eye next to the target.~
@209  = ~Ring of the Demi-Lich~
@210  = ~Ring of the Demi-Lich
This ring is relatively unadorned, but the vile magic within radiates intense evil. It is said that a cadre of powerful mages fought and imprisoned the demilich once, but died in the attempt. The construction of the ring may have led to their enmity, as each of the gem's nine facets was supposedly empowered by sacrifice and death.

STATISTICS

Armor Class:  +2 Bonus
Saving Throws:  +2 Bonus
Magic Resistance:  +10% Bonus
Special Abilities:  Immunity to Disease and Poison
Equipped Abilities: Wearer regenerates 1 hit point every 3 seconds
Special Use:  	Invisibility, once per day
	Improved Haste, three time per day~
@211  = ~Black Robes~
@212  = ~To look cool.~
@213  = ~Army Issue Short Bow~
@214  = ~Standard army issue short bow.

After many years of research and a large portion of the military budget, these bows have finally entered service (albeit several years after the first proposed date). These are specially modified bows which allows the firing capacity of the bow to be substantially increased using a feeder mechanism. It has been rumoured that the enemy have managed to get hold of the blue prints of this bow and have been equipping their own troops with them (although it has been hotly denied by the third party company responsible for this weapon). With further modifications these are indeed the weapons of the future. However certain gnomes believe that an explosive black powder will be the key to future arms and warfare.

STATISTICS:

Combat Abilities: 3 shots per round.
Weight: 5
Speed Factor: 5
Proficiency Type: Short Bow
Type:  2-handed
Requires: 3 Strength
Not Usable By:
 Druid
 Cleric
 Mage~
@215  = ~Standard~
@216  = ~Carried by a standard bearer. Although this does not make for a very good weapon, on a successful hit there is a slim chance that the morale of any nearby allies will be boosted.

Damage: 1d2
Usable: by all.~
@217  = ~Gold~
@218  = ~Terrorist~
@219  = ~Suicide Bomber~
@220  = ~Turret Weapon mk. 1~
@221  = ~The weapon mounted on the Guardian Turret.~
@222  = ~Turret Weapon mk. 2~
@223  = ~The weapon mounted on the Guardian Turret.~
@224  = ~Army Issue Launcher~
@225  = ~Standard army issue bolt and grenade launcher.

A modified heavy crossbow that allows explosive tipped bolts to be launched.

STATISTICS:

Damage:  +2 (missile)
Weight: 20
Speed Factor: 10
Proficiency Type: Crossbow
Type:  2-handed
Requires: 12 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief~
@226  = ~Undroppable Launcher~
@227  = ~Standard army issue bolt and grenade launcher.

Note: Undroppable~

@401  = ~Bliss~
@402  = ~Thug~

@501  = ~Healing Room~
@502  = ~Old Key Tavern~

@601  = ~To Dragon Landing~
@602  = ~Odd Staircase~
@603  = ~Old Key Tavern~
@604  = ~Mercenary Headquarters~
@605  = ~Illusion Chamber 3~
@606  = ~House~
@607  = ~Capture point~
@608  = ~Building~
@609  = ~To Basement~
@610  = ~This is the magical engine that allows the citadel to float in the sky.~
@611  = ~Engine~
@612  = ~Extraction Point~
@613  = ~Drop-off Point~
@614  = ~To Basement Corridor~
@615  = ~To Keep~
@616  = ~Base Commander's House~
@617  = ~Base Leader's House~
@618  = ~The chamber has now been shut down pending repairs.~
@619  = ~Illusion Chamber 1~
@620  = ~Illusion Chamber 2~
@621  = ~Barracks~
@622  = ~Armoury~
@623  = ~To Basement Exit~
@624  = ~Birthing Chamber~
@625  = ~Growing Chamber~
@626  = ~Nest~
@627  = ~Interesting Staircase~
@628  = ~Mage Teleport Point~
@629  = ~Back to Spelljammer~

@701  = ~With Lord Denton dead and his forces in retreat, you return to the Keep in triumph. Plans are drawn up by yourself and Bliss to destroy the remaining pockets of resistance. During this time the love between you and Bliss blossoms and very soon wedding bells are in the air.

Your friends and members of your squad return from leading the hunt against Lord Denton's remaining allies for this very special day.

Now hurry up and get to the chapel, your bride awaits you...~ [LHSCRN1]
@702  = ~Lord Denton's last words remain with you for a long time. However they are gradually forgotten after many happy years especially when you learn that Bliss is with child and your thoughts turn to fatherhood...

THE END.~ [LHSCRN2]
@703  = ~With Lord Denton dead and his forces in retreat, you return to the Keep in triumph. Plans are drawn up by yourself and Bliss to destroy the remaining pockets of resistance. During this time the relationship between you and Bliss turns into a true friendship. Soon you are both called in to the new ruling council to be decorated.

Your friends and members of your squad return from leading the hunt against Lord Denton's remaining allies for this very special day.

Now hurry up and get to the palace, the officials await you...~ [LHSCRN1]
@704  = ~Lord Denton's last words remain with you for a long time. However they are gradually forgotten as you and Bliss become close friends and years go by happily...

THE END.~ [LHSCRN2]
