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'); } var PartyRecordStops = Array('The Beginning|1', 'Kyrnyn|6', 'The Stronghold|9', 'Shieldmeet|11','The Island|13', 'The Rescue|15', 'Bane\'s Bane|20', 'Kholm the Swift|27', 'Crusty Magic|33', 'Decisions Decisions|41', 'Ujaset\'s Tail|42', 'The Captain\'s Letter|51'); var LaricPagesStops = Array('Hammer 1|7', 'Nightal 22|6', 'Nightal 10|5', 'Marpenoth 17|4', 'Eleint 13|3', 'Shieldmeet|2', 'Kythorn 17|1'); var marsjournalStops = Array('Mirtul 23|1', 'Kythorn 3|2', 'Kythorn 14|5', 'Kythorn 17|7', 'Flamerule 1|15', 'Shieldmeet|16', 'Eleasias 7|18'); var hardlessonsStops = Array('Rules 1-3|1'); var keyfaeruniansStops = Array(); var StartPage = 'http://www.geocities.com/myriadveritas/theparty/marsalac/hard/p7.htm'; //PrintContent(); //PrintContent('screen'); //index('PartyRecord');
     
 


or
The Basic Rules of Adventuring

First Rule of Adventuring

"If it looks like trouble, it probably is."
Mirtul 30th, 1327
 

Second Rule of Adventuring

"When you fall through the ground into a den of sleeping monsters and then sneak away 'unnoticed', make sure to cover your tracks such that said monsters will not be able to follow you back to your campsite where your friends await your arrival."

or

"Cover your tracks"
Kythorn 13, 1327

Third Rule of Adventuring

"When presented with a mysterious bit of magic hidden in a dwelling owned by so called 'Great and Powerful Mages', do not poke, prod, or otherwise fiddle with it."

or

"Always 'investigate' unknown magic under controlled conditions"
Elient 14, 1372

   

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