This isn't done yet... Nero Ashbury module "Shrooms" In this module players are asked to follow an Orienteering trail. But before they do that, they must discover and build the tools of the trade, A map and compass. They must also realize the fundamentals of orienteering: following a compass bearing across rough terrain, learning how to retrace their steps when they make a mistake. Section 1: entrance [insert noble here] needs a certain type of mushroom that the mushroom farmer has found before. He wants to use it to make a food delicacy to impress a visiting dignitary. He shows the party a sample of the mushroom asleep About the mushrooms: Alchemy detects them as poisons, "similar to a cause light damage" poison. When ingested, it blows a "resist poison" but causes no damage. This particular mushroom, in addition to its delicate flavor, is a potent yet subtle poison. After ingestion, the poison stays in the system of the victim for one month undetected. If the victim consumes a second mushroom of a specified type, within the same month, the victim will receive the equivalent of a "death" poison. Each party that goes on this module is going after one of the two types of mushroom. If a member of the party consumes the mushroom he is given a packet to be opened if he consumes the other type of mushroom. The packet will say something like "open this packet if you ingest an item labelled 'xyx' before n/n/98." section 2:small town -- the semstress she has a needle that, when rubbed by a piece of magnetic rock, and placed where it can rotate freely (on top of some still water) * the metallurgist * he has a rock that is magnetic -- the farmer he knew the mushroom farmer very well. -- shroom farmer's friend He has compass directions to the truffle patch but doesn't know how to follow them. Shroom directions read crypticly: 270 50, 0 100 (west 50 paces, north 100 paces)