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	<updated>2026-05-15T06:53:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Marl_Juniper&amp;diff=424079</id>
		<title>Marl Juniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Marl_Juniper&amp;diff=424079"/>
		<updated>2022-06-28T18:36:17Z</updated>

		<summary type="html">&lt;p&gt;AMadHermit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Human Thief 4&lt;br /&gt;
*XP: 10,000/12,000 (+5%)&lt;br /&gt;
*Neutral&lt;br /&gt;
*Retainer of Arlo Jakken&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 10&lt;br /&gt;
*INT 11&lt;br /&gt;
*WIS 6 -1 save vs. magic&lt;br /&gt;
*DEX 16 +2 AC, +2 missile, +2 initiative&lt;br /&gt;
*CON 9 -1 &lt;br /&gt;
*CHA 15 +1 reaction, 5 max retainer, 8 loyalty&lt;br /&gt;
(rolled using my 5th set, taking -2 str for +1 dex and benefiting from self-improvement knack for +1 dex and con)&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** Common&lt;br /&gt;
&lt;br /&gt;
*General Skills (Number or higher needed listed)&lt;br /&gt;
**Bargain (Expert) Cha 3+ &lt;br /&gt;
**Deception: Sense Motive (Expert) Wis 7+&lt;br /&gt;
**&lt;br /&gt;
*Class Abilities&lt;br /&gt;
**Climb 10+&lt;br /&gt;
**Disable 10+&lt;br /&gt;
**Hear Noise 14+&lt;br /&gt;
**Read Languages 10+&lt;br /&gt;
**Sleight of Hand 14+&lt;br /&gt;
**Sneak 10+&lt;br /&gt;
**Spot 10+&lt;br /&gt;
&lt;br /&gt;
**Backstab +1d6&lt;br /&gt;
&lt;br /&gt;
*Knacks&lt;br /&gt;
**Silvertongue (advantage on reaction, hiring specialists, retainer offers)&lt;br /&gt;
**Self-Improvement, primary (+1 Dex, +1 Con)&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC&lt;br /&gt;
*HP (just list the max here, list current HP on the front page.)&lt;br /&gt;
*Movement Rate 90 (20)&lt;br /&gt;
*Initiative Modifier +1&lt;br /&gt;
*Attacks (For the below, write in what it is. Like, &amp;quot;Two-Handed Sword: Stats.&amp;quot;&lt;br /&gt;
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)&lt;br /&gt;
**Secondary Melee Attack:&lt;br /&gt;
**Primary Ranged Attack:&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 12&lt;br /&gt;
**Poison &amp;amp; Death 13&lt;br /&gt;
**Blast &amp;amp; Breath 15&lt;br /&gt;
**Staves &amp;amp; Wands 14&lt;br /&gt;
**Spells 15 (WIS penalty included)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance. Don&#039;t list party treasure here. That&#039;s what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>AMadHermit</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Marl_Juniper&amp;diff=424075</id>
		<title>Marl Juniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Marl_Juniper&amp;diff=424075"/>
		<updated>2022-06-28T14:10:15Z</updated>

		<summary type="html">&lt;p&gt;AMadHermit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Human Thief 4&lt;br /&gt;
*XP: 10,000/12,000 (+5%)&lt;br /&gt;
*Neutral&lt;br /&gt;
*Retainer of Arlo Jakken&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 10&lt;br /&gt;
*INT 11&lt;br /&gt;
*WIS 6 -1 save vs. magic&lt;br /&gt;
*DEX 15 +1 AC, +1 missile, +1 initiative&lt;br /&gt;
*CON 8 -1 hp/lvl&lt;br /&gt;
*CHA 15 +1 reaction, 5 max retainer, 8 loyalty&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** Common&lt;br /&gt;
&lt;br /&gt;
*General Skills (Number or higher needed listed)&lt;br /&gt;
**Bargain (Expert) Cha 3+ &lt;br /&gt;
**Deception: Sense Motive (Expert) Wis 7+&lt;br /&gt;
**&lt;br /&gt;
*Class Abilities&lt;br /&gt;
**Climb 10+&lt;br /&gt;
**Disable 10+&lt;br /&gt;
**Hear Noise 14+&lt;br /&gt;
**Read Languages 10+&lt;br /&gt;
**Sleight of Hand 14+&lt;br /&gt;
**Sneak 10+&lt;br /&gt;
**Spot 10+&lt;br /&gt;
&lt;br /&gt;
**Backstab +1d6&lt;br /&gt;
&lt;br /&gt;
*Knacks&lt;br /&gt;
**Silvertongue (advantage on reaction, hiring specialists, retainer offers)&lt;br /&gt;
**Building Traps (p. 174) (DM please let me know if this is not a knack and I&#039;ll pick a new one!)&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC&lt;br /&gt;
*HP (just list the max here, list current HP on the front page.)&lt;br /&gt;
*Movement Rate 90 (20)&lt;br /&gt;
*Initiative Modifier +1&lt;br /&gt;
*Attacks (For the below, write in what it is. Like, &amp;quot;Two-Handed Sword: Stats.&amp;quot;&lt;br /&gt;
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)&lt;br /&gt;
**Secondary Melee Attack:&lt;br /&gt;
**Primary Ranged Attack:&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 12&lt;br /&gt;
**Poison &amp;amp; Death 13&lt;br /&gt;
**Blast &amp;amp; Breath 15&lt;br /&gt;
**Staves &amp;amp; Wands 14&lt;br /&gt;
**Spells 15 (WIS penalty included)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance. Don&#039;t list party treasure here. That&#039;s what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>AMadHermit</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Arlo_Jakken&amp;diff=424074</id>
		<title>Arlo Jakken</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Arlo_Jakken&amp;diff=424074"/>
		<updated>2022-06-28T14:05:50Z</updated>

		<summary type="html">&lt;p&gt;AMadHermit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
Human Assassin 6&lt;br /&gt;
*XP: 50,000/64,000&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Full PC&lt;br /&gt;
*No titles or holdings at this time.&lt;br /&gt;
&lt;br /&gt;
== Retainers ==&lt;br /&gt;
[[Marl Juniper]]&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 18 (+3 melee, open doors on 5+)&lt;br /&gt;
*INT 14 (+1 language)&lt;br /&gt;
*WIS 9 &lt;br /&gt;
*DEX 16 (+2 missile, +2 AC, +1 initiative)&lt;br /&gt;
*CON 12 &lt;br /&gt;
*CHA 12&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
**Common&lt;br /&gt;
**Zel&lt;br /&gt;
&lt;br /&gt;
*General Skills (d20 roll, number or higher needed listed, along with associated ability score, per Into the Wild)&lt;br /&gt;
**Alchemy (Expert) INT 3+&lt;br /&gt;
**Athletics: Running (Skilled) CON 9+&lt;br /&gt;
**Athletics: Jumping (Skilled) STR 6+&lt;br /&gt;
**Survival: Harvesting (Expert) DEX 2+&lt;br /&gt;
**Survival: Tracking (Expert) WIS 6+&lt;br /&gt;
&lt;br /&gt;
*Thief Skills (d20 roll, number or higher needed listed)&lt;br /&gt;
**Climb 14+&lt;br /&gt;
**Hear Noise 14+&lt;br /&gt;
**Sleight of Hand 8+&lt;br /&gt;
**Sneak 8+&lt;br /&gt;
**Spot 8+&lt;br /&gt;
**Disable 8+&lt;br /&gt;
**Read Languages 14+&lt;br /&gt;
&lt;br /&gt;
*Knacks&lt;br /&gt;
**Primary Improvement (Str +1, Dex +1, included in totals above)&lt;br /&gt;
**Rogue (gain remainder of thief skills and +2 points/lvl)&lt;br /&gt;
&lt;br /&gt;
*Class Abilities&lt;br /&gt;
**Combat Style: Unarmed (Attack 2/round with for +7 to hit / 1d3+3 damage and gain +1 initiative when fighting unarmed)&lt;br /&gt;
**Backstab +4 to hit / +2d6&lt;br /&gt;
**Trained with poisons: only ever poison on a result of 1 after a re-rolled of any 1s.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC 5 (Leather AC 7 and 2 points from Dexterity)&lt;br /&gt;
*HP (To be rolled)&lt;br /&gt;
*Movement Rate 30&#039; (120&#039;)&lt;br /&gt;
&lt;br /&gt;
*Initiative Modifier: +1; +2 if fighting unarmed&lt;br /&gt;
&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: two unarmed attacks +7/+7 to hit 1d3+3 damage&lt;br /&gt;
**Secondary Melee Attack: dagger +7 to hit / 1d4+3 damage&lt;br /&gt;
**Primary Ranged Attack: thrown dagger +6 to hit / 1d4 damage&lt;br /&gt;
&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 11&lt;br /&gt;
**Poison &amp;amp; Death 12&lt;br /&gt;
**Blast &amp;amp; Breath 14&lt;br /&gt;
**Staves &amp;amp; Wands 13&lt;br /&gt;
**Spells 13&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance. Don&#039;t list party treasure here. That&#039;s what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.&lt;br /&gt;
** Leather Armor&lt;br /&gt;
** Some Daggers&lt;br /&gt;
** Thieves Tools&lt;br /&gt;
** Several Stoups&lt;br /&gt;
** To be geared, this is a working list&lt;/div&gt;</summary>
		<author><name>AMadHermit</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Marl_Juniper&amp;diff=424073</id>
		<title>Marl Juniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Marl_Juniper&amp;diff=424073"/>
		<updated>2022-06-28T14:04:22Z</updated>

		<summary type="html">&lt;p&gt;AMadHermit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Human Thief 4&lt;br /&gt;
*XP: 10,000/12,000 (+5%)&lt;br /&gt;
*Neutral&lt;br /&gt;
*Retainer of Arlo Jakken&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 10&lt;br /&gt;
*INT 11&lt;br /&gt;
*WIS 6 -1 save vs. magic&lt;br /&gt;
*DEX 15 +1 AC, +1 missile, +1 initiative&lt;br /&gt;
*CON 8 -1 hp/lvl&lt;br /&gt;
*CHA 15 +1 reaction, 5 max retainer, 8 loyalty&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** Common&lt;br /&gt;
&lt;br /&gt;
*General Skills (Number or higher needed listed)&lt;br /&gt;
**Bargain (Expert) Cha 3+ &lt;br /&gt;
**Deception: Sense Motive (Expert) Wis 7+&lt;br /&gt;
**&lt;br /&gt;
*Class Abilities&lt;br /&gt;
**Climb 10+&lt;br /&gt;
**Disable 10+&lt;br /&gt;
**Hear Noise 14+&lt;br /&gt;
**Read Languages 10+&lt;br /&gt;
**Sleight of Hand 14+&lt;br /&gt;
**Sneak 10+&lt;br /&gt;
**Spot 10+&lt;br /&gt;
&lt;br /&gt;
**Backstab +1d6&lt;br /&gt;
&lt;br /&gt;
*Knacks&lt;br /&gt;
**Silvertongue (advantage on reaction, hiring specialists, retainer offers)&lt;br /&gt;
**Building Traps (p. 174)&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC&lt;br /&gt;
*HP (just list the max here, list current HP on the front page.)&lt;br /&gt;
*Movement Rate 90 (20)&lt;br /&gt;
*Initiative Modifier +1&lt;br /&gt;
*Attacks (For the below, write in what it is. Like, &amp;quot;Two-Handed Sword: Stats.&amp;quot;&lt;br /&gt;
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)&lt;br /&gt;
**Secondary Melee Attack:&lt;br /&gt;
**Primary Ranged Attack:&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 12&lt;br /&gt;
**Poison &amp;amp; Death 13&lt;br /&gt;
**Blast &amp;amp; Breath 15&lt;br /&gt;
**Staves &amp;amp; Wands 14&lt;br /&gt;
**Spells 15 (WIS penalty included)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance. Don&#039;t list party treasure here. That&#039;s what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>AMadHermit</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Marl_Juniper&amp;diff=424072</id>
		<title>Marl Juniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Marl_Juniper&amp;diff=424072"/>
		<updated>2022-06-28T14:01:03Z</updated>

		<summary type="html">&lt;p&gt;AMadHermit: Created page with &amp;quot;Basilisk_Hill_Breakdown  == Rank == *Human Thief 4 *XP: 6,000/12,000 (+5%) *Neutral *Retainer of Arlo Jakken  == Attributes == *STR 10 *INT 11 *WIS 6 -1 save vs. magic *DE...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Human Thief 4&lt;br /&gt;
*XP: 6,000/12,000 (+5%)&lt;br /&gt;
*Neutral&lt;br /&gt;
*Retainer of Arlo Jakken&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 10&lt;br /&gt;
*INT 11&lt;br /&gt;
*WIS 6 -1 save vs. magic&lt;br /&gt;
*DEX 15 +1 AC, +1 missile, +1 initiative&lt;br /&gt;
*CON 8 -1 hp/lvl&lt;br /&gt;
*CHA 15 +1 reaction, 5 max retainer, 8 loyalty&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** Common&lt;br /&gt;
&lt;br /&gt;
*General Skills (Number or higher needed listed)&lt;br /&gt;
**Bargain (Expert) Cha 3+ &lt;br /&gt;
**Deception: Sense Motive (Expert) Wis 7+&lt;br /&gt;
**&lt;br /&gt;
*Class Abilities&lt;br /&gt;
**Climb 10+&lt;br /&gt;
**Disable 10+&lt;br /&gt;
**Hear Noise 14+&lt;br /&gt;
**Read Languages 10+&lt;br /&gt;
**Sleight of Hand 14+&lt;br /&gt;
**Sneak 10+&lt;br /&gt;
**Spot 10+&lt;br /&gt;
&lt;br /&gt;
**Backstab +1d6&lt;br /&gt;
&lt;br /&gt;
*Knacks&lt;br /&gt;
**Silvertongue (advantage on reaction, hiring specialists, retainer offers)&lt;br /&gt;
**Building Traps (p. 174)&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC&lt;br /&gt;
*HP (just list the max here, list current HP on the front page.)&lt;br /&gt;
*Movement Rate 90 (20)&lt;br /&gt;
*Initiative Modifier +1&lt;br /&gt;
*Attacks (For the below, write in what it is. Like, &amp;quot;Two-Handed Sword: Stats.&amp;quot;&lt;br /&gt;
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)&lt;br /&gt;
**Secondary Melee Attack:&lt;br /&gt;
**Primary Ranged Attack:&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 12&lt;br /&gt;
**Poison &amp;amp; Death 13&lt;br /&gt;
**Blast &amp;amp; Breath 15&lt;br /&gt;
**Staves &amp;amp; Wands 14&lt;br /&gt;
**Spells 15 (WIS penalty included)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance. Don&#039;t list party treasure here. That&#039;s what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>AMadHermit</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=424071</id>
		<title>Basilisk Hill Breakdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=424071"/>
		<updated>2022-06-28T13:29:01Z</updated>

		<summary type="html">&lt;p&gt;AMadHermit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Elevator Pitch=&lt;br /&gt;
&lt;br /&gt;
This is meant to be a mid-level game of wilderness exploration and entry into domain level play. The hope is to have a dedicated group of players that can meet virtually one or two times a month. This wiki will be used to track character sheets and assorted information.&lt;br /&gt;
&lt;br /&gt;
I am looking for:&lt;br /&gt;
&lt;br /&gt;
*Players interested in running a stable of characters (main PC, retainers, and potentially 2nd-tier retainers as well).&lt;br /&gt;
*Players interested in exploring domain-level activities, such as clearing hexes for settlement, researching spells, founding thieves&#039; guilds, etc.&lt;br /&gt;
*Players will be given the opportunity to directly control retainers while their primary PCs are doing other things.&lt;br /&gt;
*If you don&#039;t have any of the books listed below let me know and I&#039;ll get you hooked up; I don&#039;t want anyone to have to buy something to play in the game.&lt;br /&gt;
&lt;br /&gt;
==Premise==&lt;br /&gt;
&lt;br /&gt;
The adventurers begin play in the town of Liwil. Home to the Order of the Basilisk Knights, one of the last remnants of the Skeldrene Dynasty that once controlled this area of the world, a mini-gold rush is taking place in the town, drawing prospectors from around the region. The adventurers are either recent arrivals -- perhaps from Dry Gulch to the southwest, and the Zelaia Plains beyond, or Hob, Deepwater, or even further east to the Variegated Kingdom -- or natives of Liwil. They find a town besieged on all sides: the Basilisk Knights are dying out, and monsters, brigands, and worse threaten from all sides.&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
*We will be using the rules from Into the Wild, including the character options (note that the base classes have been altered slightly). Available classes will be listed below. Additional rules from the PHM or Populated Hexes series will be available as they come up.&lt;br /&gt;
*I will provide each player with five sets of 3d6 rolls to chose from. One set will be for the primary character; the others can be used to create retainers already in the PCs service (see below). Stats are in order of STR, INT, WIS, DEX, CON, CHA and cannot be swapped, but they can be raised/lowered as per the rules in OSE.&lt;br /&gt;
*Each primary PC starts with 50,000 XP and 10,000 gp. I will roll for starting magical items:&lt;br /&gt;
**Each primary PC has a pool of 10,000 XP that can be divided among retainers (it is also okay for a retainer to start as a 0-level human at a cost of -100 XP).&lt;br /&gt;
**The primary PC outfits their retainers using their pool of 10,000 gp and magic items.&lt;br /&gt;
**Any leftover XP for creating retainers is added to the main PC&#039;s total at a rate of 1:2 (if there is 1,000 XP leftover from the retailer pool the Primary PC gets 500 XP).&lt;br /&gt;
*Cost of Living. Rather than worrying about costs of food, lodging, taxes, moneychanging, etc., we&#039;re going to be using the Cost of Living expenses from p. 149 of ItW, with the following:&lt;br /&gt;
**First month of CoL for all characters is assumed paid for.&lt;br /&gt;
**Prime PCs pay Cost of Living for their direct retainers, retainers pay CoL for retainers under them, etc.&lt;br /&gt;
**CoL due at the beginning of each month.&lt;br /&gt;
*[[Combat Manuevers]]&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Available Character Classes at start==&lt;br /&gt;
*Cleric&lt;br /&gt;
*Fighter&lt;br /&gt;
*Magic-user&lt;br /&gt;
*Thief&lt;br /&gt;
&lt;br /&gt;
===From Into the Wild===&lt;br /&gt;
&lt;br /&gt;
*Assassin&lt;br /&gt;
*Berserker&lt;br /&gt;
*Bard&lt;br /&gt;
*Cerves&lt;br /&gt;
*Dervish&lt;br /&gt;
*Godborn&lt;br /&gt;
*Half-elf&lt;br /&gt;
*Hexblade&lt;br /&gt;
*Ironskin&lt;br /&gt;
*Mochyn (boar-folk)&lt;br /&gt;
*Scout&lt;br /&gt;
*Sorcerer&lt;br /&gt;
*Warlock&lt;br /&gt;
*Witch&lt;br /&gt;
&lt;br /&gt;
===From Other Sources===&lt;br /&gt;
&lt;br /&gt;
*Binder: [[PHM Issue #9]]&lt;br /&gt;
*&#039;&#039;Caballi&#039;&#039;: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*&#039;&#039;Caballi&#039;&#039; Destrier: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Gnoll Warrior: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Gnoll Sorcerer: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Goblin Mage: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Goblin Shaman: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Grippli [[PHM Issue #4]]&lt;br /&gt;
*Grippli tree-speaker [[PHM Issue #4]]&lt;br /&gt;
*Grove Guardian: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Knight: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Kobold: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Kobold Beguiler: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Lophaeti (eaglefolk): [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Lophaeti Qartal: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Monk: [[Hex 15.41 The Valley of the Rock Baboons]]&lt;br /&gt;
*Orc Reaver: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Orc Shaman: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Orc Warlock: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Strigi (owlfolk): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Strigi seer (owlfolk): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
&lt;br /&gt;
=The Campaign=&lt;br /&gt;
&lt;br /&gt;
==The Start==&lt;br /&gt;
&lt;br /&gt;
Liwil is an ancient city, dating back to the start of the 11th Cycle and the founding of the Skeldrene Empire, and has been the seat of the Order of the Basilisk Knights since its founding. The Skeldrene Empire was short-lived, begins to crumble during the Nadir of the 13th Cycle when the last true emperor, Zaphisdreal the Magnificent, dies, and the death of the empire is a long, drawn-out affair that, at the start of the 16th Cycle, leaves Liwil as one of the last surviving remnants of the greatness that was the Skeldrene Dynasty.&lt;br /&gt;
&lt;br /&gt;
Liwil has seen a boom recently with the discovery of gold in the hills south; prospectors from the mining community of Dry Gulch to the southwest have been making their way along the remnants of the Old Road, and the domains to the east -- Hob, Deepwater, and the Scarlet Principalities -- as well as the city-states of the Zelaian Confederacy, are turning their attention to this newl found wealth. With the discovery of gold comes the interest of brigands, as well; the adventurers that passed through Dry Gulch likely encountered the Redfoot Gang, who run the town with an iron fist, and there are whispers that the Dispossessed, a vicious gang to the north, are beginning to look greedily to Liwil. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the third year of the Sixteenth Cycle the adventurers find themselves in Liwil, drawn from across central Absalom, intent on finding their fortune. It is the Firstday of the Thirdmonth, and winter has finally ended. The adventurers find themselves in the Knight and Stone Tavern, plotting their next moves. Their factor Mr. Hand, whom they have retained to look after their interests while adventuring, lays a map on the table.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is a map from the last Cycle,&amp;quot; he says, &amp;quot;and I cannot attest to its accuracy. It is the best we have, however.&amp;quot; He begins to trace out areas of interest.&lt;br /&gt;
&lt;br /&gt;
*The remnants of the old road run eastward from Liwil, then cut north to intersect with the Long Road that runs to Junction -- in the Scarlet Principalities -- and Rocky Peak, to the north. There was once a village along the route, but travelers report it is abandoned and ill-omened. Were it to be reclaimed and settled it would put those in control in an advantageous position.&lt;br /&gt;
*The primary concern of the Basilisk Knights are twofold: a gang of troglodytes inhabits an old keep to the north, about nine miles north of Liwil, and a village of orcs to the northwest. An uneasy detente exists between the orcs and villagers, but the troglodytes have proved resistant to reason or steel.&lt;br /&gt;
&lt;br /&gt;
*The Basilisk Knights seek an artifact, a medallion, that was stolen by a wayward knight. They do not know where it is, but will pay handsomely for its return.&lt;br /&gt;
&lt;br /&gt;
*Tales tell of a young dragon that dwells in the woods to the north of Liwil. Whoever slays such a beast will no doubt gain great renown.&lt;br /&gt;
&lt;br /&gt;
*All know of the Darkwoods, a haunted forest that lies between the Basilisk Hills and the riches of the Scarlet Principality. There&#039;s a village called Sin nestled in the woods, inhabited by all manner of miscreants and wastrels, including brigands who raid Hob and the surrounding territories.&lt;br /&gt;
&lt;br /&gt;
*West of Liwil is a small plateau that is rumored to be cursed, and none who have ventured to the top have ever returned. It is said that at one point a conclave of evil druids once conducted dark rites atop the plateau. Those brave enough to venture into its shadow tell stories of an enormous, three-horned beast that roams the hills at the base of the plateau.&lt;br /&gt;
&lt;br /&gt;
=Wiki Editing=&lt;br /&gt;
&lt;br /&gt;
At this point everything I&#039;m asking players to do is pretty easy. &lt;br /&gt;
&lt;br /&gt;
*First step is to create your character sheet. You will find a link to the blank character sheet below. Click on the link, press &amp;quot;edit&amp;quot;, copy the entire formatting of the page, press &amp;quot;cancel&amp;quot; and return to the main page. Click on your character sheet. It will ask you if you want to create the page. Click yes, then paste the contents onto the new page. Do not change anything on the page labelled &amp;quot;Blank Character Sheet&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*To create a new page on the wiki simply add double brackets around some text. You can see what it looks like below in the Character Section.&lt;br /&gt;
&lt;br /&gt;
*Characters should be presented as follows (but with added double brackets around each listing):&lt;br /&gt;
&lt;br /&gt;
**PC 1&lt;br /&gt;
***Retainer #1&lt;br /&gt;
***Retainer #2&lt;br /&gt;
&lt;br /&gt;
*etc.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]. Go to sheet, edit, copy formatting, close, open up your sheet, paste, and profit.&lt;br /&gt;
&lt;br /&gt;
*[[Arlo Jakken]]&lt;br /&gt;
**[[Marl Juniper]]&lt;br /&gt;
*[[Velsind Flere]]&lt;br /&gt;
**[[Barbat Rauta]]&lt;br /&gt;
**[[Amagar Cacar]]&lt;/div&gt;</summary>
		<author><name>AMadHermit</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Arlo_Jakken&amp;diff=423835</id>
		<title>Arlo Jakken</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Arlo_Jakken&amp;diff=423835"/>
		<updated>2022-06-23T01:30:39Z</updated>

		<summary type="html">&lt;p&gt;AMadHermit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
Human Assassin 6&lt;br /&gt;
*XP: 50,000/64,000&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Full PC&lt;br /&gt;
*No titles or holdings at this time.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 18 (+3 melee, open doors on 5+)&lt;br /&gt;
*INT 14 (+1 language)&lt;br /&gt;
*WIS 9 &lt;br /&gt;
*DEX 16 (+2 missile, +2 AC, +1 initiative)&lt;br /&gt;
*CON 12 &lt;br /&gt;
*CHA 12&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
**Common&lt;br /&gt;
**Zel&lt;br /&gt;
&lt;br /&gt;
*General Skills (d20 roll, number or higher needed listed, along with associated ability score, per Into the Wild)&lt;br /&gt;
**Alchemy (Expert) INT 3+&lt;br /&gt;
**Athletics: Running (Skilled) CON 9+&lt;br /&gt;
**Athletics: Jumping (Skilled) STR 6+&lt;br /&gt;
**Survival: Harvesting (Expert) DEX 2+&lt;br /&gt;
**Survival: Tracking (Expert) WIS 6+&lt;br /&gt;
&lt;br /&gt;
*Thief Skills (d20 roll, number or higher needed listed)&lt;br /&gt;
**Climb 14+&lt;br /&gt;
**Hear Noise 14+&lt;br /&gt;
**Sleight of Hand 8+&lt;br /&gt;
**Sneak 8+&lt;br /&gt;
**Spot 8+&lt;br /&gt;
**Disable 8+&lt;br /&gt;
**Read Languages 14+&lt;br /&gt;
&lt;br /&gt;
*Knacks&lt;br /&gt;
**Primary Improvement (Str +1, Dex +1, included in totals above)&lt;br /&gt;
**Rogue (gain remainder of thief skills and +2 points/lvl)&lt;br /&gt;
&lt;br /&gt;
*Class Abilities&lt;br /&gt;
**Combat Style: Unarmed (Attack 2/round with for +7 to hit / 1d3+3 damage and gain +1 initiative when fighting unarmed)&lt;br /&gt;
**Backstab +4 to hit / +2d6&lt;br /&gt;
**Trained with poisons: only ever poison on a result of 1 after a re-rolled of any 1s.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC 5 (Leather AC 7 and 2 points from Dexterity)&lt;br /&gt;
*HP (To be rolled)&lt;br /&gt;
*Movement Rate 30&#039; (120&#039;)&lt;br /&gt;
&lt;br /&gt;
*Initiative Modifier: +1; +2 if fighting unarmed&lt;br /&gt;
&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: two unarmed attacks +7/+7 to hit 1d3+3 damage&lt;br /&gt;
**Secondary Melee Attack: dagger +7 to hit / 1d4+3 damage&lt;br /&gt;
**Primary Ranged Attack: thrown dagger +6 to hit / 1d4 damage&lt;br /&gt;
&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 11&lt;br /&gt;
**Poison &amp;amp; Death 12&lt;br /&gt;
**Blast &amp;amp; Breath 14&lt;br /&gt;
**Staves &amp;amp; Wands 13&lt;br /&gt;
**Spells 13&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance. Don&#039;t list party treasure here. That&#039;s what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.&lt;br /&gt;
** Leather Armor&lt;br /&gt;
** Some Daggers&lt;br /&gt;
** Thieves Tools&lt;br /&gt;
** Several Stoups&lt;br /&gt;
** To be geared, this is a working list&lt;/div&gt;</summary>
		<author><name>AMadHermit</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Arlo_Jakken&amp;diff=423830</id>
		<title>Arlo Jakken</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Arlo_Jakken&amp;diff=423830"/>
		<updated>2022-06-22T20:57:22Z</updated>

		<summary type="html">&lt;p&gt;AMadHermit: Created page with &amp;quot;Basilisk_Hill_Breakdown  == Rank == Human Assassin 6 *XP: 50,000/64,000 *Alignment: Neutral *Full PC *No titles or holdings at this time.  == Attributes == *STR 18 (+3 mel...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
Human Assassin 6&lt;br /&gt;
*XP: 50,000/64,000&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Full PC&lt;br /&gt;
*No titles or holdings at this time.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 18 (+3 melee, open doors on 5+)&lt;br /&gt;
*INT 14 (+1 language)&lt;br /&gt;
*WIS 9 &lt;br /&gt;
*DEX 16 (+2 missile, +2 AC, +1 initiative)&lt;br /&gt;
*CON 12 &lt;br /&gt;
*CHA 12&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
**Common&lt;br /&gt;
**Varikas&lt;br /&gt;
&lt;br /&gt;
*General Skills (d20 roll, number or higher needed listed, along with associated ability score, per Into the Wild)&lt;br /&gt;
**Alchemy (Expert) INT 3+&lt;br /&gt;
**Athletics: Running (Skilled) CON 9+&lt;br /&gt;
**Athletics: Jumping (Skilled) STR 6+&lt;br /&gt;
**Survival: Harvesting (Expert) DEX 2+&lt;br /&gt;
**Survival: Tracking (Expert) WIS 6+&lt;br /&gt;
&lt;br /&gt;
*Thief Skills (d20 roll, number or higher needed listed)&lt;br /&gt;
**Climb 14+&lt;br /&gt;
**Hear Noise 14+&lt;br /&gt;
**Sleight of Hand 8+&lt;br /&gt;
**Sneak 8+&lt;br /&gt;
**Spot 8+&lt;br /&gt;
**Disable 8+&lt;br /&gt;
**Read Languages 14+&lt;br /&gt;
&lt;br /&gt;
*Knacks&lt;br /&gt;
**Primary Improvement (Str +1, Dex +1, included in totals above)&lt;br /&gt;
**Rogue (gain remainder of thief skills and +2 points/lvl)&lt;br /&gt;
&lt;br /&gt;
*Class Abilities&lt;br /&gt;
**Combat Style: Unarmed (Attack 2/round with for +7 to hit / 1d3+3 damage and gain +1 initiative when fighting unarmed)&lt;br /&gt;
**Backstab +4 to hit / +2d6&lt;br /&gt;
**Trained with poisons: only ever poison on a result of 1 after a re-rolled of any 1s.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC 5 (Leather AC 7 and 2 points from Dexterity)&lt;br /&gt;
*HP (To be rolled)&lt;br /&gt;
*Movement Rate 30&#039; (120&#039;)&lt;br /&gt;
&lt;br /&gt;
*Initiative Modifier: +1; +2 if fighting unarmed&lt;br /&gt;
&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: two unarmed attacks +7/+7 to hit 1d3+3 damage&lt;br /&gt;
**Secondary Melee Attack: dagger +7 to hit / 1d4+3 damage&lt;br /&gt;
**Primary Ranged Attack: thrown dagger +6 to hit / 1d4 damage&lt;br /&gt;
&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 11&lt;br /&gt;
**Poison &amp;amp; Death 12&lt;br /&gt;
**Blast &amp;amp; Breath 14&lt;br /&gt;
**Staves &amp;amp; Wands 13&lt;br /&gt;
**Spells 13&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance. Don&#039;t list party treasure here. That&#039;s what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.&lt;br /&gt;
** Leather Armor&lt;br /&gt;
** Some Daggers&lt;br /&gt;
** Thieves Tools&lt;br /&gt;
** Several Stoups&lt;br /&gt;
** To be geared, this is a working list&lt;/div&gt;</summary>
		<author><name>AMadHermit</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=423804</id>
		<title>Basilisk Hill Breakdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=423804"/>
		<updated>2022-06-20T21:08:53Z</updated>

		<summary type="html">&lt;p&gt;AMadHermit: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Elevator Pitch=&lt;br /&gt;
&lt;br /&gt;
This is meant to be a mid-level game of wilderness exploration and entry into domain level play. The hope is to have a dedicated group of players that can meet virtually one or two times a month. This wiki will be used to track character sheets and assorted information.&lt;br /&gt;
&lt;br /&gt;
I am looking for:&lt;br /&gt;
&lt;br /&gt;
*Players interested in running a stable of characters (main PC, retainers, and potentially 2nd-tier retainers as well).&lt;br /&gt;
*Players interested in exploring domain-level activities, such as clearing hexes for settlement, researching spells, founding thieves&#039; guilds, etc.&lt;br /&gt;
*Players will be given the opportunity to directly control retainers while their primary PCs are doing other things.&lt;br /&gt;
*If you don&#039;t have any of the books listed below let me know and I&#039;ll get you hooked up; I don&#039;t want anyone to have to buy something to play in the game.&lt;br /&gt;
&lt;br /&gt;
==Premise==&lt;br /&gt;
&lt;br /&gt;
The adventurers begin play in the town of Liwil. Home to the Order of the Basilisk Knights, one of the last remnants of the Skeldrene Dynasty that once controlled this area of the world, a mini-gold rush is taking place in the town, drawing prospectors from around the region. The adventurers are either recent arrivals -- perhaps from Dry Gulch to the southwest, and the Zelaia Plains beyond, or Hob, Deepwater, or even further east to the Variegated Kingdom -- or natives of Liwil. They find a town besieged on all sides: the Basilisk Knights are dying out, and monsters, brigands, and worse threaten from all sides.&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
*We will be using the rules from Into the Wild, including the character options (note that the base classes have been altered slightly). Available classes will be listed below. Additional rules from the PHM or Populated Hexes series will be available as they come up.&lt;br /&gt;
*I will provide each player with five sets of 3d6 rolls to chose from. One set will be for the primary character; the others can be used to create retainers already in the PCs service (see below). Stats are in order of STR, INT, WIS, DEX, CON, CHA and cannot be swapped, but they can be raised/lowered as per the rules in OSE.&lt;br /&gt;
*Each primary PC starts with 50,000 XP and 10,000 gp. I will roll for starting magical items:&lt;br /&gt;
**Each primary PC has a pool of 10,000 XP that can be divided among retainers (it is also okay for a retainer to start as a 0-level human at a cost of -100 XP).&lt;br /&gt;
**The primary PC outfits their retainers using their pool of 10,000 gp and magic items.&lt;br /&gt;
**Any leftover XP for creating retainers is added to the main PC&#039;s total at a rate of 1:2 (if there is 1,000 XP leftover from the retailer pool the Primary PC gets 500 XP).&lt;br /&gt;
&lt;br /&gt;
==Available Character Classes at start==&lt;br /&gt;
*Cleric&lt;br /&gt;
*Fighter&lt;br /&gt;
*Magic-user&lt;br /&gt;
*Thief&lt;br /&gt;
&lt;br /&gt;
===From Into the Wild===&lt;br /&gt;
&lt;br /&gt;
*Assassin&lt;br /&gt;
*Berserker&lt;br /&gt;
*Bard&lt;br /&gt;
*Cerves&lt;br /&gt;
*Dervish&lt;br /&gt;
*Godborn&lt;br /&gt;
*Half-elf&lt;br /&gt;
*Hexblade&lt;br /&gt;
*Ironskin&lt;br /&gt;
*Mochyn (boar-folk)&lt;br /&gt;
*Scout&lt;br /&gt;
*Sorcerer&lt;br /&gt;
*Warlock&lt;br /&gt;
*Witch&lt;br /&gt;
&lt;br /&gt;
===From Other Sources===&lt;br /&gt;
&lt;br /&gt;
*Binder: [[PHM Issue #9]]&lt;br /&gt;
*&#039;&#039;Caballi&#039;&#039;: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*&#039;&#039;Caballi&#039;&#039; Destrier: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Gnoll Warrior: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Gnoll Sorcerer: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Goblin Mage: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Goblin Shaman: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Grippli [[PHM Issue #4]]&lt;br /&gt;
*Grippli tree-speaker [[PHM Issue #4]]&lt;br /&gt;
*Grove Guardian: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Knight: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Kobold: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Kobold Beguiler: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Lophaeti (eaglefolk): [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Lophaeti Qartal: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Monk: [[Hex 15.41 The Valley of the Rock Baboons]]&lt;br /&gt;
*Orc Reaver: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Orc Shaman: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Orc Warlock: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Strigi (owlfolk): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Strigi seer (owlfolk): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
&lt;br /&gt;
=Wiki Editing=&lt;br /&gt;
&lt;br /&gt;
At this point everything I&#039;m asking players to do is pretty easy. &lt;br /&gt;
&lt;br /&gt;
*First step is to create your character sheet. You will find a link to the blank character sheet below. Click on the link, press &amp;quot;edit&amp;quot;, copy the entire formatting of the page, press &amp;quot;cancel&amp;quot; and return to the main page. Click on your character sheet. It will ask you if you want to create the page. Click yes, then paste the contents onto the new page. Do not change anything on the page labelled &amp;quot;Blank Character Sheet&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*To create a new page on the wiki simply add double brackets around some text. You can see what it looks like below in the Character Section.&lt;br /&gt;
&lt;br /&gt;
*Characters should be presented as follows (but with added double brackets around each listing):&lt;br /&gt;
&lt;br /&gt;
**PC 1&lt;br /&gt;
***Retainer #1&lt;br /&gt;
***Retainer #2&lt;br /&gt;
&lt;br /&gt;
*etc.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]. Go to sheet, edit, copy formatting, close, open up your sheet, paste, and profit.&lt;br /&gt;
&lt;br /&gt;
*[[Arlo Jakken]]&lt;/div&gt;</summary>
		<author><name>AMadHermit</name></author>
	</entry>
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