To best attempt Neptune’s Quest, one should assemble an adventurous party, for to tally forward solo would only be for the most elite knights in the Realm. All members of the party should be apprenticed by the master PADIus, or similar sage, and have received the blessing of the master to adventure into Neptune’s World. One should also bring a Sorcerer whose power to wield a protection spell would keep the wandering hordes at bay. For they may attempt to enter the circle of protection which should extend 100feet in all directions. Conditions may be challenging on any given quest. Knights should prepare well and always be safe. The adventurous party should meet at the inn, whose location has been revealed in the waypoints below. The inn will keep your steeds, carts, and caravans. It will also provide safe haven to don armor and weapons that will be required. The inn may be visited by thieves and so valuables should always be kept from harm. Then travel by foot to the entrance to Neptune’s Realm. The Oracle tells that the destination is many feet, and under a pointing star, but little else. Your first quest is to align your party with the single star to the West with the lonely tower to the East. There are other paths, but those that have returned spoke of the these markers, as more permanent fixtures. It has been further divined that the direction of travel is but two digits. By locating the original four numbers, and adding digits 1, 2 & 4 the first digit is revealed. The second digit is the number unused. Further, by taking the 2nd digit, then the 1st digit, and finally add the 1st and the 4th, the feet one must travel is learned. There you will find the throne of Neptune and claim your reward. But beware! Many monsters lurk about, and the path can be as dark as night on a moonless night during the mid-day! Torches might be helpful, but a sharp compass, and plenty of patience are definetly in order. Legend tells of treasure for the first, but all who succeed may inscript the slate to be forever hallowed as one of the great adventurers, and trade items as may have been left in the keep. Now dally no more. Band your party and set off for the wondrous adventure that awaits.