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		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul&amp;diff=432720</id>
		<title>Exploring the Halls of Arden Vul</title>
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		<updated>2023-01-16T16:45:09Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Arden Vul waterfall.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OSE Advanced game&#039;&#039;&#039; (July 2021 - November 2022): [https://forum.rpg.net/index.php?threads/recruitment-semi-open-exploring-the-halls-of-arden-vul-ose-advanced-fantasy-b-x-osr.884290/ Recruitment] | [https://forum.rpg.net/index.php?threads/re-recruitment-exploring-the-halls-of-arden-vul-ose-advanced-fantasy.898259/ Re-Recruitment] | [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/ OOC] | [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/ IC]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWN game&#039;&#039;&#039; (December 2022 - present): [https://forum.rpg.net/index.php?threads/mostly-closed-recruitment-wwn-conflict-in-the-halls-of-arden-vul.905308/ Recruitment] | [https://forum.rpg.net/index.php?threads/wwn-conflict-in-the-halls-of-arden-vul.906529/ OOC] | [https://forum.rpg.net/index.php?threads/wwn-conflict-in-the-halls-of-arden-vul.906254/ IC]&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:Talia_WWN | WWN Talia]] (Falkus) &#039;&#039;&#039;Thorcin Priest of Mitra&#039;&#039;&#039; | HP: 18/18, System Strain: 0/5, AC: 14/13, Init: -1, bookbinder, traits: daring, patient, persistent&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:Maiandros_WWN | WWN Maiandros Kurkuas]] &#039;&#039;&#039;Archontean ex-Legionnaire&#039;&#039;&#039;  | HP: 37/37, System Strain: 0/15, AC: 16/15, Init: +1, bowyer/fletcher&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:Aelfric the Cheerful_WWN | WWN Aelfric the Cheerful]] (thirdkingdom) &#039;&#039;&#039;Thorcin Mage&#039;&#039;&#039; | HP: 13/13, System Strain: 0/10, AC: 10, Init: +0, shipwright, traits: honorable yet manipulative&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:Eusebia_WWN | WWN Eusebia Tagaris]] (Lysus) &#039;&#039;&#039;Half-Wiskin/Half-Archontean Mage&#039;&#039;&#039; | HP:, System Strain:, AC:, Init:, vintner, traits: honest, steadfast, deceitful&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_Snagwarder_WWN | WWN Snagwarder]] (The Albigensian) &#039;&#039;&#039;Imperial Goblin&#039;&#039;&#039; | HP:31/31, System Strain: 0/14, AC:18, Init: +1, miner, traits: determined, honest, curious&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_Nico_WWN | WWN Nico]] (sulldawga) &#039;&#039;&#039;Archontean Merchant/Treasure Hunter&#039;&#039;&#039; | HP: 16/16, System Strain: 0/8, AC: 13, Init: +1, bookbinder, traits: persistent, envious, stubborn&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_tomas_WWN | WWN Unnamed tomas character]] (tomas) &#039;&#039;&#039;Thorcin Warrior&#039;&#039;&#039; | HP: 30/30, System Strain: 0/18, AC: 16/15, Init: +1, secondary skill, traits: &lt;br /&gt;
&lt;br /&gt;
===Character Generation Guidelines===&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_chargen | Character Generation Guidelines]]&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_equipment | Expanded OSE Equipment List]]&lt;br /&gt;
&lt;br /&gt;
===Lost to the Falls===&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_sample-charsheet | Sample OSE Character Sheet]]  &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_sample-charsheet-sylvari | Sample Sylvari character sheet]]&lt;br /&gt;
&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:Tanrik | Tanrik]] (sirjolt) &#039;&#039;&#039;Archontean Thief L2&#039;&#039;&#039; | HP: 9/9, AC: 14, Init: +2, roper&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:Aloc | Aloc of Bilsham]] (Brittonica) &#039;&#039;&#039;Thorcin Warden L2&#039;&#039;&#039; | HP: 10/10, AC: 14/15, Init: +0, woodcutter&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:Maeraphin | Maeraphin Sifas]] (Aesthete) &#039;&#039;&#039;Sylvari/Acrobat L1/L1&#039;&#039;&#039; | HP: 8/8, AC: 16, Init: +2, animal trainer&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_Celonar_Kilvanir | Celonar Kilvanir]] (Xhaosdaemon) &#039;&#039;&#039;Sylvari L2&#039;&#039;&#039; | HP: 9/9, AC: 13, Init: +1, bowyer/fletcher&lt;br /&gt;
**mountain lion | HP: 9/18 (HD 3d8+2), AC: 13, +3 to hit 2xclaw 1d3 bite 1d6, Move 150&#039;(50&#039;), Morale 9&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_Snagwarder | OSE Snagwarder]] (The Albigensian) &#039;&#039;&#039;Imperial Goblin/Illusionist/Thief L2/L2/L3&#039;&#039;&#039; | HP: 7/11, AC: 13, Init: +1, miner, traits: determined, honest, curious&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_Gaius | Gaius Valerius]] (kenmtraveller) &#039;&#039;&#039;Archontean Magic-User L3&#039;&#039;&#039; | HP: 7/7, AC: 9, Init: -1, mapmaker, traits: ambitious, curious, arrogant&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_Red_Ed| Florian Lucaenus]] &#039;&#039;&#039;Archontean Paladin of Demma L3&#039;&#039;&#039; | HP: 18/20, AC: 18, Init: +1, farmer, traits: curious, loyal, determined&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:Talia | OSE Talia]] (Falkus) &#039;&#039;&#039;Thorcin Cleric of Mitra L4&#039;&#039;&#039; | HP: 11/12, AC: 16, Init: -2, bookbinder, traits: daring, patient, persistent&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:Maiandros | OSE Maiandros Kurkuas]] Archontean Fighter L3 | HP: 20/20, AC: 17, Init: +1, bowyer/fletcher&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:Aelfric the Cheerful | OSE Aelfric the Cheerful]] (thirdkingdom) &#039;&#039;&#039;Thorcin Bard L4&#039;&#039;&#039; | HP: 14/14, AC: 14, Init: +0, shipwright, traits: honorable yet manipulative&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:Eusebia | OSE Eusebia Tagaris]] &#039;&#039;&#039;Half-Wiskin/Half-Archontean Magic-User L3&#039;&#039;&#039; | HP: 13/13, AC: 8, Init: -2, vintner, traits: honest, steadfast, deceitful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encumbrance Ape===&lt;br /&gt;
&lt;br /&gt;
*Maiandros Kurkuas&lt;br /&gt;
**Gear: 784&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total Encumbrance: 784&lt;br /&gt;
**Movement: 60&#039;(20&#039;)&lt;br /&gt;
&lt;br /&gt;
*Talia&lt;br /&gt;
**Gear: 717&lt;br /&gt;
**Treasure: broken bone (20 cn), 10&amp;quot;-tall tough porcelain ankh (10 cn), orange-yellow topaz (1 cn)&lt;br /&gt;
**Total Encumbrance: 744&lt;br /&gt;
**Movement: 60&#039;(20&#039;)&lt;br /&gt;
&lt;br /&gt;
*Aelfric&lt;br /&gt;
**Gear: 630&lt;br /&gt;
**Treasure: Stone vial (light blue powder) (10 cn), alligator teeth (10 cn), 10 gp, six gemstones (5 gp each)&lt;br /&gt;
**Total Encumbrance: 590&lt;br /&gt;
**Movement: 90&#039;(30&#039;)&lt;br /&gt;
&lt;br /&gt;
*Eusebia&lt;br /&gt;
**Gear: 135&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total Encumbrance: 135&lt;br /&gt;
**Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
*Gaius&lt;br /&gt;
**Gear: 110&lt;br /&gt;
**Treasure: 6 platinum coins: 90  1 silver knot amulet: 10, baboon amulet: 10&lt;br /&gt;
**Total Encumbrance: 220&lt;br /&gt;
**Movement: 120&#039;(40&#039;)&lt;br /&gt;
&lt;br /&gt;
*Florian Lucaenus&lt;br /&gt;
**Gear: 758&lt;br /&gt;
**Treasure: 75 GP (3x20GP Gems +15GP coins)&lt;br /&gt;
**Total Encumbrance: 758&lt;br /&gt;
**Movement: 60&#039;(20&#039;)&lt;br /&gt;
&lt;br /&gt;
*Basil&lt;br /&gt;
**Gear: 20&lt;br /&gt;
**Treasure: Stone vial (light blue powder) (10 cn), pouch of chalk + 3 slow candles (20 cn)&lt;br /&gt;
**Total Encumbrance: 50&lt;br /&gt;
**Movement: 120&#039;(40&#039;)&lt;br /&gt;
&lt;br /&gt;
===Trait Dice===&lt;br /&gt;
I&#039;m adding a meta-currency to the game called Trait Dice. I&#039;ll award Trait Dice for roleplaying that puts a spotlight on the Character Traits that your rolled/selected at chargen, with bonus Trait Dice awarded if your character&#039;s trait expression puts them in a position that complicates play.&lt;br /&gt;
&lt;br /&gt;
Trait Dice can be spent to give you Advantage on any d20 or damage roll.&lt;br /&gt;
&lt;br /&gt;
* Aelfric - 2&lt;br /&gt;
* Gaius - 2&lt;br /&gt;
* Snagwarder - 0 (3 spent centipede attack)&lt;br /&gt;
* Talia - 2&lt;br /&gt;
&lt;br /&gt;
==Dungeoneering==&lt;br /&gt;
Basil is stabled at the Sign of the Broken Head for a month, until the 5th day of 2ndmonth at Arden Vul&lt;br /&gt;
&lt;br /&gt;
===Light Sources===&lt;br /&gt;
&lt;br /&gt;
====Carried====&lt;br /&gt;
* Aelfric - 1 oil flask, tinder box&lt;br /&gt;
* Eusebia - 11 torches, tinder box&lt;br /&gt;
* Maiandros - 9 candles, tinder box&lt;br /&gt;
* Talia - 3 torches, 1 lit&lt;br /&gt;
* Gaius - 12 torches (1 lit when underground), 10 flasks of oil, 1 lantern, tinder box&lt;br /&gt;
* Florian - 5 torches,&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
*Maiandros Kurkuas:&lt;br /&gt;
*Talia: &lt;br /&gt;
*Aelfric the Cheerful: Iron, 5 days&lt;br /&gt;
*Eusebia Tagaris: Iron, 5 days&lt;br /&gt;
*Gaius Valerius: Iron, 14 days&lt;br /&gt;
*Florian: Standard, 6 days&lt;br /&gt;
&lt;br /&gt;
===Marching Order===&lt;br /&gt;
&lt;br /&gt;
====Double file====&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;       (Snagwarder)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Maiandros   Florian&lt;br /&gt;
   Talia      &lt;br /&gt;
   Gaius    (Snagwarder)&lt;br /&gt;
  Eusebia   Aelfric&lt;br /&gt;
   Basil&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Snagwarder either ranges up ahead scouting or hangs out in the centre as the situation requires.&lt;br /&gt;
&lt;br /&gt;
Aelfric makes sure we don&#039;t get surprised from behind, and also acting as bodyguard for Eusebia.&lt;br /&gt;
&lt;br /&gt;
====Single file====&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt; (Snagwarder)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Maiandros&lt;br /&gt;
 Florian&lt;br /&gt;
 Talia&lt;br /&gt;
 Gaius&lt;br /&gt;
 Eusebia&lt;br /&gt;
  Basil&lt;br /&gt;
(Snagwarder)&lt;br /&gt;
 Aelfric&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Same thing here with Snagwarder being up front or part of the rearguard depending on whether he&#039;s scouting. Aelfric takes the rear guard.&lt;br /&gt;
&lt;br /&gt;
====Open Order====&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
         (Snagwarder)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
         Maiandros&lt;br /&gt;
    Aelfric       &lt;br /&gt;
      Eusebia  Talia&lt;br /&gt;
       Basil  Gaius&lt;br /&gt;
(Snagwarder)        Florian&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Again, Snagwarder is either out front scouting or supporting with archery from the back. Florian is also in the back, responsible for first response to flanking attacks on Eusebia or Talia. Snagwarder and Florian will move forward to join the main fight if leaving the rear/ sides seem safe (or the situation is super critical).&lt;br /&gt;
&lt;br /&gt;
Aelfric moves up to support Maiandros if that&#039;s where the fighting is.&lt;br /&gt;
&lt;br /&gt;
If the main thrust of an attack comes from a side or the rear, Maiandros will move immediately, with either AC or AB remaining behind to make sure we&#039;re not outflanked (unless, of course, it&#039;s super clear we can leave our rear/ flank uncovered.&lt;br /&gt;
&lt;br /&gt;
===Watch Order===&lt;br /&gt;
1) Gaius &amp;lt;br&amp;gt;&lt;br /&gt;
2) Eusebia &amp;lt;br&amp;gt;&lt;br /&gt;
3) Florian &amp;lt;br&amp;gt;&lt;br /&gt;
4) Talia &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XP Awards==&lt;br /&gt;
foe XP is doubled for PbP play&lt;br /&gt;
*start with 2000 XP, unmodified by class bonuses&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24044054 crocodiles and skeletons]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24099167 polished stone of the Stone People]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24178992 +2000 XP milestone award]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24257536 50 XP for giant rats outside the Broken Head (doubled)]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24257536 2475 XP for octagonal platinum coins and silver medallion]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24397965 +4000 Anniversary award]&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1knk84_i1F8x325wdrXLPdAn6QCEIMjvlHpgw35Hip9M/edit#gid=1428478617 Spot map]&lt;br /&gt;
*[https://wiki.rpg.net/index.php/File:Azure_Keep_%26_Gosterwick_map.PNG map of Gosterwick/Vetucaster]&lt;br /&gt;
*[https://wiki.rpg.net/index.php/File:Map_of_Burdocks_Valley_02.png map of Burdock&#039;s Valley]&lt;br /&gt;
&lt;br /&gt;
=Playing in a game with roots in Colonialism=&lt;br /&gt;
The valley in which play will be centered has seen over 3000 years of colonial history, which includes the domination of the region by a colonial empire. That empire collapsed and left the region for 820 years before returning nearly 350 years ago. Three cultural groups (two non-human and foreign to the region, one human and native to the region) have been assimilated into the dominant culture and possess citizenship, though are denied the highest echelons of political power. The human cultural group native to the region has a resistance movement. &lt;br /&gt;
&lt;br /&gt;
The &#039;ruins&#039; we will be exploring contain a number of factions and cultures of various descent. The majority of wealth extraction that occurs in the game will be directed at the ancient ancestors of the dominant colonial power, though some will be of other foreign, non-native cultures (though they now make this place their home). We will not be stealing cultural artifacts or wealth from the native population.&lt;br /&gt;
&lt;br /&gt;
The history of this sort of game is rooted in unexamined privilege and the oppression of native peoples. We will make a conscious effort to conduct our play with intent to dismantle the worst of that. To that effect, I have made some alterations to the module, and am open to your ideas of other alterations that we should employ.&lt;br /&gt;
&lt;br /&gt;
=The Archontean Empire=&lt;br /&gt;
The Archontean Empire was formed nearly 3000 years ago on the island of Mithruin with the Compact of Ennius (0 AEP), and colonized lands east to the Grain Islands, north to a foothold in the Borealios islands, and west to the continent of Irthuin.&lt;br /&gt;
&lt;br /&gt;
Its first period of colonization was from 850 AEP to 1680 AEP, thirteen hundred years ago, before the Empire retracted into a dark age from 1900 AEP to 2400 AEP after a civil war. It shrunk its holdings back to Mithruin and the Grain Islands, losing much of its ancient knowledge in the process. A period of military expansion in 2450 AEP saw it re-enter a colonial period, returning to the Irthuin continent in 2639 AEP and re-establishing its dominance in Arcturos and Narsileon. &lt;br /&gt;
&lt;br /&gt;
The year is now 2993 AEP (AEP = &#039;from the pact of Ennius&#039;), 350 years after the Archontean return to the continent.&lt;br /&gt;
&lt;br /&gt;
===Greater Detail===&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Archontean_Empire | People and Cultures]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Institutions | Institutions and Organizations]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Exarchates | Exarchates of the Empire]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Titles | Hierarchies &amp;amp; Titles]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Deities | Deities]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Writing | Languages &amp;amp; Writing systems]]====&lt;br /&gt;
&lt;br /&gt;
==Burdock&#039;s Valley==&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_Burdocks_Valley | the Geography of Burdock&#039;s Valley]]&lt;br /&gt;
&lt;br /&gt;
===Gosterwick (Vetucaster)===&lt;br /&gt;
The tiny Thorcin community of Gosterwick located at the base of the cliff and falls of Arden Vul was claimed by Lady Alexia Basileon and a sept of the Knights of the Azure Shield in 2968 AEP (25 years ago). The knights restored an ancient fortress, naming it the Azure Keep. Lady Alexia renamed the community Vetucaster and expanded it rapidly, offering residence, citizenship, and services to merchants, craftsmen, and adventurers. The current population bears a high proportion of adventurer-oriented businesses: sellers and buyers of curios, general sutlers, trainers, etc. &lt;br /&gt;
&lt;br /&gt;
Population: 2,211 (40% Archontean, 40% Thorcin, 15% Wiskin, and 5% demi-human [primarily halflings and imperial goblins]).&lt;br /&gt;
&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_Gosterwick | Gosterwick map and key]]&lt;br /&gt;
&lt;br /&gt;
=Summary of Events=&lt;br /&gt;
*&#039;&#039;&#039;Day One:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | travel to and up the Falls, nighttime torches moving up the valley to the base of the Falls across the river&lt;br /&gt;
*&#039;&#039;&#039;Day Two:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | travel up the Falls, People of Stone corpse + treasure, arrival at the city ruins, exploration of gate towers, obelisk, lake, crocodile attack, overnight stay in hidey-hole, Snagwarder&lt;br /&gt;
*&#039;&#039;&#039;Day Three:&#039;&#039;&#039; &#039;&#039;overcast with mild rain all day&#039;&#039; | boulevard, tower, pyramid, ibis-headed god, survey of the ruined city, encounter with north gate tower guards, first night at the Sign of the Broken Head, trader with metal forearm, Prosperity Factor, another adventuring party (Hrothgar)&lt;br /&gt;
*&#039;&#039;&#039;Day Four:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | enter the pyramid, Rosco Winterleaf, entry chamber, Phlebotomas Plumthorn + halfling communism, eastern plaza, giant arm + hand, basin collapse, exploration of underground crevice, Sign of the Broken Head: trader with metal forearm is gone, merchant Gratian Zonaras + priest of Deballaton, selling the stone of the People of Stone (financed by the merchant)&lt;br /&gt;
*&#039;&#039;&#039;Day Five:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | white-furred baboons attacking men in robes other side of river before dawn, exploring the collapsed basin crevice - found chimney, eastern gate towers (northern) - staging point, spy party of cestus-bearing Narsileon Archonteans, mention of troll lords, mountain lion!, back at Sign of the Broken Head mention of Darlton&#039;s Darlings adventuring group, excitement as Gratian Zonaras&#039; party returns with injured men, Snagwarder reunited with Gaius (observed Gratian Zonaras watching something to the west in the city)&lt;br /&gt;
*&#039;&#039;&#039;Day Six:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | stabling Basil for a month, giant rat swarm on the path from the tavern, tense conversation with adventurers exiting from the pyramid, ruined neighborhood exploration + discoveries, mountain lion friendship, exploring east gate towers (southern) - rare coins + potions + discovery, Sign of the Broken Head is full with Gratian Zonaras party and Palladius Ducas&#039; Five Fingers of Destiny (and Mitran priest) adventuring party, some celebration for the success of the Five Fingers, much discussion about Plumthorn, Gratian Zonaras reveals himself and tries to hire the party&lt;br /&gt;
*&#039;&#039;&#039;Day Seven:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | exploration of towers to the NE of the ruined city, exploring the ruined villa, encounter with smelly giant wolverine - blinding of Celonar, washing in the river using the Broken Head water path, sighting of beastmen at the river gate tower&lt;br /&gt;
*&#039;&#039;&#039;Day Eight:&#039;&#039;&#039; &#039;&#039;overcast, rainstorm&#039;&#039; | exploring the river gate tower and surveying the west side of the ruined city, discovering a poisoned stash of gear in river gate tower, traveling through ruined neighborhoods, getting shouted at by north gate tower guards before you crossed a bridge to an island in river, visiting the north gate tower and learning about stone guardians, return to Sign of the Broken Head in heavy rainfall, discover everyone but Prosperity Factor and Estelle are sick, heading to the river for water in middle of storm, discovering dead bodies, Snagwarder almost drowns retrieving a pot from river, splitting up -- back again for water + warning the north gate tower, collecting water and bodies, very late and very wet night&lt;br /&gt;
*&#039;&#039;&#039;Day Nine:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | Late start to the day, miraculously tracking the beastmen from the river gate tower through brush to the opening in the northern wall and the ruins beyond. Travel through ruins and some discoveries and treasure. Talking to north gate guards about beastmen movement. Meeting the Wiskin trader at the pyramid. Florian Lucaenus joins the party. The party splits, Snagwarder going in search of the old hideyhole and fighting for his life against a swarm of giant centipedes; the rest of the party fighting spiders on their way to the rest area inside the eastern gate tower.&lt;br /&gt;
*&#039;&#039;&#039;Day Ten:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | the party heads underground through the crack in the wall in the rest area of the Cestus Fist Archinteans. Fight with fire beetles, harvesting their light sacs. Rattling sarcophagus room. &amp;quot;Old One. Do not open.&amp;quot; Giant stone chair room on edge of massive underground fissure. Large stela with image of large horned biped and inscrutable runes. Aelfric &#039;travels&#039; in the chair. Encounter with (intelligent ?) giant rats. No secret doors found. return to surface to moderate rainfall and two giant lizards playing in the rain. They sleep, then wander off when confronted. From the pyramid, a number of potential entry points to the underground city are observed. The party scouts the closest one, then returns to the Sign of the Broken Head.&lt;br /&gt;
&lt;br /&gt;
=Important NPCs=&lt;br /&gt;
====The Sign of the Broken Head====&lt;br /&gt;
*Proprietors&lt;br /&gt;
**Kronos Kettle-Belly, Thorcin&lt;br /&gt;
**Estelle, Archontean priestess of Tychias (goddess of luck, faith, and wealth)&lt;br /&gt;
*Factors&lt;br /&gt;
**Archontean Wisdom factor&lt;br /&gt;
**Archontean Prosperity factor, former mercenary from Archontos, studied art history in Narsileon after tiring of that life&lt;br /&gt;
**Thorcin Golden Band factor&lt;br /&gt;
*Merchants&lt;br /&gt;
**Archontean merchant with precise, angular mustache and beard and a metal forearm&lt;br /&gt;
***Wiskin woman with eyepatch&lt;br /&gt;
***Archontean man with a milky eye&lt;br /&gt;
**Gratian Zonaras, green-cloaked merchant&lt;br /&gt;
***Archontean priest of Deballaton&lt;br /&gt;
***Pock-marked, insouciant Archontean&lt;br /&gt;
***Thorcin with an unnaturally large right arm and headgear covering his eyes&lt;br /&gt;
&lt;br /&gt;
=====Items=====&lt;br /&gt;
*Food&lt;br /&gt;
**Breakfast features the evening&#039;s soup with freshly baked bread, goat cheese, and honey (2 silver). Eggs come with the merchant&#039;s meal (5 silver). The rich meal includes eggs and salted fish and bacon (2 gold).&lt;br /&gt;
**Supper is basic fare of soup and bread (2 silver), merchant&#039;s meal of soup, bread, and some meat (5 silver), rich meal that is mostly meat and vegetables, with soup and bread (2 gold).&lt;br /&gt;
**Drinks are 2 silver&lt;br /&gt;
**(By comparison, the Yellow Cloak Inn in Gosterwick charges 1-2 silver per meal, 1 silver for a bunk in the dormitories, and 1 gold/head for a private room. Stables for 5 silver/night.)&lt;br /&gt;
*Lodging&lt;br /&gt;
**Common room beds are ten silver a night or five gold for the week&lt;br /&gt;
**Private room three gold a night or twenty for the week&lt;br /&gt;
*Supplies&lt;br /&gt;
**Iron rations are available for sale at 3x the standard price, or 45 gold.&lt;br /&gt;
**Slab of raw meat: 2 gold&lt;br /&gt;
**Purchased from Gratian Zonaras: 6 gp per 50&#039; length of rope, 6 gp for a spade, 15 gp for a sledgehammer; 5 gp each for a pick, saw, and 12 iron spikes.&lt;br /&gt;
**Prices in Gosterwick: 1 gp per 50&#039; length rope, 2 gp spade, 5 gp sledgehammer; 1 gp each for a saw and 12 iron spikes; 2 gp for a pick.&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
===Allies===&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=Rumors and Leads=&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_Lore | Lore of the valley and Arden Vul]]&lt;br /&gt;
&lt;br /&gt;
=Protocol=&lt;br /&gt;
*&#039;&#039;&#039;&#039;Checking out a tower&#039; requires an hour of concerted effort.&#039;&#039;&#039; After the party spends an hour at a location they&#039;ll either find something at the location, discover that the location is empty of treasure or information, or find evidence that more time spent searching/investigating will turn something of interest up. The same general principle applies to searching neighborhood ruins. Generally, if you travel for an hour through a ruined neighborhood, I&#039;ve been giving you an opportunity to find stuff as you go.&lt;br /&gt;
&lt;br /&gt;
=Notable Posts=&lt;br /&gt;
If you are posting links to specific posts, please first [https://forum.rpg.net/index.php?threads/how-does-one-link-to-a-specific-post.843174/ read this thread on linking to posts in the new forum software]. Because every poster may have different posts/page settings, not using this system will result in your links to notable posts not navigating consistently to that post for everyone.&lt;br /&gt;
&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-23983058 The Twelve Labours of Arden]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-23997245 The Obelisk]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24015771 The Top of the Pyramid]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24026420 Arriving at the Broken Head]&lt;br /&gt;
&lt;br /&gt;
* OOC: [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-23997217 Thorcin as a starting language]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24236950 animal friendship spell and mountain lion]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24426766 movement rates in the city above]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24239012 maze of destruction in the neighborhoods]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24242594 exploration of ruins]&lt;br /&gt;
*[https://www.theatlantic.com/technology/archive/2017/08/the-lost-origins-of-playing-card-symbols/537786/ playing card symbols]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24524614 Thief abilities for all PCs]&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder_WWN&amp;diff=432719</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder WWN</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder_WWN&amp;diff=432719"/>
		<updated>2023-01-16T16:05:36Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Snagwarder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Class L4 Warrior/Expert&lt;br /&gt;
*Background: Miner (Labourer)&lt;br /&gt;
*Class Ability: Quick Learner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Stone Speech, stone-inhabiting small creature speech, +1&lt;br /&gt;
&lt;br /&gt;
~*~&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Good, Alignment Goal: Help those in need at your own expense&lt;br /&gt;
&lt;br /&gt;
~*~&lt;br /&gt;
&lt;br /&gt;
*XP: 12&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 7 (-1)&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
* Connect-0&lt;br /&gt;
* Convince-0&lt;br /&gt;
* Exert-0&lt;br /&gt;
* Heal-0&lt;br /&gt;
* Notice-1&lt;br /&gt;
* Shoot-1&lt;br /&gt;
* Sneak-1&lt;br /&gt;
* Stab-1&lt;br /&gt;
* Survive-0&lt;br /&gt;
* Work (Miner)-1&lt;br /&gt;
&lt;br /&gt;
===Foci===&lt;br /&gt;
* Goblin-2&lt;br /&gt;
* Unique Gift (Phantasmal Mimesis)&lt;br /&gt;
* Impervious Defence-1&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 31/31&lt;br /&gt;
*System Strain: 0/14&lt;br /&gt;
*AC: 18 (Unarmored AC: 18)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: 0&lt;br /&gt;
&lt;br /&gt;
Basic Attack Bonus: +3&lt;br /&gt;
*Melee Attack Bonus: +4&lt;br /&gt;
*Ranged Attack Bonus: +4&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, +5, 1D6+1, Shock 2/AC 15, &lt;br /&gt;
*Short Bow, +5, 1D6+1, Range: 50/300, SH, R, PM&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Physical: 11&lt;br /&gt;
*Evasion: 11&lt;br /&gt;
*Mental: 12&lt;br /&gt;
*Luck: 12&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 X/X | L2 Y/Y | L3 Z/Z&lt;br /&gt;
*Effort:&lt;br /&gt;
*Effort committed:&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1:&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1:&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 3 Readied, 7 Stowed&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Short Bow (1) READIED&lt;br /&gt;
*Short Sword (1) READIED&lt;br /&gt;
*20 Arrows (1) READIED&lt;br /&gt;
Held:&lt;br /&gt;
* 10&#039; Pole (1)&lt;br /&gt;
*B&lt;br /&gt;
Backpack:&lt;br /&gt;
*Water Skin (1)&lt;br /&gt;
*Small Hammer &amp;amp; 12 Spikes (2)&lt;br /&gt;
*Thieves Tools (3)&lt;br /&gt;
*Mining Pick (2)&lt;br /&gt;
*Collapsible Shovel (1)&lt;br /&gt;
*Holy Water Vial (-) &lt;br /&gt;
Stashed (where):&lt;br /&gt;
*14 days dinners at Broken Head&lt;br /&gt;
*W&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 1 50gp gem, 46gp, 4sp&lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul&amp;diff=423843</id>
		<title>Exploring the Halls of Arden Vul</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul&amp;diff=423843"/>
		<updated>2022-06-23T13:33:34Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Arden Vul waterfall.png]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-semi-open-exploring-the-halls-of-arden-vul-ose-advanced-fantasy-b-x-osr.884290/ Recruitment] | [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/ OOC] | [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/ IC]&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Talia | Talia]]&#039;&#039;&#039; (Falkus) &#039;&#039;&#039;Thorcin Cleric of Mitra L4&#039;&#039;&#039; | HP: 12/12, AC: 16, Init: -2, bookbinder, traits: daring, patient, persistent&lt;br /&gt;
**[[Exploring_the_Halls_of_Arden_Vul:Maiandros | Maiandros Kurkuas]] Archontean Fighter L3 | HP: 20/20, AC: 17, Init: +1, bowyer/fletcher&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Aelfric the Cheerful | Aelfric the Cheerful]]&#039;&#039;&#039; (thirdkingdom) &#039;&#039;&#039;Thorcin Bard L4&#039;&#039;&#039; | HP: 14/14, AC: 14, Init: +0, shipwright, traits: honorable yet manipulative&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:_Snagwarder | Snagwarder]]&#039;&#039;&#039; (The Albigensian) &#039;&#039;&#039;Imperial Goblin/Illusionist/Thief L2/L2/L3&#039;&#039;&#039; | HP: 11/11, AC: 13, Init: +1, miner, traits: determined, honest, curious&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:_Gaius | Gaius]]&#039;&#039;&#039; (kenmtraveller) &#039;&#039;&#039;Archontean Magic-User L3&#039;&#039;&#039; | HP: 7/7, AC: 9, Init: -1, mapmaker, traits: ambitious, curious, arrogant&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:_Red_Ed| Florian Lucaenus]]&#039;&#039;&#039; &#039;&#039;&#039;Archontean Paladin of Demma L3&#039;&#039;&#039; | HP: 20/20, AC: 17, Init: +1, farmer, traits: curious, loyal, determined&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Eusebia | Eusebia Tagaris]]&#039;&#039;&#039; &#039;&#039;&#039;Half-Wiskin/Half-Archontean Magic-User L3&#039;&#039;&#039; | HP: 13/13, AC: 8, Init: -2, vintner&lt;br /&gt;
&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_sample-charsheet | Sample Character Sheet]]  &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_sample-charsheet-sylvari | Sample Sylvari character sheet]]&lt;br /&gt;
&lt;br /&gt;
===Character Generation Guidelines===&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_chargen | Character Generation Guidelines]]&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_equipment | Expanded OSE Equipment List]]&lt;br /&gt;
&lt;br /&gt;
===Lost to the Falls===&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Tanrik | Tanrik]]&#039;&#039;&#039; (sirjolt) &#039;&#039;&#039;Archontean Thief L2&#039;&#039;&#039; | HP: 9/9, AC: 14, Init: +2, roper&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Aloc | Aloc of Bilsham]]&#039;&#039;&#039; (Brittonica) &#039;&#039;&#039;Thorcin Warden L2&#039;&#039;&#039; | HP: 10/10, AC: 14/15, Init: +0, woodcutter&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Maeraphin | Maeraphin Sifas]]&#039;&#039;&#039; (Aesthete) &#039;&#039;&#039;Sylvari/Acrobat L1/L1&#039;&#039;&#039; | HP: 8/8, AC: 16, Init: +2, animal trainer&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:_Celonar_Kilvanir | Celonar Kilvanir]]&#039;&#039;&#039; (Xhaosdaemon) &#039;&#039;&#039;Sylvari L2&#039;&#039;&#039; | HP: 9/9, AC: 13, Init: +1, bowyer/fletcher&lt;br /&gt;
**mountain lion | HP: 9/18 (HD 3d8+2), AC: 13, +3 to hit 2xclaw 1d3 bite 1d6, Move 150&#039;(50&#039;), Morale 9&lt;br /&gt;
&lt;br /&gt;
===Encumbrance Ape===&lt;br /&gt;
&lt;br /&gt;
*Maiandros Kurkuas&lt;br /&gt;
**Gear: 784&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total Encumbrance: 784&lt;br /&gt;
**Movement: 60&#039;(20&#039;)&lt;br /&gt;
&lt;br /&gt;
*Talia&lt;br /&gt;
**Gear: 717&lt;br /&gt;
**Treasure: broken bone (20 cn)&lt;br /&gt;
**Total Encumbrance: 733&lt;br /&gt;
**Movement: 60&#039;(20&#039;)&lt;br /&gt;
&lt;br /&gt;
*Aelfric&lt;br /&gt;
**Gear: 630&lt;br /&gt;
**Treasure: Stone vial (light blue powder) (10 cn), alligator teeth (10 cn), 10 gp, six gemstones (5 gp each)&lt;br /&gt;
**Total Encumbrance: 590&lt;br /&gt;
**Movement: 90&#039;(30&#039;)&lt;br /&gt;
&lt;br /&gt;
*Eusebia&lt;br /&gt;
**Gear: 135&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total Encumbrance: 135&lt;br /&gt;
**Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
*Snagwarder&lt;br /&gt;
**Gear: 340&lt;br /&gt;
**Treasure: 30 (silk bag with 4 irregular orange pieces and 2 grey pieces, plain wooden box)&lt;br /&gt;
**Total Encumbrance: 370&lt;br /&gt;
**Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
*Gaius&lt;br /&gt;
**Gear: 110&lt;br /&gt;
**Treasure: 6 platinum coins: 90  1 silver knot amulet: 10&lt;br /&gt;
**Total Encumbrance: 210&lt;br /&gt;
**Movement: 120&#039;(40&#039;)&lt;br /&gt;
&lt;br /&gt;
*Basil&lt;br /&gt;
**Gear: 20&lt;br /&gt;
**Treasure: Stone vial (light blue powder) (10 cn), pouch of chalk + 3 slow candles (20 cn)&lt;br /&gt;
**Total Encumbrance: 50&lt;br /&gt;
**Movement: 120&#039;(40&#039;)&lt;br /&gt;
&lt;br /&gt;
===Trait Dice===&lt;br /&gt;
I&#039;m adding a meta-currency to the game called Trait Dice. I&#039;ll award Trait Dice for roleplaying that puts a spotlight on the Character Traits that your rolled/selected at chargen, with bonus Trait Dice awarded if your character&#039;s trait expression puts them in a position that complicates play.&lt;br /&gt;
*Trait Dice can be spent to give you Advantage on any d20 or damage roll.&lt;br /&gt;
&lt;br /&gt;
* Aelfric - 2&lt;br /&gt;
* Gaius - 2&lt;br /&gt;
* Snagwarder - 3&lt;br /&gt;
* Talia - 2&lt;br /&gt;
&lt;br /&gt;
==Dungeoneering==&lt;br /&gt;
Basil is stabled at the Sign of the Broken Head for a month, until the 5th day of 2ndmonth at Arden Vul&lt;br /&gt;
&lt;br /&gt;
===Light Sources===&lt;br /&gt;
&lt;br /&gt;
====Carried====&lt;br /&gt;
* Aelfric - 1 oil flask, tinder box&lt;br /&gt;
* Eusebia - 11 torches, tinder box&lt;br /&gt;
* Maiandros - 9 candles, tinder box&lt;br /&gt;
* Talia - 3 torches, 1 lit&lt;br /&gt;
* Gaius - 12 torches (1 lit when underground), 10 flasks of oil, 1 lantern, tinder box&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
*Maiandros Kurkuas: Standard, 5 days&lt;br /&gt;
*Talia: Standard, 5 days&lt;br /&gt;
*Aelfric the Cheerful: Iron, 5 days&lt;br /&gt;
*Eusebia Tagaris: Iron, 5 days&lt;br /&gt;
*Snagwarder: Standard, 6 days&lt;br /&gt;
*Gaius Valerius: Iron, 14 days&lt;br /&gt;
&lt;br /&gt;
===Marching Order===&lt;br /&gt;
&lt;br /&gt;
====Double file====&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;       (Snagwarder)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Maiandros   Celonar&lt;br /&gt;
   Talia      &lt;br /&gt;
   Gaius    (Snagwarder)&lt;br /&gt;
  Eusebia   Aelfric&lt;br /&gt;
   Basil&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Snagwarder either ranges up ahead scouting or hangs out in the centre as the situation requires.&lt;br /&gt;
&lt;br /&gt;
Maeraphin, Aloc, and Aelfric switch off as the HP situation requires, with the rearmost (Aelfric in this case, but it could be any of the three) making sure we don&#039;t get surprised from behind, and also acting as bodyguard for Eusebia.&lt;br /&gt;
&lt;br /&gt;
====Single file====&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt; (Snagwarder)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Maiandros&lt;br /&gt;
 Celonar&lt;br /&gt;
 Talia&lt;br /&gt;
 Gaius&lt;br /&gt;
 Eusebia&lt;br /&gt;
  Basil&lt;br /&gt;
(Snagwarder)&lt;br /&gt;
 Aelfric&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Same thing here with Snagwarder being up front or part of the rearguard depending on whether he&#039;s scouting, and Maeraphin and Aloc switching out as required (and stepping up if Maiandros is hurt). Aelfric takes the rear guard, but can swap out with Maeraphin and Aloc as well.&lt;br /&gt;
&lt;br /&gt;
====Open Order====&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
         (Snagwarder)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
         Maiandros&lt;br /&gt;
    Aelfric       &lt;br /&gt;
      Eusebia  Talia&lt;br /&gt;
       Basil  Gaius&lt;br /&gt;
(Snagwarder)        Celonar&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Again, Snagwarder is either out front scouting or supporting with archery from the back. Maeraphin is also in the back, responsible for first response to flanking attacks on Eusebia or Talia, and also supporting with archery. Snagwarder and Maeraphin will move forward to join the main fight if leaving the rear/ sides seem safe (or the situation is super critical).&lt;br /&gt;
&lt;br /&gt;
Aloc and and Aelfric move up to support Maiandros if that&#039;s where the fighting is.&lt;br /&gt;
&lt;br /&gt;
If the main thrust of an attack comes from a side or the rear, Maiandros will move immediately, with either AC or AB remaining behind to make sure we&#039;re not outflanked (unless, of course, it&#039;s super clear we can leave our rear/ flank uncovered.&lt;br /&gt;
&lt;br /&gt;
===Watch Order===&lt;br /&gt;
&lt;br /&gt;
==XP Awards==&lt;br /&gt;
*start with 2000 XP, unmodified by class bonuses&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24044054 crocodiles and skeletons]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24099167 polished stone of the Stone People]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24178992 +2000 XP milestone award]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24257536 50 XP for giant rats outside the Broken Head (doubled)]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24257536 2475 XP for octagonal platinum coins and silver medallion]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24397965 +4000 Anniversary award]&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1knk84_i1F8x325wdrXLPdAn6QCEIMjvlHpgw35Hip9M/edit#gid=1428478617 Spot map]&lt;br /&gt;
*[https://wiki.rpg.net/index.php/File:Azure_Keep_%26_Gosterwick_map.PNG map of Gosterwick/Vetucaster]&lt;br /&gt;
*[https://wiki.rpg.net/index.php/File:Map_of_Burdocks_Valley_02.png map of Burdock&#039;s Valley]&lt;br /&gt;
&lt;br /&gt;
=Playing in a game with roots in Colonialism=&lt;br /&gt;
The valley in which play will be centered has seen over 3000 years of colonial history, which includes the domination of the region by a colonial empire. That empire collapsed and left the region for 820 years before returning nearly 350 years ago. Three cultural groups (two non-human and foreign to the region, one human and native to the region) have been assimilated into the dominant culture and possess citizenship, though are denied the highest echelons of political power. The human cultural group native to the region has a resistance movement. &lt;br /&gt;
&lt;br /&gt;
The &#039;ruins&#039; we will be exploring contain a number of factions and cultures of various descent. The majority of wealth extraction that occurs in the game will be directed at the ancient ancestors of the dominant colonial power, though some will be of other foreign, non-native cultures (though they now make this place their home). We will not be stealing cultural artifacts or wealth from the native population.&lt;br /&gt;
&lt;br /&gt;
The history of this sort of game is rooted in unexamined privilege and the oppression of native peoples. We will make a conscious effort to conduct our play with intent to dismantle the worst of that. To that effect, I have made some alterations to the module, and am open to your ideas of other alterations that we should employ.&lt;br /&gt;
&lt;br /&gt;
=The Archontean Empire=&lt;br /&gt;
The Archontean Empire was formed nearly 3000 years ago on the island of Mithruin with the Compact of Ennius (0 AEP), and colonized lands east to the Grain Islands, north to a foothold in the Borealios islands, and west to the continent of Irthuin.&lt;br /&gt;
&lt;br /&gt;
Its first period of colonization was from 850 AEP to 1680 AEP, thirteen hundred years ago, before the Empire retracted into a dark age from 1900 AEP to 2400 AEP after a civil war. It shrunk its holdings back to Mithruin and the Grain Islands, losing much of its ancient knowledge in the process. A period of military expansion in 2450 AEP saw it re-enter a colonial period, returning to the Irthuin continent in 2639 AEP and re-establishing its dominance in Arcturos and Narsileon. &lt;br /&gt;
&lt;br /&gt;
The year is now 2993 AEP (AEP = &#039;from the pact of Ennius&#039;), 350 years after the Archontean return to the continent.&lt;br /&gt;
&lt;br /&gt;
===Greater Detail===&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Archontean_Empire | People and Cultures]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Institutions | Institutions and Organizations]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Exarchates | Exarchates of the Empire]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Titles | Hierarchies &amp;amp; Titles]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Deities | Deities]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Writing | Languages &amp;amp; Writing systems]]====&lt;br /&gt;
&lt;br /&gt;
==Burdock&#039;s Valley==&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_Burdocks_Valley | the Geography of Burdock&#039;s Valley]]&lt;br /&gt;
&lt;br /&gt;
===Gosterwick (Vetucaster)===&lt;br /&gt;
The tiny Thorcin community of Gosterwick located at the base of the cliff and falls of Arden Vul was claimed by Lady Alexia Basileon and a sept of the Knights of the Azure Shield in 2968 AEP (25 years ago). The knights restored an ancient fortress, naming it the Azure Keep. Lady Alexia renamed the community Vetucaster and expanded it rapidly, offering residence, citizenship, and services to merchants, craftsmen, and adventurers. The current population bears a high proportion of adventurer-oriented businesses: sellers and buyers of curios, general sutlers, trainers, etc. &lt;br /&gt;
&lt;br /&gt;
Population: 2,211 (40% Archontean, 40% Thorcin, 15% Wiskin, and 5% demi-human [primarily halflings and imperial goblins]).&lt;br /&gt;
&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_Gosterwick | Gosterwick map and key]]&lt;br /&gt;
&lt;br /&gt;
=Summary of Events=&lt;br /&gt;
*&#039;&#039;&#039;Day One:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | travel to and up the Falls, nighttime torches moving up the valley to the base of the Falls across the river&lt;br /&gt;
*&#039;&#039;&#039;Day Two:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | travel up the Falls, People of Stone corpse + treasure, arrival at the city ruins, exploration of gate towers, obelisk, lake, crocodile attack, overnight stay in hidey-hole, Snagwarder&lt;br /&gt;
*&#039;&#039;&#039;Day Three:&#039;&#039;&#039; &#039;&#039;overcast with mild rain all day&#039;&#039; | boulevard, tower, pyramid, ibis-headed god, survey of the ruined city, encounter with north gate tower guards, first night at the Sign of the Broken Head, trader with metal forearm, Prosperity Factor, another adventuring party (Hrothgar)&lt;br /&gt;
*&#039;&#039;&#039;Day Four:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | enter the pyramid, Rosco Winterleaf, entry chamber, Phlebotomas Plumthorn + halfling communism, eastern plaza, giant arm + hand, basin collapse, exploration of underground crevice, Sign of the Broken Head: trader with metal forearm is gone, merchant Gratian Zonaras + priest of Deballaton, selling the stone of the People of Stone (financed by the merchant)&lt;br /&gt;
*&#039;&#039;&#039;Day Five:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | white-furred baboons attacking men in robes other side of river before dawn, exploring the collapsed basin crevice - found chimney, eastern gate towers (northern) - staging point, spy party of cestus-bearing Narsileon Archonteans, mention of troll lords, mountain lion!, back at Sign of the Broken Head mention of Darlton&#039;s Darlings adventuring group, excitement as Gratian Zonaras&#039; party returns with injured men, Snagwarder reunited with Gaius (observed Gratian Zonaras watching something to the west in the city)&lt;br /&gt;
*&#039;&#039;&#039;Day Six:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | stabling Basil for a month, giant rat swarm on the path from the tavern, tense conversation with adventurers exiting from the pyramid, ruined neighborhood exploration + discoveries, mountain lion friendship, exploring east gate towers (southern) - rare coins + potions + discovery, Sign of the Broken Head is full with Gratian Zonaras party and Palladius Ducas&#039; Five Fingers of Destiny (and Mitran priest) adventuring party, some celebration for the success of the Five Fingers, much discussion about Plumthorn, Gratian Zonaras reveals himself and tries to hire the party&lt;br /&gt;
*&#039;&#039;&#039;Day Seven:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | exploration of towers to the NE of the ruined city, exploring the ruined villa, encounter with smelly giant wolverine - blinding of Celonar, washing in the river using the Broken Head water path, sighting of beastmen at the river gate tower&lt;br /&gt;
*&#039;&#039;&#039;Day Eight:&#039;&#039;&#039; &#039;&#039;overcast, rainstorm&#039;&#039; | exploring the river gate tower and surveying the west side of the ruined city, discovering a poisoned stash of gear in river gate tower, traveling through ruined neighborhoods, getting shouted at by north gate tower guards before you crossed a bridge to an island in river, visiting the north gate tower and learning about stone guardians, return to Sign of the Broken Head in heavy rainfall, discover everyone but Prosperity Factor and Estelle are sick, heading to the river for water in middle of storm, discovering dead bodies, Snagwarder almost drowns retrieving a pot from river, splitting up -- back again for water + warning the north gate tower, collecting water and bodies, very late and very wet night&lt;br /&gt;
*&#039;&#039;&#039;Day Nine:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; |&lt;br /&gt;
&lt;br /&gt;
=Important NPCs=&lt;br /&gt;
====The Sign of the Broken Head====&lt;br /&gt;
*Proprietors&lt;br /&gt;
**Kronos Kettle-Belly, Thorcin&lt;br /&gt;
**Estelle, Archontean priestess of Tychias (goddess of luck, faith, and wealth)&lt;br /&gt;
*Factors&lt;br /&gt;
**Archontean Wisdom factor&lt;br /&gt;
**Archontean Prosperity factor, former mercenary from Archontos, studied art history in Narsileon after tiring of that life&lt;br /&gt;
**Thorcin Golden Band factor&lt;br /&gt;
*Merchants&lt;br /&gt;
**Archontean merchant with precise, angular mustache and beard and a metal forearm&lt;br /&gt;
***Wiskin woman with eyepatch&lt;br /&gt;
***Archontean man with a milky eye&lt;br /&gt;
**Gratian Zonaras, green-cloaked merchant&lt;br /&gt;
***Archontean priest of Deballaton&lt;br /&gt;
***Pock-marked, insouciant Archontean&lt;br /&gt;
***Thorcin with an unnaturally large right arm and headgear covering his eyes&lt;br /&gt;
&lt;br /&gt;
=====Items=====&lt;br /&gt;
*Food&lt;br /&gt;
**Breakfast features the evening&#039;s soup with freshly baked bread, goat cheese, and honey (2 silver). Eggs come with the merchant&#039;s meal (5 silver). The rich meal includes eggs and salted fish and bacon (2 gold).&lt;br /&gt;
**Supper is basic fare of soup and bread (2 silver), merchant&#039;s meal of soup, bread, and some meat (5 silver), rich meal that is mostly meat and vegetables, with soup and bread (2 gold).&lt;br /&gt;
**Drinks are 2 silver&lt;br /&gt;
**(By comparison, the Yellow Cloak Inn in Gosterwick charges 1-2 silver per meal, 1 silver for a bunk in the dormitories, and 1 gold/head for a private room. Stables for 5 silver/night.)&lt;br /&gt;
*Lodging&lt;br /&gt;
**Common room beds are ten silver a night or five gold for the week&lt;br /&gt;
**Private room three gold a night or twenty for the week&lt;br /&gt;
*Supplies&lt;br /&gt;
**Iron rations are available for sale at 3x the standard price, or 45 gold.&lt;br /&gt;
**Slab of raw meat: 2 gold&lt;br /&gt;
**Purchased from Gratian Zonaras: 6 gp per 50&#039; length of rope, 6 gp for a spade, 15 gp for a sledgehammer; 5 gp each for a pick, saw, and 12 iron spikes.&lt;br /&gt;
**Prices in Gosterwick: 1 gp per 50&#039; length rope, 2 gp spade, 5 gp sledgehammer; 1 gp each for a saw and 12 iron spikes; 2 gp for a pick.&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
===Allies===&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=Rumors and Leads=&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_Lore | Lore of the valley and Arden Vul]]&lt;br /&gt;
&lt;br /&gt;
=Protocol=&lt;br /&gt;
*&#039;&#039;&#039;&#039;Checking out a tower&#039; requires an hour of concerted effort.&#039;&#039;&#039; After the party spends an hour at a location they&#039;ll either find something at the location, discover that the location is empty of treasure or information, or find evidence that more time spent searching/investigating will turn something of interest up. The same general principle applies to searching neighborhood ruins. Generally, if you travel for an hour through a ruined neighborhood, I&#039;ve been giving you an opportunity to find stuff as you go.&lt;br /&gt;
&lt;br /&gt;
=Notable Posts=&lt;br /&gt;
If you are posting links to specific posts, please first [https://forum.rpg.net/index.php?threads/how-does-one-link-to-a-specific-post.843174/ read this thread on linking to posts in the new forum software]. Because every poster may have different posts/page settings, not using this system will result in your links to notable posts not navigating consistently to that post for everyone.&lt;br /&gt;
&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-23983058 The Twelve Labours of Arden]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-23997245 The Obelisk]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24015771 The Top of the Pyramid]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24026420 Arriving at the Broken Head]&lt;br /&gt;
&lt;br /&gt;
* OOC: [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-23997217 Thorcin as a starting language]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24236950 animal friendship spell and mountain lion]&lt;br /&gt;
*[https://www.theatlantic.com/technology/archive/2017/08/the-lost-origins-of-playing-card-symbols/537786/ playing card symbols]&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul&amp;diff=423633</id>
		<title>Exploring the Halls of Arden Vul</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul&amp;diff=423633"/>
		<updated>2022-06-16T16:59:12Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Arden Vul waterfall.png]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-semi-open-exploring-the-halls-of-arden-vul-ose-advanced-fantasy-b-x-osr.884290/ Recruitment] | [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/ OOC] | [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/ IC]&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Talia | Talia]]&#039;&#039;&#039; (Falkus) &#039;&#039;&#039;Thorcin Cleric of Mitra L4&#039;&#039;&#039; | HP: 12/12, AC: 16, Init: -2, bookbinder, traits: daring, patient, persistent&lt;br /&gt;
**[[Exploring_the_Halls_of_Arden_Vul:Maiandros | Maiandros Kurkuas]] Archontean Fighter L3 | HP: 20/20, AC: 17, Init: +1, bowyer/fletcher&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Aelfric the Cheerful | Aelfric the Cheerful]]&#039;&#039;&#039; (thirdkingdom) &#039;&#039;&#039;Thorcin Bard L3&#039;&#039;&#039; | HP: 13/13, AC: 14, Init: +0, shipwright, traits: honorable yet manipulative&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:_Snagwarder | Snagwarder]]&#039;&#039;&#039; (The Albigensian) &#039;&#039;&#039;Imperial Goblin/Illusionist/Thief L2/L2/L3&#039;&#039;&#039; | HP: 11/11, AC: 13, Init: +1, miner, traits: determined, honest, curious&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:_Gaius | Gaius]]&#039;&#039;&#039; (kenmtraveller) &#039;&#039;&#039;Archontean Magic-User L3&#039;&#039;&#039; | HP: 7/7, AC: 9, Init: -1, mapmaker, traits: ambitious, curious, arrogant&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:_Red_Ed| Florian Lucaenus]]&#039;&#039;&#039; &#039;&#039;&#039;Archontean Paladin of Demma L3&#039;&#039;&#039; | HP: 20/20, AC: 17, Init: +1, farmer, traits: curious, loyal, determined&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Eusebia | Eusebia Tagaris]]&#039;&#039;&#039; &#039;&#039;&#039;Half-Wiskin/Half-Archontean Magic-User L1&#039;&#039;&#039; | HP: 6/6, AC: 8, Init: -2, vintner&lt;br /&gt;
&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_sample-charsheet | Sample Character Sheet]]  &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_sample-charsheet-sylvari | Sample Sylvari character sheet]]&lt;br /&gt;
&lt;br /&gt;
===Character Generation Guidelines===&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_chargen | Character Generation Guidelines]]&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_equipment | Expanded OSE Equipment List]]&lt;br /&gt;
&lt;br /&gt;
===Lost to the Falls===&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Tanrik | Tanrik]]&#039;&#039;&#039; (sirjolt) &#039;&#039;&#039;Archontean Thief L2&#039;&#039;&#039; | HP: 9/9, AC: 14, Init: +2, roper&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Aloc | Aloc of Bilsham]]&#039;&#039;&#039; (Brittonica) &#039;&#039;&#039;Thorcin Warden L2&#039;&#039;&#039; | HP: 10/10, AC: 14/15, Init: +0, woodcutter&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Maeraphin | Maeraphin Sifas]]&#039;&#039;&#039; (Aesthete) &#039;&#039;&#039;Sylvari/Acrobat L1/L1&#039;&#039;&#039; | HP: 8/8, AC: 16, Init: +2, animal trainer&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:_Celonar_Kilvanir | Celonar Kilvanir]]&#039;&#039;&#039; (Xhaosdaemon) &#039;&#039;&#039;Sylvari L2&#039;&#039;&#039; | HP: 9/9, AC: 13, Init: +1, bowyer/fletcher&lt;br /&gt;
**mountain lion | HP: 9/18 (HD 3d8+2), AC: 13, +3 to hit 2xclaw 1d3 bite 1d6, Move 150&#039;(50&#039;), Morale 9&lt;br /&gt;
&lt;br /&gt;
===Encumbrance Ape===&lt;br /&gt;
&lt;br /&gt;
*Maiandros Kurkuas&lt;br /&gt;
**Gear: 784&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total Encumbrance: 784&lt;br /&gt;
**Movement: 60&#039;(20&#039;)&lt;br /&gt;
&lt;br /&gt;
*Talia&lt;br /&gt;
**Gear: 717&lt;br /&gt;
**Treasure: broken bone (20 cn)&lt;br /&gt;
**Total Encumbrance: 733&lt;br /&gt;
**Movement: 60&#039;(20&#039;)&lt;br /&gt;
&lt;br /&gt;
*Aelfric&lt;br /&gt;
**Gear: 630&lt;br /&gt;
**Treasure: Stone vial (light blue powder) (10 cn), alligator teeth (10 cn), 10 gp, six gemstones (5 gp each)&lt;br /&gt;
**Total Encumbrance: 590&lt;br /&gt;
**Movement: 90&#039;(30&#039;)&lt;br /&gt;
&lt;br /&gt;
*(Eusebia)&lt;br /&gt;
**Gear: 135&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total Encumbrance: 135&lt;br /&gt;
**Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
*Snagwarder&lt;br /&gt;
**Gear: 340&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total Encumbrance: 340&lt;br /&gt;
**Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
*Celonar Kilvanir&lt;br /&gt;
**Gear: 426&lt;br /&gt;
**Treasure: holy crocodile (10cn)&lt;br /&gt;
**Total Encumbrance: 436&lt;br /&gt;
**Movement: 90&#039; (30&#039;)&lt;br /&gt;
&lt;br /&gt;
*Gaius&lt;br /&gt;
**Gear: 110&lt;br /&gt;
**Treasure: 6 platinum coins: 90  1 silver knot amulet: 10&lt;br /&gt;
**Total Encumbrance: 210&lt;br /&gt;
**Movement: 120&#039;(40&#039;)&lt;br /&gt;
&lt;br /&gt;
*Basil&lt;br /&gt;
**Gear: 20&lt;br /&gt;
**Treasure: Stone vial (light blue powder) (10 cn), pouch of chalk + 3 slow candles (20 cn)&lt;br /&gt;
**Total Encumbrance: 50&lt;br /&gt;
**Movement: 120&#039;(40&#039;)&lt;br /&gt;
&lt;br /&gt;
===Trait Dice===&lt;br /&gt;
I&#039;m adding a meta-currency to the game called Trait Dice. I&#039;ll award Trait Dice for roleplaying that puts a spotlight on the Character Traits that your rolled/selected at chargen, with bonus Trait Dice awarded if your character&#039;s trait expression puts them in a position that complicates play.&lt;br /&gt;
*Trait Dice can be spent to give you Advantage on any d20 or damage roll.&lt;br /&gt;
&lt;br /&gt;
* Aelfric - 2&lt;br /&gt;
* Gaius - 2&lt;br /&gt;
* Snagwarder - 3&lt;br /&gt;
* Talia - 2&lt;br /&gt;
&lt;br /&gt;
==Dungeoneering==&lt;br /&gt;
Basil is stabled at the Sign of the Broken Head for a month, until the 5th day of 2ndmonth at Arden Vul&lt;br /&gt;
&lt;br /&gt;
===Light Sources===&lt;br /&gt;
&lt;br /&gt;
====Carried====&lt;br /&gt;
* Aelfric - 1 oil flask, tinder box&lt;br /&gt;
* Celonar - 11 torches, tinderbox&lt;br /&gt;
* Eusebia - 11 torches, tinder box&lt;br /&gt;
* Maiandros - 9 candles, tinder box&lt;br /&gt;
* Talia - 3 torches, 1 lit&lt;br /&gt;
* Gaius - 12 torches (1 lit when underground), 10 flasks of oil, 1 lantern, tinder box&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
*Maiandros Kurkuas: Standard, 5 days&lt;br /&gt;
*Talia: Standard, 5 days&lt;br /&gt;
*Aelfric the Cheerful: Iron, 5 days&lt;br /&gt;
*Eusebia Tagaris: Iron, 5 days&lt;br /&gt;
*Snagwarder: Standard, 6 days&lt;br /&gt;
*Celonar Kilvanir: Iron, 7 days&lt;br /&gt;
*Gaius Valerius: Iron, 14 days&lt;br /&gt;
&lt;br /&gt;
===Marching Order===&lt;br /&gt;
&lt;br /&gt;
====Double file====&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;       (Snagwarder)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Maiandros   Celonar&lt;br /&gt;
   Talia      &lt;br /&gt;
   Gaius    (Snagwarder)&lt;br /&gt;
  Eusebia   Aelfric&lt;br /&gt;
   Basil&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Snagwarder either ranges up ahead scouting or hangs out in the centre as the situation requires.&lt;br /&gt;
&lt;br /&gt;
Maeraphin, Aloc, and Aelfric switch off as the HP situation requires, with the rearmost (Aelfric in this case, but it could be any of the three) making sure we don&#039;t get surprised from behind, and also acting as bodyguard for Eusebia.&lt;br /&gt;
&lt;br /&gt;
====Single file====&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt; (Snagwarder)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Maiandros&lt;br /&gt;
 Celonar&lt;br /&gt;
 Talia&lt;br /&gt;
 Gaius&lt;br /&gt;
 Eusebia&lt;br /&gt;
  Basil&lt;br /&gt;
(Snagwarder)&lt;br /&gt;
 Aelfric&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Same thing here with Snagwarder being up front or part of the rearguard depending on whether he&#039;s scouting, and Maeraphin and Aloc switching out as required (and stepping up if Maiandros is hurt). Aelfric takes the rear guard, but can swap out with Maeraphin and Aloc as well.&lt;br /&gt;
&lt;br /&gt;
====Open Order====&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
         (Snagwarder)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
         Maiandros&lt;br /&gt;
    Aelfric       &lt;br /&gt;
      Eusebia  Talia&lt;br /&gt;
       Basil  Gaius&lt;br /&gt;
(Snagwarder)        Celonar&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Again, Snagwarder is either out front scouting or supporting with archery from the back. Maeraphin is also in the back, responsible for first response to flanking attacks on Eusebia or Talia, and also supporting with archery. Snagwarder and Maeraphin will move forward to join the main fight if leaving the rear/ sides seem safe (or the situation is super critical).&lt;br /&gt;
&lt;br /&gt;
Aloc and and Aelfric move up to support Maiandros if that&#039;s where the fighting is.&lt;br /&gt;
&lt;br /&gt;
If the main thrust of an attack comes from a side or the rear, Maiandros will move immediately, with either AC or AB remaining behind to make sure we&#039;re not outflanked (unless, of course, it&#039;s super clear we can leave our rear/ flank uncovered.&lt;br /&gt;
&lt;br /&gt;
===Watch Order===&lt;br /&gt;
&lt;br /&gt;
==XP Awards==&lt;br /&gt;
*start with 2000 XP, unmodified by class bonuses&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24044054 crocodiles and skeletons]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24099167 polished stone of the Stone People]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24178992 +2000 XP milestone award]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24257536 50 XP for giant rats outside the Broken Head (doubled)]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24257536 2475 XP for octagonal platinum coins and silver medallion]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24397965 +4000 Anniversary award]&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1knk84_i1F8x325wdrXLPdAn6QCEIMjvlHpgw35Hip9M/edit#gid=1428478617 Spot map]&lt;br /&gt;
*[https://wiki.rpg.net/index.php/File:Azure_Keep_%26_Gosterwick_map.PNG map of Gosterwick/Vetucaster]&lt;br /&gt;
*[https://wiki.rpg.net/index.php/File:Map_of_Burdocks_Valley_02.png map of Burdock&#039;s Valley]&lt;br /&gt;
&lt;br /&gt;
=Playing in a game with roots in Colonialism=&lt;br /&gt;
The valley in which play will be centered has seen over 3000 years of colonial history, which includes the domination of the region by a colonial empire. That empire collapsed and left the region for 820 years before returning nearly 350 years ago. Three cultural groups (two non-human and foreign to the region, one human and native to the region) have been assimilated into the dominant culture and possess citizenship, though are denied the highest echelons of political power. The human cultural group native to the region has a resistance movement. &lt;br /&gt;
&lt;br /&gt;
The &#039;ruins&#039; we will be exploring contain a number of factions and cultures of various descent. The majority of wealth extraction that occurs in the game will be directed at the ancient ancestors of the dominant colonial power, though some will be of other foreign, non-native cultures (though they now make this place their home). We will not be stealing cultural artifacts or wealth from the native population.&lt;br /&gt;
&lt;br /&gt;
The history of this sort of game is rooted in unexamined privilege and the oppression of native peoples. We will make a conscious effort to conduct our play with intent to dismantle the worst of that. To that effect, I have made some alterations to the module, and am open to your ideas of other alterations that we should employ.&lt;br /&gt;
&lt;br /&gt;
=The Archontean Empire=&lt;br /&gt;
The Archontean Empire was formed nearly 3000 years ago on the island of Mithruin with the Compact of Ennius (0 AEP), and colonized lands east to the Grain Islands, north to a foothold in the Borealios islands, and west to the continent of Irthuin.&lt;br /&gt;
&lt;br /&gt;
Its first period of colonization was from 850 AEP to 1680 AEP, thirteen hundred years ago, before the Empire retracted into a dark age from 1900 AEP to 2400 AEP after a civil war. It shrunk its holdings back to Mithruin and the Grain Islands, losing much of its ancient knowledge in the process. A period of military expansion in 2450 AEP saw it re-enter a colonial period, returning to the Irthuin continent in 2639 AEP and re-establishing its dominance in Arcturos and Narsileon. &lt;br /&gt;
&lt;br /&gt;
The year is now 2993 AEP (AEP = &#039;from the pact of Ennius&#039;), 350 years after the Archontean return to the continent.&lt;br /&gt;
&lt;br /&gt;
===Greater Detail===&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Archontean_Empire | People and Cultures]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Institutions | Institutions and Organizations]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Exarchates | Exarchates of the Empire]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Titles | Hierarchies &amp;amp; Titles]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Deities | Deities]]====&lt;br /&gt;
====[[Exploring_the_Halls_of_Arden_Vul:_Writing | Languages &amp;amp; Writing systems]]====&lt;br /&gt;
&lt;br /&gt;
==Burdock&#039;s Valley==&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_Burdocks_Valley | the Geography of Burdock&#039;s Valley]]&lt;br /&gt;
&lt;br /&gt;
===Gosterwick (Vetucaster)===&lt;br /&gt;
The tiny Thorcin community of Gosterwick located at the base of the cliff and falls of Arden Vul was claimed by Lady Alexia Basileon and a sept of the Knights of the Azure Shield in 2968 AEP (25 years ago). The knights restored an ancient fortress, naming it the Azure Keep. Lady Alexia renamed the community Vetucaster and expanded it rapidly, offering residence, citizenship, and services to merchants, craftsmen, and adventurers. The current population bears a high proportion of adventurer-oriented businesses: sellers and buyers of curios, general sutlers, trainers, etc. &lt;br /&gt;
&lt;br /&gt;
Population: 2,211 (40% Archontean, 40% Thorcin, 15% Wiskin, and 5% demi-human [primarily halflings and imperial goblins]).&lt;br /&gt;
&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_Gosterwick | Gosterwick map and key]]&lt;br /&gt;
&lt;br /&gt;
=Summary of Events=&lt;br /&gt;
*&#039;&#039;&#039;Day One:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | travel to and up the Falls, nighttime torches moving up the valley to the base of the Falls across the river&lt;br /&gt;
*&#039;&#039;&#039;Day Two:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | travel up the Falls, People of Stone corpse + treasure, arrival at the city ruins, exploration of gate towers, obelisk, lake, crocodile attack, overnight stay in hidey-hole, Snagwarder&lt;br /&gt;
*&#039;&#039;&#039;Day Three:&#039;&#039;&#039; &#039;&#039;overcast with mild rain all day&#039;&#039; | boulevard, tower, pyramid, ibis-headed god, survey of the ruined city, encounter with north gate tower guards, first night at the Sign of the Broken Head, trader with metal forearm, Prosperity Factor, another adventuring party (Hrothgar)&lt;br /&gt;
*&#039;&#039;&#039;Day Four:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | enter the pyramid, Rosco Winterleaf, entry chamber, Phlebotomas Plumthorn + halfling communism, eastern plaza, giant arm + hand, basin collapse, exploration of underground crevice, Sign of the Broken Head: trader with metal forearm is gone, merchant Gratian Zonaras + priest of Deballaton, selling the stone of the People of Stone (financed by the merchant)&lt;br /&gt;
*&#039;&#039;&#039;Day Five:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | white-furred baboons attacking men in robes other side of river before dawn, exploring the collapsed basin crevice - found chimney, eastern gate towers (northern) - staging point, spy party of cestus-bearing Narsileon Archonteans, mention of troll lords, mountain lion!, back at Sign of the Broken Head mention of Darlton&#039;s Darlings adventuring group, excitement as Gratian Zonaras&#039; party returns with injured men, Snagwarder reunited with Gaius (observed Gratian Zonaras watching something to the west in the city)&lt;br /&gt;
*&#039;&#039;&#039;Day Six:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | stabling Basil for a month, giant rat swarm on the path from the tavern, tense conversation with adventurers exiting from the pyramid, ruined neighborhood exploration + discoveries, mountain lion friendship, exploring east gate towers (southern) - rare coins + potions + discovery, Sign of the Broken Head is full with Gratian Zonaras party and Palladius Ducas&#039; Five Fingers of Destiny (and Mitran priest) adventuring party, some celebration for the success of the Five Fingers, much discussion about Plumthorn, Gratian Zonaras reveals himself and tries to hire the party&lt;br /&gt;
*&#039;&#039;&#039;Day Seven:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; | exploration of towers to the NE of the ruined city, exploring the ruined villa, encounter with smelly giant wolverine - blinding of Celonar, washing in the river using the Broken Head water path, sighting of beastmen at the river gate tower&lt;br /&gt;
*&#039;&#039;&#039;Day Eight:&#039;&#039;&#039; &#039;&#039;overcast, rainstorm&#039;&#039; | exploring the river gate tower and surveying the west side of the ruined city, discovering a poisoned stash of gear in river gate tower, traveling through ruined neighborhoods, getting shouted at by north gate tower guards before you crossed a bridge to an island in river, visiting the north gate tower and learning about stone guardians, return to Sign of the Broken Head in heavy rainfall, discover everyone but Prosperity Factor and Estelle are sick, heading to the river for water in middle of storm, discovering dead bodies, Snagwarder almost drowns retrieving a pot from river, splitting up -- back again for water + warning the north gate tower, collecting water and bodies, very late and very wet night&lt;br /&gt;
*&#039;&#039;&#039;Day Nine:&#039;&#039;&#039; &#039;&#039;overcast&#039;&#039; |&lt;br /&gt;
&lt;br /&gt;
=Important NPCs=&lt;br /&gt;
====The Sign of the Broken Head====&lt;br /&gt;
*Proprietors&lt;br /&gt;
**Kronos Kettle-Belly, Thorcin&lt;br /&gt;
**Estelle, Archontean priestess of Tychias (goddess of luck, faith, and wealth)&lt;br /&gt;
*Factors&lt;br /&gt;
**Archontean Wisdom factor&lt;br /&gt;
**Archontean Prosperity factor, former mercenary from Archontos, studied art history in Narsileon after tiring of that life&lt;br /&gt;
**Thorcin Golden Band factor&lt;br /&gt;
*Merchants&lt;br /&gt;
**Archontean merchant with precise, angular mustache and beard and a metal forearm&lt;br /&gt;
***Wiskin woman with eyepatch&lt;br /&gt;
***Archontean man with a milky eye&lt;br /&gt;
**Gratian Zonaras, green-cloaked merchant&lt;br /&gt;
***Archontean priest of Deballaton&lt;br /&gt;
***Pock-marked, insouciant Archontean&lt;br /&gt;
***Thorcin with an unnaturally large right arm and headgear covering his eyes&lt;br /&gt;
&lt;br /&gt;
=====Items=====&lt;br /&gt;
*Food&lt;br /&gt;
**Breakfast features the evening&#039;s soup with freshly baked bread, goat cheese, and honey (2 silver). Eggs come with the merchant&#039;s meal (5 silver). The rich meal includes eggs and salted fish and bacon (2 gold).&lt;br /&gt;
**Supper is basic fare of soup and bread (2 silver), merchant&#039;s meal of soup, bread, and some meat (5 silver), rich meal that is mostly meat and vegetables, with soup and bread (2 gold).&lt;br /&gt;
**Drinks are 2 silver&lt;br /&gt;
**(By comparison, the Yellow Cloak Inn in Gosterwick charges 1-2 silver per meal, 1 silver for a bunk in the dormitories, and 1 gold/head for a private room. Stables for 5 silver/night.)&lt;br /&gt;
*Lodging&lt;br /&gt;
**Common room beds are ten silver a night or five gold for the week&lt;br /&gt;
**Private room three gold a night or twenty for the week&lt;br /&gt;
*Supplies&lt;br /&gt;
**Iron rations are available for sale at 3x the standard price, or 45 gold.&lt;br /&gt;
**Slab of raw meat: 2 gold&lt;br /&gt;
**Purchased from Gratian Zonaras: 6 gp per 50&#039; length of rope, 6 gp for a spade, 15 gp for a sledgehammer; 5 gp each for a pick, saw, and 12 iron spikes.&lt;br /&gt;
**Prices in Gosterwick: 1 gp per 50&#039; length rope, 2 gp spade, 5 gp sledgehammer; 1 gp each for a saw and 12 iron spikes; 2 gp for a pick.&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
===Allies===&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=Rumors and Leads=&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_Lore | Lore of the valley and Arden Vul]]&lt;br /&gt;
&lt;br /&gt;
=Protocol=&lt;br /&gt;
*&#039;&#039;&#039;&#039;Checking out a tower&#039; requires an hour of concerted effort.&#039;&#039;&#039; After the party spends an hour at a location they&#039;ll either find something at the location, discover that the location is empty of treasure or information, or find evidence that more time spent searching/investigating will turn something of interest up. The same general principle applies to searching neighborhood ruins. Generally, if you travel for an hour through a ruined neighborhood, I&#039;ve been giving you an opportunity to find stuff as you go.&lt;br /&gt;
&lt;br /&gt;
=Notable Posts=&lt;br /&gt;
If you are posting links to specific posts, please first [https://forum.rpg.net/index.php?threads/how-does-one-link-to-a-specific-post.843174/ read this thread on linking to posts in the new forum software]. Because every poster may have different posts/page settings, not using this system will result in your links to notable posts not navigating consistently to that post for everyone.&lt;br /&gt;
&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-23983058 The Twelve Labours of Arden]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-23997245 The Obelisk]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24015771 The Top of the Pyramid]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24026420 Arriving at the Broken Head]&lt;br /&gt;
&lt;br /&gt;
* OOC: [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-23997217 Thorcin as a starting language]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24236950 animal friendship spell and mountain lion]&lt;br /&gt;
*[https://www.theatlantic.com/technology/archive/2017/08/the-lost-origins-of-playing-card-symbols/537786/ playing card symbols]&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=423632</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=423632"/>
		<updated>2022-06-16T16:58:39Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 2/2/3 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Footpad)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 2846/2875/2875 (Goal: 4800/5000/4800) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 11/11&lt;br /&gt;
*AC: 13 (Unarmored AC: 11); 15 vs Large creatures&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon)&#039;&#039;&#039; 2 in 6 +1 point &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets&#039;&#039;&#039; &#039;&#039;&#039;1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages&#039;&#039;&#039; &#039;&#039;&#039;1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 2/2&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook, Colour Spray&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Colour Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
*Holy Water Vial&lt;br /&gt;
*Collapsible Shovel&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
2 weeks dinners&lt;br /&gt;
1 month inn stay&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 1x50gp gem, 46gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP base scores at earlier levels (Con not added): 1: 5; 2: 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=423630</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=423630"/>
		<updated>2022-06-16T16:48:49Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Conflict */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 2/2/3 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Footpad)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 2846/2875/2875 (Goal: 4800/5000/4800) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 11/11&lt;br /&gt;
*AC: 13 (Unarmored AC: 11); 15 vs Large creatures&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon)&#039;&#039;&#039; 2 in 6 +1 point &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets&#039;&#039;&#039; &#039;&#039;&#039;1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages&#039;&#039;&#039; &#039;&#039;&#039;1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 2/2&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook, Colour Spray&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Colour Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
*Holy Water Vial&lt;br /&gt;
*Collapsible Shovel&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
2 weeks dinners&lt;br /&gt;
1 month inn stay&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 1x50gp gem, 46gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP bse scores at earlier levels: 1: 6; 2: 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=423629</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=423629"/>
		<updated>2022-06-16T16:48:30Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 2/2/3 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Footpad)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 2846/2875/2875 (Goal: 4800/5000/4800) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11); 15 vs Large creatures&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon)&#039;&#039;&#039; 2 in 6 +1 point &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets&#039;&#039;&#039; &#039;&#039;&#039;1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages&#039;&#039;&#039; &#039;&#039;&#039;1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 2/2&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook, Colour Spray&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Colour Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
*Holy Water Vial&lt;br /&gt;
*Collapsible Shovel&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
2 weeks dinners&lt;br /&gt;
1 month inn stay&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 1x50gp gem, 46gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP bse scores at earlier levels: 1: 6; 2: 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=423566</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=423566"/>
		<updated>2022-06-15T01:57:12Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Snagwarder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 2/2/3 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Footpad)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 2846/2875/2875 (Goal: 4800/5000/4800) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11); 15 vs Large creatures&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon)&#039;&#039;&#039; 2 in 6 +1 point &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks&#039;&#039;&#039; 1 in 6 +1 point =&#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets&#039;&#039;&#039; &#039;&#039;&#039;1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages&#039;&#039;&#039; &#039;&#039;&#039;1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 2/2&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook, Colour Spray&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Colour Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
*Holy Water Vial&lt;br /&gt;
*Collapsible Shovel&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
2 weeks dinners&lt;br /&gt;
1 month inn stay&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 1x50gp gem, 46gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=423510</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=423510"/>
		<updated>2022-06-13T16:22:45Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Conflict */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Footpad)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1512/1542/1542 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11); 15 vs Large creatures&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon)&#039;&#039;&#039; 2 in 6 +1 point &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
*Holy Water Vial&lt;br /&gt;
*Collapsible Shovel&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
2 weeks dinners&lt;br /&gt;
1 month inn stay&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 1x50gp gem, 46gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=420495</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=420495"/>
		<updated>2022-04-28T14:33:20Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Footpad)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1512/1542/1542 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon)&#039;&#039;&#039; 2 in 6 +1 point &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
*Holy Water Vial&lt;br /&gt;
*Collapsible Shovel&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
2 weeks dinners&lt;br /&gt;
1 month inn stay&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 1x50gp gem, 46gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=420494</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=420494"/>
		<updated>2022-04-28T14:31:57Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Exploration Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Footpad)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1512/1542/1542 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon)&#039;&#039;&#039; 2 in 6 +1 point &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
2 weeks dinners&lt;br /&gt;
1 month inn stay&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 1x50gp gem, 46gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=420493</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=420493"/>
		<updated>2022-04-28T14:26:20Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Footpad)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1512/1542/1542 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
2 weeks dinners&lt;br /&gt;
1 month inn stay&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 1x50gp gem, 46gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=420450</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=420450"/>
		<updated>2022-04-27T17:51:25Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Footpad)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1512/1542/1542 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
2 weeks dinners&lt;br /&gt;
1 month inn stay&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 2x50gp gem, 10gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=417751</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=417751"/>
		<updated>2022-03-01T14:17:15Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Footpad)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1512/1542/1542 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 2x50gp gem, 24gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=417449</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=417449"/>
		<updated>2022-02-21T17:46:58Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Snagwarder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Footpad)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1512/1542/1542 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 2x50gp gem, 39gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=417289</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=417289"/>
		<updated>2022-02-16T20:10:58Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Snagwarder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Footpad)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1395/1406/1406 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 2x50gp gem, 39gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=417287</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=417287"/>
		<updated>2022-02-16T19:35:47Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1395/1406/1406 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 2x50gp gem, 39gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rumours heard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snagwarder, before you left Narsileon, an Elder Brother of the Benevolent Brotherhood pulled you aside and spoke to you about your trip. He cautioned you that there were various factions within the Brotherhood in Archontos that had taken an interest in the valley in which Arden Vul was to be found, and to exercise care there. He also told you that &amp;quot;a highly-toxic new poison has appeared in Newmarket, Gosterwick, and very recently Narsileon, under the street name of &#039;Mortality&#039;. I have it from reliable sources that the poison is being brewed in Arden Vul, and that the brewer is the notorious halfling fugitive, Plumthorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the mages from Archontos who you traveled with from Narsileon to Arden Vul told you and your former companions that she had paid an old adventurer who had become a sage one hundred gold for insight into the greatest treasures within the ruin. &amp;quot;When the ancient Archonteans retreated from Arden Vul,&amp;quot; she relayed, &amp;quot;the pyramid of Thoth was quickly inhabited by an ancient wyrm whose toxic breath could kill a man. This beast has collected the best treasures from the halls below, brought to it by a tribe of lizardmen who serve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The priest of Basileus in your former party had shared that he had uncovered writing hidden in the vault of the Narsileon temple that indicated that &amp;quot;the Archontean Empire never departed from the underground portions of Arden Vul, even after the upper city was abandoned. Records show that the Basileus maintained an outpost deep inside the Halls from which his agents could attempt to watch, learn, and control the powers they found within.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=416955</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=416955"/>
		<updated>2022-02-10T13:46:00Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1395/1406/1406 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 2x50gp gem, 39gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on entering an (ostensibly) empty room&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure when encountering other groups&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard procedure on investigating towers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Each tower, I&#039;ll have a quick look around at the base, then climb up (if there&#039;s anything to climb), looking for any traps and any signs of humanoid entry / passage, then if things seem ok, give the &amp;quot;be wary but otherwise investigate freely.&amp;quot; It might be a good idea to always keep someone on watch too. I&#039;m happy to do that, but it might be better if someone else (who can climb) does so, so I can help if any traps or found. Certainly after we&#039;ve given a place the once over, I&#039;d be happy to spend a little bit of time in the ruin checking for secret doors, seeing what the place can whisper to me about treasure, etc.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=416444</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=416444"/>
		<updated>2022-01-27T17:14:05Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1395/1406/1406 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 2x50gp gem, 39gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=416116</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=416116"/>
		<updated>2022-01-18T17:30:59Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1395/1406/1406 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 3x50gp gem, 29gp, 4sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=415876</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=415876"/>
		<updated>2022-01-10T02:57:09Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1395/1406/1406 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 3x50gp gem, 29gp, 6sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=414226</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=414226"/>
		<updated>2021-12-22T17:31:10Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Snagwarder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/2 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 1395/1406/1406 (Goal: 2400/2500/2400) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Trait Dice: 2 &lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 3x50gp gem, 30gp, 8sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=414225</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=414225"/>
		<updated>2021-12-22T17:27:02Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Conflict */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 728/740/740 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 8/8&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 3x50gp gem, 30gp, 8sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=414224</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=414224"/>
		<updated>2021-12-22T17:26:40Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Exploration Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Snagwarder.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 728/740/740 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon) 2 in 6 +1 point&#039;&#039;&#039; &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +2 points = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 3x50gp gem, 30gp, 8sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=412946</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=412946"/>
		<updated>2021-12-07T02:15:20Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Exploration Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 728/740/740 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon)&#039;&#039;&#039; &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 3x50gp gem, 30gp, 8sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=412789</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=412789"/>
		<updated>2021-12-05T16:02:35Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Racial Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 728/740/740 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons. (Included in Exploration abilities below)&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6. (Included in Exploration abilities below)&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon)&#039;&#039;&#039; &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Woodland)&#039;&#039;&#039; &#039;&#039;&#039;5 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 3x50gp gem, 30gp, 8sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=412788</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=412788"/>
		<updated>2021-12-05T16:01:38Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Exploration Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 728/740/740 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons.&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Climb Sheer Surfaces&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Find / Remove Treasure Traps&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hear Noise&#039;&#039;&#039; 2 in 6 +1 point = &#039;&#039;&#039;3 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Dungeon)&#039;&#039;&#039; &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hide in Shadows (Woodland)&#039;&#039;&#039; &#039;&#039;&#039;5 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Silently&#039;&#039;&#039; 1 in 6 +1 point = &#039;&#039;&#039;2 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Locks 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pick Pockets 1 in 6&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Read Languages 1 in 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 3x50gp gem, 30gp, 8sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=411141</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=411141"/>
		<updated>2021-11-12T17:17:30Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 728/740/740 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons.&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*Climb sheer surfaces: 88%&lt;br /&gt;
*Find/remove treasure traps: 15%&lt;br /&gt;
*Hear noise: 2 in 6 / 2 in 6&lt;br /&gt;
*Hide in shadows: 15% (90% in woodland, 2 in 6 in dungeon)&lt;br /&gt;
*Move silently: 25%&lt;br /&gt;
*Open locks: 20%&lt;br /&gt;
*Pick pockets: 25%&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 3x50gp gem, 30gp, 8sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=410935</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=410935"/>
		<updated>2021-11-08T17:41:40Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 728/740/740 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons.&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*Climb sheer surfaces: 88%&lt;br /&gt;
*Find/remove treasure traps: 15%&lt;br /&gt;
*Hear noise: 2 in 6 / 2 in 6&lt;br /&gt;
*Hide in shadows: 15% (90% in woodland, 2 in 6 in dungeon)&lt;br /&gt;
*Move silently: 25%&lt;br /&gt;
*Open locks: 20%&lt;br /&gt;
*Pick pockets: 25%&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 3x50gp gem, 31gp, 8sp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=408463</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=408463"/>
		<updated>2021-10-23T00:59:39Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Snagwarder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 728/740/740 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons.&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*Climb sheer surfaces: 88%&lt;br /&gt;
*Find/remove treasure traps: 15%&lt;br /&gt;
*Hear noise: 2 in 6 / 2 in 6&lt;br /&gt;
*Hide in shadows: 15% (90% in woodland, 2 in 6 in dungeon)&lt;br /&gt;
*Move silently: 25%&lt;br /&gt;
*Open locks: 20%&lt;br /&gt;
*Pick pockets: 25%&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 3x50gp gem, 32gp &lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul&amp;diff=406577</id>
		<title>Exploring the Halls of Arden Vul</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul&amp;diff=406577"/>
		<updated>2021-09-15T18:02:26Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Arden Vul waterfall.png]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-semi-open-exploring-the-halls-of-arden-vul-ose-advanced-fantasy-b-x-osr.884290/ Recruitment] | [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/ OOC] | [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/ IC]&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Maiandros | Maiandros Kurkuas]]&#039;&#039;&#039; (Naburimannu) &#039;&#039;&#039;Archontean Fighter L2&#039;&#039;&#039; | HP: 16/16, AC: 17, Init: +1, bowyer/fletcher&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Talia | Talia]]&#039;&#039;&#039; (Falkus) &#039;&#039;&#039;Thorcin Cleric of Mitra L2&#039;&#039;&#039; | HP: 5/5, AC: 16, Init: -2, bookbinder &lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Aelfric the Cheerful | Aelfric the Cheerful]]&#039;&#039;&#039; (thirdkingdom) &#039;&#039;&#039;Thorcin Bard L2&#039;&#039;&#039; | HP: 7/7, AC: 14, Init: +0, shipwright&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:_Snagwarder | Snagwarder]]&#039;&#039;&#039; (The Albigensian) &#039;&#039;&#039;Imperial Goblin/Illusionist/Thief L1/L1/L1&#039;&#039;&#039; | HP: 6/6, AC: 13, Init: +1, miner&lt;br /&gt;
&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_sample-charsheet | Sample Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
===Character Generation Guidelines===&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_chargen | Character Generation Guidelines]]&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_equipment | Expanded OSE Equipment List]]&lt;br /&gt;
&lt;br /&gt;
===Lost to the Falls===&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Tanrik | Tanrik]]&#039;&#039;&#039; (sirjolt) &#039;&#039;&#039;Archontean Thief L2&#039;&#039;&#039; | HP: 9/9, AC: 14, Init: +2, roper&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Aloc | Aloc of Bilsham]]&#039;&#039;&#039; (Brittonica) &#039;&#039;&#039;Thorcin Warden L2&#039;&#039;&#039; | HP: 10/10, AC: 14/15, Init: +0, woodcutter&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Eusebia | Eusebia Tagaris]]&#039;&#039;&#039; (Lysus) &#039;&#039;&#039;Half-Wiskin/Half-Archontean Magic-User L1&#039;&#039;&#039; | HP: 6/6, AC: 8, Init: -2, vintner&lt;br /&gt;
*&#039;&#039;&#039;[[Exploring_the_Halls_of_Arden_Vul:Maeraphin | Maeraphin Sifas]]&#039;&#039;&#039; (Aesthete) &#039;&#039;&#039;Sylvari/Acrobat L1/L1&#039;&#039;&#039; | HP: 8/8, AC: 16, Init: +2, animal trainer&lt;br /&gt;
&lt;br /&gt;
===Encumbrance Ape===&lt;br /&gt;
&lt;br /&gt;
*Maiandros Kurkuas&lt;br /&gt;
**Gear: 784&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total Encumbrance: 784&lt;br /&gt;
**Movement: 60&#039;(20&#039;)&lt;br /&gt;
&lt;br /&gt;
*Talia&lt;br /&gt;
**Gear: 717&lt;br /&gt;
**Treasure: broken bone (20 cn)&lt;br /&gt;
**Total Encumbrance: 733&lt;br /&gt;
**Movement: 60&#039;(20&#039;)&lt;br /&gt;
&lt;br /&gt;
*Aelfric&lt;br /&gt;
**Gear: 570&lt;br /&gt;
**Treasure: Stone vial (light blue powder) (10 cn), alligator teeth (10 cn)&lt;br /&gt;
**Total Encumbrance: 590&lt;br /&gt;
**Movement: 90&#039;(30&#039;)&lt;br /&gt;
&lt;br /&gt;
*Snagwarder&lt;br /&gt;
**Gear: 340&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total Encumbrance: 340&lt;br /&gt;
**Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
*Basil&lt;br /&gt;
**Gear: 20&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total Encumbrance: 20&lt;br /&gt;
**Movement: 120&#039;(40&#039;)&lt;br /&gt;
&lt;br /&gt;
*Aloc of Bilsham&lt;br /&gt;
**Gear: 658&lt;br /&gt;
**Treasure: Polished green stone (10 cn), pouch of chalk + 3 slow candles (20 cn)&lt;br /&gt;
**Total Encumbrance: 688&lt;br /&gt;
**Movement: 60’(20’)&lt;br /&gt;
&lt;br /&gt;
*Maeraphin Sifas&lt;br /&gt;
**Gear: 553&lt;br /&gt;
**Treasure: Burgundy coloured boots with fancy blue tooling (worn), holy crocodile (10cn)&lt;br /&gt;
**Total Encumbrance: 563&lt;br /&gt;
**Movement: 90&#039; (30&#039;)&lt;br /&gt;
&lt;br /&gt;
*Eusebia Tagaris&lt;br /&gt;
**Gear: 94&lt;br /&gt;
**Treasure: Stone vial (light blue powder) (10 cn)&lt;br /&gt;
**Total Encumbrance: 104&lt;br /&gt;
**Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
==Dungeoneering==&lt;br /&gt;
&lt;br /&gt;
===Light Sources===&lt;br /&gt;
&lt;br /&gt;
====Carried====&lt;br /&gt;
* Aelfric - 1 oil flask, tinder box&lt;br /&gt;
* Aloc - 6 torches, 3 slow candles, tinder box&lt;br /&gt;
* Eusebia - 11 torches, tinder box&lt;br /&gt;
* Maiandros - 9 candles, tinder box&lt;br /&gt;
* Talia - 3 torches, 1 lit&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
*Maiandros Kurkuas: Standard, 5 days&lt;br /&gt;
*Aloc of Bilsham: Iron, 5 days&lt;br /&gt;
*Talia: Standard, 5 days&lt;br /&gt;
*Aelfric the Cheerful: Iron, 5 days&lt;br /&gt;
*Eusebia Tagaris: Iron, 5 days&lt;br /&gt;
*Maeraphin Sifas: Standard, 5 days&lt;br /&gt;
*Snagwarder: Standard, 6 days&lt;br /&gt;
&lt;br /&gt;
===Marching Order===&lt;br /&gt;
&lt;br /&gt;
====Double file====&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;       (Snagwarder)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Maiandros   Maeraphin&lt;br /&gt;
   Talia      Aloc&lt;br /&gt;
  Eusebia   (Snagwarder)&lt;br /&gt;
   Basil     Aelfric&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Snagwarder either ranges up ahead scouting or hangs out in the centre as the situation requires.&lt;br /&gt;
&lt;br /&gt;
Maeraphin, Aloc, and Aelfric switch off as the HP situation requires, with the rearmost (Aelfric in this case, but it could be any of the three) making sure we don&#039;t get surprised from behind, and also acting as bodyguard for Eusebia.&lt;br /&gt;
&lt;br /&gt;
====Single file====&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt; (Snagwarder)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Maiandros&lt;br /&gt;
Maeraphin&lt;br /&gt;
  Aloc&lt;br /&gt;
  Talia&lt;br /&gt;
 Eusebia&lt;br /&gt;
  Basil&lt;br /&gt;
(Snagwarder)&lt;br /&gt;
 Aelfric&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Same thing here with Snagwarder being up front or part of the rearguard depending on whether he&#039;s scouting, and Maeraphin and Aloc switching out as required (and stepping up if Maiandros is hurt). Aelfric takes the rear guard, but can swap out with Maeraphin and Aloc as well.&lt;br /&gt;
&lt;br /&gt;
====Open Order====&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
         (Snagwarder)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
         Maiandros&lt;br /&gt;
    Aelfric       Aloc&lt;br /&gt;
      Eusebia  Talia&lt;br /&gt;
       Basil&lt;br /&gt;
(Snagwarder)        Maeraphin&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Again, Snagwarder is either out front scouting or supporting with archery from the back. Maeraphin is also in the back, responsible for first response to flanking attacks on Eusebia or Talia, and also supporting with archery. Snagwarder and Maeraphin will move forward to join the main fight if leaving the rear/ sides seem safe (or the situation is super critical).&lt;br /&gt;
&lt;br /&gt;
Aloc and and Aelfric move up to support Maiandros if that&#039;s where the fighting is.&lt;br /&gt;
&lt;br /&gt;
If the main thrust of an attack comes from a side or the rear, Maiandros will move immediately, with either AC or AB remaining behind to make sure we&#039;re not outflanked (unless, of course, it&#039;s super clear we can leave our rear/ flank uncovered.&lt;br /&gt;
&lt;br /&gt;
===Watch Order===&lt;br /&gt;
&lt;br /&gt;
==XP Awards==&lt;br /&gt;
*start with 2000 XP, unmodified by class bonuses&lt;br /&gt;
&lt;br /&gt;
=Playing in a game with roots in Colonialism=&lt;br /&gt;
The valley in which play will be centered has seen over 3000 years of colonial history, which includes the domination of the region by a colonial empire. That empire collapsed and left the region for 820 years before returning nearly 350 years ago. Three cultural groups (two non-human and foreign to the region, one human and native to the region) have been assimilated into the dominant culture and possess citizenship, though are denied the highest echelons of political power. The human cultural group native to the region has a resistance movement. &lt;br /&gt;
&lt;br /&gt;
The &#039;ruins&#039; we will be exploring contain a number of factions and cultures of various descent. The majority of wealth extraction that occurs in the game will be directed at the ancient ancestors of the dominant colonial power, though some will be of other foreign, non-native cultures (though they now make this place their home). We will not be stealing cultural artifacts or wealth from the native population.&lt;br /&gt;
&lt;br /&gt;
The history of this sort of game is rooted in unexamined privilege and the oppression of native peoples. We will make a conscious effort to conduct our play with intent to dismantle the worst of that. To that effect, I have made some alterations to the module, and am open to your ideas of other alterations that we should employ.&lt;br /&gt;
&lt;br /&gt;
=The Archontean Empire=&lt;br /&gt;
The Archontean Empire was formed nearly 3000 years ago on the island of Mithruin with the Compact of Ennius (0 AEP), and colonized lands east to the Grain Islands, north to a foothold in the Borealios islands, and west to the continent of Irthuin.&lt;br /&gt;
&lt;br /&gt;
Its first period of colonization was from 850 AEP to 1680 AEP, thirteen hundred years ago, before the Empire retracted into a dark age from 1900 AEP to 2400 AEP after a civil war. It shrunk its holdings back to Mithruin and the Grain Islands, losing much of its ancient knowledge in the process. A period of military expansion in 2450 AEP saw it re-enter a colonial period, returning to the Irthuin continent in 2639 AEP and re-establishing its dominance in Arcturos and Narsileon. &lt;br /&gt;
&lt;br /&gt;
The year is now 2993 AEP (AEP = &#039;from the pact of Ennius&#039;), 350 years after the Archontean return to the continent.&lt;br /&gt;
&lt;br /&gt;
===Greater Detail===&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_Archontean_Empire | People and Cultures]]&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_Institutions | Institutions and Organizations]]&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_Exarchates | Exarchates of the Empire]]&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_Titles | Hierarchies &amp;amp; Titles]]&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_Deities | Deities]]&lt;br /&gt;
*[[Exploring_the_Halls_of_Arden_Vul:_Writing | Languages &amp;amp; Writing systems]]&lt;br /&gt;
&lt;br /&gt;
==Burdock&#039;s Valley==&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_Burdocks_Valley | the Geography of Burdock&#039;s Valley]]&lt;br /&gt;
&lt;br /&gt;
===Gosterwick (Vetucaster)===&lt;br /&gt;
The tiny Thorcin community of Gosterwick located at the base of the cliff and falls of Arden Vul was claimed by Lady Alexia Basileon and a sept of the Knights of the Azure Shield in 2968 AEP (25 years ago). The knights restored an ancient fortress, naming it the Azure Keep. Lady Alexia renamed the community Vetucaster and expanded it rapidly, offering residence, citizenship, and services to merchants, craftsmen, and adventurers. The current population bears a high proportion of adventurer-oriented businesses: sellers and buyers of curios, general sutlers, trainers, etc. &lt;br /&gt;
&lt;br /&gt;
Population: 2,211 (40% Archontean, 40% Thorcin, 15% Wiskin, and 5% demi-human [primarily halflings and imperial goblins]).&lt;br /&gt;
&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_Gosterwick | Gosterwick map and key]]&lt;br /&gt;
&lt;br /&gt;
=Important NPCs=&lt;br /&gt;
==Neutral==&lt;br /&gt;
==Allies==&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Rumors and Leads=&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
[[Exploring_the_Halls_of_Arden_Vul:_Lore | Lore of the valley and Arden Vul]]&lt;br /&gt;
&lt;br /&gt;
=Notable Posts=&lt;br /&gt;
If you are posting links to specific posts, please first [https://forum.rpg.net/index.php?threads/how-does-one-link-to-a-specific-post.843174/ read this thread on linking to posts in the new forum software]. Because every poster may have different posts/page settings, not using this system will result in your links to notable posts not navigating consistently to that post for everyone.&lt;br /&gt;
&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-23983058 The Twelve Labours of Arden]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-23997245 The Obelisk]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24015771 The Top of the Pyramid]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24026420 Arriving at the Broken Head]&lt;br /&gt;
&lt;br /&gt;
* OOC: [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-23997217 Thorcin as a starting language]&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=406576</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=406576"/>
		<updated>2021-09-15T18:01:08Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Snagwarder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 674/676/676 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons.&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*Climb sheer surfaces: 88%&lt;br /&gt;
*Find/remove treasure traps: 15%&lt;br /&gt;
*Hear noise: 2 in 6 / 2 in 6&lt;br /&gt;
*Hide in shadows: 15% (90% in woodland, 2 in 6 in dungeon)&lt;br /&gt;
*Move silently: 25%&lt;br /&gt;
*Open locks: 20%&lt;br /&gt;
*Pick pockets: 25%&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse:&lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=406314</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=406314"/>
		<updated>2021-09-10T19:51:39Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 666/667/667 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons.&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*Climb sheer surfaces: 88%&lt;br /&gt;
*Find/remove treasure traps: 15%&lt;br /&gt;
*Hear noise: 2 in 6 / 2 in 6&lt;br /&gt;
*Hide in shadows: 15% (90% in woodland, 2 in 6 in dungeon)&lt;br /&gt;
*Move silently: 25%&lt;br /&gt;
*Open locks: 20%&lt;br /&gt;
*Pick pockets: 25%&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse:&lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;br /&gt;
&lt;br /&gt;
When encountering other groups:&lt;br /&gt;
&lt;br /&gt;
Snagwarder will always try to skulk around the shadows behind the party if he can, avoiding the sight of the other group as much as possible, unless they are fellow goblins, in which case he will often initiate (in Goblintongue) any conversation.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=406313</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=406313"/>
		<updated>2021-09-10T19:48:35Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 666/667/667 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons.&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*Climb sheer surfaces: 88%&lt;br /&gt;
*Find/remove treasure traps: 15%&lt;br /&gt;
*Hear noise: 2 in 6 / 2 in 6&lt;br /&gt;
*Hide in shadows: 15% (90% in woodland, 2 in 6 in dungeon)&lt;br /&gt;
*Move silently: 25%&lt;br /&gt;
*Open locks: 20%&lt;br /&gt;
*Pick pockets: 25%&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse:&lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Standard procedure on entering an (ostensibly) empty room: &lt;br /&gt;
&lt;br /&gt;
He&#039;ll always check the door and lintel for any traps, then upon opening it, will immediately look up. Tap the area in front of the door with his ten foot pole, then enter, and start at bottom left to right, and zig zag, tapping away. Anything else (if there&#039;s something in the room), he might break off that routine, so that he can check for traps etc first, so that while he&#039;s tapping out the room, the others can investigate other stuff.&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=404950</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=404950"/>
		<updated>2021-08-25T17:03:20Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Racial Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 666/667/667 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons.&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
*Stone Murmurs: Listen to stone, 2 in 6 chance of hearing secret doors within 10&#039;, presence of gems and precious metals within 30&#039;, presence of living creatures within 30&#039;, and presence of bodies of water or open spaces within 60&#039;.&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*Climb sheer surfaces: 88%&lt;br /&gt;
*Find/remove treasure traps: 15%&lt;br /&gt;
*Hear noise: 2 in 6 / 2 in 6&lt;br /&gt;
*Hide in shadows: 15% (90% in woodland, 2 in 6 in dungeon)&lt;br /&gt;
*Move silently: 25%&lt;br /&gt;
*Open locks: 20%&lt;br /&gt;
*Pick pockets: 25%&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse:&lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=404058</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=404058"/>
		<updated>2021-08-09T02:33:45Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/vLnDaqE.jpg&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 666/667/667 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons.&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*Climb sheer surfaces: 88%&lt;br /&gt;
*Find/remove treasure traps: 15%&lt;br /&gt;
*Hear noise: 2 in 6 / 2 in 6&lt;br /&gt;
*Hide in shadows: 15% (90% in woodland, 2 in 6 in dungeon)&lt;br /&gt;
*Move silently: 25%&lt;br /&gt;
*Open locks: 20%&lt;br /&gt;
*Pick pockets: 25%&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1 | L2 Y/Y | L3 Z/Z&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse:&lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=404057</id>
		<title>Exploring the Halls of Arden Vul: Snagwarder</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:_Snagwarder&amp;diff=404057"/>
		<updated>2021-08-09T02:29:47Z</updated>

		<summary type="html">&lt;p&gt;Albigensian: /* Snagwarder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Snagwarder==&lt;br /&gt;
Wiry, gangly arms and legs but surprisingly tough. Wears generally filthy clothing, covered in dust and grime.&lt;br /&gt;
&lt;br /&gt;
[[File:https://i.imgur.com/vLnDaqE.jpg]]&lt;br /&gt;
&lt;br /&gt;
*Good 1/1/1 Imperial Goblin / Illusionist / Thief (Miner/Prestidigitator/Apprentice)&lt;br /&gt;
*Alignment Goal: Help those in need at your own expense&lt;br /&gt;
*XP: 666/667/667 (Goal: 2400/2500/1200) -10% Goblin, +5% Illusionist, +5% Thief&lt;br /&gt;
&lt;br /&gt;
*Traits: Determined, Honest, Curious&lt;br /&gt;
*Secondary Skill: Miner&lt;br /&gt;
*Languages: Archontean, Goblin, Brotherhood, Burrowing Animals, +1&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (-)&lt;br /&gt;
*Dexterity 15 (+1)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Charisma 10 (-)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6/6&lt;br /&gt;
*AC: 13 (Unarmored AC: 11)&lt;br /&gt;
*Initiative Bonus: +1&lt;br /&gt;
*Bonus to reaction rolls: -&lt;br /&gt;
*Movement: 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 1&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Short Sword, -1 to hit, 1D6-1, Melee&lt;br /&gt;
*Short Bow, +1 to hit, 1D6, Missile (5&#039;-50&#039; / 51&#039;-100&#039; / 101&#039;-150&#039; Two Handed&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 8&lt;br /&gt;
*Magic wands: 9&lt;br /&gt;
*Paralysis/Petrification: 10&lt;br /&gt;
*Breath Attacks: 14&lt;br /&gt;
*Spells/rods/staves: 11&lt;br /&gt;
&lt;br /&gt;
===Racial Abilities===&lt;br /&gt;
*Hiding: 90% in Woodland, 2 in 6 in dungeons.&lt;br /&gt;
*Defensive Bonus: +2 to AC when fighting Large+ creatures.&lt;br /&gt;
*Detect Construction Tricks: 2 in 6 for new construction, sliding walls, sloping passages.&lt;br /&gt;
*Listen at Doors: 2 in 6&lt;br /&gt;
*Infravision 90’&lt;br /&gt;
*Speak with Burrowing Mammals&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Back stab: +4 to hit, damage doubled.&lt;br /&gt;
&lt;br /&gt;
===Exploration Abilities===&lt;br /&gt;
*Climb sheer surfaces: 88%&lt;br /&gt;
*Find/remove treasure traps: 15%&lt;br /&gt;
*Hear noise: 2 in 6 / 2 in 6&lt;br /&gt;
*Hide in shadows: 15% (90% in woodland, 2 in 6 in dungeon)&lt;br /&gt;
*Move silently: 25%&lt;br /&gt;
*Open locks: 20%&lt;br /&gt;
*Pick pockets: 25%&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L1 1/1 | L2 Y/Y | L3 Z/Z&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Read Magic, Color Spray, Spook&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 340&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Leather Armor &lt;br /&gt;
*Backpack&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Quiver (20 arrows)&lt;br /&gt;
Held:&lt;br /&gt;
*Shortsword &lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Shortbow (over shoulder)&lt;br /&gt;
Backpack:&lt;br /&gt;
*7 Days rations&lt;br /&gt;
*Small Hammer&lt;br /&gt;
*12 Iron Spikes&lt;br /&gt;
*Thieves Tools&lt;br /&gt;
*Mining Pick&lt;br /&gt;
&lt;br /&gt;
Stashed (where):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse:&lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Snagwarder was a member of a mining crew for years, his job to find trouble and sort it out. Sometimes that was dealing with traps (sabotage from rival mining crews), sometimes it was natural hazards, and sometimes it was foul creatures intent on eating the crew (which he would either try to kill or distract). Unfortunately, the crew died and Snagwarder was lucky to get out alive. Deciding on a change in career, he took up the adventuring life, and journeyed alongside an adventuring company to Arden Vul. Unfortunately, one by one, the others in the company also met an untimely fate. Still, three time’s the charm, right?&lt;br /&gt;
&lt;br /&gt;
Siblings: last Snagwarder heard, there were about 5 left, but then he hasn&#039;t heard from Beastsnuffer, Horntooter, or Goatmender for a while, so who knows? Cornsniffer works on her farm far from most dangers, and Snagwarder sends her the odd coin when he can to help out, so stays in touch with his big sister, and he saw Candlekindler not too long before he set out. Wandering through the streets lighting the lamps is fairly safe, especially since he can always snuff the light out and hide in the shadows from most who would drunkenly try to harm him, so he&#039;s probably fine too.&lt;br /&gt;
&lt;br /&gt;
Horntooter was off making herself famous over in Archontos the last Snagwarder heard of her, probably forgotten about her family by now. Goatmender lives remotely, was never one to hang around other people, but he does live out on the borderlands where things can get scary sometimes. Still, knows how to handle himself and his goats. And Beastsnuffer...well, last Snagwarder heard she was off chasing some other large prey that was causing havoc. Who knows what she&#039;s up to these days, or whether she ended up being a tasty snack for a dragon.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>Albigensian</name></author>
	</entry>
</feed>