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	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ctrlmaxdel</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ctrlmaxdel"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Ctrlmaxdel"/>
	<updated>2026-05-15T06:34:45Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kalan&amp;diff=431230</id>
		<title>Kalan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kalan&amp;diff=431230"/>
		<updated>2022-11-08T03:24:42Z</updated>

		<summary type="html">&lt;p&gt;Ctrlmaxdel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Human (male) Cleric Level 3&lt;br /&gt;
*God Volkchona (wolf godess)&lt;br /&gt;
*XP: 3000/YY&lt;br /&gt;
*Lawful&lt;br /&gt;
* Retainer of [[Nerhgui]].&lt;br /&gt;
*Titles and holdings: None&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR: 12 &#039;&#039;*&#039;&#039;&lt;br /&gt;
*INT:  7&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039;: 13 (+1 Magic Saves)&lt;br /&gt;
*DEX: 11&lt;br /&gt;
*CON:  6 (-1 hit points)&lt;br /&gt;
*CHA: 13 (+1 Reactions, Retainers 5, Loyalty 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* (lower 2 PTS and 1 to WIS)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** &#039;&#039;Native&#039;&#039;&lt;br /&gt;
** Common&lt;br /&gt;
**&lt;br /&gt;
*General Skills&lt;br /&gt;
** &#039;&#039;&#039;Healing&#039;&#039;&#039; (WIS) skilled 9+&lt;br /&gt;
** &#039;&#039;&#039;Survival&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;Herbalism&#039;&#039;&#039; (stat?) skilled 10+&lt;br /&gt;
*** &#039;&#039;&#039;Naturalist&#039;&#039;&#039; (INT) skilled 11+&lt;br /&gt;
*Class Abilities&lt;br /&gt;
** Weapons - spear, sword, sling&lt;br /&gt;
** &#039;&#039;&#039;Cleave&#039;&#039;&#039; - when a cleric kills an enemy with a physical attack, they may make an attack against an adjacent target.&lt;br /&gt;
** &#039;&#039;&#039;Turn undead&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Miracle&#039;&#039;&#039; - 1% chance&lt;br /&gt;
** Armor - Any, including shields&lt;br /&gt;
*Knacks&lt;br /&gt;
** Skillful (3 additional skills)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC: 6&lt;br /&gt;
*HP: 11&lt;br /&gt;
*Movement Rate: 90/30&lt;br /&gt;
*Initiative Modifier: +0&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: Spear 1d6 &lt;br /&gt;
**Secondary Melee Attack: Silver dagger 1d4&lt;br /&gt;
**Primary Ranged Attack: Sling 1d4 &#039;&#039;Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)&#039;&#039;&lt;br /&gt;
**Secondary Ranged Attack: Silver dagger 1d4 &#039;&#039;Missile (5’–10’ / 11’–20’ / 21’–30’)&#039;&#039;&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 13&lt;br /&gt;
**Poison &amp;amp; Death 10&lt;br /&gt;
**Blast &amp;amp; Breath 15&lt;br /&gt;
**Staves &amp;amp; Wands 11&lt;br /&gt;
**Spells 14&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2&lt;br /&gt;
**&#039;&#039;&#039;Cure Light Wounds&#039;&#039;&#039; (D: Instant, R:Touch - 1d6+1 hit points or cure paralysis - reversible)&lt;br /&gt;
**&#039;&#039;&#039;Detect Evil&#039;&#039;&#039; (D: 6 turns, R:120&#039; - Evil intent only)&lt;br /&gt;
**&#039;&#039;&#039;Detect Magic&#039;&#039;&#039; (D: 2 turns, R:120&#039; - Magic objects, areas, and creatures glow)&lt;br /&gt;
**&#039;&#039;&#039;Light&#039;&#039;&#039; (D: 12 turns, R:120&#039; - 15&#039; radius, blinding save vs spells, or cancel darkness spell -reversible)&lt;br /&gt;
**&#039;&#039;&#039;Protection From Evil&#039;&#039;&#039; (D: 12 turns, R:Caster - +1 against attacks or saving throws, protection from constructs melee attacks)&lt;br /&gt;
**&#039;&#039;&#039;Remove Fear&#039;&#039;&#039; (D: 2 turns, R: Caster/Touch - save at +1 against magical fear - reversible R:120&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Purify Food and Water&#039;&#039;&#039; (D:Permanent R:10&#039; - makes food or water edible)&lt;br /&gt;
**&#039;&#039;&#039;Resist Cold&#039;&#039;&#039; (D:6 turns, R:30&#039; - Normal cold no affect, +2 save vs cold magic/breath, cold damage = -1 point per die rolled)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear:&lt;br /&gt;
** Scroll case&lt;br /&gt;
*** Scroll of Elemental Protection&lt;br /&gt;
** Lantern&lt;br /&gt;
** Backpack&lt;br /&gt;
** Holy Water x2&lt;br /&gt;
*** Rope 50&#039;&lt;br /&gt;
*** Oil flask x2&lt;br /&gt;
*** Tinderbox&lt;br /&gt;
*** Iron Rations x7&lt;br /&gt;
*** Iron Spikes x4&lt;br /&gt;
*** Hammer&lt;br /&gt;
*** Waterskin (x2)&lt;br /&gt;
** Holy Symbol (Gold)&lt;br /&gt;
** Holy Water x2&lt;br /&gt;
** Belt pouch&lt;br /&gt;
** Candles x5&lt;br /&gt;
** Chalk x5&lt;br /&gt;
** Mirror&lt;br /&gt;
** Wolfsbane&lt;br /&gt;
** Garlic&lt;br /&gt;
** wine (2 pints)&lt;br /&gt;
** Ink&lt;br /&gt;
** quill&lt;br /&gt;
** paper (4 sheets)&lt;br /&gt;
** Magnifying glass&lt;br /&gt;
&lt;br /&gt;
** Riding Horse &lt;br /&gt;
*** AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240/’ (80/’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral&lt;br /&gt;
**** Saddle and bridle&lt;br /&gt;
**** Saddle Bags&lt;br /&gt;
**** Bedroll&lt;br /&gt;
**** Cooking Pots&lt;br /&gt;
**** Tent&lt;br /&gt;
&lt;br /&gt;
*Armor:&lt;br /&gt;
** Leather (200cn)&lt;br /&gt;
** Shield&lt;br /&gt;
*Weapons:&lt;br /&gt;
** spear 30cn&lt;br /&gt;
** silver dagger 10cn&lt;br /&gt;
** sling 20cn&lt;br /&gt;
*Total Encumbrance: 440cn&lt;br /&gt;
&lt;br /&gt;
==Funds==&lt;br /&gt;
Platinum:&lt;br /&gt;
Gold:&lt;br /&gt;
Electrum:&lt;br /&gt;
Silver:&lt;br /&gt;
Copper:&lt;br /&gt;
Gems:&lt;/div&gt;</summary>
		<author><name>Ctrlmaxdel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vygr_Bloodtooth&amp;diff=431231</id>
		<title>Vygr Bloodtooth</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vygr_Bloodtooth&amp;diff=431231"/>
		<updated>2022-11-08T03:22:49Z</updated>

		<summary type="html">&lt;p&gt;Ctrlmaxdel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Gnoll Sorcerer (male) Level 1&lt;br /&gt;
*XP: 710/4850&lt;br /&gt;
*Alignment Neutral&lt;br /&gt;
*Retainer of [[Nerhgui]]&lt;br /&gt;
*Titles or Holdings: None&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR: 9  &#039;&#039;*&#039;&#039;&lt;br /&gt;
*INT: 9&lt;br /&gt;
*WIS: 9  &#039;&#039;**&#039;&#039;&lt;br /&gt;
*DEX: 15 (+1 Missle, +1 AC, +1 initiative) &lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039;: 14 (+1 Hit Points)&lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039;: 13 (+1 Reaction, 5 Retainers, 8 loyalty)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;(-2 to add +1 CHA)&#039;&#039; ** &#039;&#039;(-4 to add +2 CHA)&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** Common&lt;br /&gt;
** Bestial&lt;br /&gt;
**&lt;br /&gt;
*General Skills&lt;br /&gt;
** Magical Engineering (INT) proficient 15+&lt;br /&gt;
*Class Abilities&lt;br /&gt;
** Armour: Leather no shields&lt;br /&gt;
** Weapons: Any&lt;br /&gt;
** Speed: can move at a rate of 150’ (50’) feet per round, and can keep up this&amp;lt;br&amp;gt;movement rate for a length of time equal to 1 turn per Hit Dice&lt;br /&gt;
** Carrying Capacity: Double their encumbrance limits. (800cn/1200cn/1600cn/3200cn)&lt;br /&gt;
** Two Weapon Fighting: Can use 2-handed weapons 1-handed. Second weapon must deal &amp;lt;=1d8.&amp;lt;br&amp;gt;One attack roll, on hit roll damage for both weapons taking best result.&amp;lt;br&amp;gt;All to-hit and damage mods apply to both weapons.&lt;br /&gt;
** Iron Constitution: Advantage on Poison and Disease saves.&lt;br /&gt;
** Cleave with missile and melee at 1/2 HD.&lt;br /&gt;
** Spells: Class Level + highest cartable spell level + Con bonus (3 spells)&lt;br /&gt;
** Create Items (level): fetishes (3), potions (5), Scrolls (7), Magic Items (9) &lt;br /&gt;
*Knacks&lt;br /&gt;
** Cantrip: minor magic (D:1 hour/1 Round, R: 45&#039;/25&#039; - minor magical effect/ 1d4 damage no save successful attack roll)&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC 5 &lt;br /&gt;
*HP (just list the max here, list current HP on the front page.)&lt;br /&gt;
*Movement Rate&lt;br /&gt;
*Initiative Modifier: +1&lt;br /&gt;
*Attacks (For the below, write in what it is. Like, &amp;quot;Two-Handed Sword: Stats.&amp;quot;&lt;br /&gt;
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)&lt;br /&gt;
**Secondary Melee Attack:&lt;br /&gt;
**Primary Ranged Attack:&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis&lt;br /&gt;
**Poison &amp;amp; Death&lt;br /&gt;
**Blast &amp;amp; Breath&lt;br /&gt;
**Staves &amp;amp; Wands&lt;br /&gt;
**Spells&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2&lt;br /&gt;
**Sleep&lt;br /&gt;
**Shield&lt;br /&gt;
**Magic Missle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Rope 50&#039;&lt;br /&gt;
*** Oil flask x2&lt;br /&gt;
*** Tinderbox&lt;br /&gt;
*** Iron Rations x7&lt;br /&gt;
*** Iron Spikes x6&lt;br /&gt;
*** Hammer&lt;br /&gt;
*** Waterskin (x2)&lt;br /&gt;
** Belt pouch&lt;br /&gt;
** Candles x5&lt;br /&gt;
** Chalk x5&lt;br /&gt;
** Mirror&lt;br /&gt;
** Wolfsbane&lt;br /&gt;
** Garlic&lt;br /&gt;
** wine (2 pints)&lt;br /&gt;
** Ink&lt;br /&gt;
** quill&lt;br /&gt;
** paper (4 sheets)&lt;br /&gt;
** Magnifying glass&lt;br /&gt;
** Scroll case&lt;br /&gt;
** glass vial x2&lt;br /&gt;
** Mining Pick&lt;br /&gt;
&lt;br /&gt;
** Riding Horse &lt;br /&gt;
*** AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240/’ (80/’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral&lt;br /&gt;
**** Saddle and bridle&lt;br /&gt;
**** Saddle Bags&lt;br /&gt;
**** Bedroll&lt;br /&gt;
&lt;br /&gt;
*Armor:&lt;br /&gt;
** Master Work Leather +1 AC (200cn)&lt;br /&gt;
*Weapons:&lt;br /&gt;
** 2h sword 1500cn&lt;br /&gt;
** silver dagger 10cn&lt;br /&gt;
** crossbow 20cn&lt;br /&gt;
** bolts +1 11:&lt;br /&gt;
** bolts 20:&lt;br /&gt;
*Total Encumbrance: 340cn&lt;/div&gt;</summary>
		<author><name>Ctrlmaxdel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blodwyn&amp;diff=431232</id>
		<title>Blodwyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blodwyn&amp;diff=431232"/>
		<updated>2022-11-08T03:20:50Z</updated>

		<summary type="html">&lt;p&gt;Ctrlmaxdel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Human Bard Level 2 (female)&lt;br /&gt;
*XP: 2900/5800&lt;br /&gt;
*Alignment Neutral&lt;br /&gt;
*Retainer of [[Nerhgui]]&lt;br /&gt;
*Titles or Holdings: None&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR: 13 (+1 Melee, 3-in-6 open doors)&lt;br /&gt;
*INT: 11&lt;br /&gt;
*WIS: 5  (-2 Magic Saves)&lt;br /&gt;
*DEX: 14 (+1 Missle, +1 AC, +1 initiative) &lt;br /&gt;
*CON: 9&lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039;: 14 (+1 Reaction, 5 Retainers, 8 loyalty)&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** &#039;&#039;Native&#039;&#039;&lt;br /&gt;
** Common&lt;br /&gt;
**&lt;br /&gt;
*General Skills&lt;br /&gt;
** Performance - Storytelling (CHA) skilled 9+&lt;br /&gt;
** Deception&lt;br /&gt;
*** Intimidation (STR/CHA) skilled  9+/9+ &lt;br /&gt;
*** Slight of hand (DEX) skilled 9+&lt;br /&gt;
*** Sense Motive (WIS) expert 7+&lt;br /&gt;
** Knowledge&lt;br /&gt;
*** History (INT) skilled 10+&lt;br /&gt;
*** Religion (INT) skilled 10+&lt;br /&gt;
**Magical Engineering (Int) proficient 15+&lt;br /&gt;
*Class Abilities&lt;br /&gt;
** Lore 16+&lt;br /&gt;
** Bardic Inspiration 1/day (R:10&#039; Reroll attack or saving throw at adv/dis) &lt;br /&gt;
** Untrained Skills succeed 19-20 &lt;br /&gt;
*Knacks&lt;br /&gt;
** Cast extra spell (extra 1st level spell)&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC: 7&lt;br /&gt;
*HP 9&lt;br /&gt;
*Movement Rate: (TBD)&lt;br /&gt;
*Initiative Modifier: +1&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: Short sword 1d6+1 +1 hit&lt;br /&gt;
**Secondary Melee Attack: Silver dagger 1d4+1 +1 hit&lt;br /&gt;
**Primary Ranged Attack: Sling 1d4 +1 hit &#039;&#039;Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)&#039;&#039;&lt;br /&gt;
**Secondary Ranged Attack: Silver dagger 1d4 +1 hit &#039;&#039;Missile (5’–10’ / 11’–20’ / 21’–30’)&#039;&#039;&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis: 13&lt;br /&gt;
**Poison &amp;amp; Death: 13&lt;br /&gt;
**Blast &amp;amp; Breath: 16&lt;br /&gt;
**Staves &amp;amp; Wands: 14&lt;br /&gt;
**Spells: 15&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 per day&lt;br /&gt;
** Auditory illusion&lt;br /&gt;
** Charm person&lt;br /&gt;
** dancing lights&lt;br /&gt;
** detect magic&lt;br /&gt;
** detect danger&lt;br /&gt;
** light/darkness&lt;br /&gt;
** read languages&lt;br /&gt;
** sleep&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear:&lt;br /&gt;
** Lantern&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Rope 50&#039;&lt;br /&gt;
*** Oil flask x2&lt;br /&gt;
*** Tinderbox&lt;br /&gt;
*** Iron Rations x7&lt;br /&gt;
*** Iron Spikes x4&lt;br /&gt;
*** Hammer&lt;br /&gt;
*** Waterskin (x2)&lt;br /&gt;
** Belt pouch&lt;br /&gt;
** Candles x5&lt;br /&gt;
** Chalk x5&lt;br /&gt;
** Mirror&lt;br /&gt;
** Wolfsbane&lt;br /&gt;
** Garlic&lt;br /&gt;
** wine (2 pints)&lt;br /&gt;
** Ink&lt;br /&gt;
** quill&lt;br /&gt;
** paper (4 sheets)&lt;br /&gt;
** Magnifying glass&lt;br /&gt;
** Scroll case&lt;br /&gt;
&lt;br /&gt;
** Riding Horse &lt;br /&gt;
*** AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240/’ (80/’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral&lt;br /&gt;
**** Saddle and bridle&lt;br /&gt;
**** Saddle Bags&lt;br /&gt;
**** Bedroll&lt;br /&gt;
**** Tent&lt;br /&gt;
**** Cooking pots&lt;br /&gt;
&lt;br /&gt;
*Armor:&lt;br /&gt;
** Leather (200cn)&lt;br /&gt;
*Weapons:&lt;br /&gt;
** short sword 30cn&lt;br /&gt;
** silver dagger 10cn&lt;br /&gt;
** sling 20cn&lt;br /&gt;
*Total Encumbrance: 340cn&lt;/div&gt;</summary>
		<author><name>Ctrlmaxdel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Safa&amp;diff=431233</id>
		<title>Safa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Safa&amp;diff=431233"/>
		<updated>2022-11-08T03:18:49Z</updated>

		<summary type="html">&lt;p&gt;Ctrlmaxdel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Caballi Destrier Level 2 (female)&lt;br /&gt;
*XP: 3390/6780&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Retainer of [[Nerhgui]]&lt;br /&gt;
*Titles or Holdings: None&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039;: 14 (+1 Melee, 3-in-6 open doors)&lt;br /&gt;
*INT: 12   &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039;: 13 (+1 Magic Saves)&lt;br /&gt;
*DEX:  8  -1 initiative -1 AC&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039;: 13 (+1 Hit Points)&lt;br /&gt;
*CHA  12&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** Common&lt;br /&gt;
** Caballi&lt;br /&gt;
**&lt;br /&gt;
*General Skills&lt;br /&gt;
**Athletics&lt;br /&gt;
*** Jumping (STR) skilled 9+&lt;br /&gt;
*** Running (CON) skilled 9+&lt;br /&gt;
**Survival &lt;br /&gt;
***Wilderness Survival 9+&lt;br /&gt;
***Tracking (WIS) Expert 4+&lt;br /&gt;
***Navigation (INT) proficient 15+&lt;br /&gt;
**&lt;br /&gt;
*Class Abilities&lt;br /&gt;
** Claustrophobic -1 all rolls indoors, underground, thick woods or jungle&lt;br /&gt;
** Strong but fragile - massive damage is dealt at advantage (highest damage roll)&lt;br /&gt;
** Tireless exert 3xnormal must still rest at standard intervals&lt;br /&gt;
** Large creature&lt;br /&gt;
*** Use human sized 2-handed weapons with -1 penalty to initiative&lt;br /&gt;
*** Calballi sized 2-handed weapons last in round damage one die higher&lt;br /&gt;
*** Armor weighs 1.25x, costs 1.5x&lt;br /&gt;
** Porter double carrying capacity (800cn/1200cn/1600cn/3200cn) &lt;br /&gt;
** Cleave once per attack per level&lt;br /&gt;
** Unarmed attacks 1d3+STR&lt;br /&gt;
** Minimum damage for Melee and thrown missile weapons 1d6+STR&lt;br /&gt;
** Sense Magic (D:Concentration/turn R:10&#039; - tell direction, tell if individual Rolle 4d6&amp;lt;WIS)&lt;br /&gt;
** Arcane Awarness&lt;br /&gt;
*** Saves vs Spells with advantage&lt;br /&gt;
*** Surprise from magical creatures not greater than 2-in-6&lt;br /&gt;
*** Attack penalties against invisible/distored creatures halved&lt;br /&gt;
*** Attack bonus for invisible/distored creatures halved&lt;br /&gt;
 &lt;br /&gt;
*Knacks&lt;br /&gt;
** Toughness 1d10 HD&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC: 6&lt;br /&gt;
*HP: 24&lt;br /&gt;
*Movement Rate: 120&#039;/40&#039;&lt;br /&gt;
*Initiative Modifier: -1&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: 2H sword (-2 intiative, 1d10+1 damage, +2 hit)&lt;br /&gt;
**Secondary Melee Attack: Spear (1d6+1 +2 to hit)&lt;br /&gt;
**Tertiary Melee Attack: Siver Dagger (1d6+1, +2 hit)&lt;br /&gt;
**Primary Ranged Attack: Sling (1d6, +0 hit)&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 13&lt;br /&gt;
**Poison &amp;amp; Death 13&lt;br /&gt;
**Blast &amp;amp; Breath 14&lt;br /&gt;
**Staves &amp;amp; Wands 12&lt;br /&gt;
**Spells 15&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear:&lt;br /&gt;
** Backpack&lt;br /&gt;
** Torches x6&lt;br /&gt;
** Tinderbox&lt;br /&gt;
** Waterskin (x2)&lt;br /&gt;
** Rope 50&#039;&lt;br /&gt;
** Belt pouch x1&lt;br /&gt;
*** Large Sack&lt;br /&gt;
*** Candles x2&lt;br /&gt;
*** Chalk x2&lt;br /&gt;
*** Oil flask x2&lt;br /&gt;
*** Iron Spikes x6&lt;br /&gt;
*** Iron Rations x7&lt;br /&gt;
*** Sledge hammer&lt;br /&gt;
** Mirror&lt;br /&gt;
&lt;br /&gt;
** Riding Oxen&lt;br /&gt;
*** AC 7/5 [12/14], HD 3 (13hp), Att None, THAC0 17 [+2], MV 90’ (30’), SV D12 W13 P14 B15 S16 (2), ML 6, AL Neutral&lt;br /&gt;
**** Saddle&lt;br /&gt;
**** Saddle bag x2&lt;br /&gt;
**** Barding&lt;br /&gt;
**** bedroll&lt;br /&gt;
 &lt;br /&gt;
*Armor:&lt;br /&gt;
** Leather Masterwork +1 AC (275cn)&lt;br /&gt;
** Shield Masterwork +1 AC (100cn)&lt;br /&gt;
*Weapons:&lt;br /&gt;
** 2H Sword (150cn)&lt;br /&gt;
** Spear.  (30cn)&lt;br /&gt;
** Silver Dagger (10cn)&lt;br /&gt;
** Sling (20cn)&lt;br /&gt;
*Total Encumbrance: 715cn&lt;br /&gt;
&lt;br /&gt;
==Funds==&lt;br /&gt;
Platinum:&lt;br /&gt;
Gold:&lt;br /&gt;
Electrum:&lt;br /&gt;
Silver:&lt;br /&gt;
Copper:&lt;br /&gt;
Gems:&lt;/div&gt;</summary>
		<author><name>Ctrlmaxdel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nerhgui&amp;diff=431234</id>
		<title>Nerhgui</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nerhgui&amp;diff=431234"/>
		<updated>2022-11-08T03:09:57Z</updated>

		<summary type="html">&lt;p&gt;Ctrlmaxdel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Human Fighter 6th Level (male)&lt;br /&gt;
*XP: 50000/64000&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*PC&lt;br /&gt;
*List any titles or holdings: None&lt;br /&gt;
* Hirelings:&lt;br /&gt;
** 10 light horsemen&lt;br /&gt;
** 10 light mounted archers&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039;: 16  (+2 melee, Open doors 4 in 6) &#039;&#039;*&#039;&#039;&lt;br /&gt;
*INT:  9  (Native, Literate) &#039;&#039;**&#039;&#039;&lt;br /&gt;
*WIS: 10  &#039;&#039;***&#039;&#039;&lt;br /&gt;
*DEX: 14  (+1 AC, Missle, Initiative) &lt;br /&gt;
*CON: 12&lt;br /&gt;
*CHA: 13  (+1 Reaction, Max 5 Retainers, Loyalty 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* (+1 from INT, +1 from WIS, +2 Knack)&#039;&#039;&lt;br /&gt;
&#039;&#039;** (-2 added +1 to STR)&#039;&#039;&lt;br /&gt;
&#039;&#039;*** ( -2 added +1 STR)&#039;&#039;&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
**&#039;&#039;Native&#039;&#039;&lt;br /&gt;
**Common&lt;br /&gt;
*General Skills&lt;br /&gt;
** Athletics (1)&lt;br /&gt;
*** Jumping (STR)(skilled): 8+&lt;br /&gt;
*** Acrobatics (DEX)(skilled): 9+&lt;br /&gt;
** Deception (1)&lt;br /&gt;
*** Intimidation (STR/CHA)(skilled): 8+/9+&lt;br /&gt;
*** Escape Artist (DEX)(skilled): 9+&lt;br /&gt;
** Survival (1)&lt;br /&gt;
*** Navigation (INT)(skilled): 10+&lt;br /&gt;
*** Wilderness Survival (WIS)(skilled) 10+&lt;br /&gt;
** Riding (2)(stat?)(skilled): 10+&lt;br /&gt;
* Combat Manuvers&lt;br /&gt;
** Forceback (STR)(skilled) 8+&lt;br /&gt;
*** the attacker attempts to force their opponent in a direction of the attacker’s choosing. On a &amp;lt;br&amp;gt;successful roll their target must either retreat a number of feet equal to the difference between the roll and the target number&amp;lt;br&amp;gt; or they take 1⁄2 the damage from a normal attack. &lt;br /&gt;
** Disarm (DEX)(proficient) 14+&lt;br /&gt;
*** On a successful attempt the target drops their weapon or shield (attacker’s choice). &amp;lt;br&amp;gt;Dropped weapons land a number of feet away equal to the difference between the roll and the target number set by the attacker’s skill. &amp;lt;br&amp;gt;If the weapon drops within 5’ of the target they may pick it up during their &amp;lt;br&amp;gt;next turn, but the process of doing so imposes a –2 penalty to their AC for the remainder of the round; if more&amp;lt;br&amp;gt; than 5’ away they cannot reach their weapon without disengaging from melee.&lt;br /&gt;
** Stun (STR)(proficient) 12+&lt;br /&gt;
*** On a successful roll the target automatically acts suffers a –2 penalty to all initiative, attack, and combat maneuver rolls for 1d4 rounds.&lt;br /&gt;
*Class Abilities&lt;br /&gt;
** Cleave once per round, up to a maximum number of times equal to Hit Dice.&lt;br /&gt;
** Once per day automatically negate a single physical attack that would otherwise successfully hit.&amp;lt;br&amp;gt; Any effect that is contingent upon the hit – such as paralysis or poison – is also negated.&lt;br /&gt;
** Two-handed melee weapons roll damage with Advantage – rolling twice for damage and taking the better result.&lt;br /&gt;
** Fighting Styles&lt;br /&gt;
*** Ranged - +1 bonus to hit when making ranged attacks and may fire into melee with no penalty.&lt;br /&gt;
*Knacks&lt;br /&gt;
** Apprentice Thief&lt;br /&gt;
*** Disable 11+ &lt;br /&gt;
****This ability is used to pick locks, bypass traps, or figure out how to work complicated mechanical devices.&amp;lt;br&amp;gt; It typically takes one turn to perform. This ability is also used to build or set traps.&lt;br /&gt;
*** Climb 11+&lt;br /&gt;
**** able to automatically scale easy vertical surfaces; trees with an abundance of branches, rough rock walls, etc. &amp;lt;br&amp;gt;A roll should only be made when climbing difficult surfaces. &amp;lt;br&amp;gt;The character climbs at a speed of 10’ per round.&lt;br /&gt;
*** Sneak 11+&lt;br /&gt;
****This ability combines Move Silently and Hide in Shadows. &amp;lt;br&amp;gt;When using it the character can move no faster than 1/3 their normal speed.&amp;lt;br&amp;gt; A character carrying a light source cannot, obviously, hide in shadows&lt;br /&gt;
** Self-improvement, primary (+2 STR)&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC: 0&lt;br /&gt;
*HP: 36&lt;br /&gt;
*Movement Rate: 90&#039;/30&#039;&lt;br /&gt;
*Initiative Modifier: +1&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: Short Sword (Master +1 hit/+7 total) 1d8+2 damage&lt;br /&gt;
**Secondary Melee Attack: Silver Dagger (+6 hit total) 1d8+2 damage&lt;br /&gt;
**Primary Ranged Attack: Short Bow (Master +1 hit/+6 total) 1d8+1 damage&lt;br /&gt;
**Secondary Ranged Attack: Silver Dagger (+5 total) 1d8 damage&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis: 11&lt;br /&gt;
**Poison &amp;amp; Death: 9&lt;br /&gt;
**Blast &amp;amp; Breath: 11&lt;br /&gt;
**Staves &amp;amp; Wands: 10&lt;br /&gt;
**Spells: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear:&lt;br /&gt;
** Ring of Water walking&lt;br /&gt;
** Thieves tools&lt;br /&gt;
** Sack Large&lt;br /&gt;
** Backpack&lt;br /&gt;
*** grappling hook&lt;br /&gt;
*** Torches x6&lt;br /&gt;
*** Rope 50&#039;&lt;br /&gt;
*** Oil flask x2&lt;br /&gt;
*** Tinderbox&lt;br /&gt;
*** Iron Rations x7&lt;br /&gt;
*** Iron Spikes x6&lt;br /&gt;
*** Hammer&lt;br /&gt;
*** Candles x2&lt;br /&gt;
*** crowbar&lt;br /&gt;
** Waterskin x2&lt;br /&gt;
** Belt pouch x2&lt;br /&gt;
** Marbles&lt;br /&gt;
** Chalk x2&lt;br /&gt;
** Mirror&lt;br /&gt;
** Wolfsbane&lt;br /&gt;
** Garlic&lt;br /&gt;
** small bag of sand&lt;br /&gt;
** magnify glass&lt;br /&gt;
** chisel&lt;br /&gt;
** shovel&lt;br /&gt;
&lt;br /&gt;
** Riding Horse &lt;br /&gt;
*** AC 7/5 [12/14], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240/’ (80/’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral&lt;br /&gt;
**** Saddle and bridle&lt;br /&gt;
**** Saddle Bags&lt;br /&gt;
**** Barding&lt;br /&gt;
**** Bedroll&lt;br /&gt;
&lt;br /&gt;
** Riding Horse &lt;br /&gt;
*** AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240/’ (80/’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral&lt;br /&gt;
**** Saddle and bridle&lt;br /&gt;
**** Saddle Bags&lt;br /&gt;
&lt;br /&gt;
*Armor:&lt;br /&gt;
** Chain mail +3 200cn&lt;br /&gt;
** Shield 100cn&lt;br /&gt;
&lt;br /&gt;
*Weapons:&lt;br /&gt;
** short sword - master 30cn&lt;br /&gt;
** short bow - master 30 cn&lt;br /&gt;
** silver dagger 10cn&lt;br /&gt;
** silver dagger 10cn&lt;br /&gt;
** silver dagger 10cn&lt;br /&gt;
*Total Encumbrance: 470 cn&lt;br /&gt;
&lt;br /&gt;
==Funds=&lt;br /&gt;
Platinum:&lt;br /&gt;
Gold: 5023&lt;br /&gt;
Electrum:&lt;br /&gt;
Silver:&lt;br /&gt;
Copper:&lt;/div&gt;</summary>
		<author><name>Ctrlmaxdel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=425753</id>
		<title>Basilisk Hill Breakdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=425753"/>
		<updated>2022-08-16T22:58:07Z</updated>

		<summary type="html">&lt;p&gt;Ctrlmaxdel: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Elevator Pitch=&lt;br /&gt;
&lt;br /&gt;
This is meant to be a mid-level game of wilderness exploration and entry into domain level play. The hope is to have a dedicated group of players that can meet virtually one or two times a month. This wiki will be used to track character sheets and assorted information.&lt;br /&gt;
&lt;br /&gt;
I am looking for:&lt;br /&gt;
&lt;br /&gt;
*Players interested in running a stable of characters (main PC, retainers, and potentially 2nd-tier retainers as well).&lt;br /&gt;
*Players interested in exploring domain-level activities, such as clearing hexes for settlement, researching spells, founding thieves&#039; guilds, etc.&lt;br /&gt;
*Players will be given the opportunity to directly control retainers while their primary PCs are doing other things.&lt;br /&gt;
*If you don&#039;t have any of the books listed below let me know and I&#039;ll get you hooked up; I don&#039;t want anyone to have to buy something to play in the game.&lt;br /&gt;
&lt;br /&gt;
==Premise==&lt;br /&gt;
&lt;br /&gt;
The adventurers begin play in the town of Liwil. Home to the Order of the Basilisk Knights, one of the last remnants of the Skeldrene Dynasty that once controlled this area of the world, a mini-gold rush is taking place in the town, drawing prospectors from around the region. The adventurers are either recent arrivals -- perhaps from Dry Gulch to the southwest, and the Zelaia Plains beyond, or Hob, Deepwater, or even further east to the Variegated Kingdom -- or natives of Liwil. They find a town besieged on all sides: the Basilisk Knights are dying out, and monsters, brigands, and worse threaten from all sides.&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
*We will be using the rules from Into the Wild, including the character options (note that the base classes have been altered slightly). Available classes will be listed below. Additional rules from the PHM or Populated Hexes series will be available as they come up.&lt;br /&gt;
*I will provide each player with five sets of 3d6 rolls to chose from. One set will be for the primary character; the others can be used to create retainers already in the PCs service (see below). Stats are in order of STR, INT, WIS, DEX, CON, CHA and cannot be swapped, but they can be raised/lowered as per the rules in OSE.&lt;br /&gt;
*Each primary PC starts with 50,000 XP and 10,000 gp. I will roll for starting magical items:&lt;br /&gt;
**Each primary PC has a pool of 10,000 XP that can be divided among retainers (it is also okay for a retainer to start as a 0-level human at a cost of -100 XP).&lt;br /&gt;
**The primary PC outfits their retainers using their pool of 10,000 gp and magic items.&lt;br /&gt;
**Any leftover XP for creating retainers is added to the main PC&#039;s total at a rate of 1:2 (if there is 1,000 XP leftover from the retailer pool the Primary PC gets 500 XP).&lt;br /&gt;
*Cost of Living. Rather than worrying about costs of food, lodging, taxes, moneychanging, etc., we&#039;re going to be using the Cost of Living expenses from p. 149 of ItW, with the following:&lt;br /&gt;
**First month of CoL for all characters is assumed paid for.&lt;br /&gt;
**Prime PCs pay Cost of Living for their direct retainers, retainers pay CoL for retainers under them, etc.&lt;br /&gt;
**CoL due at the beginning of each month.&lt;br /&gt;
*[[Combat Manuevers]]&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Available Character Classes at start==&lt;br /&gt;
*Cleric&lt;br /&gt;
*Fighter&lt;br /&gt;
*Magic-user&lt;br /&gt;
*Thief&lt;br /&gt;
&lt;br /&gt;
===From Into the Wild===&lt;br /&gt;
&lt;br /&gt;
*Assassin&lt;br /&gt;
*Berserker&lt;br /&gt;
*Bard&lt;br /&gt;
*Cerves&lt;br /&gt;
*Dervish&lt;br /&gt;
*Godborn&lt;br /&gt;
*Half-elf&lt;br /&gt;
*Hexblade&lt;br /&gt;
*Ironskin&lt;br /&gt;
*Mochyn (boar-folk)&lt;br /&gt;
*Scout&lt;br /&gt;
*Sorcerer&lt;br /&gt;
*Warlock&lt;br /&gt;
*Witch&lt;br /&gt;
&lt;br /&gt;
===From Other Sources===&lt;br /&gt;
&lt;br /&gt;
*Binder: [[PHM Issue #9]]&lt;br /&gt;
*&#039;&#039;Caballi&#039;&#039;: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*&#039;&#039;Caballi&#039;&#039; Destrier: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Gnoll Warrior: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Gnoll Sorcerer: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Goblin Mage: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Goblin Shaman: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Grippli [[PHM Issue #4]]&lt;br /&gt;
*Grippli tree-speaker [[PHM Issue #4]]&lt;br /&gt;
*Grove Guardian: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Knight: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Kobold: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Kobold Beguiler: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Lophaeti (eaglefolk): [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Lophaeti Qartal: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Monk: [[Hex 15.41 The Valley of the Rock Baboons]]&lt;br /&gt;
*Orc Reaver: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Orc Shaman: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Orc Warlock: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Strigi (owlfolk): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Strigi seer (owlfolk): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
&lt;br /&gt;
=The Campaign=&lt;br /&gt;
&lt;br /&gt;
==The Start==&lt;br /&gt;
&lt;br /&gt;
Liwil is an ancient city, dating back to the start of the 11th Cycle and the founding of the Skeldrene Empire, and has been the seat of the Order of the Basilisk Knights since its founding. The Skeldrene Empire was short-lived, begins to crumble during the Nadir of the 13th Cycle when the last true emperor, Zaphisdreal the Magnificent, dies, and the death of the empire is a long, drawn-out affair that, at the start of the 16th Cycle, leaves Liwil as one of the last surviving remnants of the greatness that was the Skeldrene Dynasty.&lt;br /&gt;
&lt;br /&gt;
Liwil has seen a boom recently with the discovery of gold in the hills south; prospectors from the mining community of Dry Gulch to the southwest have been making their way along the remnants of the Old Road, and the domains to the east -- Hob, Deepwater, and the Scarlet Principalities -- as well as the city-states of the Zelaian Confederacy, are turning their attention to this newl found wealth. With the discovery of gold comes the interest of brigands, as well; the adventurers that passed through Dry Gulch likely encountered the Redfoot Gang, who run the town with an iron fist, and there are whispers that the Dispossessed, a vicious gang to the north, are beginning to look greedily to Liwil. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the third year of the Sixteenth Cycle the adventurers find themselves in Liwil, drawn from across central Absalom, intent on finding their fortune. It is the Firstday of the Thirdmonth, and winter has finally ended. The adventurers find themselves in the Knight and Stone Tavern, plotting their next moves. Their factor Mr. Hand, whom they have retained to look after their interests while adventuring, lays a map on the table.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is a map from the last Cycle,&amp;quot; he says, &amp;quot;and I cannot attest to its accuracy. It is the best we have, however.&amp;quot; He begins to trace out areas of interest.&lt;br /&gt;
&lt;br /&gt;
*The remnants of the old road run eastward from Liwil, then cut north to intersect with the Long Road that runs to Junction -- in the Scarlet Principalities -- and Rocky Peak, to the north. There was once a village along the route, but travelers report it is abandoned and ill-omened. Were it to be reclaimed and settled it would put those in control in an advantageous position.&lt;br /&gt;
*The primary concern of the Basilisk Knights are twofold: a gang of troglodytes inhabits an old keep to the north, about nine miles north of Liwil, and a village of orcs to the northwest. An uneasy detente exists between the orcs and villagers, but the troglodytes have proved resistant to reason or steel.&lt;br /&gt;
&lt;br /&gt;
*The Basilisk Knights seek an artifact, a medallion, that was stolen by a wayward knight. They do not know where it is, but will pay handsomely for its return.&lt;br /&gt;
&lt;br /&gt;
*Tales tell of a young dragon that dwells in the woods to the north of Liwil. Whoever slays such a beast will no doubt gain great renown.&lt;br /&gt;
&lt;br /&gt;
*All know of the Darkwoods, a haunted forest that lies between the Basilisk Hills and the riches of the Scarlet Principality. There&#039;s a village called Sin nestled in the woods, inhabited by all manner of miscreants and wastrels, including brigands who raid Hob and the surrounding territories.&lt;br /&gt;
&lt;br /&gt;
*West of Liwil is a small plateau that is rumored to be cursed, and none who have ventured to the top have ever returned. It is said that at one point a conclave of evil druids once conducted dark rites atop the plateau. Those brave enough to venture into its shadow tell stories of an enormous, three-horned beast that roams the hills at the base of the plateau.&lt;br /&gt;
&lt;br /&gt;
=Wiki Editing=&lt;br /&gt;
&lt;br /&gt;
At this point everything I&#039;m asking players to do is pretty easy. &lt;br /&gt;
&lt;br /&gt;
*First step is to create your character sheet. You will find a link to the blank character sheet below. Click on the link, press &amp;quot;edit&amp;quot;, copy the entire formatting of the page, press &amp;quot;cancel&amp;quot; and return to the main page. Click on your character sheet. It will ask you if you want to create the page. Click yes, then paste the contents onto the new page. Do not change anything on the page labelled &amp;quot;Blank Character Sheet&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*To create a new page on the wiki simply add double brackets around some text. You can see what it looks like below in the Character Section.&lt;br /&gt;
&lt;br /&gt;
*Characters should be presented as follows (but with added double brackets around each listing):&lt;br /&gt;
&lt;br /&gt;
**PC 1&lt;br /&gt;
***Retainer #1&lt;br /&gt;
***Retainer #2&lt;br /&gt;
&lt;br /&gt;
*etc.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
*[[Blank Character Sheet]]. Go to sheet, edit, copy formatting, close, open up your sheet, paste, and profit.&lt;br /&gt;
&lt;br /&gt;
*[[Arlo Jakken]]&lt;br /&gt;
**[[Marl Juniper]]&lt;br /&gt;
*[[Velsind Flere]]&lt;br /&gt;
**[[Barbat Rauta]]&lt;br /&gt;
**[[Amagar Cacar]]&lt;br /&gt;
*JHobb&#039;s character&lt;br /&gt;
* [[Mirkunas]]&lt;br /&gt;
**[[Ura]]&lt;br /&gt;
**[[Volk]]&lt;br /&gt;
**[[Gesh]]&lt;br /&gt;
* [[Farad]]&lt;br /&gt;
** [[Agnarr]]&lt;br /&gt;
** [[Stigr]]&lt;br /&gt;
*[[Babulaala]]&lt;br /&gt;
*[[Nerhgui]]&lt;br /&gt;
**[[Kalan]]&lt;br /&gt;
**[[Safa]]&lt;br /&gt;
**[[Blodwyn]]&lt;br /&gt;
**[[Vygr Bloodtooth]]&lt;/div&gt;</summary>
		<author><name>Ctrlmaxdel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Safa&amp;diff=425704</id>
		<title>Safa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Safa&amp;diff=425704"/>
		<updated>2022-08-16T20:16:32Z</updated>

		<summary type="html">&lt;p&gt;Ctrlmaxdel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Caballi Destrier Level 2 (female)&lt;br /&gt;
*XP: 3390/6780&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Retainer of [[Nerhgui]]&lt;br /&gt;
*Titles or Holdings: None&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039;: 14 (+1 Melee, 3-in-6 open doors)&lt;br /&gt;
*INT: 12   &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039;: 13 (+1 Magic Saves)&lt;br /&gt;
*DEX:  8 &lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039;: 13 (+1 Hit Points)&lt;br /&gt;
*CHA  12&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** Common&lt;br /&gt;
** Caballi&lt;br /&gt;
**&lt;br /&gt;
*General Skills&lt;br /&gt;
**Athletics&lt;br /&gt;
*** Jumping (STR) skilled 9+&lt;br /&gt;
*** Running (CON) skilled 9+&lt;br /&gt;
**Survival &lt;br /&gt;
***Wilderness Survival 9+&lt;br /&gt;
***Tracking (WIS) Expert 4+&lt;br /&gt;
***Navigation (INT) proficient 15+&lt;br /&gt;
**&lt;br /&gt;
*Class Abilities&lt;br /&gt;
** Claustrophobic -1 all rolls indoors, underground, thick woods or jungle&lt;br /&gt;
** Strong but fragile - massive damage is dealt at advantage (highest damage roll)&lt;br /&gt;
** Tireless exert 3xnormal must still rest at standard intervals&lt;br /&gt;
** Large creature&lt;br /&gt;
*** Use human sized 2-handed weapons with -1 penalty to initiative&lt;br /&gt;
*** Calballi sized 2-handed weapons last in round damage one die higher&lt;br /&gt;
*** Armor weighs 1.25x, costs 1.5x&lt;br /&gt;
** Porter double carrying capacity (800cn/1200cn/1600cn/3200cn) &lt;br /&gt;
** Cleave once per attack per level&lt;br /&gt;
** Unarmed attacks 1d3+STR&lt;br /&gt;
** Minimum damage for Melee and thrown missile weapons 1d6+STR&lt;br /&gt;
** Sense Magic (D:Concentration/turn R:10&#039; - tell direction, tell if individual Rolle 4d6&amp;lt;WIS)&lt;br /&gt;
** Arcane Awarness&lt;br /&gt;
*** Saves vs Spells with advantage&lt;br /&gt;
*** Surprise from magical creatures not greater than 2-in-6&lt;br /&gt;
*** Attack penalties against invisible/distored creatures halved&lt;br /&gt;
*** Attack bonus for invisible/distored creatures halved&lt;br /&gt;
 &lt;br /&gt;
*Knacks&lt;br /&gt;
** Toughness 1d10 HD&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC: (TBD)&lt;br /&gt;
*HP: (TBD)&lt;br /&gt;
*Movement Rate: (TBD)&lt;br /&gt;
*Initiative Modifier: -1&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: (TBD)&lt;br /&gt;
**Secondary Melee Attack: (TBD)&lt;br /&gt;
**Primary Ranged Attack: (TBD)&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 13&lt;br /&gt;
**Poison &amp;amp; Death 13&lt;br /&gt;
**Blast &amp;amp; Breath 14&lt;br /&gt;
**Staves &amp;amp; Wands 12&lt;br /&gt;
**Spells 15&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>Ctrlmaxdel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Safa&amp;diff=425695</id>
		<title>Safa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Safa&amp;diff=425695"/>
		<updated>2022-08-16T13:18:45Z</updated>

		<summary type="html">&lt;p&gt;Ctrlmaxdel: Created page with &amp;quot;Basilisk_Hill_Breakdown  == Rank == *Caballi Destrier Level 2 (female) *XP: 3390/6780 *Alignment: Neutral *Retainer of Nerhgui *Titles or Holdings: None  == Attributes...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Caballi Destrier Level 2 (female)&lt;br /&gt;
*XP: 3390/6780&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Retainer of [[Nerhgui]]&lt;br /&gt;
*Titles or Holdings: None&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039;: 14 (+1 Melee, 3-in-6 open doors)&lt;br /&gt;
*INT: 12   &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039;: 13 (+1 Magic Saves)&lt;br /&gt;
*DEX:  8 &lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039;: 13 (+1 Hit Points)&lt;br /&gt;
*CHA  12&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** Common&lt;br /&gt;
** Caballi&lt;br /&gt;
**&lt;br /&gt;
*General Skills&lt;br /&gt;
**Athletics&lt;br /&gt;
*** Jumping (STR) skilled 9+&lt;br /&gt;
*** Running (CON) skilled 9+&lt;br /&gt;
**Survival &lt;br /&gt;
***Wilderness Survival 9+&lt;br /&gt;
***Tracking (WIS) Expert 4+&lt;br /&gt;
***Navigation (INT) proficient 15+&lt;br /&gt;
**&lt;br /&gt;
*Class Abilities&lt;br /&gt;
** Claustrophobic -1 all roles indoors, underground, thick woods or jungle&lt;br /&gt;
** Strong but fragile - massive damage is dealt at advantage (highest damage roll)&lt;br /&gt;
** Tireless exert 3xnormal must still rest at standard intervals&lt;br /&gt;
** Large creature&lt;br /&gt;
*** Use human sized 2-handed weapons with -1 penalty to initiative&lt;br /&gt;
*** Calballi sized 2-handed weapons last in round damage one die higher&lt;br /&gt;
*** Armor weighs 1.25x, costs 1.5x&lt;br /&gt;
** Porter double carrying capacity (800cn/1200cn/1600cn/3200cn) &lt;br /&gt;
** Cleave once per attack per level&lt;br /&gt;
** Unarmed attacks 1d3+STR&lt;br /&gt;
** Minimum damage for Melee and thrown missile weapons 1d6+STR&lt;br /&gt;
** Sense Magic (D:Concentration/turn R:10&#039; - tell direction, tell if individual Rolle 4d6&amp;lt;WIS)&lt;br /&gt;
** Arcane Awarness&lt;br /&gt;
*** Saves vs Spells with advantage&lt;br /&gt;
*** Surprise from magical creatures not greater than 2-in-6&lt;br /&gt;
*** Attack penalties against invisible/distored creatures halved&lt;br /&gt;
*** Attack bonus for invisible/distored creatures halved&lt;br /&gt;
 &lt;br /&gt;
*Knacks&lt;br /&gt;
** Toughness 1d10 HD&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC: (TBD)&lt;br /&gt;
*HP: (TBD)&lt;br /&gt;
*Movement Rate: (TBD)&lt;br /&gt;
*Initiative Modifier: -1&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: (TBD)&lt;br /&gt;
**Secondary Melee Attack: (TBD)&lt;br /&gt;
**Primary Ranged Attack: (TBD)&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 13&lt;br /&gt;
**Poison &amp;amp; Death 13&lt;br /&gt;
**Blast &amp;amp; Breath 14&lt;br /&gt;
**Staves &amp;amp; Wands 12&lt;br /&gt;
**Spells 15&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>Ctrlmaxdel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kalan&amp;diff=425694</id>
		<title>Kalan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kalan&amp;diff=425694"/>
		<updated>2022-08-16T13:17:57Z</updated>

		<summary type="html">&lt;p&gt;Ctrlmaxdel: Created page with &amp;quot;Basilisk_Hill_Breakdown  == Rank == *Human (male) Cleric Level 3 *XP: 3000/YY *Lawful * Retainer of Nerhgui. *Titles and holdings: None  == Attributes == *STR: 12 &amp;#039;&amp;#039;*&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Human (male) Cleric Level 3&lt;br /&gt;
*XP: 3000/YY&lt;br /&gt;
*Lawful&lt;br /&gt;
* Retainer of [[Nerhgui]].&lt;br /&gt;
*Titles and holdings: None&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR: 12 &#039;&#039;*&#039;&#039;&lt;br /&gt;
*INT:  7&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039;: 13 (+1 Magic Saves)&lt;br /&gt;
*DEX: 11&lt;br /&gt;
*CON:  6&lt;br /&gt;
*CHA: 13 (+1 Reactions, Retainers 5, Loyalty 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* (lower 2 PTS and 1 to WIS)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** &#039;&#039;Native&#039;&#039;&lt;br /&gt;
** Common&lt;br /&gt;
**&lt;br /&gt;
*General Skills&lt;br /&gt;
** Healing (WIS) skilled 9+&lt;br /&gt;
** Survival&lt;br /&gt;
*** Herbalism (stat?) skilled 10+&lt;br /&gt;
*** Naturalist (INT) skilled 11+&lt;br /&gt;
*Class Abilities&lt;br /&gt;
** Weapons - spear, sword, sling&lt;br /&gt;
** Cleave - when a cleric kills an enemy with a physical attack, they may make an attack against an adjacent target.&lt;br /&gt;
** Turn undead&lt;br /&gt;
** Miracle - 1% chance&lt;br /&gt;
** Armor - Any, including shields&lt;br /&gt;
*Knacks&lt;br /&gt;
** Skillful (3 additional skills)&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC: (TBD)&lt;br /&gt;
*HP: (TBD)&lt;br /&gt;
*Movement Rate:(TBD)&lt;br /&gt;
*Initiative Modifier: +0&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: (TBD)&lt;br /&gt;
**Secondary Melee Attack: (TBD)&lt;br /&gt;
**Primary Ranged Attack: (TBD)&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 13&lt;br /&gt;
**Poison &amp;amp; Death 10&lt;br /&gt;
**Blast &amp;amp; Breath 15&lt;br /&gt;
**Staves &amp;amp; Wands 11&lt;br /&gt;
**Spells 14&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2&lt;br /&gt;
**Cure Light Wounds (D: Instant, R:Touch - 1d6+1 hit points or cure paralysis - reversible)&lt;br /&gt;
**Detect Evil (D: 6 turns, R:120&#039; - Evil intent only)&lt;br /&gt;
**Detect Magic (D: 2 turns, R:120&#039; - Magic objects, areas, and creatures glow)&lt;br /&gt;
**Light (D: 12 turns, R:120&#039; - 15&#039; radius, blinding save vs spells, or cancel darkness spell -reversible)&lt;br /&gt;
**Protection From Evil (D: 12 turns, R:Caster - +1 against attacks or saving throws, protection from constructs melee attacks)&lt;br /&gt;
**Remove Fear (D: 2 turns, R: Caster/Touch - save at +1 against magical fear - reversible R:120&#039;)&lt;br /&gt;
**Purify Food and Water (D:Permanent R:10&#039; - makes food or water edible)&lt;br /&gt;
**Resist Cold (D:6 turns, R:30&#039; - Normal cold no affect, +2 save vs cold magic/breath, cold damage = -1 point per die rolled)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>Ctrlmaxdel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vygr_Bloodtooth&amp;diff=425697</id>
		<title>Vygr Bloodtooth</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vygr_Bloodtooth&amp;diff=425697"/>
		<updated>2022-08-16T13:17:27Z</updated>

		<summary type="html">&lt;p&gt;Ctrlmaxdel: Created page with &amp;quot;Basilisk_Hill_Breakdown  == Rank == *Gnoll Sorcerer (male) Level 1 *XP: 710/4850 *Alignment Neutral *Retainer of Nerhgui *Titles or Holdings: None  == Attributes == *S...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Gnoll Sorcerer (male) Level 1&lt;br /&gt;
*XP: 710/4850&lt;br /&gt;
*Alignment Neutral&lt;br /&gt;
*Retainer of [[Nerhgui]]&lt;br /&gt;
*Titles or Holdings: None&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR: 9  &#039;&#039;*&#039;&#039;&lt;br /&gt;
*INT: 9&lt;br /&gt;
*WIS: 9  &#039;&#039;**&#039;&#039;&lt;br /&gt;
*DEX: 15 (+1 Missle, +1 AC, +1 initiative) &lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039;: 14 (+1 Hit Points)&lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039;: 13 (+1 Reaction, 5 Retainers, 8 loyalty)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;(-2 to add +1 CHA)&#039;&#039; ** &#039;&#039;(-4 to add +2 CHA)&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** Common&lt;br /&gt;
** Bestial&lt;br /&gt;
**&lt;br /&gt;
*General Skills&lt;br /&gt;
** Magical Engineering (INT) proficient 15+&lt;br /&gt;
*Class Abilities&lt;br /&gt;
** Armour: Leather no shields&lt;br /&gt;
** Weapons: Any&lt;br /&gt;
** Speed: can move at a rate of 150’ (50’) feet per round, and can keep up this&amp;lt;br&amp;gt;movement rate for a length of time equal to 1 turn per Hit Dice&lt;br /&gt;
** Carrying Capacity: Double their encumbrance limits. (800cn/1200cn/1600cn/3200cn)&lt;br /&gt;
** Two Weapon Fighting: Can use 2-handed weapons 1-handed. Second weapon must deal &amp;lt;=1d8.&amp;lt;br&amp;gt;One attack roll, on hit roll damage for both weapons taking best result.&amp;lt;br&amp;gt;All to-hit and damage mods apply to both weapons.&lt;br /&gt;
** Iron Constitution: Advantage on Poison and Disease saves.&lt;br /&gt;
** Cleave with missile and melee at 1/2 HD.&lt;br /&gt;
** Spells: Class Level + highest cartable spell level + Con bonus (3 spells)&lt;br /&gt;
** Create Items (level): fetishes (3), potions (5), Scrolls (7), Magic Items (9) &lt;br /&gt;
*Knacks&lt;br /&gt;
** Cantrip: minor magic (D:1 hour/1 Round, R: 45&#039;/25&#039; - minor magical effect/ 1d4 damage no save successful attack roll)&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC&lt;br /&gt;
*HP (just list the max here, list current HP on the front page.)&lt;br /&gt;
*Movement Rate&lt;br /&gt;
*Initiative Modifier: +1&lt;br /&gt;
*Attacks (For the below, write in what it is. Like, &amp;quot;Two-Handed Sword: Stats.&amp;quot;&lt;br /&gt;
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)&lt;br /&gt;
**Secondary Melee Attack:&lt;br /&gt;
**Primary Ranged Attack:&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis&lt;br /&gt;
**Poison &amp;amp; Death&lt;br /&gt;
**Blast &amp;amp; Breath&lt;br /&gt;
**Staves &amp;amp; Wands&lt;br /&gt;
**Spells&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2&lt;br /&gt;
**A first level spell in your repertoire&lt;br /&gt;
**Another first-level spell in your repertoire&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance. Don&#039;t list party treasure here. That&#039;s what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>Ctrlmaxdel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blodwyn&amp;diff=425696</id>
		<title>Blodwyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blodwyn&amp;diff=425696"/>
		<updated>2022-08-16T13:15:10Z</updated>

		<summary type="html">&lt;p&gt;Ctrlmaxdel: Created page with &amp;quot;Basilisk_Hill_Breakdown  == Rank == *Human Bard Level 2 (female) *XP: 2900/5800 *Alignment Neutral *Retainer of Nerhgui *Titles or Holdings: None  == Attributes == *ST...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Human Bard Level 2 (female)&lt;br /&gt;
*XP: 2900/5800&lt;br /&gt;
*Alignment Neutral&lt;br /&gt;
*Retainer of [[Nerhgui]]&lt;br /&gt;
*Titles or Holdings: None&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR: 13 (+1 Melee, 3-in-6 open doors)&lt;br /&gt;
*INT: 11&lt;br /&gt;
*WIS: 5  (-2 Magic Saves)&lt;br /&gt;
*DEX: 14 (+1 Missle, +1 AC, +1 initiative) &lt;br /&gt;
*CON: 9&lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039;: 14 (+1 Reaction, 5 Retainers, 8 loyalty)&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** &#039;&#039;Native&#039;&#039;&lt;br /&gt;
** Common&lt;br /&gt;
**&lt;br /&gt;
*General Skills&lt;br /&gt;
** Performance - Storytelling (CHA) skilled 9+&lt;br /&gt;
** Deception&lt;br /&gt;
*** Intimidation (STR/CHA) skilled  9+/9+ &lt;br /&gt;
*** Slight of hand (DEX) skilled 9+&lt;br /&gt;
*** Sense Motive (WIS) expert 7+&lt;br /&gt;
** Knowledge&lt;br /&gt;
*** History (INT) skilled 10+&lt;br /&gt;
*** Religion (INT) skilled 10+&lt;br /&gt;
**Magical Engineering (Int) proficient 15+&lt;br /&gt;
*Class Abilities&lt;br /&gt;
** Lore 16+&lt;br /&gt;
** Bardic Inspiration 1/day (R:10&#039; Reroll attack or saving throw at adv/dis) &lt;br /&gt;
** Untrained Skills succeed 19-20 &lt;br /&gt;
*Knacks&lt;br /&gt;
** Cast extra spell (extra 1st level spell)&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC: (TBD)&lt;br /&gt;
*HP (TBD)&lt;br /&gt;
*Movement Rate: (TBD)&lt;br /&gt;
*Initiative Modifier: +1&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: (TBD)&lt;br /&gt;
**Secondary Melee Attack:(TBD)&lt;br /&gt;
**Primary Ranged Attack: (TBD)&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis: 13&lt;br /&gt;
**Poison &amp;amp; Death: 13&lt;br /&gt;
**Blast &amp;amp; Breath: 16&lt;br /&gt;
**Staves &amp;amp; Wands: 14&lt;br /&gt;
**Spells: 15&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: Spells Per Day&lt;br /&gt;
**A first level spell in your repertoire&lt;br /&gt;
**Another first-level spell in your repertoire&lt;br /&gt;
**Etc&lt;br /&gt;
*Second Level: Spells Per Day&lt;br /&gt;
**One&lt;br /&gt;
**Two&lt;br /&gt;
**You-know-what-to-do&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>Ctrlmaxdel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nerhgui&amp;diff=425693</id>
		<title>Nerhgui</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nerhgui&amp;diff=425693"/>
		<updated>2022-08-16T13:14:38Z</updated>

		<summary type="html">&lt;p&gt;Ctrlmaxdel: Created page with &amp;quot;Basilisk_Hill_Breakdown  == Rank == *Human Fighter 6th Level (male) *XP: 50000/64000 *Alignment: Neutral *PC *List any titles or holdings: None  == Attributes == *&amp;#039;&amp;#039;&amp;#039;STR&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Human Fighter 6th Level (male)&lt;br /&gt;
*XP: 50000/64000&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*PC&lt;br /&gt;
*List any titles or holdings: None&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039;: 16  (+2 melee, Open doors 4 in 6) &#039;&#039;*&#039;&#039;&lt;br /&gt;
*INT:  9  (Native, Literate) &#039;&#039;**&#039;&#039;&lt;br /&gt;
*WIS: 10  &#039;&#039;***&#039;&#039;&lt;br /&gt;
*DEX: 14  (+1 AC, Missle, Initiative) &lt;br /&gt;
*CON: 12&lt;br /&gt;
*CHA: 13  (+1 Reaction, Max 5 Retainers, Loyalty 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* (+1 from INT, +1 from WIS, +2 Knack)&#039;&#039;&lt;br /&gt;
&#039;&#039;** (-2 added +1 to STR)&#039;&#039;&lt;br /&gt;
&#039;&#039;*** ( -2 added +1 STR)&#039;&#039;&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
**&#039;&#039;Native&#039;&#039;&lt;br /&gt;
**Common&lt;br /&gt;
*General Skills&lt;br /&gt;
** Athletics (1)&lt;br /&gt;
*** Jumping (STR)(skilled): 8+&lt;br /&gt;
*** Acrobatics (DEX)(skilled): 9+&lt;br /&gt;
** Deception (1)&lt;br /&gt;
*** Intimidation (STR/CHA)(skilled): 8+/9+&lt;br /&gt;
*** Escape Artist (DEX)(skilled): 9+&lt;br /&gt;
** Survival (1)&lt;br /&gt;
*** Navigation (INT)(skilled): 10+&lt;br /&gt;
*** Wilderness Survival (WIS)(skilled) 10+&lt;br /&gt;
** Riding (2)(stat?)(skilled): 10+&lt;br /&gt;
* Combat Manuvers&lt;br /&gt;
** Forceback (STR)(skilled) 8+&lt;br /&gt;
*** the attacker attempts to force their opponent in a direction of the attacker’s choosing. On a &amp;lt;br&amp;gt;successful roll their target must either retreat a number of feet equal to the difference between the roll and the target number&amp;lt;br&amp;gt; or they take 1⁄2 the damage from a normal attack. &lt;br /&gt;
** Disarm (DEX)(proficient) 14+&lt;br /&gt;
*** On a successful attempt the target drops their weapon or shield (attacker’s choice). &amp;lt;br&amp;gt;Dropped weapons land a number of feet away equal to the difference between the roll and the target number set by the attacker’s skill. &amp;lt;br&amp;gt;If the weapon drops within 5’ of the target they may pick it up during their &amp;lt;br&amp;gt;next turn, but the process of doing so imposes a –2 penalty to their AC for the remainder of the round; if more&amp;lt;br&amp;gt; than 5’ away they cannot reach their weapon without disengaging from melee.&lt;br /&gt;
** Stun (STR)(proficient) 12+&lt;br /&gt;
*** On a successful roll the target automatically acts suffers a –2 penalty to all initiative, attack, and combat maneuver rolls for 1d4 rounds.&lt;br /&gt;
*Class Abilities&lt;br /&gt;
** Cleave once per round, up to a maximum number of times equal to Hit Dice.&lt;br /&gt;
** Once per day automatically negate a single physical attack that would otherwise successfully hit.&amp;lt;br&amp;gt; Any effect that is contingent upon the hit – such as paralysis or poison – is also negated.&lt;br /&gt;
** Two-handed melee weapons roll damage with Advantage – rolling twice for damage and taking the better result.&lt;br /&gt;
** Fighting Styles&lt;br /&gt;
*** Ranged - +1 bonus to hit when making ranged attacks and may fire into melee with no penalty.&lt;br /&gt;
*Knacks&lt;br /&gt;
** Apprentice Thief&lt;br /&gt;
*** Disable 11+ &lt;br /&gt;
****This ability is used to pick locks, bypass traps, or figure out how to work complicated mechanical devices.&amp;lt;br&amp;gt; It typically takes one turn to perform. This ability is also used to build or set traps.&lt;br /&gt;
*** Climb 11+&lt;br /&gt;
**** able to automatically scale easy vertical surfaces; trees with an abundance of branches, rough rock walls, etc. &amp;lt;br&amp;gt;A roll should only be made when climbing difficult surfaces. &amp;lt;br&amp;gt;The character climbs at a speed of 10’ per round.&lt;br /&gt;
*** Sneak 11+&lt;br /&gt;
****This ability combines Move Silently and Hide in Shadows. &amp;lt;br&amp;gt;When using it the character can move no faster than 1/3 their normal speed.&amp;lt;br&amp;gt; A character carrying a light source cannot, obviously, hide in shadows&lt;br /&gt;
** Self-improvement, primary (+2 STR)&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC: (TBD)&lt;br /&gt;
*HP: (TBD)&lt;br /&gt;
*Movement Rate: (TBD)&lt;br /&gt;
*Initiative Modifier: +1&lt;br /&gt;
*Attacks &lt;br /&gt;
**Primary Melee Attack: (TBD)&lt;br /&gt;
**Secondary Melee Attack:(TBD)&lt;br /&gt;
**Primary Ranged Attack:(TBD)&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis: 11&lt;br /&gt;
**Poison &amp;amp; Death: 9&lt;br /&gt;
**Blast &amp;amp; Breath: 11&lt;br /&gt;
**Staves &amp;amp; Wands: 10&lt;br /&gt;
**Spells: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Gear, Armor, Weapons: Total Encumbrance. Don&#039;t list party treasure here. That&#039;s what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>Ctrlmaxdel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=425692</id>
		<title>Basilisk Hill Breakdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=425692"/>
		<updated>2022-08-16T13:01:19Z</updated>

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