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		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=236157</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=236157"/>
		<updated>2013-05-03T07:25:20Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight, Human Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682806-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682809-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039; (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039; (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039; (4 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039; (1 bonus 1st level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039; (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dwarf, Common, Goblin, Troll, Gnome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: 1d8+1 (Axe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun&lt;br /&gt;
* Minor access to the spheres of Astral, Elemental Earth, Necromantic&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Angel&#039;s Medallion&lt;br /&gt;
*Stone Axe&lt;br /&gt;
*Shield&lt;br /&gt;
*spare wood rolled up in fur cloak&lt;br /&gt;
*2 broken brass lanterns&lt;br /&gt;
*3 sacks dried meat&lt;br /&gt;
*2 sacks &lt;br /&gt;
*Flint and Steel&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6 (+1 defensive adjustment)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9 (65% system shock, 70% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage: 1d10 (two-handed sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* Angel&#039;s two-handed sword&lt;br /&gt;
* Padded armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Elven, Celestial, Northern, Western&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 8/10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d6 (wooden club, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*wooden club&lt;br /&gt;
*scroll case with spell book and blank parchment&lt;br /&gt;
*2 small sacks of rice&lt;br /&gt;
*fur cloak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage: 1d6 (short sword), 1d3 (knife), 1d4 (stone arrow), 1d4 (silver dagger), 1d6 (spear)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*(1) short sword&lt;br /&gt;
*(1) knife&lt;br /&gt;
*(1) silver dagger&lt;br /&gt;
*(1) spear&lt;br /&gt;
*(1) short bow&lt;br /&gt;
*(1) quiver with 8 stone arrows (1d4 damage)&lt;br /&gt;
*(2) small sacks&lt;br /&gt;
*(3) sticks incense&lt;br /&gt;
*(1) bottle of fragrant oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;NPC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (88% system shock, 92% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11 (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: 1d6 (club)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*club&lt;br /&gt;
*candlestick with candle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2 (3,600/500)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
*&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8 (60% system shock, 65% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (4 languages, max spell level 7th, 60% chance to learn spell)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12 (5 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Eastern (native), Common, Ogre, Elf, Dwarf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 6/8&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d3 (steel knife, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* Charm Person&lt;br /&gt;
* Sleep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Ink and Pen, Jar(large) of lamp oil, steel knife&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight, Human Bard===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Southern, Elven, Sylvan, Dragon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 16/18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage: macahuitl / 1-8/1-8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 15%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*Charm person&lt;br /&gt;
*Color spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*macahuitl&lt;br /&gt;
*2x empty gourds&lt;br /&gt;
*large wicker basket&lt;br /&gt;
*small sack&lt;br /&gt;
**glass bottle&lt;br /&gt;
**8x long-burning candles&lt;br /&gt;
**5 yards hemp rope&lt;br /&gt;
**1 bottle of old wine&lt;br /&gt;
**wooden club&lt;br /&gt;
*stone spear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Geridel always traveled a lot in his lust for learning stories and knowing new cultures. He then joined the company of baron Geoffrey Wyne in his years-long campaign against the orc tribes, as a fighting man and court minstrel. In an unfortunate battle he died at the side of his patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 95 (7 bakemono)&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
[https://docs.google.com/drawings/d/1K1pIH5kWOA_KZRS2csiCAE5tH2mf9wSUYSpx2e5Z69s/edit Dungeon Map]&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*0 d: 00 h: 00 m : Awake in room with deva&lt;br /&gt;
*0 d: 00 h: 10 m : Exit room, search hallways&lt;br /&gt;
*0 d: 00 h: 20 m : Searched store rooms&lt;br /&gt;
*0 d: 00 h: 30 m : Fought bakemono&lt;br /&gt;
*0 d: 00 h: 40 m : Encounter with deep mold in furniture storeroom&lt;br /&gt;
*0 d: 00 h: 50 m : Encounter with haun in cold room&lt;br /&gt;
*0 d: 01 h: 10 m : Current time&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=235276</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=235276"/>
		<updated>2013-04-24T23:22:54Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight, Human Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682806-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682809-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039; (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039; (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039; (4 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039; (1 bonus 1st level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039; (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dwarf, Common, Goblin, Troll, Gnome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: 1d8+1 (Axe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun&lt;br /&gt;
* Minor access to the spheres of Astral, Elemental Earth, Necromantic&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Angel&#039;s Medallion&lt;br /&gt;
*Stone Axe&lt;br /&gt;
*Shield&lt;br /&gt;
*spare wood rolled up in fur cloak&lt;br /&gt;
*2 broken brass lanterns&lt;br /&gt;
*3 sacks dried meat&lt;br /&gt;
*2 sacks &lt;br /&gt;
*Flint and Steel&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6 (+1 defensive adjustment)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9 (65% system shock, 70% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage: 1d10 (two-handed sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* Angel&#039;s two-handed sword&lt;br /&gt;
* Padded armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Elven, Celestial, Northern, Western&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d6 (wooden club, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*wooden club&lt;br /&gt;
*scroll case with spell book and blank parchment&lt;br /&gt;
*2 small sacks of rice&lt;br /&gt;
*fur cloak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage: 1d6 (short sword), 1d3 (knife), 1d4 (stone arrow)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*(1) short sword&lt;br /&gt;
*(1) knife&lt;br /&gt;
*(1) short bow&lt;br /&gt;
*(1) quiver with 8 stone arrows (1d4 damage)&lt;br /&gt;
*(3) sticks incense&lt;br /&gt;
*(1) bottle of fragrant oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;NPC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (88% system shock, 92% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11 (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: 1d6 (club)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*club&lt;br /&gt;
*candlestick with candle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2 (3,600/500)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
*&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8 (60% system shock, 65% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (4 languages, max spell level 7th, 60% chance to learn spell)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12 (5 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Eastern (native), Common, Ogre, Elf, Dwarf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 6/8&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d3 (steel knife, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* Charm Person&lt;br /&gt;
* Sleep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Ink and Pen, Jar(large) of lamp oil, steel knife&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight, Human Bard===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Southern, Elven, Sylvan, Dragon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage: macahuitl / 1-8/1-8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 15%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*Charm person&lt;br /&gt;
*Color spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*macahuitl&lt;br /&gt;
*2x empty gourds&lt;br /&gt;
*large wicker basket&lt;br /&gt;
*small sack&lt;br /&gt;
**glass bottle&lt;br /&gt;
**8x long-burning candles&lt;br /&gt;
**5 yards hemp rope&lt;br /&gt;
**1 bottle of old wine&lt;br /&gt;
**wooden club&lt;br /&gt;
*stone spear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Geridel always traveled a lot in his lust for learning stories and knowing new cultures. He then joined the company of baron Geoffrey Wyne in his years-long campaign against the orc tribes, as a fighting man and court minstrel. In an unfortunate battle he died at the side of his patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 95 (7 bakemono)&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
[https://docs.google.com/drawings/d/1K1pIH5kWOA_KZRS2csiCAE5tH2mf9wSUYSpx2e5Z69s/edit Dungeon Map]&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*0 d: 00 h: 00 m : Awake in room with deva&lt;br /&gt;
*0 d: 00 h: 10 m : Exit room, search hallways&lt;br /&gt;
*0 d: 00 h: 20 m : Searched store rooms&lt;br /&gt;
*0 d: 00 h: 30 m : Fought bakemono&lt;br /&gt;
*0 d: 00 h: 40 m : Encounter with deep mold in furniture storeroom&lt;br /&gt;
*0 d: 00 h: 50 m : Current time&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=235274</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=235274"/>
		<updated>2013-04-24T23:14:17Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight, Human Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682806-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682809-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039; (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039; (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039; (4 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039; (1 bonus 1st level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039; (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dwarf, Common, Goblin, Troll, Gnome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: 1d8+1 (Axe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun&lt;br /&gt;
* Minor access to the spheres of Astral, Elemental Earth, Necromantic&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Angel&#039;s Medallion&lt;br /&gt;
*Stone Axe&lt;br /&gt;
*Shield&lt;br /&gt;
*spare wood rolled up in fur cloak&lt;br /&gt;
*2 broken brass lanterns&lt;br /&gt;
*3 sacks dried meat&lt;br /&gt;
*2 sacks &lt;br /&gt;
*Flint and Steel&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6 (+1 defensive adjustment)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9 (65% system shock, 70% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage: 1d10 (two-handed sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* Angel&#039;s two-handed sword&lt;br /&gt;
* Padded armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Elven, Celestial, Northern, Western&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d6 (wooden club, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*wooden club&lt;br /&gt;
*scroll case with spell book and blank parchment&lt;br /&gt;
*2 small sacks of rice&lt;br /&gt;
*fur cloak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage: 1d6 (short sword), 1d3 (knife), 1d4 (stone arrow)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*(1) short sword&lt;br /&gt;
*(1) knife&lt;br /&gt;
*(1) short bow&lt;br /&gt;
*(1) quiver with 8 stone arrows (1d4 damage)&lt;br /&gt;
*(3) sticks incense&lt;br /&gt;
*(1) bottle of fragrant oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;NPC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (88% system shock, 92% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11 (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: 1d6 (club)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*club&lt;br /&gt;
*candlestick with candle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2 (3,600/500)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
*&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8 (60% system shock, 65% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (4 languages, max spell level 7th, 60% chance to learn spell)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12 (5 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Eastern (native), Common, Ogre, Elf, Dwarf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 6/8&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d3 (steel knife, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* Charm Person&lt;br /&gt;
* Sleep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Ink and Pen, Jar(large) of lamp oil, steel knife&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight, Human Bard===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Southern, Elven, Sylvan, Dragon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage: macahuitl / 1-8/1-8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 15%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*Charm person&lt;br /&gt;
*Color spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*macahuitl&lt;br /&gt;
*2x empty gourds&lt;br /&gt;
*large wicker basket&lt;br /&gt;
*small sack&lt;br /&gt;
**glass bottle&lt;br /&gt;
**8x long-burning candles&lt;br /&gt;
**5 yards hemp rope&lt;br /&gt;
**1 bottle of old wine&lt;br /&gt;
**wooden club&lt;br /&gt;
*stone spear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Geridel always traveled a lot in his lust for learning stories and knowing new cultures. He then joined the company of baron Geoffrey Wyne in his years-long campaign against the orc tribes, as a fighting man and court minstrel. In an unfortunate battle he died at the side of his patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 95 (7 bakemono)&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
[https://docs.google.com/drawings/d/1K1pIH5kWOA_KZRS2csiCAE5tH2mf9wSUYSpx2e5Z69s/edit Dungeon Map]&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*0 d: 00 h: 00 m : Awake in room with deva&lt;br /&gt;
*0 d: 00 h: 10 m : Exit room, search hallways&lt;br /&gt;
*0 d: 00 h: 20 m : Searched store rooms&lt;br /&gt;
*0 d: 00 h: 30 m : Fought bakemono&lt;br /&gt;
*0 d: 00 h: 40 m : Encounter with deep mold in furniture storeroom&lt;br /&gt;
*0 d: 00 h: 50 m : Current time&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=235273</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=235273"/>
		<updated>2013-04-24T23:13:30Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight, Human Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682806-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682809-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039; (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039; (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039; (4 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039; (1 bonus 1st level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039; (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dwarf, Common, Goblin, Troll, Gnome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: 1d8+1 (Axe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun&lt;br /&gt;
* Minor access to the spheres of Astral, Elemental Earth, Necromantic&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Angel&#039;s Medallion&lt;br /&gt;
*Stone Axe&lt;br /&gt;
*Shield&lt;br /&gt;
*spare wood rolled up in fur cloak&lt;br /&gt;
*2 broken brass lanterns&lt;br /&gt;
*3 sacks dried meat&lt;br /&gt;
*2 sacks &lt;br /&gt;
*Flint and Steel&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6 (+1 defensive adjustment)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9 (65% system shock, 70% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage: 1d10 (two-handed sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* Angel&#039;s two-handed sword&lt;br /&gt;
* Padded armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Elven, Celestial, Northern, Western&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d6 (wooden club, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*wooden club&lt;br /&gt;
*scroll case with spell book and blank parchment&lt;br /&gt;
*2 small sacks of rice&lt;br /&gt;
*fur cloak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage: 1d6 (short sword), 1d3 (knife), 1d4 (stone arrow)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*(1) short sword&lt;br /&gt;
*(1) knife&lt;br /&gt;
*(1) short bow&lt;br /&gt;
*(1) quiver with 8 stone arrows (1d4 damage)&lt;br /&gt;
*(3) sticks incense&lt;br /&gt;
*(1) bottle of fragrant oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;NPC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (88% system shock, 92% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11 (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: 1d6 (club)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*club&lt;br /&gt;
*candlestick with candle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2 (3,600/500)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
*&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8 (60% system shock, 65% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (4 languages, max spell level 7th, 60% chance to learn spell)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12 (5 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Eastern (native), Common, Ogre, Elf, Dwarf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 6/8&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d3 (steel knife, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* Charm Person&lt;br /&gt;
* Sleep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Ink and Pen, Jar(large) of lamp oil, steel knife&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight, Human Bard===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Southern, Elven, Sylvan, Dragon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage: macahuitl / 1-8/1-8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 15%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*Charm person&lt;br /&gt;
*Color spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*macahuitl&lt;br /&gt;
*2x empty gourds&lt;br /&gt;
*large wicker basket&lt;br /&gt;
*small sack&lt;br /&gt;
**glass bottle&lt;br /&gt;
**8x long-burning candles&lt;br /&gt;
**5 yards hemp rope&lt;br /&gt;
**1 bottle of old wine&lt;br /&gt;
**wooden club&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Geridel always traveled a lot in his lust for learning stories and knowing new cultures. He then joined the company of baron Geoffrey Wyne in his years-long campaign against the orc tribes, as a fighting man and court minstrel. In an unfortunate battle he died at the side of his patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 95 (7 bakemono)&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
[https://docs.google.com/drawings/d/1K1pIH5kWOA_KZRS2csiCAE5tH2mf9wSUYSpx2e5Z69s/edit Dungeon Map]&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*0 d: 00 h: 00 m : Awake in room with deva&lt;br /&gt;
*0 d: 00 h: 10 m : Exit room, search hallways&lt;br /&gt;
*0 d: 00 h: 20 m : Searched store rooms&lt;br /&gt;
*0 d: 00 h: 30 m : Fought bakemono&lt;br /&gt;
*0 d: 00 h: 40 m : Encounter with deep mold in furniture storeroom&lt;br /&gt;
*0 d: 00 h: 50 m : Current time&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=235071</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=235071"/>
		<updated>2013-04-22T09:15:53Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight, Human Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682806-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682809-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039; (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039; (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039; (4 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039; (1 bonus 1st level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039; (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dwarf, Common, Goblin, Troll, Gnome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: 1d8+1 (Axe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun&lt;br /&gt;
* Minor access to the spheres of Astral, Elemental Earth, Necromantic&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Angel&#039;s Medallion&lt;br /&gt;
*Stone Axe&lt;br /&gt;
*Shield&lt;br /&gt;
*spare wood rolled up in fur cloak&lt;br /&gt;
*2 broken brass lanterns&lt;br /&gt;
*3 sacks dried meat&lt;br /&gt;
*2 sacks &lt;br /&gt;
*Flint and Steel&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6 (+1 defensive adjustment)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9 (65% system shock, 70% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage: 1d10 (two-handed sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* Angel&#039;s two-handed sword&lt;br /&gt;
* Padded armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Elven, Celestial, Northern, Western&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d6 (wooden club, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*wooden club&lt;br /&gt;
*scroll case with spell book and blank parchment&lt;br /&gt;
*2 small sacks of rice&lt;br /&gt;
*fur cloak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage: 1d6 (short sword), 1d3 (knife), 1d4 (stone arrow)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*(1) short sword&lt;br /&gt;
*(1) wooden door wedge&lt;br /&gt;
*(3) sticks incense&lt;br /&gt;
*(1) bottle of fragrant oil&lt;br /&gt;
*(1) short bow&lt;br /&gt;
*(1) quiver with 8 stone arrows (1d4 damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;NPC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (88% system shock, 92% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11 (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: 1d6 (club)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*club&lt;br /&gt;
*candlestick with candle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2 (3,600/500)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
*&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8 (60% system shock, 65% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (4 languages, max spell level 7th, 60% chance to learn spell)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12 (5 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Eastern (native), Common, Ogre, Elf, Dwarf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 5/8&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d3 (steel knife, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* Charm Person&lt;br /&gt;
* Sleep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Ink and Pen, Jar(large) of lamp oil, steel knife&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight, Human Bard===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Southern, Elven, Sylvan, Dragon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage: macahuitl / 1-8/1-8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 15%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*Charm person&lt;br /&gt;
*Color spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*2x empty gourds&lt;br /&gt;
*glass bottle&lt;br /&gt;
*8x long-burning candles&lt;br /&gt;
*5 yards hemp rope&lt;br /&gt;
*large wicker basket&lt;br /&gt;
*1 bottle of old wine&lt;br /&gt;
*wooden club&lt;br /&gt;
*macahuitl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Geridel always traveled a lot in his lust for learning stories and knowing new cultures. He then joined the company of baron Geoffrey Wyne in his years-long campaign against the orc tribes, as a fighting man and court minstrel. In an unfortunate battle he died at the side of his patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
[https://docs.google.com/drawings/d/1K1pIH5kWOA_KZRS2csiCAE5tH2mf9wSUYSpx2e5Z69s/edit Dungeon Map]&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*0 d: 00 h: 00 m : Awake in room with deva&lt;br /&gt;
*0 d: 00 h: 10 m : Exit room, search hallways&lt;br /&gt;
*0 d: 00 h: 20 m : Searched store rooms&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=235070</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=235070"/>
		<updated>2013-04-22T09:14:05Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight, Human Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682806-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682809-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039; (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039; (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039; (4 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039; (1 bonus 1st level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039; (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dwarf, Common, Goblin, Troll, Gnome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: 1d8+1 (Axe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun&lt;br /&gt;
* Minor access to the spheres of Astral, Elemental Earth, Necromantic&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Angel&#039;s Medallion&lt;br /&gt;
*Stone Axe&lt;br /&gt;
*Shield&lt;br /&gt;
*spare wood rolled up in fur cloak&lt;br /&gt;
*2 broken brass lanterns&lt;br /&gt;
*3 sacks dried meat&lt;br /&gt;
*2 sacks &lt;br /&gt;
*Flint and Steel&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6 (+1 defensive adjustment)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9 (65% system shock, 70% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage: 1d10 (two-handed sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* Angel&#039;s two-handed sword&lt;br /&gt;
* Padded armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Elven, Celestial, Northern, Western&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d6 (wooden club, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*wooden club&lt;br /&gt;
*scroll case with spell book and blank parchment&lt;br /&gt;
*2 small sacks of rice&lt;br /&gt;
*fur cloak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage: 1d6 (short sword), 1d3 (knife), 1d4 (stone arrow)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*(1) short sword&lt;br /&gt;
*(1) wooden door wedge&lt;br /&gt;
*(3) sticks incense&lt;br /&gt;
*(1) bottle of fragrant oil&lt;br /&gt;
*(1) short bow&lt;br /&gt;
*(1) quiver with 8 stone arrows (1d4 damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;NPC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (88% system shock, 92% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11 (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: 1d6 (club)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*club&lt;br /&gt;
*candlestick with candle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2 (3,600/500)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
*&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8 (60% system shock, 65% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (4 languages, max spell level 7th, 60% chance to learn spell)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12 (5 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Eastern (native), Common, Ogre, Elf, Dwarf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 5/8&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d3 (steel knife, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* Charm Person&lt;br /&gt;
* Sleep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Ink and Pen, Jar(large) of lamp oil, steel knife&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight, Human Bard===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Southern, Elven, Sylvan, Dragon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 17/18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage: club/1-6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 15%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*Charm person&lt;br /&gt;
*Color spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*2x empty gourds&lt;br /&gt;
*glass bottle&lt;br /&gt;
*8x long-burning candles&lt;br /&gt;
*5 yards hemp rope&lt;br /&gt;
*large wicker basket&lt;br /&gt;
*wooden club&lt;br /&gt;
*1 bottle of old wine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Geridel always traveled a lot in his lust for learning stories and knowing new cultures. He then joined the company of baron Geoffrey Wyne in his years-long campaign against the orc tribes, as a fighting man and court minstrel. In an unfortunate battle he died at the side of his patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
[https://docs.google.com/drawings/d/1K1pIH5kWOA_KZRS2csiCAE5tH2mf9wSUYSpx2e5Z69s/edit Dungeon Map]&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*0 d: 00 h: 00 m : Awake in room with deva&lt;br /&gt;
*0 d: 00 h: 10 m : Exit room, search hallways&lt;br /&gt;
*0 d: 00 h: 20 m : Searched store rooms&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=233731</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=233731"/>
		<updated>2013-04-11T07:34:52Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight, Human Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682806-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682809-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039; (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039; (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039; (4 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039; (1 bonus 1st level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039; (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dwarf, Common, Goblin, Troll, Gnome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: 1d6+1 (Club)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun&lt;br /&gt;
* Minor access to the spheres of Astral, Elemental Earth, Necromantic&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Angel&#039;s Medallion&lt;br /&gt;
*Club&lt;br /&gt;
*shield&lt;br /&gt;
*spare wood rolled up in fur cloak&lt;br /&gt;
*2 broken brass lanterns&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6 (+1 defensive adjustment)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9 (65% system shock, 70% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage: 1d10 (two-handed sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* Angel&#039;s two-handed sword&lt;br /&gt;
* Padded armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Elven, Celestial, Northern, Western&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d6 (wooden club, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*wooden club&lt;br /&gt;
*scroll case with spell book and blank parchment&lt;br /&gt;
*2 small sacks of rice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage: 1d6 (short sword), 1d3 (knife)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*(1) short sword&lt;br /&gt;
*(1) wooden door wedge&lt;br /&gt;
*(3) sticks incense&lt;br /&gt;
*(1) bottle of fragrant oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;NPC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (88% system shock, 92% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11 (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: 1d6 (club)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*club&lt;br /&gt;
*candlestick with candle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2 (3,600/)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
*&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8 (60% system shock, 65% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (4 languages, max spell level 7th, 60% chance to learn spell)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12 (5 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Eastern (native), Common, Ogre, Elf, Dwarf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 8&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d3 (steel knife, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* Charm Person&lt;br /&gt;
* Sleep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Ink and Pen, Jar(large) of lamp oil, steel knife&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight, Human Bard===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Southern, Elven, Sylvan, Dragon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage: club/1-6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 15%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*Charm person&lt;br /&gt;
*Color spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*2x empty gourds&lt;br /&gt;
*glass bottle&lt;br /&gt;
*8x long-burning candles&lt;br /&gt;
*5 yards hemp rope&lt;br /&gt;
*large wicker basket&lt;br /&gt;
*wooden club&lt;br /&gt;
*1 bottle of old wine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Geridel always traveled a lot in his lust for learning stories and knowing new cultures. He then joined the company of baron Geoffrey Wyne in his years-long campaign against the orc tribes, as a fighting man and court minstrel. In an unfortunate battle he died at the side of his patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
[https://docs.google.com/drawings/d/1K1pIH5kWOA_KZRS2csiCAE5tH2mf9wSUYSpx2e5Z69s/edit Dungeon Map]&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*0 d: 00 h: 00 m : Awake in room with deva&lt;br /&gt;
*0 d: 00 h: 10 m : Exit room, search hallways&lt;br /&gt;
*0 d: 00 h: 20 m : Searched store rooms&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=233730</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=233730"/>
		<updated>2013-04-11T07:34:01Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight, Human Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682806-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682809-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039; (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039; (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039; (4 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039; (1 bonus 1st level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039; (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dwarf, Common, Goblin, Troll, Gnome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: 1d6+1 (Club)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun&lt;br /&gt;
* Minor access to the spheres of Astral, Elemental Earth, Necromantic&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Angel&#039;s Medallion&lt;br /&gt;
*Club&lt;br /&gt;
*shield&lt;br /&gt;
*spare wood rolled up in fur cloak&lt;br /&gt;
*2 broken brass lanterns&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6 (+1 defensive adjustment)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9 (65% system shock, 70% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 9&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage: 1d10 (two-handed sword)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* Angel&#039;s two-handed sword&lt;br /&gt;
* Padded armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Elven, Celestial, Northern, Western&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d6 (wooden club, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*wooden club&lt;br /&gt;
*scroll case with spell book and blank parchment&lt;br /&gt;
*2 small sacks of rice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage: 1d6 (short sword), 1d3 (knife)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*(1) short sword&lt;br /&gt;
*(1) wooden door wedge&lt;br /&gt;
*(3) sticks incense&lt;br /&gt;
*(1) bottle of fragrant oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;NPC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (88% system shock, 92% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11 (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: 1d6 (club)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*club&lt;br /&gt;
*candlestick with candle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2 (3,600/)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
*&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8 (60% system shock, 65% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (4 languages, max spell level 7th, 60% chance to learn spell)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12 (5 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Eastern (native), Common, Ogre, Elf, Dwarf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 8&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage: 1d3 (steel knife, -1 to hit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* Charm Person&lt;br /&gt;
* Sleep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Ink and Pen, Jar(large) of lamp oil, steel knife&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight, Human Bard===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Southern, Elven, Sylvan, Dragon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage: club/1-6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 15%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*Charm person&lt;br /&gt;
*Color spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*2x empty gourds&lt;br /&gt;
*glass bottle&lt;br /&gt;
*8x long-burning candles&lt;br /&gt;
*5 yards hemp rope&lt;br /&gt;
*large wicker basket&lt;br /&gt;
*wooden club&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Geridel always traveled a lot in his lust for learning stories and knowing new cultures. He then joined the company of baron Geoffrey Wyne in his years-long campaign against the orc tribes, as a fighting man and court minstrel. In an unfortunate battle he died at the side of his patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
[https://docs.google.com/drawings/d/1K1pIH5kWOA_KZRS2csiCAE5tH2mf9wSUYSpx2e5Z69s/edit Dungeon Map]&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*0 d: 00 h: 00 m : Awake in room with deva&lt;br /&gt;
*0 d: 00 h: 10 m : Exit room, search hallways&lt;br /&gt;
*0 d: 00 h: 20 m : Searched store rooms&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=233116</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=233116"/>
		<updated>2013-04-08T08:51:00Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight, Human Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682806-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682809-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039; (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039; (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039; (4 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039; (1 bonus 1st level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039; (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dwarf, Common, Goblin, Troll, Gnome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10 &lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: 1d6+1 (Club)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun&lt;br /&gt;
* Minor access to the spheres of Astral, Elemental Earth, Necromantic&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Angel&#039;s Medallion&lt;br /&gt;
*Club&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6 (+1 defensive adjustment)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9 (65% system shock, 70% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Elven, Celestial, Northern, Western&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*1 steel knife&lt;br /&gt;
*1 wooden door wedge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;played by Sam I Am&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (88% system shock, 92% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11 (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2 (3,600/)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
*&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8 (60% system shock, 65% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (4 languages, max spell level 7th, 60% chance to learn spell)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12 (5 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Eastern (native), Common, Ogre, Elf, Dwarf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 8&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* Charm Person&lt;br /&gt;
* Sleep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight, Human Bard===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Southern, Elven, Sylvan, Dragon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage: club/1-6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 10%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*Charm person&lt;br /&gt;
*Color spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*2x empty gourds&lt;br /&gt;
*glass bottle&lt;br /&gt;
*8x long-burning candles&lt;br /&gt;
*5 yards hemp rope&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Geridel always traveled a lot in his lust for learning stories and knowing new cultures. He then joined the company of baron Geoffrey Wyne in his years-long campaign against the orc tribes, as a fighting man and court minstrel. In an unfortunate battle he died at the side of his patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
[https://docs.google.com/drawings/d/1K1pIH5kWOA_KZRS2csiCAE5tH2mf9wSUYSpx2e5Z69s/edit Dungeon Map]&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232960</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232960"/>
		<updated>2013-04-07T01:19:45Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682806-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682809-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039; (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039; (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039; (4 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039; (1 bonus 1st level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039; (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dwarf, Common, Goblin, Troll, Gnome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10 &lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun&lt;br /&gt;
* Minor access to the spheres of Astral, Elemental Earth, Necromantic&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
n/a&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6 (+1 defensive adjustment)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9 (65% system shock, 70% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Elven, Celestial, Northern, Western&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;played by Sam I Am&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (88% system shock, 92% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11 (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8 (60% system shock, 65% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (4 languages, max spell level 7th, 60% chance to learn spell)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12 (5 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 8&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight, Human Bard===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Southern, Elven, Sylvan, Dragon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 10%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*Charm person&lt;br /&gt;
*Color spray&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Geridel always traveled a lot in his lust for learning stories and knowing new cultures. He then joined the company of baron Geoffrey Wyne in his years-long campaign against the orc tribes, as a fighting man and court minstrel. In an unfortunate battle he died at the side of his patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
[https://docs.google.com/drawings/d/1K1pIH5kWOA_KZRS2csiCAE5tH2mf9wSUYSpx2e5Z69s/edit Dungeon Map]&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232959</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232959"/>
		<updated>2013-04-07T01:18:52Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight, Human Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682806-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison IC Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682809-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039; (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039; (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039; (4 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039; (1 bonus 1st level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039; (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dwarf, Common, Goblin, Troll, Gnome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10 &lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun&lt;br /&gt;
* Minor access to the spheres of Astral, Elemental Earth, Necromantic&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
n/a&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6 (+1 defensive adjustment)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9 (65% system shock, 70% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Elven, Celestial, Northern, Western&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;played by Sam I Am&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (88% system shock, 92% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11 (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8 (60% system shock, 65% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (4 languages, max spell level 7th, 60% chance to learn spell)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12 (5 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 8&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Western, Southern, Elven, Sylvan, Dragon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 10%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*Charm person&lt;br /&gt;
*Color spray&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Geridel always traveled a lot in his lust for learning stories and knowing new cultures. He then joined the company of baron Geoffrey Wyne in his years-long campaign against the orc tribes, as a fighting man and court minstrel. In an unfortunate battle he died at the side of his patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
[https://docs.google.com/drawings/d/1K1pIH5kWOA_KZRS2csiCAE5tH2mf9wSUYSpx2e5Z69s/edit Dungeon Map]&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232693</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232693"/>
		<updated>2013-04-05T16:07:30Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039; (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039; (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039; (4 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039; (1 bonus 1st level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039; (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10 &lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun&lt;br /&gt;
* Minor access to the spheres of Astral, Elemental Earth, Necromantic&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
n/a&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6 (+1 defensive adjustment)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9 (65% system shock, 70% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;played by Sam I Am&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (88% system shock, 92% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (2 languages)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11 (4 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8 (60% system shock, 65% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (4 languages, max spell level 7th, 60% chance to learn spell)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12 (5 henchmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 8&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 10%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*Charm person&lt;br /&gt;
*Color spray&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
&#039;&#039;Use this space to put a link to the players&#039; map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232677</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232677"/>
		<updated>2013-04-05T14:44:42Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10 &lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
n/a&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;played by Sam I Am&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: &lt;br /&gt;
*HP: &lt;br /&gt;
*THAC0: &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 10%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**&#039;&#039;&#039;Climb walls&#039;&#039;&#039;: 50% + 10% + 10% = &#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detect Noise&#039;&#039;&#039;: 20% + 20% + 0% = &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pick pockets&#039;&#039;&#039;: 10% + 0% + 5% = &#039;&#039;&#039;15%&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Read Languages&#039;&#039;&#039;: 5% + 20% + 0% = &#039;&#039;&#039;25%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
&#039;&#039;Use this space to put a link to the players&#039; map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232676</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232676"/>
		<updated>2013-04-05T14:41:19Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight, Human Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10 &lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
n/a&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Alfurr, Human Fighter===&lt;br /&gt;
&#039;&#039;played by Sam I Am&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Fighter, level 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 3,600 (next 4,000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CN&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Hunter (butchery, tracking, wood lore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0:  19&lt;br /&gt;
*Weapon/Damage: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039; Universally accepted, excepting the fact that he&#039;s quite rough around he edges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Alfurr died when his neck was bitten by a nobleman&#039;s sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: &lt;br /&gt;
*HP: &lt;br /&gt;
*THAC0: &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
*Can use any weapon&lt;br /&gt;
*Can wear armor up to chain mail, cannot use a shield&lt;br /&gt;
*Influence reactions&lt;br /&gt;
*Rally friends and allies&lt;br /&gt;
*Counter magical attacks involving songs and poetry&lt;br /&gt;
*Knowledge of local history&lt;br /&gt;
*Identify general purpose and functions of magic items (5% per level = 10%)&lt;br /&gt;
*Bard abilities (base + points for levels + armor):&lt;br /&gt;
**Climb walls: 50% + 10% + 10% = 70%&lt;br /&gt;
**Detect Noise: 20% + 20% + 0% = 40%&lt;br /&gt;
**Pick pockets: 10% + 0% + 5% = 15%&lt;br /&gt;
**Read Languages: 5% + 20% + 0% = 25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
&#039;&#039;Use this space to put a link to the players&#039; map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232646</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232646"/>
		<updated>2013-04-05T10:39:35Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight , Human Bard*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10 &lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
n/a&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Half-Elf Mage 1 / Cleric 2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 (80% system shock, 85% resurrection survival)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 15 (4 languages, max 7th level spells, 65% learn spells)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 (+1 magical defense adjustment, 2 bonus 1st level spells, 1 bonus 2nd level spell)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max 7 henchmen, +3 loyalty base, +3 reaction adjustment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Herbalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 10&lt;br /&gt;
*THAC0: 20&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*30% resistance to &#039;&#039;sleep&#039;&#039; and &#039;&#039;charm&#039;&#039; spells, 60&#039; infravision, 1-in-6 chance of passively detecting concealed doors within 10&#039;, 2-in-6 chance of actively detecting hidden doors, 3-in-6 chance of actively detecting concealed doors&lt;br /&gt;
*Permitted Weapons: Club, quarterstaff, sling, staff sling, thrown rocks, net, lasso&lt;br /&gt;
*Major access to the spheres of All, Animal, Divination, Healing, Plant, Protection, Sun&lt;br /&gt;
*Minor access to the spheres of Charm, Creation, Elemental Air, Elemental Water, Summoning&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*Soothing Word once per day. This may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest, with a 50% + 2% per level chance per individual. It may also be used to add +2 to initial reactions with others. The use of soothing word is obvious and visible, so if the individuals it is being used on are suspicious of magic or are paranoid, it may be interpreted as an attack.&lt;br /&gt;
*May use a spell slot that has been prepared with another spell that has not yet been cast to convert it to a cure light wounds, even if the spell slot being converted is higher than 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric &#039;Spells:&#039;&#039;&#039; &#039;&#039;Bless, Create Water, Light, Protection from Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Spells:&#039;&#039;&#039; &#039;&#039;Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
Jamril himself is thin and pale with an unhealthy cast. Like he&#039;s just getting over a terrible illness. Faint circles under his eyes and a hollowness to his cheeks lend credence to that theory. He favors robes with long sleeves and shirts with high collars... to hide the bite marks.&lt;br /&gt;
&lt;br /&gt;
Jamril&#039;s village was infiltrated by a vampire, that either turned or killed the villagers. The priest and his two acolytes tried to stop the vampires, but they were overwhelmed, aided by the betrayal of the other acolyte. Lured by promises of power and immortality, he led Jamril and the priest into a trap. The priest was slaughtered immediately, the acolyte was turned, and Jamril died slowly over the course of two weeks while the Master decided if he was to be turned or slaughtered.&lt;br /&gt;
&lt;br /&gt;
He died with fangs buried in his throat.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Unnamed Dwarf?===&lt;br /&gt;
&#039;&#039;played by Sam I Am&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: &lt;br /&gt;
*HP: &lt;br /&gt;
*THAC0: &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: &lt;br /&gt;
*HP: &lt;br /&gt;
*THAC0: &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight, Human Bard===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Cantrips===&lt;br /&gt;
&lt;br /&gt;
Mages and specialty wizards can cast specific applications of the &#039;&#039;cantrip&#039;&#039; spell as often as they like.  Remember that in 2nd edition, &#039;&#039;cantrips&#039;&#039; have a number of restrictions beyond that of other editions.  They can&#039;t do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they&#039;re obviously magical and extremely fragile.  &#039;&#039;Cantrips&#039;&#039; cannot duplicate other spell effects.&lt;br /&gt;
&lt;br /&gt;
===Orisons===&lt;br /&gt;
&lt;br /&gt;
Clerics, druids and specialty priests can cast specific applications of the &#039;&#039;orison&#039;&#039; spell, which is presented in &#039;&#039;Players Option: Spells and Magic&#039;&#039;.  Like a &#039;&#039;cantrip&#039;&#039;, it is a very basic divine effect, essentially a minor blessing.  I&#039;m adding a rule that an individual can only benefit from a specific &#039;&#039;orison&#039;&#039; effect once per day, because they&#039;re a little more powerful than &#039;&#039;cantrips&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the specific effects presented in &#039;&#039;Spells &amp;amp; Magic&#039;&#039; I&#039;ve listed below; other ones are possible too.&lt;br /&gt;
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it&#039;s magically induced.&lt;br /&gt;
*Calm: Soothe a single creature that&#039;s been startled or frightened, or allow another saving throw with a -2 penalty if it&#039;s magical fear.&lt;br /&gt;
*Clarity: The priest can speak free of mundane impediments like stuttering.&lt;br /&gt;
*Courage: The priest gains a +1 to next attack roll.&lt;br /&gt;
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.&lt;br /&gt;
*Healing: Heal 1 point of damage by touch.&lt;br /&gt;
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.&lt;br /&gt;
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.&lt;br /&gt;
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
&#039;&#039;Use this space to put a link to the players&#039; map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232606</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232606"/>
		<updated>2013-04-04T21:32:36Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Geridel Jayflight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10 &lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
n/a&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: &lt;br /&gt;
*HP: &lt;br /&gt;
*THAC0: &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Unnamed Dwarf?===&lt;br /&gt;
&#039;&#039;played by Sam I Am&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: &lt;br /&gt;
*HP: &lt;br /&gt;
*THAC0: &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: &lt;br /&gt;
*HP: &lt;br /&gt;
*THAC0: &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3 (XP 3600/5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral/Good&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (hit/damage: 0; weight: 40; max press: 115; open doors: 6; bend bars: 2%)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 12 (0)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (HP adjustment: 0;  system shock: 88%; resurrection: 92%; poison save: 0)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 16 (languages: 5; chance to learn spell: 70%)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 10 (0)&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 15 (max. henchmen: 7; loyalty base: +3; reaction adjustment: +3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Court attendant (heraldry, etiquette)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instrument:&#039;&#039;&#039; Flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 18&lt;br /&gt;
*THAC0: 19 &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
&#039;&#039;Use this space to put a link to the players&#039; map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232600</id>
		<title>Dungeon Survival Horror The Hollow Prison</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dungeon_Survival_Horror_The_Hollow_Prison&amp;diff=232600"/>
		<updated>2013-04-04T21:00:43Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Unnamed Bard? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Advanced Dungeons &amp;amp; Dragons 2nd Edition]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the play-by-post &amp;quot;The Hollow Prison&amp;quot;, using Advanced Dungeons &amp;amp; Dragons 2nd edition.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
===Durinn, Dwarf Cleric===&lt;br /&gt;
&#039;&#039;played by Safid&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class: Cleric 3&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment: LG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength: 16&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dexterity: 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution: 12&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Intelligence: 14&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wisdom: 13&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Charisma: 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill: Siege Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10 &lt;br /&gt;
*HP: 20/20&lt;br /&gt;
*THAC0: 20 &lt;br /&gt;
*Weapon/Damage: n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
* Turn Undead&lt;br /&gt;
* Priest of Moradin -- Mending 2/day&lt;br /&gt;
* +3 to save vs wands/spells/poison&lt;br /&gt;
* +1 to hit goblinoids&lt;br /&gt;
* +4 AC vs giants&lt;br /&gt;
* 60&#039; infravision&lt;br /&gt;
* Dwarven stonesense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
* 1st level (3/day) &lt;br /&gt;
** CLW&lt;br /&gt;
** Shillelagh&lt;br /&gt;
** Protection from Evil&lt;br /&gt;
* 2nd level (1/day)&lt;br /&gt;
** Barkskin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
n/a&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Justin Oxton, Human Paladin===&lt;br /&gt;
&#039;&#039;played by GM Sdrawkcab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Paladin 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;  6&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;  9&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;  9&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Farmer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: 10&lt;br /&gt;
*HP: 20&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
*A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.&lt;br /&gt;
*A paladin receives a +2 bonus to all saving throws.&lt;br /&gt;
*A paladin is immune to all forms of disease. (Note that certain magical afflictions -- lycanthropy and mummy rot --are curses and not diseases.)&lt;br /&gt;
*A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.&lt;br /&gt;
*A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).&lt;br /&gt;
*A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Justin was a farmer in a small village. It was raided by orcs who slaughtered most of the people. He was one of the survivors, somehow blessed by the gods as a paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demise:&#039;&#039;&#039;&lt;br /&gt;
While following the orcs to their leader, he slipped and fell off a natural stone bridge in the caverns.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Jamril Vanelon, Half-Elf Mage/Cleric===&lt;br /&gt;
&#039;&#039;played by Jolinar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: &lt;br /&gt;
*HP: &lt;br /&gt;
*THAC0: &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Kethro Ruhar, Elf Thief===&lt;br /&gt;
&#039;&#039;Windwalker Dreamwise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;played by neuronphaser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Thief 3 (XP 3600 / Next 5000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 12 / Hit Prob. Normal, Damage Adj. None, Weight Allowance 45 lbs., Max. Press 140 lbs., Open Doors 1-7 on 1d20, Bend Bars/Lift Gates 4%&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; (14+1) 15 / Reaction Adj. 0, Missile Attack Adj. 0, Defensive Adjustment (dodge saves and AC) -1&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; (11-1) 10 / Hit Point Adj. 0, System Shock 70%, Resurrection Survival 75%, Poison Save 0, Regeneration Nil&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 / Bonus Languages 2 (Elven, Common, Gnome), Spell Lvl (wizard) 5th, Chance to Learn Spell (wizard) 40%, Illusion Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 7 / Magical Defense Adj. (mind-affecting spell saves) -1, Bonus Spells (priest) None, Chance of Spell Fail (priest) 30%, Spell Immunity None&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / Max Henchmen 4, Loyalty Base 0, Reaction Adj. 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039; Scribe (reading, writing, basic math)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: (10 -1 dex) 9&lt;br /&gt;
*HP: 15 (HD 3d6)&lt;br /&gt;
*THAC0: 19&lt;br /&gt;
*Parry Bonus (1/2 level): +2&lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039;&lt;br /&gt;
*Resistance to &#039;&#039;sleep&#039;&#039; and all &#039;&#039;charm&#039;&#039;-related spells 90% in addition to the normal save allowed against &#039;&#039;charm&#039;&#039; spells.&lt;br /&gt;
*+1 to attack with any bow (except crossbows), short sword, or long sword.&lt;br /&gt;
*When in non-metal armor and either alone or in a party of elves or halflings (also in non-metal armor), or 90&#039; away from his party, opponents receive a -4 penalty to their surprise rolls, or -2 if the elf must open a door or screen to attack.&lt;br /&gt;
*Infravision 60 feet.&lt;br /&gt;
*Detect concealed doors within 10&#039; 1 on 1d6; actively search for concealed portals 1-3 on 1d6 or secret doors 1-2 on 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Adjustments are for No Armor/Elven Chain/Padded or Studded Leather, respectively.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Pick Pockets&#039;&#039; (Armor Adj. +5/-20/-30) 20%&lt;br /&gt;
*&#039;&#039;Open Locks&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Find/Remove Traps&#039;&#039; (Armor Adj. 0/-5/-10) 40%&lt;br /&gt;
*&#039;&#039;Move Silently&#039;&#039; (Armor Adj. +10/-10/-20) 30%&lt;br /&gt;
*&#039;&#039;Hide In Shadows&#039;&#039; (Armor Adj. +5/-10/-20) 35%&lt;br /&gt;
*&#039;&#039;Detect Noise&#039;&#039; (Armor Adj. 0/-5/-10) 35%&lt;br /&gt;
*&#039;&#039;Climb Walls&#039;&#039; (Armor Adj. +10/-20/-30) 65%&lt;br /&gt;
*&#039;&#039;Read Languages&#039;&#039; (Armor Adj. 0/0/0) 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Weapon Proficiency:&#039;&#039; Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff&lt;br /&gt;
*&#039;&#039;Armor Proficiency:&#039;&#039; Leather, studded leather, padded leather, elven chain armor&lt;br /&gt;
*&#039;&#039;Backstab:&#039;&#039; Opponent must be unaware, and thief must be attacking from behind. Level/Damage Multiplier is 1-4/x2, 5-8/x3, 9-12/x4, 13+/x5.  Multiplier applies before Strength and other bonuses to damage.&lt;br /&gt;
*&#039;&#039;Thieves&#039; Cant:&#039;&#039; Communicate through thief-only language; must share a commonly spoken language.&lt;br /&gt;
*&#039;&#039;Use Scrolls&#039;&#039; (level 10): Use wizard/priest scrolls, 25% chance of reversed effect.&lt;br /&gt;
*&#039;&#039;Attract Followers&#039;&#039; (level 10): Attract 4d6 followers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Statistics:&#039;&#039;&#039;&lt;br /&gt;
*Age: 119 years old; Maximum Age Range 497&lt;br /&gt;
*Height: 4&#039; 11&amp;quot;&lt;br /&gt;
*Weight: 114 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
Fair-skinned and slight of build, Kethro&#039;s features suggest he is utilitarian and likes to be able to move freely.  He wears his auburn hair somewhat unkempt, but no longer than shoulder-length.  He&#039;s quick to smile and crack wise, but his slightly narrow-set eyes give him a piercing look, which can be offsetting to new acquaintances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
When his village was razed by orcs, Kethro found himself living largely alone, stealing from human farms and halfling thorps.  He was taken in -- off and on -- by friendly gnomes living on the edge of the woodland realm that the elf once called home, and he was saddened daily by the reminder that darkness and war had encroached on once-beautiful treehomes, now cinders.&lt;br /&gt;
&lt;br /&gt;
In his 119th year, the orcs and goblins spilled from the forest, hacking down gnome, halfling, and human alike in an orgy of destruction and fire.  Kethro was among those rallied by a Paladin of a human temple nearby, and he fought from the shadows against the humanoids, but to no avail.  Finally, a blackened orcish spearhead pierced Kethro&#039;s chest, and he died an agonizingly slow death, bleeding out on the banks of a river alight with the reflections of burning homesteads, and thickened by the blood of hundreds who died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
Once a grim rogue, forced to live off the scraps of &amp;quot;civilized society,&amp;quot; Kethro sees his newfound fate as a second lease on life -- of a sort, anyway -- and hopes to make some good of it.  Perhaps the Paladin rubbed off on him a bit, or perhaps Kethro now has reason to believe in things like karma, but he&#039;s edging ever so slightly towards Good in his nature, even if it&#039;s a slightly modified version of it, to take into account the morality he was forced to adapt as a thief.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Unnamed Dwarf?===&lt;br /&gt;
&#039;&#039;played by Sam I Am&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: &lt;br /&gt;
*HP: &lt;br /&gt;
*THAC0: &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Hadred the Pale===&lt;br /&gt;
&#039;&#039;played by MonsterMash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Magic User L2&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; NG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 6&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: &lt;br /&gt;
*HP: &lt;br /&gt;
*THAC0: &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Geridel Jayflight===&lt;br /&gt;
&#039;&#039;played by CalamaroJoe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class and Level:&#039;&#039;&#039; Bard 3&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skill:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
*AC: &lt;br /&gt;
*HP: &lt;br /&gt;
*THAC0: &lt;br /&gt;
*Weapon/Damage:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Race Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Accounting==&lt;br /&gt;
===Party XP===&lt;br /&gt;
XP: 0&lt;br /&gt;
&lt;br /&gt;
===Player Notes===&lt;br /&gt;
&#039;&#039;Use this space to record notes and such that you want to recall at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
&#039;&#039;Use this space to put a link to the players&#039; map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
&#039;&#039;Use this space to keep track of time exploring.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=231682</id>
		<title>Ragnar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=231682"/>
		<updated>2013-03-27T00:39:58Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Misc. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
*&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Ragnar&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 2&lt;br /&gt;
*&#039;&#039;&#039;XP/XP Needed:&#039;&#039;&#039; 2364/2400&lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 7 (-1)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 11&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13 (+1, Initiative: +1, +5% XP)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 7 (-1, Max Hirelings: 3, Hireling Morale: 6, Reaction: -1)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 (leather armor: 7, dex: +1)&lt;br /&gt;
*&#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8&lt;br /&gt;
*&#039;&#039;&#039;Base Attack:&#039;&#039;&#039; +1&lt;br /&gt;
*&#039;&#039;&#039;Weapon/Weapon Feat/Damage&#039;&#039;&#039;&lt;br /&gt;
**Elven sword/B, +1 to hit/1d8&lt;br /&gt;
**Light crossbow/B/1d6 (range 60/120/180)&lt;br /&gt;
**Dagger/N/1d2 (range 10/20/30)&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death Ray/Poison: 13&lt;br /&gt;
*Magic Wands: 14&lt;br /&gt;
*Paralysis/Petrify: 13&lt;br /&gt;
*Breath Weapon: 16&lt;br /&gt;
*Rod/Staff/Spell: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Sneak Attack&lt;br /&gt;
*Open Locks &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Find Traps 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Remove Traps &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Climb Walls &#039;&#039;&#039;88 %&#039;&#039;&#039;&lt;br /&gt;
*Move Silently 25 + 5 = &#039;&#039;&#039;30 %&#039;&#039;&#039;&lt;br /&gt;
*Hide In Shadows 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Pick Pockets &#039;&#039;&#039;25 %&#039;&#039;&#039;&lt;br /&gt;
*Hear Noise &#039;&#039;&#039;35%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Escape Artist (1 + Dex = 14)&lt;br /&gt;
*Find Traps (+ 5 %)&lt;br /&gt;
*Move Silently (+ 5 %)&lt;br /&gt;
*Hide In Shadows (+ 5 %)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Feats&#039;&#039;&#039;&lt;br /&gt;
*Sword (B)&lt;br /&gt;
*Light crossbow (B)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
*Traladaran&lt;br /&gt;
*Thyatian (common)&lt;br /&gt;
*Thieves&#039; Cant &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear/Enc/Number:&#039;&#039;&#039;&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
*Elven sword (60 cn)&lt;br /&gt;
*Light crossbow (50 cn)&lt;br /&gt;
*Quiver (5 cn)&lt;br /&gt;
**10 Bolts (5 cn)&lt;br /&gt;
**3 Silver bolts (1 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Peasant clothes (20 cn)&lt;br /&gt;
*Belt (5 cn)&lt;br /&gt;
**Thieves&#039; tools (10 cn)&lt;br /&gt;
**Purse (holds 50) (2 cn)&lt;br /&gt;
***Money and gems (see below)&lt;br /&gt;
***2 Holy water, small vials (2 cn)&lt;br /&gt;
***Oleg Highstreet&#039;s Potion of blending (1 cn)&lt;br /&gt;
***Oleg Highstreet&#039;s Antidote (1 cn)&lt;br /&gt;
*Plain boots (10 cn)&lt;br /&gt;
*Long cloak (15 cn)&lt;br /&gt;
*Backpack (holds 400) (20 cn)&lt;br /&gt;
**Waterskin, full (30 cn)&lt;br /&gt;
**Rope, 50&#039; (50 cn)&lt;br /&gt;
**Oil, flask (10 cn)&lt;br /&gt;
**Tinderbox (5 cn)&lt;br /&gt;
**Mirror, steel (5 cn)&lt;br /&gt;
**5 iron spikes (25 cn)&lt;br /&gt;
**Small hammer (10 cn)&lt;br /&gt;
** Sack (holds 600cn) (5 cn)&lt;br /&gt;
*&#039;&#039;&#039;Money:&#039;&#039;&#039; 5 pp, 20 gp, 8 sp, 6 cp, 4 gems (50 gp each) (purse)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039; 600 cn&lt;br /&gt;
*&#039;&#039;&#039;Move:&#039;&#039;&#039; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Footprint, War Horse&#039;&#039;&#039; (carries 4,000 cn)&lt;br /&gt;
*Saddle and tack (holds 200) (300 cn)&lt;br /&gt;
*Saddle bags (hold 800) (100 cn)&lt;br /&gt;
**Rations (6 days&#039;, dried) (60 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Torches (60 cn)&lt;br /&gt;
**2 large sacks (hold 600 each) (10 cn)&lt;br /&gt;
**2 nets (80 cn)&lt;br /&gt;
**Sword (60 cn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bank account&#039;&#039;&#039;&lt;br /&gt;
*0 gp&lt;br /&gt;
&lt;br /&gt;
===Background/Appearance/Etc.===&lt;br /&gt;
Ragnar comes from a farm near Threshold, from where he left at the time of his &#039;&#039;Shearing&#039;&#039;. He lived since then doing various jobs, not always legal.&lt;br /&gt;
He&#039;s lean and little, with an uneven beard, and usually wears dark clothes.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=231681</id>
		<title>Ragnar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=231681"/>
		<updated>2013-03-27T00:33:49Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
*&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Ragnar&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 2&lt;br /&gt;
*&#039;&#039;&#039;XP/XP Needed:&#039;&#039;&#039; 2364/2400&lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 7 (-1)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 11&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13 (+1, Initiative: +1, +5% XP)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 7 (-1, Max Hirelings: 3, Hireling Morale: 6, Reaction: -1)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 (leather armor: 7, dex: +1)&lt;br /&gt;
*&#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8&lt;br /&gt;
*&#039;&#039;&#039;Base Attack:&#039;&#039;&#039; +1&lt;br /&gt;
*&#039;&#039;&#039;Weapon/Weapon Feat/Damage&#039;&#039;&#039;&lt;br /&gt;
**Elven sword/B, +1 to hit/1d8&lt;br /&gt;
**Light crossbow/B/1d6 (range 60/120/180)&lt;br /&gt;
**Dagger/N/1d2 (range 10/20/30)&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death Ray/Poison: 13&lt;br /&gt;
*Magic Wands: 14&lt;br /&gt;
*Paralysis/Petrify: 13&lt;br /&gt;
*Breath Weapon: 16&lt;br /&gt;
*Rod/Staff/Spell: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Sneak Attack&lt;br /&gt;
*Open Locks &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Find Traps 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Remove Traps &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Climb Walls &#039;&#039;&#039;88 %&#039;&#039;&#039;&lt;br /&gt;
*Move Silently 25 + 5 = &#039;&#039;&#039;30 %&#039;&#039;&#039;&lt;br /&gt;
*Hide In Shadows 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Pick Pockets &#039;&#039;&#039;25 %&#039;&#039;&#039;&lt;br /&gt;
*Hear Noise &#039;&#039;&#039;35%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Escape Artist (1 + Dex = 14)&lt;br /&gt;
*Find Traps (+ 5 %)&lt;br /&gt;
*Move Silently (+ 5 %)&lt;br /&gt;
*Hide In Shadows (+ 5 %)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Feats&#039;&#039;&#039;&lt;br /&gt;
*Sword (B)&lt;br /&gt;
*Light crossbow (B)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
*Traladaran&lt;br /&gt;
*Thyatian (common)&lt;br /&gt;
*Thieves&#039; Cant &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear/Enc/Number:&#039;&#039;&#039;&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Light crossbow (50 cn)&lt;br /&gt;
*Quiver (5 cn)&lt;br /&gt;
**10 Bolts (5 cn)&lt;br /&gt;
**3 Silver bolts (1 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Peasant clothes (20 cn)&lt;br /&gt;
*Belt (5 cn)&lt;br /&gt;
**Thieves&#039; tools (10 cn)&lt;br /&gt;
**Purse (holds 50) (2 cn)&lt;br /&gt;
***Money and gems (see below)&lt;br /&gt;
***2 Holy water, small vials (2 cn)&lt;br /&gt;
*Plain boots (10 cn)&lt;br /&gt;
*Long cloak (15 cn)&lt;br /&gt;
*Backpack (holds 400) (20 cn)&lt;br /&gt;
**Waterskin, full (30 cn)&lt;br /&gt;
**Rope, 50&#039; (50 cn)&lt;br /&gt;
**Oil, flask (10 cn)&lt;br /&gt;
**Tinderbox (5 cn)&lt;br /&gt;
**Mirror, steel (5 cn)&lt;br /&gt;
**5 iron spikes (25 cn)&lt;br /&gt;
**Small hammer (10 cn)&lt;br /&gt;
** Sack (holds 600cn) (5 cn)&lt;br /&gt;
*&#039;&#039;&#039;Money:&#039;&#039;&#039; 5 pp, 20 gp, 8 sp, 6 cp, 6 gems (100 gp, 5 x 50 gp) (purse)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039; 600 cn&lt;br /&gt;
*&#039;&#039;&#039;Move:&#039;&#039;&#039; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Footprint, War Horse&#039;&#039;&#039; (carries 4,000 cn)&lt;br /&gt;
*Saddle and tack (holds 200) (300 cn)&lt;br /&gt;
*Saddle bags (hold 800) (100 cn)&lt;br /&gt;
**Rations (6 days&#039;, dried) (60 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Torches (60 cn)&lt;br /&gt;
**2 large sacks (hold 600 each) (10 cn)&lt;br /&gt;
**2 nets (80 cn)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bank account&#039;&#039;&#039;&lt;br /&gt;
*330 gp&lt;br /&gt;
&lt;br /&gt;
===Background/Appearance/Etc.===&lt;br /&gt;
Ragnar comes from a farm near Threshold, from where he left at the time of his &#039;&#039;Shearing&#039;&#039;. He lived since then doing various jobs, not always legal.&lt;br /&gt;
He&#039;s lean and little, with an uneven beard, and usually wears dark clothes.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Group_Two_Plot_Hooks&amp;diff=227741</id>
		<title>Group Two Plot Hooks</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Group_Two_Plot_Hooks&amp;diff=227741"/>
		<updated>2013-02-26T10:53:45Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
&lt;br /&gt;
===Hooks===&lt;br /&gt;
&lt;br /&gt;
*An elven merchant named Sindar needs a package delivered to Selenica, far to the north in the Republic of Darokin&lt;br /&gt;
&lt;br /&gt;
*A merchant named Hakeem has been asking around, looking for a group of adventurers &amp;quot;bold and good of heart&amp;quot; for some unspecified job of some risk but great reward.&lt;br /&gt;
&lt;br /&gt;
*The local merchant Clifton Caldwell has recently purchased the old Antilles Castle to the southwest of Threshold and has put the word out that he is looking for &amp;quot;Qualified Eviction Personnel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Rumors of an evil temple and caves filled with all manner of dangerous humanoids just outside of Castlellan Keep -- far to the northeast of Threshold -- have filtered into town, brought by soldiers on leave. Apparently the garrison at the Keep has is too busy fighting feral giants to spend time rooting around the caverns, which are said to be vast and labyrinthine.&lt;br /&gt;
&lt;br /&gt;
*There have been a rash of disappearances around Threshold over the past two years. At least fourteen individuals have vanished without a trace. The only clue linking all the disappearances is that each was either a member of the Thieve&#039;s Guild or had ties to it.&lt;br /&gt;
&lt;br /&gt;
*Most everyone is looking forward to the Gnomish caravan. Benedir gathers that worthy individuals can be hired on as guards for the trip down to Specularum, or on the way back as the caravan makes it way back into Darokin.&lt;br /&gt;
The following contests have been announced:&lt;br /&gt;
1)Riddles. The winner will be awarded a gold medal and 100 gold pieces.&lt;br /&gt;
2)Archery. The winner will receive a medal and a quiver of enchanted arrows.&lt;br /&gt;
3)Single combat with blunt weapons. The winner will receive a medal and a magical sword.&lt;br /&gt;
4)Wrestling. The winner recieves a medal and 100 gp.&lt;br /&gt;
5)Footrace. The winner will receive a medal and 100 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Oleg Highstreet, a herbalist and hedge wizard, is said to be offering potions for trade in exchange for flowers from the golddark shrubs, a rare plant found in the mountains to the north of Threshold.&lt;br /&gt;
&lt;br /&gt;
*A traveling tinker claims to have discovered a magic spring to the south. When drunk, it&#039;s waters increase the strength of the imbiber for a short while. He offers to draw a map to the spring for 100 gold.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of an ancient barrow discovered on an island in the middle of Lake Windrush.&lt;br /&gt;
&lt;br /&gt;
*Gan the Unknown, the Vagabond Mage, was reportedly ambushed and killed by gnolls in the western hills. His spellbook is rumored to have been with him at the time of his death.&lt;br /&gt;
&lt;br /&gt;
*A wizard name Myraal -- the local Guild mage, in fact -- has made it be known that he is seeking certain &amp;quot;body parts&amp;quot; from slain monsters for his experiments. He is know to pay handsomely for such trophies.&lt;br /&gt;
&amp;quot;I am interested in abberrations, in the blending and melding of creatures that should not be. The owlbear, for one. The chimera, for another. And some more mundane, less dangerous creatures as well: carrion crawlers, rust monsters, and the like. I seek either parts -- such as a crawler&#039;s tentacles -- or live specimens, and will recompense accordingly.&amp;quot;&lt;br /&gt;
&amp;quot;I would surely pay for any ancient artifacts, pre-Halav, of course, or maps of an underground network, or other such snippets and trinkets.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*One of the roads north out of Threshold has become increasingly dangerous now that a bandit known as Crissos the Black and his crew of thugs have begun to prey upon unsuspecting travelers. There is a 500 gold piece reward for his capture, as well as a share on the value of all returned goods.&lt;br /&gt;
&lt;br /&gt;
*Monastery near the village of Guido&#039;s Fort has been corrupted to &amp;quot;the worship of fell Immortals and practicing blasphemous rites&amp;quot;.  Arcturis&#039; mystic henchman Po, who&#039;s family once ran the monastery, would someday like to reclaim it.&lt;br /&gt;
&amp;quot;My ancestors founded an abbey outside what is now the small village of Guido&#039;s Fort. For many generations they trained young men and women the art of self-discipline and quiet contemplation. Then, three generations ago, a corrupt monk led a revolt that resulted in the exile of my forebears -- the monks of the monastery began worshiping fell Immortals and practicing blasphemous rites. We moved away, so as to confuse the assassins the monks sent, but kept up the family practice in the secret arts of self-defense. One day I hope to return to reclaim what my mother&#039;s people started, and turn the abbey once more to a source of good in the world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*A popular local cleric named Aleena has gone missing. Rumor has it she was exploring some caves to the west of town and never returned. The church of Karameikos is offering a handsome reward for her return or the return of her body.&lt;br /&gt;
&lt;br /&gt;
*A savage beast has been terrorizing the woods and hills around Threshold, killing or maiming several farmers and shephards. No one can quite agree as to what manner of beast it is -- bear, boar, wolf or something else entirely -- but all concur it is a threat that needs to be ended. The Patriarch of Threshold has offered to gift whomever slays the beast with a puissant sword of magical powers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bargle and Elwyn===&lt;br /&gt;
*&amp;quot;My people, we are not from here. We are from the West, from the mountains. One day a wizard appeared in our camp, promising us money, and horses -- for there is one food we crave above all others, and it is horseflesh -- and glory if we would move to this cave, to this place. He paid us in the shiny coin you took, and bade us wait for instructions. If we did as we were told, he would reward us with more coin, and more horses. The wizard&#039;s name . . . the wizard&#039;s name is . . . &#039;&#039;&#039;Bargle&#039;&#039;&#039;. He was here a short number of nights ago, when the two sun-lovers were snooping around. He was here and he killed them and then left us, after giving us more coin and the woman priest&#039;s horse.&amp;quot; (Snee, Goblin)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;The wizard was here that day to bring a chest full of treasure for us to guard. The chest is for some cleric, El-something, who should be sending someone to pick it up in the next few cycles&amp;quot; (Snee, Goblin)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Bargle is not a mage to be trifled with! He was at one time an advisor to Baron Hendricks, the Duke&#039;s cousin and ruler of the Black Eagle Barony; he may still be, for all I know, though I had heard they had a falling out. There had been rumors that Bargle is in the area. I hope this is not true, for our sakes! Not only is he one of the most powerful wizards in Karameikos, he is totally without scruples or morals and is as cunning as a fox!&amp;quot; (Father Varis)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;First, the cleric. I believe the name the goblin heard was Elwyn. &#039;&#039;&#039;Elwyn the apostate&#039;&#039;&#039;, banished from the church for, among other things, practicing with edged weapons. I have heard tales the Apostate has turned to darker gods, and is building a fastness some distance to the west of here. If Bargle and Elwyn were to join forces it is bad news indeed.&lt;br /&gt;
Now. What I am about to tell you shall not leave this room. Few know that one of the Ducal mints is located in Threshold. It is a well kept, closely guarded secret. But almost two months ago a shipment of coin, bound for Specularum, was intercepted and stolen, the guards and caravan drovers slain. Twenty thousand pieces of electrum were stolen. It is possible that, given the evidence collected from the goblins, Bargle was involved with this.&lt;br /&gt;
We shall have to put a price on Bargle&#039;s head, I see. For the murder of Aleena and this young lad, if nothing more. I sense a storm cloud ahead. First this news you bring, then the discovery the Iron Ring -- a vicious gang of assassins, thieves and slavers working out of the Black Eagle Barony -- is present in our town. For, you see, a band of adventurers (much like yourselves, come to think of it) recently cleared the Old Mill and discovered what turned out to be almost twenty corpses, the remains of many of those gone missing over the past two years. All of them, to a man, connected to the Thieves Guild. It appears the Iron Circle had moved in, and was conducting a brutal campaign to wrest control of crime in this town from the Guild. Not that I approve of thievery, but at least the Guild had the decorum to be . . . civilized about it.&lt;br /&gt;
Keep your eyes and ears open. If you see anything that might help, bring it to us. And please, if you encounter Bargle, do not engage him. He is a potent warlock and a cunning adversary.&amp;quot; (Father Varis)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I know nothing of this cleric, but Bargle I know. I have actually met him once, back when he was the Baron&#039;s official vizier. Now he ... I don&#039;t know ... freelances might be the best term for what he does. I had heard he and the Baron had a falling out, and the Baron was going to have him executed, but Bargle somehow convinced him not to. Not that the Baron has anyone capable of killing him, at least not if Bargle is aware of it. He is one of the most powerful mages in the Karameikos, and one of the most twisted. There are tales the Iron Ring is in Threshold -- I&#039;m sure Bargle must be involved, as the &#039;Ring operates with consent of the Baron.&amp;quot; (Myraal)&lt;br /&gt;
&lt;br /&gt;
*Little is known about Bargle outside of idle speculation and rumor: he is half-demon, or he has a demon for a familiar. He drinks the blood of children. And so forth. There is more information on Elwyn, who used to serves as a cleric in the town of Kelvin, some days south of Threshold. Various rumors connect the apostate to the theft of the &amp;quot;Bell of Chardastes&amp;quot;, an artifact of the Traladaran church that vanished about the same time Elwyn did. It is rumored the cleric, in addition to experimenting with edged weapons, was trying to learn the spells of the magic-user, an act of unthinkable heresay. It is reported that Elwyn&#039;s fortress is located somewhere near the Highreach River, and that the cleric employs a number of humanoid troops in addition to a contingent of human followers.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Oh, the wizard forbade us, upon threat of an excrutiating death, to touch that chest. He paid us, or at least the chief, with a smaller chest full of shiny coins. The chief has that chest, still. I know not when the cleric was to arrive; they were to have gotten it without bothering us. I think they were to arrive within a week.&amp;quot; (Snee, Goblin)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bargle&#039;s chest for Elwyn:&#039;&#039;&#039;&lt;br /&gt;
**5000 of the newly minted electrum coins.&lt;br /&gt;
**A letter that reads:&lt;br /&gt;
&amp;quot;E-&lt;br /&gt;
&lt;br /&gt;
Here is everything you requested. The tiara once belonged to Petra; while not one of the greater artifacts -- or even magical, for that matter -- it should serve for what you intend to do. The map leads to the valley in which the Eye of Arik resides. The foolish residents do not know what they have, or why the Eye was placed there for safe-keeping. While the valley is under Immortal protection, I plan to move against it by midsummer. The spells are, while arcane in nature, hopefully close enough to clerical magic to work for your purposes. The dagger, as well.&lt;br /&gt;
&lt;br /&gt;
You know the cost.&lt;br /&gt;
&lt;br /&gt;
B&amp;quot;&lt;br /&gt;
*A map that shows what appears to be a valley in the southeast of the mountains of Karameikos.&lt;br /&gt;
*A scroll with two arcane spells.&lt;br /&gt;
*A potion a dagger, and a tiara studded with greenish stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===West caves===&lt;br /&gt;
&amp;quot;That corridor leads out of here, I believe, and the one we passed earlier leads deeper into the complex, though not to where we dwell. There are ghouls and other horrid beasts that way. I wasn&#039;t with the wizard when they were killed, another of my kin was. I know not what they were doing, and I we&#039;ve left the bodies alone because they do not concern us, and travel here is dangerous. In addition to the threats we have seen, ghouls sometimes roam these halls. I am surprised they have not devoured the corpses yet.&amp;quot; (Snee, Goblin)&lt;br /&gt;
&amp;quot;There is a . . . beast . . . that lives in the level below us. In order to satisfy its voracious appetite we occasionally give it the occasional sun-lover.&amp;quot; (Snee, Goblin)&lt;br /&gt;
&amp;quot;You speak truth, friends. I tire of this new place, as do many of my cousins. And now, that you have taken the chest, we have nothing left for us to do here. I shall speak to my chief and convince him that we leave, posthaste, never to return to this cursed land.&lt;br /&gt;
This place is not the home where I was whelped. It is too close to man, and there is the terror below us that, if we do not keep it satiated with sacrifices, will eat us one by one!&lt;br /&gt;
I can tell you of the beast. There is a staircase in our lair that descends deeper into the earth, and the creature makes it home there. It us taller than a man, yet terribly skinny, with sharp claws and teeth and rubbery green skin. I have never seen it, but some of my cousins have, and they claim it is a troll!&amp;quot; (Snee, Goblin)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rumors===&lt;br /&gt;
*&amp;quot;The Eyrie&amp;quot;, a big warehouse, whitewashed with big windows, was bought by rich foreigners, converted into apartments, and is beoing sold to rich folk. This is ruining the lives of the folks living on Fogor&#039;s Island.&lt;br /&gt;
&lt;br /&gt;
*A group of adventurers recently cleared the ruins of the Old Mill from insect infestation, clearing the way for a &amp;quot;mixed-use development&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable people===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aleena&#039;&#039;&#039;&lt;br /&gt;
Cleric, Patriarch&#039;s niece.&lt;br /&gt;
Killed by Bargle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Father Varis&#039;&#039;&#039;&lt;br /&gt;
Karameikan church.&lt;br /&gt;
In charge of Threshold temple.&lt;br /&gt;
A slender man, dressed in simple robes and wearing a pair of gnomish spectacles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quintas&#039;&#039;&#039;&lt;br /&gt;
Sergeant in charge of the Westgate.&lt;br /&gt;
Beefy man with a large mustache.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ilya sr.&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;Thank you sirs, for returning my boy to me. Not many would have thought to do this, seeing as I couldn&#039;t offer a fat reward like the church can. You ever need anything, though, come to me and I&#039;ll see what I can do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Myraal&#039;&#039;&#039;&lt;br /&gt;
Old, portly and with large, bristly side whiskers, dressed in brown trousers and a stained linen shirt.&lt;br /&gt;
Has a large badger as companion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Snee, golbin&#039;&#039;&#039;&lt;br /&gt;
Former Chief&#039;s guard. Now Chief?&lt;br /&gt;
Charmed by Arcturis on Thaumont 7th.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kill_Total_--_Group_II&amp;diff=227733</id>
		<title>Kill Total -- Group II</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kill_Total_--_Group_II&amp;diff=227733"/>
		<updated>2013-02-26T10:38:15Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
===Western Cave===&lt;br /&gt;
*&#039;&#039;&#039;First trip&#039;&#039;&#039;&lt;br /&gt;
**6 goblins (put to sleep and released)&lt;br /&gt;
*&#039;&#039;&#039;Second trip&#039;&#039;&#039;&lt;br /&gt;
**2 goblins - guards&lt;br /&gt;
**4 skeletons&lt;br /&gt;
**2 goblins - behind the secret door (put to sleep)&lt;br /&gt;
**14 goblins - rushed out (9 put to sleep and released)&lt;br /&gt;
*&#039;&#039;&#039;Third trip&#039;&#039;&#039;&lt;br /&gt;
**1 rust monster (captured)&lt;br /&gt;
**12 large rats&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=227147</id>
		<title>Ragnar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=227147"/>
		<updated>2013-02-21T22:33:17Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
*&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Ragnar&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 2&lt;br /&gt;
*&#039;&#039;&#039;XP/XP Needed:&#039;&#039;&#039; 2295/2400&lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 7 (-1)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 11&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13 (+1, Initiative: +1, +5% XP)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 7 (-1, Max Hirelings: 3, Hireling Morale: 6, Reaction: -1)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 (leather armor: 7, dex: +1)&lt;br /&gt;
*&#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8&lt;br /&gt;
*&#039;&#039;&#039;Base Attack:&#039;&#039;&#039; +1&lt;br /&gt;
*&#039;&#039;&#039;Weapon/Weapon Feat/Damage&#039;&#039;&#039;&lt;br /&gt;
**Sword/B/1d8&lt;br /&gt;
**Light crossbow/B/1d6 (range 60/120/180)&lt;br /&gt;
**Dagger/N/1d2 (range 10/20/30)&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death Ray/Poison: 13&lt;br /&gt;
*Magic Wands: 14&lt;br /&gt;
*Paralysis/Petrify: 13&lt;br /&gt;
*Breath Weapon: 16&lt;br /&gt;
*Rod/Staff/Spell: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Sneak Attack&lt;br /&gt;
*Open Locks &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Find Traps 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Remove Traps &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Climb Walls &#039;&#039;&#039;88 %&#039;&#039;&#039;&lt;br /&gt;
*Move Silently 25 + 5 = &#039;&#039;&#039;30 %&#039;&#039;&#039;&lt;br /&gt;
*Hide In Shadows 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Pick Pockets &#039;&#039;&#039;25 %&#039;&#039;&#039;&lt;br /&gt;
*Hear Noise &#039;&#039;&#039;35%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Escape Artist (1 + Dex = 14)&lt;br /&gt;
*Find Traps (+ 5 %)&lt;br /&gt;
*Move Silently (+ 5 %)&lt;br /&gt;
*Hide In Shadows (+ 5 %)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Feats&#039;&#039;&#039;&lt;br /&gt;
*Sword (B)&lt;br /&gt;
*Light crossbow (B)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
*Traladaran&lt;br /&gt;
*Thyatian (common)&lt;br /&gt;
*Thieves&#039; Cant &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear/Enc/Number:&#039;&#039;&#039;&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Light crossbow (50 cn)&lt;br /&gt;
*Quiver (5 cn)&lt;br /&gt;
**10 Bolts (5 cn)&lt;br /&gt;
**3 Silver bolts (1 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Peasant clothes (20 cn)&lt;br /&gt;
*Belt (5 cn)&lt;br /&gt;
**Thieves&#039; tools (10 cn)&lt;br /&gt;
**Purse (holds 50) (2 cn)&lt;br /&gt;
***Money and gems (see below)&lt;br /&gt;
***2 Holy water, small vials (2 cn)&lt;br /&gt;
*Plain boots (10 cn)&lt;br /&gt;
*Long cloak (15 cn)&lt;br /&gt;
*Backpack (holds 400) (20 cn)&lt;br /&gt;
**Waterskin, full (30 cn)&lt;br /&gt;
**Rope, 50&#039; (50 cn)&lt;br /&gt;
**Oil, flask (10 cn)&lt;br /&gt;
&lt;br /&gt;
**Tinderbox (5 cn)&lt;br /&gt;
**Mirror, steel (5 cn)&lt;br /&gt;
**5 iron spikes (25 cn)&lt;br /&gt;
**Small hammer (10 cn)&lt;br /&gt;
** Sack (holds 600cn) (5 cn)&lt;br /&gt;
*&#039;&#039;&#039;Money:&#039;&#039;&#039; 5 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 50 gp, 50 gp) (purse)&lt;br /&gt;
*&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039; 583 cn&lt;br /&gt;
*&#039;&#039;&#039;Move:&#039;&#039;&#039; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Footprint, War Horse&#039;&#039;&#039; (carries 4,000 cn)&lt;br /&gt;
*Saddle and tack (holds 200) (300 cn)&lt;br /&gt;
*Saddle bags (hold 800) (100 cn)&lt;br /&gt;
**Rations (6 days&#039;, dried) (60 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Torches (60 cn)&lt;br /&gt;
**2 large sacks (hold 600 each) (10 cn)&lt;br /&gt;
**2 nets (80 cn)&lt;br /&gt;
**Scrap metal (400 cn)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bank account&#039;&#039;&#039;&lt;br /&gt;
*130 gp&lt;br /&gt;
&lt;br /&gt;
===Background/Appearance/Etc.===&lt;br /&gt;
Ragnar comes from a farm near Threshold, from where he left at the time of his &#039;&#039;Shearing&#039;&#039;. He lived since then doing various jobs, not always legal.&lt;br /&gt;
He&#039;s lean and little, with an uneven beard, and usually wears dark clothes.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=226825</id>
		<title>Ragnar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=226825"/>
		<updated>2013-02-19T14:17:30Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
*&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Ragnar&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 2&lt;br /&gt;
*&#039;&#039;&#039;XP/XP Needed:&#039;&#039;&#039; 2263/2400&lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 7 (-1)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 11&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13 (+1, Initiative: +1, +5% XP)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 7 (-1, Max Hirelings: 3, Hireling Morale: 6, Reaction: -1)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 (leather armor: 7, dex: +1)&lt;br /&gt;
*&#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8&lt;br /&gt;
*&#039;&#039;&#039;Base Attack:&#039;&#039;&#039; +1&lt;br /&gt;
*&#039;&#039;&#039;Weapon/Weapon Feat/Damage&#039;&#039;&#039;&lt;br /&gt;
**Sword/B/1d8&lt;br /&gt;
**Light crossbow/B/1d6 (range 60/120/180)&lt;br /&gt;
**Dagger/N/1d2 (range 10/20/30)&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death Ray/Poison: 13&lt;br /&gt;
*Magic Wands: 14&lt;br /&gt;
*Paralysis/Petrify: 13&lt;br /&gt;
*Breath Weapon: 16&lt;br /&gt;
*Rod/Staff/Spell: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Sneak Attack&lt;br /&gt;
*Open Locks &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Find Traps 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Remove Traps &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Climb Walls &#039;&#039;&#039;88 %&#039;&#039;&#039;&lt;br /&gt;
*Move Silently 25 + 5 = &#039;&#039;&#039;30 %&#039;&#039;&#039;&lt;br /&gt;
*Hide In Shadows 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Pick Pockets &#039;&#039;&#039;25 %&#039;&#039;&#039;&lt;br /&gt;
*Hear Noise &#039;&#039;&#039;35%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Escape Artist (1 + Dex = 14)&lt;br /&gt;
*Find Traps (+ 5 %)&lt;br /&gt;
*Move Silently (+ 5 %)&lt;br /&gt;
*Hide In Shadows (+ 5 %)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Feats&#039;&#039;&#039;&lt;br /&gt;
*Sword (B)&lt;br /&gt;
*Light crossbow (B)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
*Traladaran&lt;br /&gt;
*Thyatian (common)&lt;br /&gt;
*Thieves&#039; Cant &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear/Enc/Number:&#039;&#039;&#039;&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Light crossbow (50 cn)&lt;br /&gt;
*Quiver (5 cn)&lt;br /&gt;
**10 Bolts (5 cn)&lt;br /&gt;
**3 Silver bolts (1 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Peasant clothes (20 cn)&lt;br /&gt;
*Belt (5 cn)&lt;br /&gt;
**Thieves&#039; tools (10 cn)&lt;br /&gt;
**Purse (holds 50) (2 cn)&lt;br /&gt;
***Money and gems (see below)&lt;br /&gt;
***2 Holy water, small vials (2 cn)&lt;br /&gt;
*Plain boots (10 cn)&lt;br /&gt;
*Long cloak (15 cn)&lt;br /&gt;
*Backpack (holds 400) (20 cn)&lt;br /&gt;
**Waterskin, full (30 cn)&lt;br /&gt;
**Rope, 50&#039; (50 cn)&lt;br /&gt;
**Oil, flask (10 cn)&lt;br /&gt;
&lt;br /&gt;
**Tinderbox (5 cn)&lt;br /&gt;
**Mirror, steel (5 cn)&lt;br /&gt;
**5 iron spikes (25 cn)&lt;br /&gt;
**Small hammer (10 cn)&lt;br /&gt;
** Sack (holds 600cn) (5 cn)&lt;br /&gt;
*&#039;&#039;&#039;Money:&#039;&#039;&#039; 5 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 50 gp, 50 gp) (purse)&lt;br /&gt;
*&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039; 583 cn&lt;br /&gt;
*&#039;&#039;&#039;Move:&#039;&#039;&#039; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Footprint, War Horse&#039;&#039;&#039; (carries 4,000 cn)&lt;br /&gt;
*Saddle and tack (holds 200) (300 cn)&lt;br /&gt;
*Saddle bags (hold 800) (100 cn)&lt;br /&gt;
**Rations (6 days&#039;, dried) (60 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Torches (60 cn)&lt;br /&gt;
**2 large sacks (hold 600 each) (10 cn)&lt;br /&gt;
**2 nets (80 cn)&lt;br /&gt;
**Scrap metal (400 cn)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bank account&#039;&#039;&#039;&lt;br /&gt;
*130 gp&lt;br /&gt;
&lt;br /&gt;
===Background/Appearance/Etc.===&lt;br /&gt;
Ragnar comes from a farm near Threshold, from where he left at the time of his &#039;&#039;Shearing&#039;&#039;. He lived since then doing various jobs, not always legal.&lt;br /&gt;
He&#039;s lean and little, with an uneven beard, and usually wears dark clothes.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Collected_Treasure_--_Group_II&amp;diff=226729</id>
		<title>Collected Treasure -- Group II</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Collected_Treasure_--_Group_II&amp;diff=226729"/>
		<updated>2013-02-19T00:50:01Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Western Cave, Third trip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
===Western Cave, Third trip===&lt;br /&gt;
*&#039;&#039;&#039;Rat room&#039;&#039;&#039;&lt;br /&gt;
**1000 sp&lt;br /&gt;
**4 turquoises (4x25 gp)&lt;br /&gt;
*&#039;&#039;&#039;Magic Mouth room&#039;&#039;&#039;&lt;br /&gt;
**1000 sp - brought in by the party&lt;br /&gt;
**4 turquoises (4x25 gp) - brought in by the party&lt;br /&gt;
**5 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 2x50 gp) - brought in by Ragnar&lt;br /&gt;
**89 gp, 8 sp, 5 gems (5x50 gp) - brought in by Arcturis&lt;br /&gt;
**25 gp, 1 gem (50 gp) - brought in by Po&lt;br /&gt;
**25 gp, 6 sp, 6 cp, 3 gems (100 gp, 2x50 gp) - brought in by Benedir&lt;br /&gt;
**23 gp, 3 sp, 2 gems (100 gp, 50 gp) - brought in by Uraniel&lt;br /&gt;
**8 pp, 3 gp, 2 sp - brought in by Andor&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Goblins&#039; common room&#039;&#039;&#039;&lt;br /&gt;
**12 ep&lt;br /&gt;
**1 red gem (25 gp)&lt;br /&gt;
**one sword&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rust monster&#039;s capture&#039;&#039;&#039;&lt;br /&gt;
**60 pp&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Collected_Treasure_--_Group_II&amp;diff=226727</id>
		<title>Collected Treasure -- Group II</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Collected_Treasure_--_Group_II&amp;diff=226727"/>
		<updated>2013-02-19T00:11:46Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Western Cave, Third trip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
===Western Cave, Third trip===&lt;br /&gt;
*&#039;&#039;&#039;Rat room&#039;&#039;&#039;&lt;br /&gt;
**1000 sp&lt;br /&gt;
**4 turquoises (4x25 gp)&lt;br /&gt;
*&#039;&#039;&#039;Magic Mouth room&#039;&#039;&#039;&lt;br /&gt;
**1000 sp - brought in by the party&lt;br /&gt;
**4 turquoises (4x25 gp) - brought in by the party&lt;br /&gt;
**5 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 2x50 gp) - brought in by Ragnar&lt;br /&gt;
**89 gp, 8 sp, 5 gems (5x50 gp) - brought in by Arcturis&lt;br /&gt;
**25 gp, 1 gem (50 gp) - brought in by Po&lt;br /&gt;
**25 gp, 6 sp, 6 cp, 3 gems (100 gp, 2x50 gp) - brought in by Benedir&lt;br /&gt;
**23 gp, 3 sp, 2 gems (100 gp, 50 gp) - brought in by Uraniel&lt;br /&gt;
**8 pp, 3 gp, 2 sp - brought in by Andor&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Goblins&#039; common room&#039;&#039;&#039;&lt;br /&gt;
**12 ep&lt;br /&gt;
**1 red gem (25 gp)&lt;br /&gt;
**one sword&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=225850</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=225850"/>
		<updated>2013-02-11T23:41:58Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Henchmen and Hirelings==&lt;br /&gt;
*[[Elsa]] - fighter - Benedir&#039;s henchwoman&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 360&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total: 360&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Po (Arcturis&#039; Henchman)&lt;br /&gt;
**Kit: 160&lt;br /&gt;
**Treasure: 25gp, (1) 50gp gem&lt;br /&gt;
**Total: 186&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 728&lt;br /&gt;
**Treasure: 13&lt;br /&gt;
**Total: 741&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 918&lt;br /&gt;
**Treasure: 64&lt;br /&gt;
**Total: 982&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 820&lt;br /&gt;
**Treasure: 280&lt;br /&gt;
**Total: 1100&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Elsa (Benedir&#039;s Henchwoman)&lt;br /&gt;
**Kit: 665&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 665&lt;br /&gt;
**Move 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 787&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 787&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 583 (includes personal coins)&lt;br /&gt;
**Treasure: 600 sp (sack), 5 pp, 6 gp, 12 ep, 8 sp, 6 cp, 4 gems (100 gp, 50 gp, 50 gp, 25 gp) (backpack)&lt;br /&gt;
**Total: 1224&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*&#039;&#039;&#039;Entourage &amp;amp; Henchmen&#039;&#039;&#039;&lt;br /&gt;
**Po, Mystic 1 (Arcturis&#039; Henchman)&lt;br /&gt;
***STR:9,INT:9,WIS:13,DEX:13,CON:9,CHR:9&lt;br /&gt;
***Mystic, Level 1 (233 XP), HP:3&lt;br /&gt;
**2 footmen, 1 crossbowman&lt;br /&gt;
**Stickle - mule drover&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Burden &amp;amp; Mounts&#039;&#039;&#039;&lt;br /&gt;
**Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
**Party&#039;s draft horse -- 6 large sacks 50ft rope&lt;br /&gt;
*&#039;&#039;Trotter&#039;&#039; HP:8 - Arcturis&#039; Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Roper&#039;&#039; HP:5 - Po&#039;s Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Footprint&#039;&#039; HP:13 - Ragnar&#039;s war horse&lt;br /&gt;
*&#039;&#039;Pennywind&#039;&#039; Uraniel&#039;s draft horse&lt;br /&gt;
*&#039;&#039;Titan&#039;&#039; HP:18 - Castien&#039;s war horse&lt;br /&gt;
*&#039;&#039;Sparky&#039;&#039; HP:8 - Andor&#039;s riding horse&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Group Slush Fund&#039;&#039;&#039; = 39.5 gp&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
*[[Hirelings, Henchmen, and Retainers]].&lt;br /&gt;
*[[Learning New Spells]].&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
[[Group Two Plot Hooks]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
*[http://pandius.com/Grand-Duchy-Karameikos.jpg Map of Karameikos]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1x0gWhuCS9jUysOP9feBlC2jQnfnGKTsgngop4dexu5I/edit Western Cave Map]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Guilds of Karameikos]]===&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;br /&gt;
===[[Collected Treasure -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=225508</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=225508"/>
		<updated>2013-02-08T14:18:49Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Henchmen and Hirelings==&lt;br /&gt;
*[[Elsa]] - fighter - Benedir&#039;s henchwoman&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 360&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total: 360&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Po (Arcturis&#039; Henchman)&lt;br /&gt;
**Kit: 160&lt;br /&gt;
**Treasure: 25gp, (1) 50gp gem&lt;br /&gt;
**Total: 186&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 728&lt;br /&gt;
**Treasure: 13&lt;br /&gt;
**Total: 741&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 918&lt;br /&gt;
**Treasure: 64&lt;br /&gt;
**Total: 982&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 820&lt;br /&gt;
**Treasure: 280&lt;br /&gt;
**Total: 1100&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Elsa (Benedir&#039;s Henchwoman)&lt;br /&gt;
**Kit: 665&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 665&lt;br /&gt;
**Move 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 787&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 787&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 583 (includes personal coins)&lt;br /&gt;
**Treasure: 600 sp (sack), 5 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 50 gp, 50 gp) (purse)&lt;br /&gt;
**Total: 1211&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*&#039;&#039;&#039;Entourage &amp;amp; Henchmen&#039;&#039;&#039;&lt;br /&gt;
**Po, Mystic 1 (Arcturis&#039; Henchman)&lt;br /&gt;
***STR:9,INT:9,WIS:13,DEX:13,CON:9,CHR:9&lt;br /&gt;
***Mystic, Level 1 (233 XP), HP:3&lt;br /&gt;
**2 footmen, 1 crossbowman&lt;br /&gt;
**Stickle - mule drover&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Burden &amp;amp; Mounts&#039;&#039;&#039;&lt;br /&gt;
**Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
**Party&#039;s draft horse -- 6 large sacks 50ft rope&lt;br /&gt;
*&#039;&#039;Trotter&#039;&#039; HP:8 - Arcturis&#039; Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Roper&#039;&#039; HP:5 - Po&#039;s Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Footprint&#039;&#039; HP:13 - Ragnar&#039;s war horse&lt;br /&gt;
*&#039;&#039;Pennywind&#039;&#039; Uraniel&#039;s draft horse&lt;br /&gt;
*&#039;&#039;Titan&#039;&#039; HP:18 - Castien&#039;s war horse&lt;br /&gt;
*&#039;&#039;Sparky&#039;&#039; HP:8 - Andor&#039;s riding horse&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Group Slush Fund&#039;&#039;&#039; = 39.5 gp&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
*[[Hirelings, Henchmen, and Retainers]].&lt;br /&gt;
*[[Learning New Spells]].&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
[[Group Two Plot Hooks]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
*[http://pandius.com/Grand-Duchy-Karameikos.jpg Map of Karameikos]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1x0gWhuCS9jUysOP9feBlC2jQnfnGKTsgngop4dexu5I/edit Western Cave Map]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Guilds of Karameikos]]===&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;br /&gt;
===[[Collected Treasure -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Collected_Treasure_--_Group_II&amp;diff=225507</id>
		<title>Collected Treasure -- Group II</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Collected_Treasure_--_Group_II&amp;diff=225507"/>
		<updated>2013-02-08T14:15:17Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Western Cave, Third trip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
===Western Cave, Third trip===&lt;br /&gt;
*&#039;&#039;&#039;Rat room&#039;&#039;&#039;&lt;br /&gt;
**1000 sp&lt;br /&gt;
**4 turquoises (4x25 gp)&lt;br /&gt;
*&#039;&#039;&#039;Magic Mouth room&#039;&#039;&#039;&lt;br /&gt;
**1000 sp - brought in by the party&lt;br /&gt;
**4 turquoises (4x25 gp) - brought in by the party&lt;br /&gt;
**5 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 2x50 gp) - brought in by Ragnar&lt;br /&gt;
**99 gp, 8 sp, 5 gems (5x50 gp) - brought in by Arcturis&lt;br /&gt;
**25 gp, 1 gem (50 gp) - brought in by Po&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Collected_Treasure_--_Group_II&amp;diff=225359</id>
		<title>Collected Treasure -- Group II</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Collected_Treasure_--_Group_II&amp;diff=225359"/>
		<updated>2013-02-07T15:03:31Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: Created page with &amp;quot;In Search of Adventure Group Two:Home Page ===Western Cave, Third trip=== *&amp;#039;&amp;#039;&amp;#039;Rat room&amp;#039;&amp;#039;&amp;#039; **1000 sp **4 turquoises (4x25 gp) *&amp;#039;&amp;#039;&amp;#039;Magic Mouth room&amp;#039;&amp;#039;&amp;#039; **1000 sp - brought by th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
===Western Cave, Third trip===&lt;br /&gt;
*&#039;&#039;&#039;Rat room&#039;&#039;&#039;&lt;br /&gt;
**1000 sp&lt;br /&gt;
**4 turquoises (4x25 gp)&lt;br /&gt;
*&#039;&#039;&#039;Magic Mouth room&#039;&#039;&#039;&lt;br /&gt;
**1000 sp - brought by the party&lt;br /&gt;
**4 turquoises (4x25 gp) - brought by the party&lt;br /&gt;
**5 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 2x50 gp) - brought by Ragnar&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=225358</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=225358"/>
		<updated>2013-02-07T14:54:09Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Henchmen and Hirelings==&lt;br /&gt;
*[[Elsa]] - fighter - Benedir&#039;s henchwoman&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 360&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total: 360&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Po (Arcturis&#039; Henchman)&lt;br /&gt;
**Kit: 160&lt;br /&gt;
**Treasure: 25gp, (1) 50gp gem&lt;br /&gt;
**Total: 186&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 728&lt;br /&gt;
**Treasure: 13&lt;br /&gt;
**Total: 741&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 918&lt;br /&gt;
**Treasure: 32&lt;br /&gt;
**Total: 950&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 820&lt;br /&gt;
**Treasure: 40&lt;br /&gt;
**Total: 860&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Elsa (Benedir&#039;s Henchwoman)&lt;br /&gt;
**Kit: 665&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 665&lt;br /&gt;
**Move 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 787&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 787&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 583 (includes personal coins)&lt;br /&gt;
**Treasure: 300 sp&lt;br /&gt;
**Total: 883&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*&#039;&#039;&#039;Entourage &amp;amp; Henchmen&#039;&#039;&#039;&lt;br /&gt;
**Po, Mystic 1 (Arcturis&#039; Henchman)&lt;br /&gt;
***STR:9,INT:9,WIS:13,DEX:13,CON:9,CHR:9&lt;br /&gt;
***Mystic, Level 1 (233 XP), HP:3&lt;br /&gt;
**2 footmen, 1 crossbowman&lt;br /&gt;
**Stickle - mule drover&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Burden &amp;amp; Mounts&#039;&#039;&#039;&lt;br /&gt;
**Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
**Party&#039;s draft horse -- 6 large sacks 50ft rope&lt;br /&gt;
*&#039;&#039;Trotter&#039;&#039; HP:8 - Arcturis&#039; Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Roper&#039;&#039; HP:5 - Po&#039;s Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Footprint&#039;&#039; HP:13 - Ragnar&#039;s war horse&lt;br /&gt;
*&#039;&#039;Pennywind&#039;&#039; Uraniel&#039;s draft horse&lt;br /&gt;
*&#039;&#039;Titan&#039;&#039; HP:18 - Castien&#039;s war horse&lt;br /&gt;
*&#039;&#039;Sparky&#039;&#039; HP:8 - Andor&#039;s riding horse&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Group Slush Fund&#039;&#039;&#039; = 39.5 gp&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
*[[Hirelings, Henchmen, and Retainers]].&lt;br /&gt;
*[[Learning New Spells]].&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
[[Group Two Plot Hooks]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
*[http://pandius.com/Grand-Duchy-Karameikos.jpg Map of Karameikos]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1x0gWhuCS9jUysOP9feBlC2jQnfnGKTsgngop4dexu5I/edit Western Cave Map]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Guilds of Karameikos]]===&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;br /&gt;
===[[Collected Treasure -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kill_Total_--_Group_II&amp;diff=225357</id>
		<title>Kill Total -- Group II</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kill_Total_--_Group_II&amp;diff=225357"/>
		<updated>2013-02-07T14:51:40Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
===Western Cave===&lt;br /&gt;
*&#039;&#039;&#039;First trip&#039;&#039;&#039;&lt;br /&gt;
**6 goblins (put to sleep and released)&lt;br /&gt;
*&#039;&#039;&#039;Second trip&#039;&#039;&#039;&lt;br /&gt;
**2 goblins - guards&lt;br /&gt;
**2 goblins - behind the secret door (put to sleep)&lt;br /&gt;
**14 goblins - rushed out (9 put to sleep and released)&lt;br /&gt;
*&#039;&#039;&#039;Third trip&#039;&#039;&#039;&lt;br /&gt;
**1 rust monster (captured)&lt;br /&gt;
**12 large rats&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kill_Total_--_Group_II&amp;diff=225356</id>
		<title>Kill Total -- Group II</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kill_Total_--_Group_II&amp;diff=225356"/>
		<updated>2013-02-07T14:50:48Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: Created page with &amp;quot;===Western Cave=== *&amp;#039;&amp;#039;&amp;#039;First trip&amp;#039;&amp;#039;&amp;#039; **6 goblins (put to sleep and released) *&amp;#039;&amp;#039;&amp;#039;Second trip&amp;#039;&amp;#039;&amp;#039; **2 goblins - guards **2 goblins - behind the secret door (put to sleep) **14 gobl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Western Cave===&lt;br /&gt;
*&#039;&#039;&#039;First trip&#039;&#039;&#039;&lt;br /&gt;
**6 goblins (put to sleep and released)&lt;br /&gt;
*&#039;&#039;&#039;Second trip&#039;&#039;&#039;&lt;br /&gt;
**2 goblins - guards&lt;br /&gt;
**2 goblins - behind the secret door (put to sleep)&lt;br /&gt;
**14 goblins - rushed out (9 put to sleep and released)&lt;br /&gt;
*&#039;&#039;&#039;Third trip&#039;&#039;&#039;&lt;br /&gt;
**1 rust monster (captured)&lt;br /&gt;
**12 large rats&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=225351</id>
		<title>Ragnar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=225351"/>
		<updated>2013-02-07T14:14:13Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
*&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Ragnar&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 2&lt;br /&gt;
*&#039;&#039;&#039;XP/XP Needed:&#039;&#039;&#039; 2001/2400&lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 7 (-1)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 11&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13 (+1, Initiative: +1, +5% XP)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 7 (-1, Max Hirelings: 3, Hireling Morale: 6, Reaction: -1)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 (leather armor: 7, dex: +1)&lt;br /&gt;
*&#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8&lt;br /&gt;
*&#039;&#039;&#039;Base Attack:&#039;&#039;&#039; +1&lt;br /&gt;
*&#039;&#039;&#039;Weapon/Weapon Feat/Damage&#039;&#039;&#039;&lt;br /&gt;
**Sword/B/1d8&lt;br /&gt;
**Light crossbow/B/1d6 (range 60/120/180)&lt;br /&gt;
**Dagger/N/1d2 (range 10/20/30)&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death Ray/Poison: 13&lt;br /&gt;
*Magic Wands: 14&lt;br /&gt;
*Paralysis/Petrify: 13&lt;br /&gt;
*Breath Weapon: 16&lt;br /&gt;
*Rod/Staff/Spell: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Sneak Attack&lt;br /&gt;
*Open Locks &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Find Traps 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Remove Traps &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Climb Walls &#039;&#039;&#039;88 %&#039;&#039;&#039;&lt;br /&gt;
*Move Silently 25 + 5 = &#039;&#039;&#039;30 %&#039;&#039;&#039;&lt;br /&gt;
*Hide In Shadows 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Pick Pockets &#039;&#039;&#039;25 %&#039;&#039;&#039;&lt;br /&gt;
*Hear Noise &#039;&#039;&#039;35%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Escape Artist (1 + Dex = 14)&lt;br /&gt;
*Find Traps (+ 5 %)&lt;br /&gt;
*Move Silently (+ 5 %)&lt;br /&gt;
*Hide In Shadows (+ 5 %)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Feats&#039;&#039;&#039;&lt;br /&gt;
*Sword (B)&lt;br /&gt;
*Light crossbow (B)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
*Traladaran&lt;br /&gt;
*Thyatian (common)&lt;br /&gt;
*Thieves&#039; Cant &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear/Enc/Number:&#039;&#039;&#039;&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Light crossbow (50 cn)&lt;br /&gt;
*Quiver (5 cn)&lt;br /&gt;
**10 Bolts (5 cn)&lt;br /&gt;
**3 Silver bolts (1 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Peasant clothes (20 cn)&lt;br /&gt;
*Belt (5 cn)&lt;br /&gt;
**Thieves&#039; tools (10 cn)&lt;br /&gt;
**Purse (holds 50) (2 cn)&lt;br /&gt;
***Money and gems (see below)&lt;br /&gt;
***2 Holy water, small vials (2 cn)&lt;br /&gt;
*Plain boots (10 cn)&lt;br /&gt;
*Long cloak (15 cn)&lt;br /&gt;
*Backpack (holds 400) (20 cn)&lt;br /&gt;
**Waterskin, full (30 cn)&lt;br /&gt;
**Rope, 50&#039; (50 cn)&lt;br /&gt;
**Oil, flask (10 cn)&lt;br /&gt;
&lt;br /&gt;
**Tinderbox (5 cn)&lt;br /&gt;
**Mirror, steel (5 cn)&lt;br /&gt;
**5 iron spikes (25 cn)&lt;br /&gt;
**Small hammer (10 cn)&lt;br /&gt;
** Sack (holds 600cn) (5 cn)&lt;br /&gt;
*&#039;&#039;&#039;Money:&#039;&#039;&#039; 5 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 50 gp, 50 gp) (purse)&lt;br /&gt;
*&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039; 583 cn&lt;br /&gt;
*&#039;&#039;&#039;Move:&#039;&#039;&#039; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Footprint, War Horse&#039;&#039;&#039; (carries 4,000 cn)&lt;br /&gt;
*Saddle and tack (holds 200) (300 cn)&lt;br /&gt;
*Saddle bags (hold 800) (100 cn)&lt;br /&gt;
**Rations (6 days&#039;, dried) (60 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Torches (60 cn)&lt;br /&gt;
**2 large sacks (hold 600 each) (10 cn)&lt;br /&gt;
**2 nets (80 cn)&lt;br /&gt;
**Scrap metal (400 cn)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bank account&#039;&#039;&#039;&lt;br /&gt;
*130 gp&lt;br /&gt;
&lt;br /&gt;
===Background/Appearance/Etc.===&lt;br /&gt;
Ragnar comes from a farm near Threshold, from where he left at the time of his &#039;&#039;Shearing&#039;&#039;. He lived since then doing various jobs, not always legal.&lt;br /&gt;
He&#039;s lean and little, with an uneven beard, and usually wears dark clothes.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=225192</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=225192"/>
		<updated>2013-02-06T08:40:52Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Henchmen and Hirelings==&lt;br /&gt;
*[[Elsa]] - fighter - Benedir&#039;s henchwoman&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 360&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total: 360&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Po (Arcturis&#039; Henchman)&lt;br /&gt;
**Kit: 160&lt;br /&gt;
**Treasure: 25gp, (1) 50gp gem&lt;br /&gt;
**Total: 186&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 728&lt;br /&gt;
**Treasure: 13&lt;br /&gt;
**Total: 741&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 918&lt;br /&gt;
**Treasure: 28&lt;br /&gt;
**Total: 946&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 820&lt;br /&gt;
**Treasure: 40&lt;br /&gt;
**Total: 860&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Elsa (Benedir&#039;s Henchwoman)&lt;br /&gt;
**Kit: 665&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 665&lt;br /&gt;
**Move 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 787&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 787&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 583 (includes personal coins)&lt;br /&gt;
**Treasure: 300 sp&lt;br /&gt;
**Total: 883&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*&#039;&#039;&#039;Entourage &amp;amp; Henchmen&#039;&#039;&#039;&lt;br /&gt;
**Po, Mystic 1 (Arcturis&#039; Henchman)&lt;br /&gt;
***STR:9,INT:9,WIS:13,DEX:13,CON:9,CHR:9&lt;br /&gt;
***Mystic, Level 1 (233 XP), HP:3&lt;br /&gt;
**2 footmen, 1 crossbowman&lt;br /&gt;
**Stickle - mule drover&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Burden &amp;amp; Mounts&#039;&#039;&#039;&lt;br /&gt;
**Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
**Party&#039;s draft horse -- 6 large sacks 50ft rope&lt;br /&gt;
*&#039;&#039;Trotter&#039;&#039; HP:8 - Arcturis&#039; Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Roper&#039;&#039; HP:5 - Po&#039;s Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Footprint&#039;&#039; HP:13 - Ragnar&#039;s war horse&lt;br /&gt;
*&#039;&#039;Pennywind&#039;&#039; Uraniel&#039;s draft horse&lt;br /&gt;
*&#039;&#039;Titan&#039;&#039; HP:18 - Castien&#039;s war horse&lt;br /&gt;
*&#039;&#039;Sparky&#039;&#039; HP:8 - Andor&#039;s riding horse&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Group Slush Fund&#039;&#039;&#039; = 39.5 gp&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
*[[Hirelings, Henchmen, and Retainers]].&lt;br /&gt;
*[[Learning New Spells]].&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
[[Group Two Plot Hooks]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
*[http://pandius.com/Grand-Duchy-Karameikos.jpg Map of Karameikos]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1x0gWhuCS9jUysOP9feBlC2jQnfnGKTsgngop4dexu5I/edit Western Cave Map]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Guilds of Karameikos]]===&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=225116</id>
		<title>Ragnar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=225116"/>
		<updated>2013-02-05T14:42:13Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Misc. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
*&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Ragnar&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 2&lt;br /&gt;
*&#039;&#039;&#039;XP/XP Needed:&#039;&#039;&#039; 2000/2400&lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 7 (-1)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 11&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13 (+1, Initiative: +1, +5% XP)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 7 (-1, Max Hirelings: 3, Hireling Morale: 6, Reaction: -1)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 (leather armor: 7, dex: +1)&lt;br /&gt;
*&#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8&lt;br /&gt;
*&#039;&#039;&#039;Base Attack:&#039;&#039;&#039; +1&lt;br /&gt;
*&#039;&#039;&#039;Weapon/Weapon Feat/Damage&#039;&#039;&#039;&lt;br /&gt;
**Sword/B/1d8&lt;br /&gt;
**Light crossbow/B/1d6 (range 60/120/180)&lt;br /&gt;
**Dagger/N/1d2 (range 10/20/30)&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death Ray/Poison: 13&lt;br /&gt;
*Magic Wands: 14&lt;br /&gt;
*Paralysis/Petrify: 13&lt;br /&gt;
*Breath Weapon: 16&lt;br /&gt;
*Rod/Staff/Spell: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Sneak Attack&lt;br /&gt;
*Open Locks &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Find Traps 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Remove Traps &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Climb Walls &#039;&#039;&#039;88 %&#039;&#039;&#039;&lt;br /&gt;
*Move Silently 25 + 5 = &#039;&#039;&#039;30 %&#039;&#039;&#039;&lt;br /&gt;
*Hide In Shadows 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Pick Pockets &#039;&#039;&#039;25 %&#039;&#039;&#039;&lt;br /&gt;
*Hear Noise &#039;&#039;&#039;35%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Escape Artist (1 + Dex = 14)&lt;br /&gt;
*Find Traps (+ 5 %)&lt;br /&gt;
*Move Silently (+ 5 %)&lt;br /&gt;
*Hide In Shadows (+ 5 %)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Feats&#039;&#039;&#039;&lt;br /&gt;
*Sword (B)&lt;br /&gt;
*Light crossbow (B)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
*Traladaran&lt;br /&gt;
*Thyatian (common)&lt;br /&gt;
*Thieves&#039; Cant &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear/Enc/Number:&#039;&#039;&#039;&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Light crossbow (50 cn)&lt;br /&gt;
*Quiver (5 cn)&lt;br /&gt;
**10 Bolts (5 cn)&lt;br /&gt;
**3 Silver bolts (1 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Peasant clothes (20 cn)&lt;br /&gt;
*Belt (5 cn)&lt;br /&gt;
**Thieves&#039; tools (10 cn)&lt;br /&gt;
**Purse (holds 50) (2 cn)&lt;br /&gt;
***Money and gems (see below)&lt;br /&gt;
***2 Holy water, small vials (2 cn)&lt;br /&gt;
*Plain boots (10 cn)&lt;br /&gt;
*Long cloak (15 cn)&lt;br /&gt;
*Backpack (holds 400) (20 cn)&lt;br /&gt;
**Waterskin, full (30 cn)&lt;br /&gt;
**Rope, 50&#039; (50 cn)&lt;br /&gt;
**Oil, flask (10 cn)&lt;br /&gt;
&lt;br /&gt;
**Tinderbox (5 cn)&lt;br /&gt;
**Mirror, steel (5 cn)&lt;br /&gt;
**5 iron spikes (25 cn)&lt;br /&gt;
**Small hammer (10 cn)&lt;br /&gt;
** Sack (holds 600cn) (5 cn)&lt;br /&gt;
*&#039;&#039;&#039;Money:&#039;&#039;&#039; 5 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 50 gp, 50 gp) (purse)&lt;br /&gt;
*&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039; 583 cn&lt;br /&gt;
*&#039;&#039;&#039;Move:&#039;&#039;&#039; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Footprint, War Horse&#039;&#039;&#039; (carries 4,000 cn)&lt;br /&gt;
*Saddle and tack (holds 200) (300 cn)&lt;br /&gt;
*Saddle bags (hold 800) (100 cn)&lt;br /&gt;
**Rations (6 days&#039;, dried) (60 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Torches (60 cn)&lt;br /&gt;
**2 large sacks (hold 600 each) (10 cn)&lt;br /&gt;
**2 nets (80 cn)&lt;br /&gt;
**Scrap metal (400 cn)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bank account&#039;&#039;&#039;&lt;br /&gt;
*130 gp&lt;br /&gt;
&lt;br /&gt;
===Background/Appearance/Etc.===&lt;br /&gt;
Ragnar comes from a farm near Threshold, from where he left at the time of his &#039;&#039;Shearing&#039;&#039;. He lived since then doing various jobs, not always legal.&lt;br /&gt;
He&#039;s lean and little, with an uneven beard, and usually wears dark clothes.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=224354</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=224354"/>
		<updated>2013-01-31T09:06:08Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Henchmen and Hirelings==&lt;br /&gt;
*[[Elsa]] - fighter - Benedir&#039;s henchwoman&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 386&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total: 386&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Po (Arcturis&#039; Henchman)&lt;br /&gt;
**Kit: 160&lt;br /&gt;
**Treasure:&lt;br /&gt;
**Total: 160&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 728&lt;br /&gt;
**Treasure: 13&lt;br /&gt;
**Total: 741&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 918&lt;br /&gt;
**Treasure: 28&lt;br /&gt;
**Total: 946&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 820&lt;br /&gt;
**Treasure: 40&lt;br /&gt;
**Total: 860&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Elsa (Benedir&#039;s Henchwoman)&lt;br /&gt;
**Kit: 665&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 665&lt;br /&gt;
**Move 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 787&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 787&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 586 (includes personal coins)&lt;br /&gt;
**Treasure: 65 ep&lt;br /&gt;
**Total: 651&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*&#039;&#039;&#039;Entourage &amp;amp; Henchmen&#039;&#039;&#039;&lt;br /&gt;
**Po, Mystic 1 (Arcturis&#039; Henchman)&lt;br /&gt;
***STR:9,INT:9,WIS:13,DEX:13,CON:9,CHR:9&lt;br /&gt;
***Mystic, Level 1 (233 XP), HP:3&lt;br /&gt;
**2 footmen, 1 crossbowman&lt;br /&gt;
**Stickle - mule drover&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Burden &amp;amp; Mounts&#039;&#039;&#039;&lt;br /&gt;
**Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
**Party&#039;s draft horse -- 6 large sacks 50ft rope&lt;br /&gt;
*&#039;&#039;Trotter&#039;&#039; HP:8 - Arcturis&#039; Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Roper&#039;&#039; HP:5 - Po&#039;s Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Footprint&#039;&#039; HP:13 - Ragnar&#039;s war horse&lt;br /&gt;
*&#039;&#039;Pennywind&#039;&#039; Uraniel&#039;s draft horse&lt;br /&gt;
*&#039;&#039;Titan&#039;&#039; HP:18 - Castien&#039;s war horse&lt;br /&gt;
*&#039;&#039;Sparky&#039;&#039; HP:8 - Andor&#039;s riding horse&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Group Slush Fund&#039;&#039;&#039; = 39.5 gp&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
*[[Hirelings, Henchmen, and Retainers]].&lt;br /&gt;
*[[Learning New Spells]].&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
[[Group Two Plot Hooks]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
*[http://pandius.com/Grand-Duchy-Karameikos.jpg Map of Karameikos]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1x0gWhuCS9jUysOP9feBlC2jQnfnGKTsgngop4dexu5I/edit Western Cave Map]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Guilds of Karameikos]]===&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=224049</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=224049"/>
		<updated>2013-01-29T16:54:05Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Henchmen and Hirelings==&lt;br /&gt;
*[[Elsa]] - fighter - Benedir&#039;s henchwoman&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 386&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total: 386&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Po (Arcturis&#039; Henchman)&lt;br /&gt;
**Kit: 160&lt;br /&gt;
**Treasure:&lt;br /&gt;
**Total: 160&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 728&lt;br /&gt;
**Treasure: 13&lt;br /&gt;
**Total: 741&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 918&lt;br /&gt;
**Treasure: 28&lt;br /&gt;
**Total: 946&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 820&lt;br /&gt;
**Treasure: 40&lt;br /&gt;
**Total: 860&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Elsa (Benedir&#039;s Henchwoman)&lt;br /&gt;
**Kit: 665&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 665&lt;br /&gt;
**Move 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 787&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 787&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 586 (includes personal coins)&lt;br /&gt;
**Treasure: 9 ep&lt;br /&gt;
**Total: 597&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*&#039;&#039;&#039;Entourage &amp;amp; Henchmen&#039;&#039;&#039;&lt;br /&gt;
**Po, Mystic 1 (Arcturis&#039; Henchman)&lt;br /&gt;
***STR:9,INT:9,WIS:13,DEX:13,CON:9,CHR:9&lt;br /&gt;
***Mystic, Level 1 (233 XP), HP:3&lt;br /&gt;
**2 footmen, 1 crossbowman&lt;br /&gt;
**Stickle - mule drover&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Burden &amp;amp; Mounts&#039;&#039;&#039;&lt;br /&gt;
**Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
**Party&#039;s draft horse -- 6 large sacks 50ft rope&lt;br /&gt;
*&#039;&#039;Trotter&#039;&#039; HP:8 - Arcturis&#039; Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Roper&#039;&#039; HP:5 - Po&#039;s Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Footprint&#039;&#039; HP:13 - Ragnar&#039;s war horse&lt;br /&gt;
*&#039;&#039;Pennywind&#039;&#039; Uraniel&#039;s draft horse&lt;br /&gt;
*&#039;&#039;Titan&#039;&#039; HP:18 - Castien&#039;s war horse&lt;br /&gt;
*&#039;&#039;Sparky&#039;&#039; HP:8 - Andor&#039;s riding horse&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Group Slush Fund&#039;&#039;&#039; = 39.5 gp&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to &#039;&#039;Read Magic&#039;&#039; plus 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
*[[Hirelings, Henchmen, and Retainers]].&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
[[Group Two Plot Hooks]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
*[http://pandius.com/Grand-Duchy-Karameikos.jpg Map of Karameikos]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1x0gWhuCS9jUysOP9feBlC2jQnfnGKTsgngop4dexu5I/edit Western Cave Map]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Guilds of Karameikos]]===&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=224048</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=224048"/>
		<updated>2013-01-29T16:50:47Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Entourage and Beasts of Burden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Henchmen and Hirelings==&lt;br /&gt;
*[[Elsa]] - fighter - Benedir&#039;s henchwoman&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 386&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total: 386&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Po (Arcturis&#039; Henchman)&lt;br /&gt;
**Kit: 160&lt;br /&gt;
**Treasure:&lt;br /&gt;
**Total: 160&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 728&lt;br /&gt;
**Treasure: 13&lt;br /&gt;
**Total: 741&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 918&lt;br /&gt;
**Treasure: 28&lt;br /&gt;
**Total: 946&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 820&lt;br /&gt;
**Treasure: 40&lt;br /&gt;
**Total: 860&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Elsa (Benedir&#039;s Henchwoman)&lt;br /&gt;
**Kit: 665&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 665&lt;br /&gt;
**Move 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 787&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 787&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 586 (includes personal coins)&lt;br /&gt;
**Treasure: 9 ep&lt;br /&gt;
**Total: 597&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*&#039;&#039;&#039;Entourage &amp;amp; Henchmen&#039;&#039;&#039;&lt;br /&gt;
**Po, Mystic 1 (Arcturis&#039; Henchman)&lt;br /&gt;
***STR:9,INT:9,WIS:13,DEX:13,CON:9,CHR:9&lt;br /&gt;
***Mystic, Level 1 (233 XP), HP:3&lt;br /&gt;
**2 footmen, 1 crossbowman&lt;br /&gt;
**Stickle - mule drover&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Burden &amp;amp; Mounts&#039;&#039;&#039;&lt;br /&gt;
**Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
**Party&#039;s draft horse -- 6 large sacks 50ft rope&lt;br /&gt;
*&#039;&#039;Trotter&#039;&#039; HP:8 - Arcturis&#039; Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Roper&#039;&#039; HP:5 - Po&#039;s Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Footprint&#039;&#039; HP:13 - Ragnar&#039;s war horse&lt;br /&gt;
*&#039;&#039;Pennywind&#039;&#039; Uraniel&#039;s draft horse&lt;br /&gt;
*&#039;&#039;Titan&#039;&#039; HP:18 - Castien&#039;s war horse&lt;br /&gt;
*&#039;&#039;Sparky&#039;&#039; HP:8 - Andor&#039;s riding horse&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Group Slush Fund&#039;&#039;&#039; = 39.5 gp&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to &#039;&#039;Read Magic&#039;&#039; plus 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
*[[Hirelings, Henchmen, and Retainers]].&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
[[Group Two Plot Hooks]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1x0gWhuCS9jUysOP9feBlC2jQnfnGKTsgngop4dexu5I/edit Western Cave Map]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Guilds of Karameikos]]===&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=224040</id>
		<title>Ragnar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=224040"/>
		<updated>2013-01-29T14:41:27Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
*&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Ragnar&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 2&lt;br /&gt;
*&#039;&#039;&#039;XP/XP Needed:&#039;&#039;&#039; 2000/2400&lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 7 (-1)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 11&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13 (+1, Initiative: +1, +5% XP)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 7 (-1, Max Hirelings: 3, Hireling Morale: 6, Reaction: -1)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 (leather armor: 7, dex: +1)&lt;br /&gt;
*&#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8&lt;br /&gt;
*&#039;&#039;&#039;Base Attack:&#039;&#039;&#039; +1&lt;br /&gt;
*&#039;&#039;&#039;Weapon/Weapon Feat/Damage&#039;&#039;&#039;&lt;br /&gt;
**Sword/B/1d8&lt;br /&gt;
**Light crossbow/B/1d6 (range 60/120/180)&lt;br /&gt;
**Dagger/N/1d2 (range 10/20/30)&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death Ray/Poison: 13&lt;br /&gt;
*Magic Wands: 14&lt;br /&gt;
*Paralysis/Petrify: 13&lt;br /&gt;
*Breath Weapon: 16&lt;br /&gt;
*Rod/Staff/Spell: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Sneak Attack&lt;br /&gt;
*Open Locks &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Find Traps 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Remove Traps &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Climb Walls &#039;&#039;&#039;88 %&#039;&#039;&#039;&lt;br /&gt;
*Move Silently 25 + 5 = &#039;&#039;&#039;30 %&#039;&#039;&#039;&lt;br /&gt;
*Hide In Shadows 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Pick Pockets &#039;&#039;&#039;25 %&#039;&#039;&#039;&lt;br /&gt;
*Hear Noise &#039;&#039;&#039;35%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Escape Artist (1 + Dex = 14)&lt;br /&gt;
*Find Traps (+ 5 %)&lt;br /&gt;
*Move Silently (+ 5 %)&lt;br /&gt;
*Hide In Shadows (+ 5 %)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Feats&#039;&#039;&#039;&lt;br /&gt;
*Sword (B)&lt;br /&gt;
*Light crossbow (B)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
*Traladaran&lt;br /&gt;
*Thyatian (common)&lt;br /&gt;
*Thieves&#039; Cant &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear/Enc/Number:&#039;&#039;&#039;&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Light crossbow (50 cn)&lt;br /&gt;
*Quiver (5 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Silver bolts (1 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Peasant clothes (20 cn)&lt;br /&gt;
*Belt (5 cn)&lt;br /&gt;
**Thieves&#039; tools (10 cn)&lt;br /&gt;
**Purse (holds 50) (2 cn)&lt;br /&gt;
*Plain boots (10 cn)&lt;br /&gt;
*Long cloak (15 cn)&lt;br /&gt;
*Backpack (holds 400) (20 cn)&lt;br /&gt;
**Waterskin, full (30 cn)&lt;br /&gt;
**Rope, 50&#039; (50 cn)&lt;br /&gt;
**Oil, flask (10 cn)&lt;br /&gt;
**Tinderbox (5 cn)&lt;br /&gt;
**Mirror, steel (5 cn)&lt;br /&gt;
**5 iron spikes (25 cn)&lt;br /&gt;
**Small hammer (10 cn)&lt;br /&gt;
** Sack (holds 600cn) (5 cn)&lt;br /&gt;
*&#039;&#039;&#039;Money:&#039;&#039;&#039; 10 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 50 gp, 50 gp) (purse)&lt;br /&gt;
*&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039; 586 cn&lt;br /&gt;
*&#039;&#039;&#039;Move:&#039;&#039;&#039; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Footprint, War Horse&#039;&#039;&#039; (carries 4,000 cn)&lt;br /&gt;
*Saddle and tack (holds 200) (300 cn)&lt;br /&gt;
*Saddle bags (hold 800) (100 cn)&lt;br /&gt;
**Rations (6 days&#039;, dried) (60 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Torches (60 cn)&lt;br /&gt;
**2 large sacks (hold 600 each) (10 cn)&lt;br /&gt;
**2 nets (80 cn)&lt;br /&gt;
**Scrap metal (400 cn)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bank account&#039;&#039;&#039;&lt;br /&gt;
*130 gp&lt;br /&gt;
&lt;br /&gt;
===Background/Appearance/Etc.===&lt;br /&gt;
Ragnar comes from a farm near Threshold, from where he left at the time of his &#039;&#039;Shearing&#039;&#039;. He lived since then doing various jobs, not always legal.&lt;br /&gt;
He&#039;s lean and little, with an uneven beard, and usually wears dark clothes.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=224034</id>
		<title>Ragnar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=224034"/>
		<updated>2013-01-29T13:30:59Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
*&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Ragnar&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 2&lt;br /&gt;
*&#039;&#039;&#039;XP/XP Needed:&#039;&#039;&#039; 2000/2400&lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 7 (-1)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 11&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13 (+1, Initiative: +1, +5% XP)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 7 (-1, Max Hirelings: 3, Hireling Morale: 6, Reaction: -1)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 (leather armor: 7, dex: +1)&lt;br /&gt;
*&#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 (TBD)&lt;br /&gt;
*&#039;&#039;&#039;Base Attack:&#039;&#039;&#039; +1&lt;br /&gt;
*&#039;&#039;&#039;Weapon/Weapon Feat/Damage&#039;&#039;&#039;&lt;br /&gt;
**Sword/B/1d8&lt;br /&gt;
**Light crossbow/B/1d6 (range 60/120/180)&lt;br /&gt;
**Dagger/N/1d2 (range 10/20/30)&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death Ray/Poison: 13&lt;br /&gt;
*Magic Wands: 14&lt;br /&gt;
*Paralysis/Petrify: 13&lt;br /&gt;
*Breath Weapon: 16&lt;br /&gt;
*Rod/Staff/Spell: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Sneak Attack&lt;br /&gt;
*Open Locks &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Find Traps 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Remove Traps &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Climb Walls &#039;&#039;&#039;88 %&#039;&#039;&#039;&lt;br /&gt;
*Move Silently 25 + 5 = &#039;&#039;&#039;30 %&#039;&#039;&#039;&lt;br /&gt;
*Hide In Shadows 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Pick Pockets &#039;&#039;&#039;25 %&#039;&#039;&#039;&lt;br /&gt;
*Hear Noise &#039;&#039;&#039;35%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Escape Artist (1 + Dex = 14)&lt;br /&gt;
*Find Traps (+ 5 %)&lt;br /&gt;
*Move Silently (+ 5 %)&lt;br /&gt;
*Hide In Shadows (+ 5 %)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Feats&#039;&#039;&#039;&lt;br /&gt;
*Sword (B)&lt;br /&gt;
*Light crossbow (B)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
*Traladaran&lt;br /&gt;
*Thyatian (common)&lt;br /&gt;
*Thieves&#039; Cant &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear/Enc/Number:&#039;&#039;&#039;&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Light crossbow (50 cn)&lt;br /&gt;
*Quiver (5 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Silver bolts (1 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Peasant clothes (20 cn)&lt;br /&gt;
*Belt (5 cn)&lt;br /&gt;
**Thieves&#039; tools (10 cn)&lt;br /&gt;
**Purse (holds 50) (2 cn)&lt;br /&gt;
*Plain boots (10 cn)&lt;br /&gt;
*Long cloak (15 cn)&lt;br /&gt;
*Backpack (holds 400) (20 cn)&lt;br /&gt;
**Waterskin, full (30 cn)&lt;br /&gt;
**Rope, 50&#039; (50 cn)&lt;br /&gt;
**Oil, flask (10 cn)&lt;br /&gt;
**Tinderbox (5 cn)&lt;br /&gt;
**Mirror, steel (5 cn)&lt;br /&gt;
**5 iron spikes (25 cn)&lt;br /&gt;
**Small hammer (10 cn)&lt;br /&gt;
** Sack (holds 600cn) (5 cn)&lt;br /&gt;
*&#039;&#039;&#039;Money:&#039;&#039;&#039; 10 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 50 gp, 50 gp) (purse)&lt;br /&gt;
*&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039; 586 cn&lt;br /&gt;
*&#039;&#039;&#039;Move:&#039;&#039;&#039; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Footprint, War Horse&#039;&#039;&#039; (carries 4,000 cn)&lt;br /&gt;
*Saddle and tack (holds 200) (300 cn)&lt;br /&gt;
*Saddle bags (hold 800) (100 cn)&lt;br /&gt;
**Rations (6 days&#039;, dried) (60 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Torches (60 cn)&lt;br /&gt;
**2 large sacks (hold 600 each) (10 cn)&lt;br /&gt;
**2 nets (80 cn)&lt;br /&gt;
**Scrap metal (400 cn)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bank account&#039;&#039;&#039;&lt;br /&gt;
*130 gp&lt;br /&gt;
&lt;br /&gt;
===Background/Appearance/Etc.===&lt;br /&gt;
Ragnar comes from a farm near Threshold, from where he left at the time of his &#039;&#039;Shearing&#039;&#039;. He lived since then doing various jobs, not always legal.&lt;br /&gt;
He&#039;s lean and little, with an uneven beard, and usually wears dark clothes.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=224033</id>
		<title>Ragnar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=224033"/>
		<updated>2013-01-29T13:30:50Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
*&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Ragnar&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;XP/XP Needed:&#039;&#039;&#039; 2000/2400&lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 7 (-1)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 11&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13 (+1, Initiative: +1, +5% XP)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 7 (-1, Max Hirelings: 3, Hireling Morale: 6, Reaction: -1)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 (leather armor: 7, dex: +1)&lt;br /&gt;
*&#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 (TBD)&lt;br /&gt;
*&#039;&#039;&#039;Base Attack:&#039;&#039;&#039; +1&lt;br /&gt;
*&#039;&#039;&#039;Weapon/Weapon Feat/Damage&#039;&#039;&#039;&lt;br /&gt;
**Sword/B/1d8&lt;br /&gt;
**Light crossbow/B/1d6 (range 60/120/180)&lt;br /&gt;
**Dagger/N/1d2 (range 10/20/30)&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death Ray/Poison: 13&lt;br /&gt;
*Magic Wands: 14&lt;br /&gt;
*Paralysis/Petrify: 13&lt;br /&gt;
*Breath Weapon: 16&lt;br /&gt;
*Rod/Staff/Spell: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Sneak Attack&lt;br /&gt;
*Open Locks &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Find Traps 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Remove Traps &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Climb Walls &#039;&#039;&#039;88 %&#039;&#039;&#039;&lt;br /&gt;
*Move Silently 25 + 5 = &#039;&#039;&#039;30 %&#039;&#039;&#039;&lt;br /&gt;
*Hide In Shadows 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Pick Pockets &#039;&#039;&#039;25 %&#039;&#039;&#039;&lt;br /&gt;
*Hear Noise &#039;&#039;&#039;35%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Escape Artist (1 + Dex = 14)&lt;br /&gt;
*Find Traps (+ 5 %)&lt;br /&gt;
*Move Silently (+ 5 %)&lt;br /&gt;
*Hide In Shadows (+ 5 %)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Feats&#039;&#039;&#039;&lt;br /&gt;
*Sword (B)&lt;br /&gt;
*Light crossbow (B)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
*Traladaran&lt;br /&gt;
*Thyatian (common)&lt;br /&gt;
*Thieves&#039; Cant &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear/Enc/Number:&#039;&#039;&#039;&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Light crossbow (50 cn)&lt;br /&gt;
*Quiver (5 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Silver bolts (1 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Peasant clothes (20 cn)&lt;br /&gt;
*Belt (5 cn)&lt;br /&gt;
**Thieves&#039; tools (10 cn)&lt;br /&gt;
**Purse (holds 50) (2 cn)&lt;br /&gt;
*Plain boots (10 cn)&lt;br /&gt;
*Long cloak (15 cn)&lt;br /&gt;
*Backpack (holds 400) (20 cn)&lt;br /&gt;
**Waterskin, full (30 cn)&lt;br /&gt;
**Rope, 50&#039; (50 cn)&lt;br /&gt;
**Oil, flask (10 cn)&lt;br /&gt;
**Tinderbox (5 cn)&lt;br /&gt;
**Mirror, steel (5 cn)&lt;br /&gt;
**5 iron spikes (25 cn)&lt;br /&gt;
**Small hammer (10 cn)&lt;br /&gt;
** Sack (holds 600cn) (5 cn)&lt;br /&gt;
*&#039;&#039;&#039;Money:&#039;&#039;&#039; 10 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 50 gp, 50 gp) (purse)&lt;br /&gt;
*&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039; 586 cn&lt;br /&gt;
*&#039;&#039;&#039;Move:&#039;&#039;&#039; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Footprint, War Horse&#039;&#039;&#039; (carries 4,000 cn)&lt;br /&gt;
*Saddle and tack (holds 200) (300 cn)&lt;br /&gt;
*Saddle bags (hold 800) (100 cn)&lt;br /&gt;
**Rations (6 days&#039;, dried) (60 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Torches (60 cn)&lt;br /&gt;
**2 large sacks (hold 600 each) (10 cn)&lt;br /&gt;
**2 nets (80 cn)&lt;br /&gt;
**Scrap metal (400 cn)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bank account&#039;&#039;&#039;&lt;br /&gt;
*130 gp&lt;br /&gt;
&lt;br /&gt;
===Background/Appearance/Etc.===&lt;br /&gt;
Ragnar comes from a farm near Threshold, from where he left at the time of his &#039;&#039;Shearing&#039;&#039;. He lived since then doing various jobs, not always legal.&lt;br /&gt;
He&#039;s lean and little, with an uneven beard, and usually wears dark clothes.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=224001</id>
		<title>Ragnar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=224001"/>
		<updated>2013-01-29T08:48:50Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
*&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Ragnar&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;XP/XP Needed:&#039;&#039;&#039; 1919/2400&lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 7 (-1)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 11&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13 (+1, Initiative: +1, +5% XP)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 7 (-1, Max Hirelings: 3, Hireling Morale: 6, Reaction: -1)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 (leather armor: 7, dex: +1)&lt;br /&gt;
*&#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 (TBD)&lt;br /&gt;
*&#039;&#039;&#039;Base Attack:&#039;&#039;&#039; +1&lt;br /&gt;
*&#039;&#039;&#039;Weapon/Weapon Feat/Damage&#039;&#039;&#039;&lt;br /&gt;
**Sword/B/1d8&lt;br /&gt;
**Light crossbow/B/1d6 (range 60/120/180)&lt;br /&gt;
**Dagger/N/1d2 (range 10/20/30)&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death Ray/Poison: 13&lt;br /&gt;
*Magic Wands: 14&lt;br /&gt;
*Paralysis/Petrify: 13&lt;br /&gt;
*Breath Weapon: 16&lt;br /&gt;
*Rod/Staff/Spell: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Sneak Attack&lt;br /&gt;
*Open Locks &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Find Traps 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Remove Traps &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Climb Walls &#039;&#039;&#039;88 %&#039;&#039;&#039;&lt;br /&gt;
*Move Silently 25 + 5 = &#039;&#039;&#039;30 %&#039;&#039;&#039;&lt;br /&gt;
*Hide In Shadows 15 + 5 = &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Pick Pockets &#039;&#039;&#039;25 %&#039;&#039;&#039;&lt;br /&gt;
*Hear Noise &#039;&#039;&#039;35%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Escape Artist (1 + Dex = 14)&lt;br /&gt;
*Find Traps (+ 5 %)&lt;br /&gt;
*Move Silently (+ 5 %)&lt;br /&gt;
*Hide In Shadows (+ 5 %)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Feats&#039;&#039;&#039;&lt;br /&gt;
*Sword (B)&lt;br /&gt;
*Light crossbow (B)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
*Traladaran&lt;br /&gt;
*Thyatian (common)&lt;br /&gt;
*Thieves&#039; Cant &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear/Enc/Number:&#039;&#039;&#039;&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Light crossbow (50 cn)&lt;br /&gt;
*Quiver (5 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Silver bolts (1 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Peasant clothes (20 cn)&lt;br /&gt;
*Belt (5 cn)&lt;br /&gt;
**Thieves&#039; tools (10 cn)&lt;br /&gt;
**Purse (holds 50) (2 cn)&lt;br /&gt;
*Plain boots (10 cn)&lt;br /&gt;
*Long cloak (15 cn)&lt;br /&gt;
*Backpack (holds 400) (20 cn)&lt;br /&gt;
**Waterskin, full (30 cn)&lt;br /&gt;
**Rope, 50&#039; (50 cn)&lt;br /&gt;
**Oil, flask (10 cn)&lt;br /&gt;
**Tinderbox (5 cn)&lt;br /&gt;
**Mirror, steel (5 cn)&lt;br /&gt;
**5 iron spikes (25 cn)&lt;br /&gt;
**Small hammer (10 cn)&lt;br /&gt;
** Sack (holds 600cn) (5 cn)&lt;br /&gt;
*&#039;&#039;&#039;Money:&#039;&#039;&#039; 10 pp, 6 gp, 8 sp, 6 cp, 3 gems (100 gp, 50 gp, 50 gp) (purse)&lt;br /&gt;
*&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039; 586 cn&lt;br /&gt;
*&#039;&#039;&#039;Move:&#039;&#039;&#039; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Footprint, War Horse&#039;&#039;&#039; (carries 4,000 cn)&lt;br /&gt;
*Saddle and tack (holds 200) (300 cn)&lt;br /&gt;
*Saddle bags (hold 800) (100 cn)&lt;br /&gt;
**Rations (6 days&#039;, dried) (60 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Torches (60 cn)&lt;br /&gt;
**2 large sacks (hold 600 each) (10 cn)&lt;br /&gt;
**2 nets (80 cn)&lt;br /&gt;
**Scrap metal (400 cn)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bank account&#039;&#039;&#039;&lt;br /&gt;
*130 gp&lt;br /&gt;
&lt;br /&gt;
===Background/Appearance/Etc.===&lt;br /&gt;
Ragnar comes from a farm near Threshold, from where he left at the time of his &#039;&#039;Shearing&#039;&#039;. He lived since then doing various jobs, not always legal.&lt;br /&gt;
He&#039;s lean and little, with an uneven beard, and usually wears dark clothes.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=223640</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=223640"/>
		<updated>2013-01-25T17:11:12Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Henchmen and Hirelings==&lt;br /&gt;
*[[Elsa]] - fighter - Benedir&#039;s henchwoman&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 386&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total: 386&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Po (Arcturis&#039; Henchman)&lt;br /&gt;
**Kit: 160&lt;br /&gt;
**Treasure:&lt;br /&gt;
**Total: 160&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 728&lt;br /&gt;
**Treasure: 13&lt;br /&gt;
**Total: 741&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 918&lt;br /&gt;
**Treasure: 28&lt;br /&gt;
**Total: 946&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 820&lt;br /&gt;
**Treasure: 40&lt;br /&gt;
**Total: 860&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Elsa (Benedir&#039;s Henchwoman)&lt;br /&gt;
**Kit: 665&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 665&lt;br /&gt;
**Move 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 787&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 787&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 586 (includes personal coins)&lt;br /&gt;
**Treasure: 9 ep&lt;br /&gt;
**Total: 597&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*&#039;&#039;&#039;Entourage &amp;amp; Henchmen&#039;&#039;&#039;&lt;br /&gt;
**Po, Mystic 1 (Arcturis&#039; Henchman)&lt;br /&gt;
***STR:9,INT:9,WIS:13,DEX:13,CON:9,CHR:9&lt;br /&gt;
***Mystic, Level 1 (0 XP), HP:3&lt;br /&gt;
**2 footmen, 1 crossbowman&lt;br /&gt;
**Stickle - mule drover&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Burden &amp;amp; Mounts&#039;&#039;&#039;&lt;br /&gt;
**Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
**Party&#039;s draft horse -- 6 large sacks 50ft rope&lt;br /&gt;
*&#039;&#039;Trotter&#039;&#039; HP:8 - Arcturis&#039; Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Roper&#039;&#039; HP:5 - Po&#039;s Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*&#039;&#039;Footprint&#039;&#039; Ragnar&#039;s war horse&lt;br /&gt;
*&#039;&#039;Pennywind&#039;&#039; Uraniel&#039;s draft horse&lt;br /&gt;
*&#039;&#039;Titan&#039;&#039; HP:18 - Castien&#039;s war horse&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Group Slush Fund&#039;&#039;&#039; = 39.5 gp&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to &#039;&#039;Read Magic&#039;&#039; plus 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
*[[Hirelings, Henchmen, and Retainers]].&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
[[Group Two Plot Hooks]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1x0gWhuCS9jUysOP9feBlC2jQnfnGKTsgngop4dexu5I/edit Western Cave Map]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Guilds of Karameikos]]===&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=222838</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=222838"/>
		<updated>2013-01-17T12:36:26Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Entourage and Beasts of Burden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 386&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total: 386&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Po (Arcturis&#039; Henchman)&lt;br /&gt;
**Kit: 160&lt;br /&gt;
**Treasure:&lt;br /&gt;
**Total: 160&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 728&lt;br /&gt;
**Treasure: 20&lt;br /&gt;
**Total: 748&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 677&lt;br /&gt;
**Treasure: 88&lt;br /&gt;
**Total: 765&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 726&lt;br /&gt;
**Treasure: 24&lt;br /&gt;
**Total: 750&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 787&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 787&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 586 (includes personal coins)&lt;br /&gt;
**Treasure: Goblin&#039;s key&lt;br /&gt;
**Total: 586&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
*Party&#039;s draft horse -- 6 large sacks 50ft rope&lt;br /&gt;
*Stickle - mule drover&lt;br /&gt;
*2 footmen, 1 crossbowman&lt;br /&gt;
*Arcturis&#039; Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*Po&#039;s Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*Ragnar&#039;s war horse, &#039;&#039;Footprint&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Group Slush Fund&#039;&#039;&#039; = 39.5 gp&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to &#039;&#039;Read Magic&#039;&#039; plus 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
*[[Hirelings, Henchmen, and Retainers]].&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
[[Group Two Plot Hooks]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1x0gWhuCS9jUysOP9feBlC2jQnfnGKTsgngop4dexu5I/edit Western Cave Map]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Guilds of Karameikos]]===&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=222837</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=222837"/>
		<updated>2013-01-17T12:32:07Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 386&lt;br /&gt;
**Treasure: &lt;br /&gt;
**Total: 386&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Po (Arcturis&#039; Henchman)&lt;br /&gt;
**Kit: 160&lt;br /&gt;
**Treasure:&lt;br /&gt;
**Total: 160&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 728&lt;br /&gt;
**Treasure: 20&lt;br /&gt;
**Total: 748&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 677&lt;br /&gt;
**Treasure: 88&lt;br /&gt;
**Total: 765&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 726&lt;br /&gt;
**Treasure: 24&lt;br /&gt;
**Total: 750&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 787&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 787&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 586 (includes personal coins)&lt;br /&gt;
**Treasure: Goblin&#039;s key&lt;br /&gt;
**Total: 586&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
*Party&#039;s draft horse -- 6 large sacks 50ft rope&lt;br /&gt;
*Stickle - mule drover&lt;br /&gt;
*2 footmen, 1 crossbowman&lt;br /&gt;
*Arcturis&#039; Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
*Po&#039;s Riding Horse w/Saddle/Tack/Saddle Bags(1100cn capacity w/ rider, 2600cn capacity w/o rider)&lt;br /&gt;
&lt;br /&gt;
**Group Slush Fund = 39.5 gp&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to &#039;&#039;Read Magic&#039;&#039; plus 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
*[[Hirelings, Henchmen, and Retainers]].&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
[[Group Two Plot Hooks]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1x0gWhuCS9jUysOP9feBlC2jQnfnGKTsgngop4dexu5I/edit Western Cave Map]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Guilds of Karameikos]]===&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=221465</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=221465"/>
		<updated>2013-01-03T09:35:17Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 254&lt;br /&gt;
**Treasure: 18&lt;br /&gt;
**Total: 272&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 748&lt;br /&gt;
**Treasure: 8&lt;br /&gt;
**Total: 756&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 677&lt;br /&gt;
**Treasure: 8&lt;br /&gt;
**Total: 685&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 726&lt;br /&gt;
**Treasure: 24&lt;br /&gt;
**Total: 750&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 737&lt;br /&gt;
**Treasure: 11&lt;br /&gt;
**Total: 748&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 597 (includes personal coins)&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 597&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
*Stickle - mule drover&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to &#039;&#039;Read Magic&#039;&#039; plus 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
*[[Hirelings, Henchmen, and Retainers]].&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1x0gWhuCS9jUysOP9feBlC2jQnfnGKTsgngop4dexu5I/edit Western Cave Map]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=221464</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=221464"/>
		<updated>2013-01-03T09:29:48Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: /* Encumbrance Ape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 254&lt;br /&gt;
**Treasure: 18&lt;br /&gt;
**Total: 272&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 748&lt;br /&gt;
**Treasure: 8&lt;br /&gt;
**Total: 756&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 677&lt;br /&gt;
**Treasure: 8&lt;br /&gt;
**Total: 685&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 726&lt;br /&gt;
**Treasure: 24&lt;br /&gt;
**Total: 750&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 737&lt;br /&gt;
**Treasure: 11&lt;br /&gt;
**Total: 748&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 597 (includes personal coins)&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 662&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
*Stickle - mule drover&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to &#039;&#039;Read Magic&#039;&#039; plus 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
*[[Hirelings, Henchmen, and Retainers]].&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1x0gWhuCS9jUysOP9feBlC2jQnfnGKTsgngop4dexu5I/edit Western Cave Map]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=221463</id>
		<title>Ragnar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=221463"/>
		<updated>2013-01-03T09:23:04Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
*&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Ragnar&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;XP/XP Needed:&#039;&#039;&#039; 0/1200&lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 7 (-1)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 11&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13 (+1, Initiative: +1, +5% XP)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 7 (-1, Max Hirelings: 3, Hireling Morale: 6, Reaction: -1)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 (leather armor: 7, dex: +1)&lt;br /&gt;
*&#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4&lt;br /&gt;
*&#039;&#039;&#039;Base Attack:&#039;&#039;&#039; +1&lt;br /&gt;
*&#039;&#039;&#039;Weapon/Weapon Feat/Damage&#039;&#039;&#039;&lt;br /&gt;
**Sword/B/1d8&lt;br /&gt;
**Light crossbow/B/1d6 (range 60/120/180)&lt;br /&gt;
**Dagger/N/1d2 (range 10/20/30)&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death Ray/Poison: 13&lt;br /&gt;
*Magic Wands: 14&lt;br /&gt;
*Paralysis/Petrify: 13&lt;br /&gt;
*Breath Weapon: 16&lt;br /&gt;
*Rod/Staff/Spell: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Sneak Attack&lt;br /&gt;
*Open Locks &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Find Traps 10 + 5 = &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Remove Traps &#039;&#039;&#039;10 %&#039;&#039;&#039;&lt;br /&gt;
*Climb Walls &#039;&#039;&#039;87 %&#039;&#039;&#039;&lt;br /&gt;
*Move Silently 20 + 5 = &#039;&#039;&#039;25 %&#039;&#039;&#039;&lt;br /&gt;
*Hide In Shadows 10 + 5 = &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Pick Pockets &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Hear Noise &#039;&#039;&#039;30%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Escape Artist (1 + Dex = 14)&lt;br /&gt;
*Find Traps (+ 5 %)&lt;br /&gt;
*Move Silently (+ 5 %)&lt;br /&gt;
*Hide In Shadows (+ 5 %)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Feats&#039;&#039;&#039;&lt;br /&gt;
*Sword (B)&lt;br /&gt;
*Light crossbow (B)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
*Traladaran&lt;br /&gt;
*Thyatian (common)&lt;br /&gt;
*Thieves&#039; Cant &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear/Enc/Number:&#039;&#039;&#039;&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Light crossbow (50 cn)&lt;br /&gt;
*Quiver (5 cn)&lt;br /&gt;
**15 Bolts (5 cn)&lt;br /&gt;
**3 Silver bolts (1 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Peasant clothes (20 cn)&lt;br /&gt;
*Belt (5 cn)&lt;br /&gt;
**Thieves&#039; tools (10 cn)&lt;br /&gt;
**Purse (holds 50) (2 cn)&lt;br /&gt;
*Plain boots (10 cn)&lt;br /&gt;
*Long cloak (15 cn)&lt;br /&gt;
*Backpack (holds 400) (20 cn)&lt;br /&gt;
**Rations (1 day’s, dried) (10 cn)&lt;br /&gt;
**Waterskin, full (30 cn)&lt;br /&gt;
**Rope, 50&#039; (50 cn)&lt;br /&gt;
**Oil, flask (10 cn)&lt;br /&gt;
**Mirror, steel (5 cn)&lt;br /&gt;
**3 Torches (3 x 20  cn)&lt;br /&gt;
** Sack (holds 600cn) (5 cn)&lt;br /&gt;
*&#039;&#039;&#039;Money:&#039;&#039;&#039; 5 gp, 3 sp, 6 cp (purse)&lt;br /&gt;
*&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039; 597 cn&lt;br /&gt;
*&#039;&#039;&#039;Move:&#039;&#039;&#039; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment left with the mule:&#039;&#039;&#039;&lt;br /&gt;
*Rations (6 days&#039;, dried) (60 cn)&lt;br /&gt;
*15 Bolts (5 cn)&lt;br /&gt;
&lt;br /&gt;
===Background/Appearance/Etc.===&lt;br /&gt;
Ragnar comes from a farm near Threshold, from where he left at the time of his &#039;&#039;Shearing&#039;&#039;. He lived since then doing various jobs, not always legal.&lt;br /&gt;
He&#039;s lean and little, with an uneaven beard, and usually wears dark clothes.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=221030</id>
		<title>In Search of Adventure Group Two:Home Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=In_Search_of_Adventure_Group_Two:Home_Page&amp;diff=221030"/>
		<updated>2012-12-29T22:16:13Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:In Search of Adventure Image.jpg]]&lt;br /&gt;
&lt;br /&gt;
==In Search of Adventure==&lt;br /&gt;
This is the wiki for &#039;&#039;&#039;In Search of Adventure&#039;&#039;&#039;, set in the Grand Duchy of Karameikos and using the Dark Dungeons ruleset (a Rules Cyclopedia retro-clone, available for free [http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html here]).  Thirdkingdom is the sole GM.  This wiki will provide a central place for all game information: character sheets, treasure and encumbrance, background fluff, maps, etc.  &#039;&#039;&#039;It is the individual player&#039;s responsibility to maintain their own wiki entries.  If it is not listed on the wiki the character does not have it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]&lt;br /&gt;
*[[Arcturis the Red]] - Magic-User played by Koren n&#039;Rhys&lt;br /&gt;
*[[Castien]] - Elf played by Safid&lt;br /&gt;
*[[Uraniel]] - Elf played by Vektunaxa&lt;br /&gt;
*[[Benedir]] - Human Cleric played by Monster Mash&lt;br /&gt;
*[[Andor Rockwedge]] - Dwarf played by UnknownCorrespondent&lt;br /&gt;
*[[Ragnar]] - Thief played by CalamaroJoe&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Ape==&lt;br /&gt;
*Movement Rates: up to 400 cn=40&#039;/round, 401-800=30&#039;/round, 801-1,200 cn=20&#039;/round, 1,201-1,600=10&#039;round, 1601-2400=5&#039; round, over 2401 no movement possible.&lt;br /&gt;
&lt;br /&gt;
*Arcturis the Red&lt;br /&gt;
**Kit: 254&lt;br /&gt;
**Treasure: 18&lt;br /&gt;
**Total: 272&lt;br /&gt;
**Move: 40&#039;&lt;br /&gt;
&lt;br /&gt;
*Andor the Stout&lt;br /&gt;
**Kit: 748&lt;br /&gt;
**Treasure: 8&lt;br /&gt;
**Total: 756&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Uraniel&lt;br /&gt;
**Kit: 968&lt;br /&gt;
**Treasure: 8&lt;br /&gt;
**Total: 976&lt;br /&gt;
**Move: 20&#039;&lt;br /&gt;
&lt;br /&gt;
*Benedir&lt;br /&gt;
**Kit: 726&lt;br /&gt;
**Treasure: 24&lt;br /&gt;
**Total: 750&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Castien&lt;br /&gt;
**Kit: 737&lt;br /&gt;
**Treasure: 11&lt;br /&gt;
**Total: 748&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
*Ragnar&lt;br /&gt;
**Kit: 662 (includes personal coins)&lt;br /&gt;
**Treasure: 0&lt;br /&gt;
**Total: 662&lt;br /&gt;
**Move: 30&#039;&lt;br /&gt;
&lt;br /&gt;
==Entourage and Beasts of Burden==&lt;br /&gt;
*Benedir&#039;s mule - load 4 large sacks (8) 50ft rope(50)&lt;br /&gt;
*Stickle - mule drover&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*Magic-users (not elves) begin with a number of spells in their spell books equal to &#039;&#039;Read Magic&#039;&#039; plus 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.&lt;br /&gt;
*Elves begin with the spell &#039;&#039;Read Magic&#039;&#039;, one spell of their choosing from the book, and one spell from the &amp;quot;New Spells&amp;quot; section of the wiki (see below).  This third spell muct be an elf spell and must be either generic &amp;quot;elf&amp;quot; or of their clan.&lt;br /&gt;
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill &#039;&#039;Find Traps&#039;&#039; and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.&lt;br /&gt;
*[[Languages -- In Search of Adventure]]&lt;br /&gt;
*&#039;&#039;&#039;Alignment.&#039;&#039;&#039;  The default alignment for PCs, as well as the civilized world in general, is neutral.  Lawful and Chaotic represent the extreme outliers.  The spell &#039;&#039;Protection from Evil&#039;&#039; and other keyed spells/abilities function based on intent as opposed to alignment; some evil humanoids, such as hobgoblins, for instance, are lawful.&lt;br /&gt;
*[[Cantrips]]-- Magic-users and elves&lt;br /&gt;
*[[Orisons]]-- Clerics&lt;br /&gt;
*Trading Spells.  Spellcasters are inherently jealous and greedy, and so PC spellcasters will only trade spells on a one for one basis.&lt;br /&gt;
*Cost of Living.  Characters will pay 50 gp per month to meet lodging, food and incidental expenses.  Play begins with the first 50 gp already having been spent.  This cost of living will increase by some to be determined amount roughly every 3 levels to reflect the characters&#039; growing wealth and prestige.&lt;br /&gt;
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Threshold Proper]]&lt;br /&gt;
*[[Hexmap 1: Around Threhold]]&lt;br /&gt;
&lt;br /&gt;
==Background/Campaign Fluff==&lt;br /&gt;
===The Grand Duchy===&lt;br /&gt;
Thirty years ago, the Duke Stefan Karameikos traded is ancestral lands in Thyatis for the slice of land that would become the &amp;quot;Grand Duchy of Karameikos&amp;quot; in addition to independence from Thyatia, the power to the east.  The Duchy is, to a large extent, still a frontier.  When the Thyatians arrived they found it already oocupied by a people calling themselves Traladaran as well as populations of elves, halflings and dwarves.&lt;br /&gt;
&lt;br /&gt;
Threshold is a logging/fishing community of some 5000 souls located in northern Karameikos.  It is in the process of undergoing a boom in population in wealth; sitting as it does on the main trade route from Darokin (a nation to the north) and Specularum (the capital of Karameikos).&lt;br /&gt;
&lt;br /&gt;
===[[The Shearing]]: A Karameikan Rite of Passage===&lt;br /&gt;
&lt;br /&gt;
===Laws in Threshold===&lt;br /&gt;
*No wizard magic can be cast within town limits.&lt;br /&gt;
*Only daggers, swords, short bows and staves may be carried within town limites without special permission.&lt;br /&gt;
*There is no law against wearing armor within the town; doing so, however, is a good way to be questions often and repeatedly by the city guards.&lt;br /&gt;
*Houses must be spaced a min. of 50&#039; apart (note that this does not apply to Fogors Isle).&lt;br /&gt;
===[[Dwarves]]===&lt;br /&gt;
===[[Elves]]===&lt;br /&gt;
===[[Halflings]]===&lt;br /&gt;
===[[New Spells]]===&lt;br /&gt;
===[[Religion in Karameikos]]===&lt;br /&gt;
===[[Kill Total -- Group II]]===&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=221028</id>
		<title>Ragnar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ragnar&amp;diff=221028"/>
		<updated>2012-12-29T22:09:12Z</updated>

		<summary type="html">&lt;p&gt;Calamarojoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In Search of Adventure Group Two:Home Page]]&lt;br /&gt;
*&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Ragnar&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;XP/XP Needed:&#039;&#039;&#039; 0/1200&lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
*&#039;&#039;&#039;Strength:&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 7 (-1)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 11&lt;br /&gt;
*&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 13 (+1, Initiative: +1, +5% XP)&lt;br /&gt;
*&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 7 (-1, Max Hirelings: 3, Hireling Morale: 6, Reaction: -1)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 (leather armor: 7, dex: +1)&lt;br /&gt;
*&#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4&lt;br /&gt;
*&#039;&#039;&#039;Base Attack:&#039;&#039;&#039; +1&lt;br /&gt;
*&#039;&#039;&#039;Weapon/Weapon Feat/Damage&#039;&#039;&#039;&lt;br /&gt;
**Sword/B/1d8&lt;br /&gt;
**Light crossbow/B/1d6 (range 60/120/180)&lt;br /&gt;
**Dagger/N/1d2 (range 10/20/30)&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death Ray/Poison: 13&lt;br /&gt;
*Magic Wands: 14&lt;br /&gt;
*Paralysis/Petrify: 13&lt;br /&gt;
*Breath Weapon: 16&lt;br /&gt;
*Rod/Staff/Spell: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Sneak Attack&lt;br /&gt;
*Open Locks &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Find Traps 10 + 5 = &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Remove Traps &#039;&#039;&#039;10 %&#039;&#039;&#039;&lt;br /&gt;
*Climb Walls &#039;&#039;&#039;87 %&#039;&#039;&#039;&lt;br /&gt;
*Move Silently 20 + 5 = &#039;&#039;&#039;25 %&#039;&#039;&#039;&lt;br /&gt;
*Hide In Shadows 10 + 5 = &#039;&#039;&#039;15 %&#039;&#039;&#039;&lt;br /&gt;
*Pick Pockets &#039;&#039;&#039;20 %&#039;&#039;&#039;&lt;br /&gt;
*Hear Noise &#039;&#039;&#039;30%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Escape Artist (1 + Dex = 14)&lt;br /&gt;
*Find Traps (+ 5 %)&lt;br /&gt;
*Move Silently (+ 5 %)&lt;br /&gt;
*Hide In Shadows (+ 5 %)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Feats&#039;&#039;&#039;&lt;br /&gt;
*Sword (B)&lt;br /&gt;
*Light crossbow (B)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039;&lt;br /&gt;
*Traladaran&lt;br /&gt;
*Thyatian (common)&lt;br /&gt;
*Thieves&#039; Cant &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear/Enc/Number:&#039;&#039;&#039;&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Light crossbow (50 cn)&lt;br /&gt;
*Quiver (5 cn)&lt;br /&gt;
**30 Bolts (10 cn)&lt;br /&gt;
**3 Silver bolts (1 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Peasant clothes (20 cn)&lt;br /&gt;
*Belt (5 cn)&lt;br /&gt;
**Thieves&#039; tools (10 cn)&lt;br /&gt;
**Purse (holds 50) (2 cn)&lt;br /&gt;
*Plain boots (10 cn)&lt;br /&gt;
*Long cloak (15 cn)&lt;br /&gt;
*Backpack (holds 400) (20 cn)&lt;br /&gt;
**Rations (1 week’s, dried) (70 cn)&lt;br /&gt;
**Waterskin, full (30 cn)&lt;br /&gt;
**Rope, 50&#039; (50 cn)&lt;br /&gt;
**Oil, flask (10 cn)&lt;br /&gt;
**Mirror, steel (5 cn)&lt;br /&gt;
**3 Torches (3 x 20  cn)&lt;br /&gt;
** Sack (holds 600cn) (5 cn)&lt;br /&gt;
*&#039;&#039;&#039;Money:&#039;&#039;&#039; 5 gp, 3 sp, 6 cp (purse)&lt;br /&gt;
*&#039;&#039;&#039;Total Encumbrance:&#039;&#039;&#039; 662 cn&lt;br /&gt;
*&#039;&#039;&#039;Move:&#039;&#039;&#039; 30&#039;&lt;br /&gt;
&lt;br /&gt;
===Background/Appearance/Etc.===&lt;br /&gt;
Ragnar comes from a farm near Threshold, from where he left at the time of his &#039;&#039;Shearing&#039;&#039;. He lived since then doing various jobs, not always legal.&lt;br /&gt;
He&#039;s lean and little, with an uneaven beard, and usually wears dark clothes.&lt;/div&gt;</summary>
		<author><name>Calamarojoe</name></author>
	</entry>
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