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		<id>https://wiki.rpg.net/index.php?title=The_World_of_Absalom&amp;diff=485270</id>
		<title>The World of Absalom</title>
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		<updated>2026-02-01T05:25:32Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Dungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The World of Absalom=&lt;br /&gt;
&lt;br /&gt;
This wiki page is written to track and organize the various products published by &#039;&#039;[https://thirdkingdomgames.com Third Kingdom Games]&#039;&#039;. Outside of the supplemental books, they publish two series dedicated to hexcrawling, creatively titled &amp;quot;Populated Hexes&amp;quot; and &amp;quot;Populated Hexes Monthly&amp;quot;. All products are written using the &#039;&#039;&#039;Old School Essentials&#039;&#039;&#039; ruleset but can be easily adapted to any OSR-style game. This page will maintain a directory of monsters, terrain, rules, spells, etc. for easy reference.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populated Hexes.&#039;&#039;&#039; Each issue looks at a single -- or occasionally, two -- hexes in great detail, breaking it down into constiuent subhexes with lairs, features, and encounters as well as optional rules. Each PH contains around, on average, 25 pages of content. Each hex in this series is part of a &amp;quot;cluster&amp;quot; of seven hexes; a central hex, and the six surounding hexes. The goal is to, as a cluster is complete, to compile the hexes into a single book, as was done with the Basilisk Hills cluster (see Basilisk Hills Compiled, Supplemental, and Ultimate). All of the current hexes in this series are set in the [[Scarlet Principality region]]. The goal is to release roughly six hexes per year. As of now the following clusters have been started:&lt;br /&gt;
**[[Basilisk Hills]]&lt;br /&gt;
**[[Camp of the Horsefolk]]&lt;br /&gt;
**[[Deepwater]]&lt;br /&gt;
**[[Keep of the Rawhide Gang]]&lt;br /&gt;
**[[Lake of Abominations]]&lt;br /&gt;
**[[Slow Waters]]&lt;br /&gt;
**[[The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populated Hexes Monthly.&#039;&#039;&#039; Each issue, released monthly, these are set elsewhere in the world of Absalom. Each issue contains ten pages of new material, again looking at a single hex. There are currently no plans to produce these in clusters, although there is the potential to release a &amp;quot;compiled&amp;quot; book of a year&#039;s worth of hexes. Each hex is examined in less detail than the more exhaustive hexes, with room for Referee customization. The goal is to provide a quick mini-dungeon or encounter that can be drawn from as needed, rather than a more involved location.&lt;br /&gt;
&lt;br /&gt;
**[[The Plains of Zelaia]]&lt;br /&gt;
**[[The Frozen North]]&lt;br /&gt;
&lt;br /&gt;
==Populated Hexes==&lt;br /&gt;
&lt;br /&gt;
For the most part, each hex in this series consists of a single 6-mile hex. There are some exceptions: Hexes 15.22, 15.21, and 16.24 each have a single bonus hex, while Hex 13.39 has seven hexes.&lt;br /&gt;
&lt;br /&gt;
===Basilisk Hills===&lt;br /&gt;
This cluster has been completed.&lt;br /&gt;
&lt;br /&gt;
*[[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*[[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*[[Hex 15.22 The Toppled King]]&lt;br /&gt;
**[[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*[[Hex 15.21 The Rivers Source]]&lt;br /&gt;
**[[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*[[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*[[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*[[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*[[Basilisk Hills Compiled]]&lt;br /&gt;
*[[Basilisk Hills Supplemental]]&lt;br /&gt;
*[[Basilisk Hills Ultimate]]&lt;br /&gt;
&lt;br /&gt;
===Camp of the Horsefolk===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
&lt;br /&gt;
===Deepwater===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
&lt;br /&gt;
===Keep of the Rawhide Gang===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*[[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*[[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*[[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*[[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*[[Hex 15.41 Valley of the Rock Baboons]]&lt;br /&gt;
&lt;br /&gt;
===Lake of Abominations===&lt;br /&gt;
This cluster has been completed but not compiled.&lt;br /&gt;
&lt;br /&gt;
*[[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*[[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
**[[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*[[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*[[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*[[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*[[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*[[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
&lt;br /&gt;
===Slow Waters===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 07.36 Slow Waters]]&lt;br /&gt;
&lt;br /&gt;
===Temple of Bathrymrala===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
==Populated Hexes Monthly==&lt;br /&gt;
&lt;br /&gt;
*[[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*[[Issue 2 The Entrance to the Valley of Kings pt 1]]&lt;br /&gt;
*[[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*[[Issue 4 The Village of the Grippli]]&lt;br /&gt;
*[[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*[[Issue 6 The Entrance to the Frozen Wastes]]&lt;br /&gt;
*[[Issue 7 The Artifacts of the Giant Folk]]&lt;br /&gt;
*[[Issue 8 The Haunted Hill]]&lt;br /&gt;
*[[Issue 9 The Fools Ascent]]&lt;br /&gt;
*[[Issue 10 The Dreaming City of Kahudbar]]&lt;br /&gt;
*[[Issue 11 The Lake of the Dead]]&lt;br /&gt;
*[[Issue 12 The Gardens of the Rising Sun]]&lt;br /&gt;
*[[Issue 13 The Lair of the Death Gazer]]&lt;br /&gt;
*[[Issue 14 The Necromancer&#039;s Retreat]]&lt;br /&gt;
*[[Issue 15 The Smuggler&#039;s Cove]]&lt;br /&gt;
*[[Issue 16 The Crescent Isle]]&lt;br /&gt;
*[[Issue 17 The Isle of the Monitor]]&lt;br /&gt;
*[[Issue 18 The Sea Scourge]]&lt;br /&gt;
*[[Issue 19 A Shot Across the Bow]]&lt;br /&gt;
*[[Issue 20 The Three Sisters]]&lt;br /&gt;
*[[Issue 21 The Ruined Manse]]&lt;br /&gt;
*[[Issue 22 Into the Wild Woods]]&lt;br /&gt;
*[[Issue 23 The Sable Wastes]]&lt;br /&gt;
*[[Issue 24 The Ettin&#039;s Retreat]]&lt;br /&gt;
*[[Issue 25 Psionics, Part I]]&lt;br /&gt;
*[[Issue 26 Psionics, Part II]]&lt;br /&gt;
*[[Issue 27 The Gnoll Lands]]&lt;br /&gt;
*[[Issue 28 The Manticore&#039;s Perch]]&lt;br /&gt;
*[[Issue 29 The Shrine of Moranomil]]&lt;br /&gt;
*[[Issue 30 The Peaceful Pool]]&lt;br /&gt;
*[[Issue 31 The Barrow of the Forgotten Ones]]&lt;br /&gt;
*[[Issue 32 Wind Madness and Artifacts, Part I]]&lt;br /&gt;
*[[Issue 33 Artifacts, Part II]]&lt;br /&gt;
*[[Issue 34 The City of Dry Gulch]]&lt;br /&gt;
*[[Issue 35 The Deeps Below Dry Gulch]]&lt;br /&gt;
*[[Issue 36 The Sewers of Dry Gulch]]&lt;br /&gt;
*[[Issue 37 The Bestiary Spillover]]&lt;br /&gt;
*[[Issue 38 The Thunseer&#039;s Roost]]&lt;br /&gt;
*[[Issue 39 Tyeld, the City of Shadows, Part I]]&lt;br /&gt;
*[[Issue 40 Tyeld, the City of Shadows, Part II]]&lt;br /&gt;
*[[Issue 41 The Shadowlands]]&lt;br /&gt;
*[[Issue 42 The Demons of the Shadowlands]]&lt;br /&gt;
*[[Issue 43 The Races of the Shadowlands]]&lt;br /&gt;
*[[Issue 44 The Mortocracy of Negrorn and Paragon Level Characters]]&lt;br /&gt;
*[[Issue 45 The Festival of the Dead]]&lt;br /&gt;
*[[Issue 46]]&lt;br /&gt;
*[[Issue 47 Return to Dry Gulch, Part I]]&lt;br /&gt;
*[[Issue 48 Return to Dry Gulch, Part II]]&lt;br /&gt;
*[[Issue 49 The Town of Junction]]&lt;br /&gt;
*[[Issue 50 The Scarlet Principality]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Western Absalom]]&lt;br /&gt;
*[[Scarlet Principalities Regional Maps]] References to Area 1 on the map of Western Absalom, above.&lt;br /&gt;
&lt;br /&gt;
==Index of Books==&lt;br /&gt;
&lt;br /&gt;
===Dungeons===&lt;br /&gt;
*Abandoned Mines: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Abandoned cellar: [[PHM 11]]&lt;br /&gt;
*Arcane Dungeon: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Barrow&lt;br /&gt;
**Ancient evil: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Unique undead horror, 12 HD&lt;br /&gt;
**Ley Engine:[[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Arcanoplasm: Taken from Tome of Horrors, complete&lt;br /&gt;
**Ship barrow: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Rot Grubs&lt;br /&gt;
***Coffer Corpse&lt;br /&gt;
*Brigands: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Caves (gargoyles): [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Caves of Daothog: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Crashed Dimensional Ship: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Dragon: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Druidic Temple: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Faery&lt;br /&gt;
**House of the Rising Sun, entrance to: [[PHM 12]]&lt;br /&gt;
*Frogling Village: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Gnoll, Blistered Skin tribe: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin, Bloody Bones tribe: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Goblin, Sunken Sun tribe: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Morlock Caves: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Kobold Mines: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Mummy Tombs: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Orc: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Orc (Festering Sore clan): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Ruined Temple: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Shadowlands: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Skull Cave: [[PHM 14]]&lt;br /&gt;
*The Halls of Layignar: [[PHM 48]]&lt;br /&gt;
*The Deeps Below Dry Gulch: [[PHM 35]]&lt;br /&gt;
**Ghost&lt;br /&gt;
**Golem, stone&lt;br /&gt;
**Mummy&lt;br /&gt;
**Skeletons&lt;br /&gt;
**Spider, giant black widow&lt;br /&gt;
*The Sewers Below Dry Gulch: [[PHM 36]]&lt;br /&gt;
**Beetles, oil&lt;br /&gt;
**Carcass Crawler&lt;br /&gt;
**Child of Iahoth&lt;br /&gt;
**Coffer Corpse&lt;br /&gt;
**Giant Mutant Frog&lt;br /&gt;
**Grey Ooze&lt;br /&gt;
**Iahoth, mutated catfish&lt;br /&gt;
**Poltergeist&lt;br /&gt;
**Rot Grubs&lt;br /&gt;
**Shadows&lt;br /&gt;
**Slithering Tracker&lt;br /&gt;
**Water Fiend&lt;br /&gt;
**Wight&lt;br /&gt;
**Zombies&lt;br /&gt;
*Troglodyte: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Wizard&#039;s tower: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
*Cult of the Basilisk (knights): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*The Rawhide Gang (brigands): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Monastery of the Eaglefolk: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
*Aamutähti (magic sword): [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Artifacts (trade good): [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Artifacts of the Ancient Ones: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Biter (sword +1): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Bog Iron: [[PHM 13]]&lt;br /&gt;
*Cauldron of Dhraudoug: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Chaug (concentrated dream-stuff): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Drugs&lt;br /&gt;
**Astral Tea: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Difodol: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Dream-snuff: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Dullweed: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Faery Dust: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Mothachadh: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Numbwine: [[PHM 10]]&lt;br /&gt;
**Sempiturnal snuff: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Figurine of Wondrous Power, Worm: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Forbidden Folio of Faugnthlide: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Lloer (Moonwine): [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Moon-ruby: [[PHM 10]]&lt;br /&gt;
*Potion:&lt;br /&gt;
**Warmth: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Praum (gods-sweat): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Ring of Animal Training: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Sea&#039;s Fury (sword): [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Spear of Adbalt Skychaser: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Spectral Frost: *[[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Spellstealer (dagger): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Velvet Capped Mushrooms: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Whisperwind (sword): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Ynsyth stones: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Zelenek, alchemical compound: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*Adamarach (crystal spiders): [[Hex 13.22 The Plateau of Sighs]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Algoid: [[PHM 13]]&lt;br /&gt;
*Ankheg: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Ant, giant: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Antelope: [[Hex 13.22 The Plateau of Sighs]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Ape&lt;br /&gt;
**Servitor: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Aranea: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Basilisk: [[Hex 15.22 The Toppled King]], [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Bat&lt;br /&gt;
**Giant: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
**Normal: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Bear&lt;br /&gt;
**Cave: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
**Grizzly: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Boar: [[Hex 15.21 The Rivers Source]], [[Hex 16.42 Into the Stewpot]], [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Boobrie: [[PHM 13]]&lt;br /&gt;
*Beetle&lt;br /&gt;
**Oil: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Boar, giant: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Brigands: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Bulette: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*&#039;&#039;Caballi&#039;&#039; (horsefolk): [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Carcass Crawler: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cat, giant&lt;br /&gt;
**Mountain Lion: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Catoblepas: [[PHM 13]]&lt;br /&gt;
*Centipedes, giant: [[Hex 15.22 The Toppled King]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
**Enormous: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Children of Bathrymrala: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Construct&lt;br /&gt;
**Piebald Damselfly: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Crayfish, giant: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Crocodile, large: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Deer: [[Hex 15.22 The Toppled King]], [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Disenchanter: [[PHM 8]]&lt;br /&gt;
*Dog, sled: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Doppelganger: [[Hex 13.39 The Domain of Deepwater]], [[PHM 48]]&lt;br /&gt;
*Dragon: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Dragonne: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Drake&lt;br /&gt;
**Hypnale: [[Hex 26.35 Camp of the Horsefolk]], taken from A Hamsterish Hoard of Monsters&lt;br /&gt;
**Wood: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
**Swamp: [[PHM 13]]&lt;br /&gt;
*Dryad: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Dungeon Oysters: [[Hex 14.22 The Lair of the Troglodytes]], taken from A Hamsterish Hoard of Monsters&lt;br /&gt;
*Eagle, giant: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Eel&lt;br /&gt;
**Giant electric: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Elemental, earth: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Empressbug: [[Hex 16.22 Autrak&#039;s Range]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Fish, giant&lt;br /&gt;
**Catfish: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Piranha, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Piranha, fingerling: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frog&lt;br /&gt;
**Giant: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
**Giant poisonous: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frogling&lt;br /&gt;
*Garbug: [[PHM 13]]&lt;br /&gt;
*Gargoyle: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Genie, shaitani: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e, Monsters 2&lt;br /&gt;
*Giant &lt;br /&gt;
**Hill: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
**The giants of old: PHM #7&lt;br /&gt;
*Ghost: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Gnoll: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Gorgon&lt;br /&gt;
**Capragorgon: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Griffons: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Green Slime: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Guileu: [[Hex 15.21 The Rivers Source]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Hawk, giant: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Hornet, giant: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Horse, wild: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Human&lt;br /&gt;
**Hermit: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Hydra: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Jelly&lt;br /&gt;
**Earth: [[Hex 26.35 Camp of the Horsefolk]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Kobold: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Leng, Denizen of: [[PHM 10]]&lt;br /&gt;
*Livestone: [[Hex 15.22 The Toppled King]], taken from Tome of Horrors Complete&lt;br /&gt;
*Lizard&lt;br /&gt;
**Draco: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*&#039;&#039;Lophaeti&#039;&#039; (eagle-folk): [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Lycanthrope&lt;br /&gt;
**Devil Swine: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
**Werebear: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
**Wereboar: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Magic-user&lt;br /&gt;
**Imprisoned in &#039;&#039;magic jar&#039;&#039;: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Manticore: [[Hex 14.22 The Lair of the Troglodytes]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Medusa: [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
**Greater medusa: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Morlock: [[Hex 16.21 Forest&#039;s Blessing]] Taken from Labyrinth Lord Basic&lt;br /&gt;
*Mold&lt;br /&gt;
**Red: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Yellow: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Mudling: [[PHM 13]]&lt;br /&gt;
*Mummy: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Mummy, bog: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Naga.&lt;br /&gt;
**Spirit: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Needlebush: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Orc: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Owlbear: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Pegasus: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Plants&lt;br /&gt;
**Bladderwort, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Butterwort, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Helborn: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Rainbow plant, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Swordgrass: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Rhagodessa: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Robber Flies: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*Roc, giant: PHM 7&lt;br /&gt;
*Rock Worm: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e Monsters 2&lt;br /&gt;
*Scorpions, giant: [[Hex 13.39 The Domain of Deepwater]], [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*Scum Creeper: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Skeleton: [[Hex 18.24 The Deadwoods]], [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Calcified: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Slime&lt;br /&gt;
**Green: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Snail, giant: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Snakes&lt;br /&gt;
**Cottonmouth, giant: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
**Pit Viper: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
**Rattler: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
**Magically infused: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Spectre: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Spider&lt;br /&gt;
**Black widow: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Crab: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
**Gaganor, Giant Black Widow: [[PHM 48]]&lt;br /&gt;
**Leng: [[PHM 9]]&lt;br /&gt;
**Tarantula, giant: [[Hex 15.21 The Rivers Source]] Note that these are different from the Tarantella spiders in OSE Basic&lt;br /&gt;
*Sprite: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Stirge: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Tatterdemanimal: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Treant&lt;br /&gt;
**Undead Treant: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Triceratops: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Troglodyte: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Troll: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Turtle, giant&lt;br /&gt;
**Snapping: [[Hex 13.39 The Domain of Deepwater]], [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Undead&lt;br /&gt;
**[[PHM 11]]&lt;br /&gt;
*Undine: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Unicorns: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Vampire rose: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Warp beast: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Wasp, giant: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Wight: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Wight, winter: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Wolf: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Wolf, dire: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Wolf, winter: PHM 7&lt;br /&gt;
*Wraith, earth: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e, Monsters 2&lt;br /&gt;
*Wyvern: [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Zombie: [[Hex 15.23 The Statue Garden]], [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Mud: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Crocodile: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Binder: [[PHM #8]]&lt;br /&gt;
*Brigand: [[Hex 15.42 The Keep of the Rawhide Gang]]&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;
*Chelydra (turtle-folk): [[PHM 15]]&lt;br /&gt;
*Chelydra waterwright (turtle-folk): [[PHM 15]]&lt;br /&gt;
*Elf: [[PHM 12]]&lt;br /&gt;
*Elven Spellsinger: [[PHM 12]]&lt;br /&gt;
*Frogling Warrior: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frogling Shaman: [[Hex 07.36 Slow Waters]]&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 #4]]&lt;br /&gt;
*Grippli Treespeaker: [[PHM #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 Valley of the Rock Baboons]]&lt;br /&gt;
*Morlock: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Morlock Shaman: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Morlock Sorcerer: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Orc Reaver: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Necromancer: [[PHM 14]]&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;
*Psittacan (parrot-folk): [[PHM 18]]&lt;br /&gt;
*Psittacan susurrent (parrot-folk): [[PHM 18]]&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;
*Troglodyte. [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Troglodyte Shaman: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Votnan: [[PHM #5]]&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*Animal Companions: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
**Advancing animal companions: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Brigandry (new Thief Guild Organization): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Clerical Temples: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Combat Manuevers: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Cost of Living: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Dreamlands: [[PHM 9]]&lt;br /&gt;
*Creating Constructs: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Dragons in Absalom: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*Drugs and drug interactions: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Druids in Absalom: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Elemental templates: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Faery Courts: [[PHM 12]]&lt;br /&gt;
*Fighting Styles: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Gargoyles in Absalom: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Ghoul Fever: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Giant Runic Magic: PHM 7&lt;br /&gt;
*Giant Snails in Absalom: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Knacks, new&lt;br /&gt;
**Giant-kin: PHM 7&lt;br /&gt;
*Ley Lines: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Magic:&lt;br /&gt;
**Crafting charms and fetishes: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
**Magic Item Components: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Magic Item Creation: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
**Researching Spells: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
**Ritual Magic: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Masterwork Items: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Monsters&lt;br /&gt;
**Giving monsters class levels without creating a new class: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Mummies: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Nodes of Chaos: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Poisons: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Skills: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Dreaming: [[PHM 9]]&lt;br /&gt;
**Runecasting: PHM 7&lt;br /&gt;
*Specialist Magic: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Summoning Circles: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Swamp Hazards and Diseases: [[PHM 13]]&lt;br /&gt;
*Templates: PHM #6&lt;br /&gt;
**Vessels: PHM #6&lt;br /&gt;
*Unicorns in Absalom: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Universal Grammary: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Value of Spellbooks: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Vulnerability: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Wounds: [[PHM 11]]&lt;br /&gt;
&lt;br /&gt;
===Gods, Deities, and other Puissant Beings===&lt;br /&gt;
*Ahdue, vestige: [[PHM 8]]&lt;br /&gt;
*Bathrymrala: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cuhcuh, vestige: [[PHM 8]]&lt;br /&gt;
*Blien&#039;Quol, the formless wind: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Daothog: [[Issue 1 The Shrine of Daothog]], [[PHM 8]]&lt;br /&gt;
*Faugnthlide: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Ferum Sa, vestige: [[PHM 8]]&lt;br /&gt;
*Hexbebe: [[Hex 15.43 The Crypts of the Aimascurs]] Followed in Jacaar, worship now likely extinct.&lt;br /&gt;
*Isumga, vestige: [[PHM 8]]&lt;br /&gt;
*Jaekissre, vestige: [[PHM 8]] (print only)&lt;br /&gt;
*Lhutep, the Burrower Beneath: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Logua, She who Howls in the Night: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Luggrat, the Breaker of Chains: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Loyignar, the Hill that Sees: [[PHM 48]]&lt;br /&gt;
*Malorkahudfen, god of Chaos: [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*Mirayah, goddess of Law: [[Hex 15.23 The Statue Garden]] &lt;br /&gt;
*Orehedon, vestige: [[PHM 8]]&lt;br /&gt;
*Sambeth the Thrice-slain, vestige: [[PHM 8]]&lt;br /&gt;
*Shagothtlagln, the Devourer: [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Shudiasa: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Shogglatch of the Sixteenth Arms: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Thothbri, the eternal unlife:[[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Tlili the Unquenchable Thirst, vestige: [[PHM 8]]&lt;br /&gt;
*Tsathoggua: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Yugshutlgn, the Darkstalker: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Air bubble: (arcane, druidic, 1, enchantment: [[PHM 13]]&lt;br /&gt;
*Allure (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Animate Mud: (arcane, druidic, 2, enchantment) [[PHM 13]]&lt;br /&gt;
*Augury (divine, 2): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Avatar of the Frog God (divine, 5): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Baleful gaze of the bloated one (divine, 2): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Berserker rage (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Blink (arcane, 3): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Burning hands (arcane, 1): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Call Wolf (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Chameleon (druid 1, arcane 2, illusion): [[PHM 13]]&lt;br /&gt;
*Charm person or mammal (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Circle of Confinement (arcane/divine, 1): [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cone of Cold (Arcane, evocation, 5th): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Control Weather (divine, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Cure Blindness (divine, 3): [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Darkness Globe (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Divination (divine, 4): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Enchant Arms (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Enlarge (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*False Trap (arcane, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Featherfall (arcane, 1): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Frost Armor (arcane, abjuration, 1st): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Grasping Mire (arcane 2, enchantment): [[PHM 13]]&lt;br /&gt;
*Grease (arcane 1, conjuration): [[PHM 13]]&lt;br /&gt;
*Gust of Wind (arcane, 3): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Heal (divine, 6, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Ice Knife (arcane, conjuration, 2nd): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Ice storm (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Holy Chant (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Jarring Hand (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Magic Aura (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Mending (arcane, divine, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Miasmal mist (arcane 3, conjuration): [[PHM 13]]&lt;br /&gt;
*Open Faery Road (arcane, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Prayer (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Preserve (divine/druid, 1): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Pyrotechnics (arcane, druidic, 3): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Ray of Frost (arcane, evocation, 1): [[PHM 5]]&lt;br /&gt;
*Resist Acid (divine, 2): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Resist Disease (cleric 2, druid 2, enchantment): [[PHM 13]]&lt;br /&gt;
*Resurrection (clerical, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Sanctuary (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Shagothtlagln&#039;s Hunger (divine, 5): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Simulacrum (arcane, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Speak with Dead (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Spider Climb (arcane, 1): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Spiritual Weapon (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Stinking Cloud (arcane, 1): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Stoneskin (cleric, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Strength (arcane, 2): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Summon Lesser Servitor (arcane, illusionist, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Summon Ooze (arcane, 3): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Summon Servitor of Tsathoggua (divine, 4): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Tenebral Veil (arcane, illusion, 1): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Tiny hut (arcane, 3): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Trap the Sould (arcane, 8, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Tsathaggua&#039;s Guidance (divine, 1): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Umbral Shield (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Unseen Servant (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Web bolt (arcane 1, conjuration): [[PHM 13]]&lt;br /&gt;
*Wish (arcane, 9, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Wither (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
&lt;br /&gt;
This section divides the hexes into their predominate terrain types. If two or more types of terrain can be found in equal amounts in a hex, or if a hex has a terrain feature (such as a river or lake) that hex will appear in both categories.&lt;br /&gt;
&lt;br /&gt;
*Arctic: PHM 5-7.&lt;br /&gt;
*Butte/Plateau: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Desert, coastal: [[Issue 1 The Shrine of Daothog]], [[Issue 2 The Entrance to the Valley of Kings pt 1]], [[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*Forest, light: [[Hex 17.23 The Lake of Abominations]], [[Hex 15.21 The Rivers Source]], [[Hex 16.24 Forests of Plenty]], [[Hex 17.24 Village of the Owlfolk]], [[Hex 18.24 The Deadwoods]], [[Hex 18.23 The Trails of Cabulech]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Forest, dead: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Grasslands: [[Hex 26.35 Camp of the Horsefolk]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Hills, forested: [[Hex 15.22 The Toppled King]], [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Hills, grassy: [[Hex 14.22 The Lair of the Troglodytes]], [[Hex 13.22 The Plateau of Sighs]], [[Hex 14.23 The Basilisk Knights]], [[Hex 15.22 The Toppled King]], [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 31.21 The Gangrenous Orcs]], [[PHM 8]], [[PHM 10]]&lt;br /&gt;
*Hills, barren: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 15.42 The Keep of the Rawhide Gang]], [[Hex 16.42 Into the Stewpot]], [[Hex 16.43 Caves of the Elder Gargoyles]], [[Slow Waters]]&lt;br /&gt;
*Lake: [[Hex 17.23 The Lake of Abominations]], [[Hex 17.22 Valley of the Sunken Sun]], [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 15.43 The Crypts of the Aimascurs]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Marsh: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Mountain, barren: [[Hex 15.42 The Keep of the Rawhide Gang]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 15.43 The Crypts of the Aimascurs]], [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Mountain, forested: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Ocean: [[Issue 1 The Shrine of Daothog]], [[Issue 2 The Entrance to the Valley of Kings pt 1]], [[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*Other: [[PHM 9]] (The Plateau of Leng)&lt;br /&gt;
*Rainforest, temperate: [[Issue 4 The Village of the Grippli]]&lt;br /&gt;
*River: [[Hex 07.36 Slow Waters]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 24.26 The Temple of Bathrymrala]], [[Hex 15.21 The Rivers Source]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 17.22 Valley of the Sunken Sun]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Swamp: [[Hex 24.26 The Temple of Bathrymrala]], [[PHM 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Urban Settlements===&lt;br /&gt;
&lt;br /&gt;
The hexes listed below all contain an urban settlement capable to providing goods and services to adventurers, even if on a limited basis. Certain communities, such as the Lair of the Gangrenous Orcs, or the Keep of the Rawhide Gang, are excluded as they are not true urban centers.&lt;br /&gt;
&lt;br /&gt;
*Chaelhal: [[Hex 16.42 Into the Stewpot]] Not actually covered yet, but mentioned in a map found in the lair of the devil swine.&lt;br /&gt;
*Deepwater:[[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Kahudbar: [[PHM 10]]&lt;br /&gt;
*Liwil: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Highglade: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Ogrim: [[PHM 6]]&lt;br /&gt;
*Smuggler&#039;s Cove: [[PHM 15]]&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_World_of_Absalom&amp;diff=484405</id>
		<title>The World of Absalom</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_World_of_Absalom&amp;diff=484405"/>
		<updated>2025-11-23T20:38:16Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The World of Absalom=&lt;br /&gt;
&lt;br /&gt;
This wiki page is written to track and organize the various products published by &#039;&#039;[https://thirdkingdomgames.com Third Kingdom Games]&#039;&#039;. Outside of the supplemental books, they publish two series dedicated to hexcrawling, creatively titled &amp;quot;Populated Hexes&amp;quot; and &amp;quot;Populated Hexes Monthly&amp;quot;. All products are written using the &#039;&#039;&#039;Old School Essentials&#039;&#039;&#039; ruleset but can be easily adapted to any OSR-style game. This page will maintain a directory of monsters, terrain, rules, spells, etc. for easy reference.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populated Hexes.&#039;&#039;&#039; Each issue looks at a single -- or occasionally, two -- hexes in great detail, breaking it down into constiuent subhexes with lairs, features, and encounters as well as optional rules. Each PH contains around, on average, 25 pages of content. Each hex in this series is part of a &amp;quot;cluster&amp;quot; of seven hexes; a central hex, and the six surounding hexes. The goal is to, as a cluster is complete, to compile the hexes into a single book, as was done with the Basilisk Hills cluster (see Basilisk Hills Compiled, Supplemental, and Ultimate). All of the current hexes in this series are set in the [[Scarlet Principality region]]. The goal is to release roughly six hexes per year. As of now the following clusters have been started:&lt;br /&gt;
**[[Basilisk Hills]]&lt;br /&gt;
**[[Camp of the Horsefolk]]&lt;br /&gt;
**[[Deepwater]]&lt;br /&gt;
**[[Keep of the Rawhide Gang]]&lt;br /&gt;
**[[Lake of Abominations]]&lt;br /&gt;
**[[Slow Waters]]&lt;br /&gt;
**[[The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populated Hexes Monthly.&#039;&#039;&#039; Each issue, released monthly, these are set elsewhere in the world of Absalom. Each issue contains ten pages of new material, again looking at a single hex. There are currently no plans to produce these in clusters, although there is the potential to release a &amp;quot;compiled&amp;quot; book of a year&#039;s worth of hexes. Each hex is examined in less detail than the more exhaustive hexes, with room for Referee customization. The goal is to provide a quick mini-dungeon or encounter that can be drawn from as needed, rather than a more involved location.&lt;br /&gt;
&lt;br /&gt;
**[[The Plains of Zelaia]]&lt;br /&gt;
**[[The Frozen North]]&lt;br /&gt;
&lt;br /&gt;
==Populated Hexes==&lt;br /&gt;
&lt;br /&gt;
For the most part, each hex in this series consists of a single 6-mile hex. There are some exceptions: Hexes 15.22, 15.21, and 16.24 each have a single bonus hex, while Hex 13.39 has seven hexes.&lt;br /&gt;
&lt;br /&gt;
===Basilisk Hills===&lt;br /&gt;
This cluster has been completed.&lt;br /&gt;
&lt;br /&gt;
*[[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*[[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*[[Hex 15.22 The Toppled King]]&lt;br /&gt;
**[[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*[[Hex 15.21 The Rivers Source]]&lt;br /&gt;
**[[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*[[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*[[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*[[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*[[Basilisk Hills Compiled]]&lt;br /&gt;
*[[Basilisk Hills Supplemental]]&lt;br /&gt;
*[[Basilisk Hills Ultimate]]&lt;br /&gt;
&lt;br /&gt;
===Camp of the Horsefolk===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
&lt;br /&gt;
===Deepwater===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
&lt;br /&gt;
===Keep of the Rawhide Gang===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*[[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*[[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*[[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*[[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*[[Hex 15.41 Valley of the Rock Baboons]]&lt;br /&gt;
&lt;br /&gt;
===Lake of Abominations===&lt;br /&gt;
This cluster has been completed but not compiled.&lt;br /&gt;
&lt;br /&gt;
*[[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*[[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
**[[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*[[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*[[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*[[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*[[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*[[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
&lt;br /&gt;
===Slow Waters===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 07.36 Slow Waters]]&lt;br /&gt;
&lt;br /&gt;
===Temple of Bathrymrala===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
==Populated Hexes Monthly==&lt;br /&gt;
&lt;br /&gt;
*[[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*[[Issue 2 The Entrance to the Valley of Kings pt 1]]&lt;br /&gt;
*[[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*[[Issue 4 The Village of the Grippli]]&lt;br /&gt;
*[[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*[[Issue 6 The Entrance to the Frozen Wastes]]&lt;br /&gt;
*[[Issue 7 The Artifacts of the Giant Folk]]&lt;br /&gt;
*[[Issue 8 The Haunted Hill]]&lt;br /&gt;
*[[Issue 9 The Fools Ascent]]&lt;br /&gt;
*[[Issue 10 The Dreaming City of Kahudbar]]&lt;br /&gt;
*[[Issue 11 The Lake of the Dead]]&lt;br /&gt;
*[[Issue 12 The Gardens of the Rising Sun]]&lt;br /&gt;
*[[Issue 13 The Lair of the Death Gazer]]&lt;br /&gt;
*[[Issue 14 The Necromancer&#039;s Retreat]]&lt;br /&gt;
*[[Issue 15 The Smuggler&#039;s Cove]]&lt;br /&gt;
*[[Issue 16 The Crescent Isle]]&lt;br /&gt;
*[[Issue 17 The Isle of the Monitor]]&lt;br /&gt;
*[[Issue 18 The Sea Scourge]]&lt;br /&gt;
*[[Issue 19 A Shot Across the Bow]]&lt;br /&gt;
*[[Issue 20 The Three Sisters]]&lt;br /&gt;
*[[Issue 21 The Ruined Manse]]&lt;br /&gt;
*[[Issue 22 Into the Wild Woods]]&lt;br /&gt;
*[[Issue 23 The Sable Wastes]]&lt;br /&gt;
*[[Issue 24 The Ettin&#039;s Retreat]]&lt;br /&gt;
*[[Issue 25 Psionics, Part I]]&lt;br /&gt;
*[[Issue 26 Psionics, Part II]]&lt;br /&gt;
*[[Issue 27 The Gnoll Lands]]&lt;br /&gt;
*[[Issue 28 The Manticore&#039;s Perch]]&lt;br /&gt;
*[[Issue 29 The Shrine of Moranomil]]&lt;br /&gt;
*[[Issue 30 The Peaceful Pool]]&lt;br /&gt;
*[[Issue 31 The Barrow of the Forgotten Ones]]&lt;br /&gt;
*[[Issue 32 Wind Madness and Artifacts, Part I]]&lt;br /&gt;
*[[Issue 33 Artifacts, Part II]]&lt;br /&gt;
*[[Issue 34 The City of Dry Gulch]]&lt;br /&gt;
*[[Issue 35 The Deeps Below Dry Gulch]]&lt;br /&gt;
*[[Issue 36 The Sewers of Dry Gulch]]&lt;br /&gt;
*[[Issue 37 The Bestiary Spillover]]&lt;br /&gt;
*[[Issue 38 The Thunseer&#039;s Roost]]&lt;br /&gt;
*[[Issue 39 Tyeld, the City of Shadows, Part I]]&lt;br /&gt;
*[[Issue 40 Tyeld, the City of Shadows, Part II]]&lt;br /&gt;
*[[Issue 41 The Shadowlands]]&lt;br /&gt;
*[[Issue 42 The Demons of the Shadowlands]]&lt;br /&gt;
*[[Issue 43 The Races of the Shadowlands]]&lt;br /&gt;
*[[Issue 44 The Mortocracy of Negrorn and Paragon Level Characters]]&lt;br /&gt;
*[[Issue 45 The Festival of the Dead]]&lt;br /&gt;
*[[Issue 46]]&lt;br /&gt;
*[[Issue 47 Return to Dry Gulch, Part I]]&lt;br /&gt;
*[[Issue 48 Return to Dry Gulch, Part II]]&lt;br /&gt;
*[[Issue 49 The Town of Junction]]&lt;br /&gt;
*[[Issue 50 The Scarlet Principality]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Western Absalom]]&lt;br /&gt;
*[[Scarlet Principalities Regional Maps]] References to Area 1 on the map of Western Absalom, above.&lt;br /&gt;
&lt;br /&gt;
==Index of Books==&lt;br /&gt;
&lt;br /&gt;
===Dungeons===&lt;br /&gt;
*Abandoned Mines: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Abandoned cellar: [[PHM 11]]&lt;br /&gt;
*Arcane Dungeon: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Barrow&lt;br /&gt;
**Ancient evil: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Unique undead horror, 12 HD&lt;br /&gt;
**Ley Engine:[[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Arcanoplasm: Taken from Tome of Horrors, complete&lt;br /&gt;
**Ship barrow: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Rot Grubs&lt;br /&gt;
***Coffer Corpse&lt;br /&gt;
*Brigands: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Caves (gargoyles): [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Caves of Daothog: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Crashed Dimensional Ship: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Dragon: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Druidic Temple: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Faery&lt;br /&gt;
**House of the Rising Sun, entrance to: [[PHM 12]]&lt;br /&gt;
*Frogling Village: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Gnoll, Blistered Skin tribe: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin, Bloody Bones tribe: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Goblin, Sunken Sun tribe: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Morlock Caves: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Kobold Mines: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Mummy Tombs: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Orc: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Orc (Festering Sore clan): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Ruined Temple: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Shadowlands: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Skull Cave: [[PHM 14]]&lt;br /&gt;
*The Halls of Layignar: [[PHM 48]]&lt;br /&gt;
*Troglodyte: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Wizard&#039;s tower: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
*Cult of the Basilisk (knights): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*The Rawhide Gang (brigands): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Monastery of the Eaglefolk: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
*Aamutähti (magic sword): [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Artifacts (trade good): [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Artifacts of the Ancient Ones: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Biter (sword +1): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Bog Iron: [[PHM 13]]&lt;br /&gt;
*Cauldron of Dhraudoug: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Chaug (concentrated dream-stuff): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Drugs&lt;br /&gt;
**Astral Tea: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Difodol: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Dream-snuff: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Dullweed: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Faery Dust: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Mothachadh: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Numbwine: [[PHM 10]]&lt;br /&gt;
**Sempiturnal snuff: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Figurine of Wondrous Power, Worm: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Forbidden Folio of Faugnthlide: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Lloer (Moonwine): [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Moon-ruby: [[PHM 10]]&lt;br /&gt;
*Potion:&lt;br /&gt;
**Warmth: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Praum (gods-sweat): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Ring of Animal Training: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Sea&#039;s Fury (sword): [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Spear of Adbalt Skychaser: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Spectral Frost: *[[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Spellstealer (dagger): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Velvet Capped Mushrooms: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Whisperwind (sword): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Ynsyth stones: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Zelenek, alchemical compound: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*Adamarach (crystal spiders): [[Hex 13.22 The Plateau of Sighs]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Algoid: [[PHM 13]]&lt;br /&gt;
*Ankheg: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Ant, giant: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Antelope: [[Hex 13.22 The Plateau of Sighs]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Ape&lt;br /&gt;
**Servitor: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Aranea: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Basilisk: [[Hex 15.22 The Toppled King]], [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Bat&lt;br /&gt;
**Giant: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
**Normal: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Bear&lt;br /&gt;
**Cave: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
**Grizzly: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Boar: [[Hex 15.21 The Rivers Source]], [[Hex 16.42 Into the Stewpot]], [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Boobrie: [[PHM 13]]&lt;br /&gt;
*Beetle&lt;br /&gt;
**Oil: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Boar, giant: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Brigands: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Bulette: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*&#039;&#039;Caballi&#039;&#039; (horsefolk): [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Carcass Crawler: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cat, giant&lt;br /&gt;
**Mountain Lion: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Catoblepas: [[PHM 13]]&lt;br /&gt;
*Centipedes, giant: [[Hex 15.22 The Toppled King]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
**Enormous: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Children of Bathrymrala: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Construct&lt;br /&gt;
**Piebald Damselfly: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Crayfish, giant: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Crocodile, large: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Deer: [[Hex 15.22 The Toppled King]], [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Disenchanter: [[PHM 8]]&lt;br /&gt;
*Dog, sled: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Doppelganger: [[Hex 13.39 The Domain of Deepwater]], [[PHM 48]]&lt;br /&gt;
*Dragon: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Dragonne: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Drake&lt;br /&gt;
**Hypnale: [[Hex 26.35 Camp of the Horsefolk]], taken from A Hamsterish Hoard of Monsters&lt;br /&gt;
**Wood: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
**Swamp: [[PHM 13]]&lt;br /&gt;
*Dryad: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Dungeon Oysters: [[Hex 14.22 The Lair of the Troglodytes]], taken from A Hamsterish Hoard of Monsters&lt;br /&gt;
*Eagle, giant: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Eel&lt;br /&gt;
**Giant electric: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Elemental, earth: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Empressbug: [[Hex 16.22 Autrak&#039;s Range]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Fish, giant&lt;br /&gt;
**Catfish: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Piranha, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Piranha, fingerling: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frog&lt;br /&gt;
**Giant: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
**Giant poisonous: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frogling&lt;br /&gt;
*Garbug: [[PHM 13]]&lt;br /&gt;
*Gargoyle: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Genie, shaitani: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e, Monsters 2&lt;br /&gt;
*Giant &lt;br /&gt;
**Hill: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
**The giants of old: PHM #7&lt;br /&gt;
*Ghost: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Gnoll: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Gorgon&lt;br /&gt;
**Capragorgon: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Griffons: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Green Slime: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Guileu: [[Hex 15.21 The Rivers Source]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Hawk, giant: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Hornet, giant: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Horse, wild: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Human&lt;br /&gt;
**Hermit: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Hydra: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Jelly&lt;br /&gt;
**Earth: [[Hex 26.35 Camp of the Horsefolk]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Kobold: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Leng, Denizen of: [[PHM 10]]&lt;br /&gt;
*Livestone: [[Hex 15.22 The Toppled King]], taken from Tome of Horrors Complete&lt;br /&gt;
*Lizard&lt;br /&gt;
**Draco: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*&#039;&#039;Lophaeti&#039;&#039; (eagle-folk): [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Lycanthrope&lt;br /&gt;
**Devil Swine: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
**Werebear: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
**Wereboar: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Magic-user&lt;br /&gt;
**Imprisoned in &#039;&#039;magic jar&#039;&#039;: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Manticore: [[Hex 14.22 The Lair of the Troglodytes]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Medusa: [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
**Greater medusa: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Morlock: [[Hex 16.21 Forest&#039;s Blessing]] Taken from Labyrinth Lord Basic&lt;br /&gt;
*Mold&lt;br /&gt;
**Red: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Yellow: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Mudling: [[PHM 13]]&lt;br /&gt;
*Mummy: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Mummy, bog: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Naga.&lt;br /&gt;
**Spirit: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Needlebush: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Orc: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Owlbear: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Pegasus: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Plants&lt;br /&gt;
**Bladderwort, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Butterwort, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Helborn: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Rainbow plant, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Swordgrass: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Rhagodessa: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Robber Flies: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*Roc, giant: PHM 7&lt;br /&gt;
*Rock Worm: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e Monsters 2&lt;br /&gt;
*Scorpions, giant: [[Hex 13.39 The Domain of Deepwater]], [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*Scum Creeper: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Skeleton: [[Hex 18.24 The Deadwoods]], [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Calcified: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Slime&lt;br /&gt;
**Green: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Snail, giant: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Snakes&lt;br /&gt;
**Cottonmouth, giant: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
**Pit Viper: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
**Rattler: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
**Magically infused: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Spectre: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Spider&lt;br /&gt;
**Black widow: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Crab: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
**Gaganor, Giant Black Widow: [[PHM 48]]&lt;br /&gt;
**Leng: [[PHM 9]]&lt;br /&gt;
**Tarantula, giant: [[Hex 15.21 The Rivers Source]] Note that these are different from the Tarantella spiders in OSE Basic&lt;br /&gt;
*Sprite: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Stirge: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Tatterdemanimal: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Treant&lt;br /&gt;
**Undead Treant: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Triceratops: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Troglodyte: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Troll: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Turtle, giant&lt;br /&gt;
**Snapping: [[Hex 13.39 The Domain of Deepwater]], [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Undead&lt;br /&gt;
**[[PHM 11]]&lt;br /&gt;
*Undine: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Unicorns: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Vampire rose: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Warp beast: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Wasp, giant: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Wight: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Wight, winter: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Wolf: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Wolf, dire: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Wolf, winter: PHM 7&lt;br /&gt;
*Wraith, earth: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e, Monsters 2&lt;br /&gt;
*Wyvern: [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Zombie: [[Hex 15.23 The Statue Garden]], [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Mud: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Crocodile: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Binder: [[PHM #8]]&lt;br /&gt;
*Brigand: [[Hex 15.42 The Keep of the Rawhide Gang]]&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;
*Chelydra (turtle-folk): [[PHM 15]]&lt;br /&gt;
*Chelydra waterwright (turtle-folk): [[PHM 15]]&lt;br /&gt;
*Elf: [[PHM 12]]&lt;br /&gt;
*Elven Spellsinger: [[PHM 12]]&lt;br /&gt;
*Frogling Warrior: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frogling Shaman: [[Hex 07.36 Slow Waters]]&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 #4]]&lt;br /&gt;
*Grippli Treespeaker: [[PHM #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 Valley of the Rock Baboons]]&lt;br /&gt;
*Morlock: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Morlock Shaman: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Morlock Sorcerer: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Orc Reaver: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Necromancer: [[PHM 14]]&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;
*Psittacan (parrot-folk): [[PHM 18]]&lt;br /&gt;
*Psittacan susurrent (parrot-folk): [[PHM 18]]&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;
*Troglodyte. [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Troglodyte Shaman: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Votnan: [[PHM #5]]&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*Animal Companions: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
**Advancing animal companions: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Brigandry (new Thief Guild Organization): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Clerical Temples: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Combat Manuevers: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Cost of Living: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Dreamlands: [[PHM 9]]&lt;br /&gt;
*Creating Constructs: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Dragons in Absalom: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*Drugs and drug interactions: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Druids in Absalom: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Elemental templates: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Faery Courts: [[PHM 12]]&lt;br /&gt;
*Fighting Styles: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Gargoyles in Absalom: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Ghoul Fever: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Giant Runic Magic: PHM 7&lt;br /&gt;
*Giant Snails in Absalom: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Knacks, new&lt;br /&gt;
**Giant-kin: PHM 7&lt;br /&gt;
*Ley Lines: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Magic:&lt;br /&gt;
**Crafting charms and fetishes: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
**Magic Item Components: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Magic Item Creation: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
**Researching Spells: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
**Ritual Magic: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Masterwork Items: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Monsters&lt;br /&gt;
**Giving monsters class levels without creating a new class: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Mummies: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Nodes of Chaos: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Poisons: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Skills: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Dreaming: [[PHM 9]]&lt;br /&gt;
**Runecasting: PHM 7&lt;br /&gt;
*Specialist Magic: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Summoning Circles: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Swamp Hazards and Diseases: [[PHM 13]]&lt;br /&gt;
*Templates: PHM #6&lt;br /&gt;
**Vessels: PHM #6&lt;br /&gt;
*Unicorns in Absalom: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Universal Grammary: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Value of Spellbooks: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Vulnerability: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Wounds: [[PHM 11]]&lt;br /&gt;
&lt;br /&gt;
===Gods, Deities, and other Puissant Beings===&lt;br /&gt;
*Ahdue, vestige: [[PHM 8]]&lt;br /&gt;
*Bathrymrala: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cuhcuh, vestige: [[PHM 8]]&lt;br /&gt;
*Blien&#039;Quol, the formless wind: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Daothog: [[Issue 1 The Shrine of Daothog]], [[PHM 8]]&lt;br /&gt;
*Faugnthlide: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Ferum Sa, vestige: [[PHM 8]]&lt;br /&gt;
*Hexbebe: [[Hex 15.43 The Crypts of the Aimascurs]] Followed in Jacaar, worship now likely extinct.&lt;br /&gt;
*Isumga, vestige: [[PHM 8]]&lt;br /&gt;
*Jaekissre, vestige: [[PHM 8]] (print only)&lt;br /&gt;
*Lhutep, the Burrower Beneath: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Logua, She who Howls in the Night: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Luggrat, the Breaker of Chains: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Loyignar, the Hill that Sees: [[PHM 48]]&lt;br /&gt;
*Malorkahudfen, god of Chaos: [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*Mirayah, goddess of Law: [[Hex 15.23 The Statue Garden]] &lt;br /&gt;
*Orehedon, vestige: [[PHM 8]]&lt;br /&gt;
*Sambeth the Thrice-slain, vestige: [[PHM 8]]&lt;br /&gt;
*Shagothtlagln, the Devourer: [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Shudiasa: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Shogglatch of the Sixteenth Arms: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Thothbri, the eternal unlife:[[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Tlili the Unquenchable Thirst, vestige: [[PHM 8]]&lt;br /&gt;
*Tsathoggua: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Yugshutlgn, the Darkstalker: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Air bubble: (arcane, druidic, 1, enchantment: [[PHM 13]]&lt;br /&gt;
*Allure (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Animate Mud: (arcane, druidic, 2, enchantment) [[PHM 13]]&lt;br /&gt;
*Augury (divine, 2): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Avatar of the Frog God (divine, 5): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Baleful gaze of the bloated one (divine, 2): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Berserker rage (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Blink (arcane, 3): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Burning hands (arcane, 1): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Call Wolf (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Chameleon (druid 1, arcane 2, illusion): [[PHM 13]]&lt;br /&gt;
*Charm person or mammal (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Circle of Confinement (arcane/divine, 1): [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cone of Cold (Arcane, evocation, 5th): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Control Weather (divine, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Cure Blindness (divine, 3): [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Darkness Globe (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Divination (divine, 4): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Enchant Arms (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Enlarge (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*False Trap (arcane, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Featherfall (arcane, 1): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Frost Armor (arcane, abjuration, 1st): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Grasping Mire (arcane 2, enchantment): [[PHM 13]]&lt;br /&gt;
*Grease (arcane 1, conjuration): [[PHM 13]]&lt;br /&gt;
*Gust of Wind (arcane, 3): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Heal (divine, 6, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Ice Knife (arcane, conjuration, 2nd): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Ice storm (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Holy Chant (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Jarring Hand (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Magic Aura (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Mending (arcane, divine, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Miasmal mist (arcane 3, conjuration): [[PHM 13]]&lt;br /&gt;
*Open Faery Road (arcane, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Prayer (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Preserve (divine/druid, 1): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Pyrotechnics (arcane, druidic, 3): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Ray of Frost (arcane, evocation, 1): [[PHM 5]]&lt;br /&gt;
*Resist Acid (divine, 2): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Resist Disease (cleric 2, druid 2, enchantment): [[PHM 13]]&lt;br /&gt;
*Resurrection (clerical, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Sanctuary (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Shagothtlagln&#039;s Hunger (divine, 5): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Simulacrum (arcane, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Speak with Dead (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Spider Climb (arcane, 1): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Spiritual Weapon (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Stinking Cloud (arcane, 1): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Stoneskin (cleric, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Strength (arcane, 2): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Summon Lesser Servitor (arcane, illusionist, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Summon Ooze (arcane, 3): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Summon Servitor of Tsathoggua (divine, 4): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Tenebral Veil (arcane, illusion, 1): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Tiny hut (arcane, 3): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Trap the Sould (arcane, 8, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Tsathaggua&#039;s Guidance (divine, 1): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Umbral Shield (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Unseen Servant (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Web bolt (arcane 1, conjuration): [[PHM 13]]&lt;br /&gt;
*Wish (arcane, 9, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Wither (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
&lt;br /&gt;
This section divides the hexes into their predominate terrain types. If two or more types of terrain can be found in equal amounts in a hex, or if a hex has a terrain feature (such as a river or lake) that hex will appear in both categories.&lt;br /&gt;
&lt;br /&gt;
*Arctic: PHM 5-7.&lt;br /&gt;
*Butte/Plateau: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Desert, coastal: [[Issue 1 The Shrine of Daothog]], [[Issue 2 The Entrance to the Valley of Kings pt 1]], [[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*Forest, light: [[Hex 17.23 The Lake of Abominations]], [[Hex 15.21 The Rivers Source]], [[Hex 16.24 Forests of Plenty]], [[Hex 17.24 Village of the Owlfolk]], [[Hex 18.24 The Deadwoods]], [[Hex 18.23 The Trails of Cabulech]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Forest, dead: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Grasslands: [[Hex 26.35 Camp of the Horsefolk]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Hills, forested: [[Hex 15.22 The Toppled King]], [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Hills, grassy: [[Hex 14.22 The Lair of the Troglodytes]], [[Hex 13.22 The Plateau of Sighs]], [[Hex 14.23 The Basilisk Knights]], [[Hex 15.22 The Toppled King]], [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 31.21 The Gangrenous Orcs]], [[PHM 8]], [[PHM 10]]&lt;br /&gt;
*Hills, barren: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 15.42 The Keep of the Rawhide Gang]], [[Hex 16.42 Into the Stewpot]], [[Hex 16.43 Caves of the Elder Gargoyles]], [[Slow Waters]]&lt;br /&gt;
*Lake: [[Hex 17.23 The Lake of Abominations]], [[Hex 17.22 Valley of the Sunken Sun]], [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 15.43 The Crypts of the Aimascurs]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Marsh: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Mountain, barren: [[Hex 15.42 The Keep of the Rawhide Gang]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 15.43 The Crypts of the Aimascurs]], [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Mountain, forested: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Ocean: [[Issue 1 The Shrine of Daothog]], [[Issue 2 The Entrance to the Valley of Kings pt 1]], [[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*Other: [[PHM 9]] (The Plateau of Leng)&lt;br /&gt;
*Rainforest, temperate: [[Issue 4 The Village of the Grippli]]&lt;br /&gt;
*River: [[Hex 07.36 Slow Waters]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 24.26 The Temple of Bathrymrala]], [[Hex 15.21 The Rivers Source]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 17.22 Valley of the Sunken Sun]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Swamp: [[Hex 24.26 The Temple of Bathrymrala]], [[PHM 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Urban Settlements===&lt;br /&gt;
&lt;br /&gt;
The hexes listed below all contain an urban settlement capable to providing goods and services to adventurers, even if on a limited basis. Certain communities, such as the Lair of the Gangrenous Orcs, or the Keep of the Rawhide Gang, are excluded as they are not true urban centers.&lt;br /&gt;
&lt;br /&gt;
*Chaelhal: [[Hex 16.42 Into the Stewpot]] Not actually covered yet, but mentioned in a map found in the lair of the devil swine.&lt;br /&gt;
*Deepwater:[[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Kahudbar: [[PHM 10]]&lt;br /&gt;
*Liwil: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Highglade: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Ogrim: [[PHM 6]]&lt;br /&gt;
*Smuggler&#039;s Cove: [[PHM 15]]&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_World_of_Absalom&amp;diff=484404</id>
		<title>The World of Absalom</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_World_of_Absalom&amp;diff=484404"/>
		<updated>2025-11-23T20:33:38Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Dungeons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The World of Absalom=&lt;br /&gt;
&lt;br /&gt;
This wiki page is written to track and organize the various products published by &#039;&#039;[https://thirdkingdomgames.com Third Kingdom Games]&#039;&#039;. Outside of the supplemental books, they publish two series dedicated to hexcrawling, creatively titled &amp;quot;Populated Hexes&amp;quot; and &amp;quot;Populated Hexes Monthly&amp;quot;. All products are written using the &#039;&#039;&#039;Old School Essentials&#039;&#039;&#039; ruleset but can be easily adapted to any OSR-style game. This page will maintain a directory of monsters, terrain, rules, spells, etc. for easy reference.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populated Hexes.&#039;&#039;&#039; Each issue looks at a single -- or occasionally, two -- hexes in great detail, breaking it down into constiuent subhexes with lairs, features, and encounters as well as optional rules. Each PH contains around, on average, 25 pages of content. Each hex in this series is part of a &amp;quot;cluster&amp;quot; of seven hexes; a central hex, and the six surounding hexes. The goal is to, as a cluster is complete, to compile the hexes into a single book, as was done with the Basilisk Hills cluster (see Basilisk Hills Compiled, Supplemental, and Ultimate). All of the current hexes in this series are set in the [[Scarlet Principality region]]. The goal is to release roughly six hexes per year. As of now the following clusters have been started:&lt;br /&gt;
**[[Basilisk Hills]]&lt;br /&gt;
**[[Camp of the Horsefolk]]&lt;br /&gt;
**[[Deepwater]]&lt;br /&gt;
**[[Keep of the Rawhide Gang]]&lt;br /&gt;
**[[Lake of Abominations]]&lt;br /&gt;
**[[Slow Waters]]&lt;br /&gt;
**[[The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populated Hexes Monthly.&#039;&#039;&#039; Each issue, released monthly, these are set elsewhere in the world of Absalom. Each issue contains ten pages of new material, again looking at a single hex. There are currently no plans to produce these in clusters, although there is the potential to release a &amp;quot;compiled&amp;quot; book of a year&#039;s worth of hexes. Each hex is examined in less detail than the more exhaustive hexes, with room for Referee customization. The goal is to provide a quick mini-dungeon or encounter that can be drawn from as needed, rather than a more involved location.&lt;br /&gt;
&lt;br /&gt;
**[[The Plains of Zelaia]]&lt;br /&gt;
**[[The Frozen North]]&lt;br /&gt;
&lt;br /&gt;
==Populated Hexes==&lt;br /&gt;
&lt;br /&gt;
For the most part, each hex in this series consists of a single 6-mile hex. There are some exceptions: Hexes 15.22, 15.21, and 16.24 each have a single bonus hex, while Hex 13.39 has seven hexes.&lt;br /&gt;
&lt;br /&gt;
===Basilisk Hills===&lt;br /&gt;
This cluster has been completed.&lt;br /&gt;
&lt;br /&gt;
*[[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*[[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*[[Hex 15.22 The Toppled King]]&lt;br /&gt;
**[[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*[[Hex 15.21 The Rivers Source]]&lt;br /&gt;
**[[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*[[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*[[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*[[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*[[Basilisk Hills Compiled]]&lt;br /&gt;
*[[Basilisk Hills Supplemental]]&lt;br /&gt;
*[[Basilisk Hills Ultimate]]&lt;br /&gt;
&lt;br /&gt;
===Camp of the Horsefolk===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
&lt;br /&gt;
===Deepwater===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
&lt;br /&gt;
===Keep of the Rawhide Gang===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*[[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*[[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*[[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*[[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*[[Hex 15.41 Valley of the Rock Baboons]]&lt;br /&gt;
&lt;br /&gt;
===Lake of Abominations===&lt;br /&gt;
This cluster has been completed but not compiled.&lt;br /&gt;
&lt;br /&gt;
*[[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*[[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
**[[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*[[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*[[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*[[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*[[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*[[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
&lt;br /&gt;
===Slow Waters===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 07.36 Slow Waters]]&lt;br /&gt;
&lt;br /&gt;
===Temple of Bathrymrala===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
==Populated Hexes Monthly==&lt;br /&gt;
&lt;br /&gt;
*[[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*[[Issue 2 The Entrance to the Valley of Kings pt 1]]&lt;br /&gt;
*[[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*[[Issue 4 The Village of the Grippli]]&lt;br /&gt;
*[[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*[[Issue 6 The Entrance to the Frozen Wastes]]&lt;br /&gt;
*[[Issue 7 The Artifacts of the Giant Folk]]&lt;br /&gt;
*[[Issue 8 The Haunted Hill]]&lt;br /&gt;
*[[Issue 9 The Fools Ascent]]&lt;br /&gt;
*[[Issue 10 The Dreaming City of Kahudbar]]&lt;br /&gt;
*[[Issue 11 The Lake of the Dead]]&lt;br /&gt;
*[[Issue 12 The Gardens of the Rising Sun]]&lt;br /&gt;
*[[Issue 13 The Lair of the Death Gazer]]&lt;br /&gt;
*[[Issue 14 The Necromancer&#039;s Retreat]]&lt;br /&gt;
*[[Issue 15 The Smuggler&#039;s Cove]]&lt;br /&gt;
*[[Issue 16 The Crescent Isle]]&lt;br /&gt;
*[[Issue 17 The Isle of the Monitor]]&lt;br /&gt;
*[[Issue 18 The Sea Scourge]]&lt;br /&gt;
*[[Issue 19 A Shot Across the Bow]]&lt;br /&gt;
*[[Issue 20 The Three Sisters]]&lt;br /&gt;
*[[Issue 21 The Ruined Manse]]&lt;br /&gt;
*[[Issue 22 Into the Wild Woods]]&lt;br /&gt;
*[[Issue 23 The Sable Wastes]]&lt;br /&gt;
*[[Issue 24 The Ettin&#039;s Retreat]]&lt;br /&gt;
*[[Issue 25 Psionics, Part I]]&lt;br /&gt;
*[[Issue 26 Psionics, Part II]]&lt;br /&gt;
*[[Issue 27 The Gnoll Lands]]&lt;br /&gt;
*[[Issue 28 The Manticore&#039;s Perch]]&lt;br /&gt;
*[[Issue 29 The Shrine of Moranomil]]&lt;br /&gt;
*[[Issue 30 The Peaceful Pool]]&lt;br /&gt;
*[[Issue 31 The Barrow of the Forgotten Ones]]&lt;br /&gt;
*[[Issue 32 Wind Madness and Artifacts, Part I]]&lt;br /&gt;
*[[Issue 33 Artifacts, Part II]]&lt;br /&gt;
*[[Issue 34 The City of Dry Gulch]]&lt;br /&gt;
*[[Issue 35 The Deeps Below Dry Gulch]]&lt;br /&gt;
*[[Issue 36 The Sewers of Dry Gulch]]&lt;br /&gt;
*[[Issue 37 The Bestiary Spillover]]&lt;br /&gt;
*[[Issue 38 The Thunseer&#039;s Roost]]&lt;br /&gt;
*[[Issue 39 Tyeld, the City of Shadows, Part I]]&lt;br /&gt;
*[[Issue 40 Tyeld, the City of Shadows, Part II]]&lt;br /&gt;
*[[Issue 41 The Shadowlands]]&lt;br /&gt;
*[[Issue 42 The Demons of the Shadowlands]]&lt;br /&gt;
*[[Issue 43 The Races of the Shadowlands]]&lt;br /&gt;
*[[Issue 44 The Mortocracy of Negrorn and Paragon Level Characters]]&lt;br /&gt;
*[[Issue 45 The Festival of the Dead]]&lt;br /&gt;
*[[Issue 46]]&lt;br /&gt;
*[[Issue 47 Return to Dry Gulch, Part I]]&lt;br /&gt;
*[[Issue 48 Return to Dry Gulch, Part II]]&lt;br /&gt;
*[[Issue 49 The Town of Junction]]&lt;br /&gt;
*[[Issue 50 The Scarlet Principality]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Western Absalom]]&lt;br /&gt;
*[[Scarlet Principalities Regional Maps]] References to Area 1 on the map of Western Absalom, above.&lt;br /&gt;
&lt;br /&gt;
==Index of Books==&lt;br /&gt;
&lt;br /&gt;
===Dungeons===&lt;br /&gt;
*Abandoned Mines: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Abandoned cellar: [[PHM 11]]&lt;br /&gt;
*Arcane Dungeon: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Barrow&lt;br /&gt;
**Ancient evil: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Unique undead horror, 12 HD&lt;br /&gt;
**Ley Engine:[[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Arcanoplasm: Taken from Tome of Horrors, complete&lt;br /&gt;
**Ship barrow: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Rot Grubs&lt;br /&gt;
***Coffer Corpse&lt;br /&gt;
*Brigands: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Caves (gargoyles): [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Caves of Daothog: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Crashed Dimensional Ship: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Dragon: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Druidic Temple: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Faery&lt;br /&gt;
**House of the Rising Sun, entrance to: [[PHM 12]]&lt;br /&gt;
*Frogling Village: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Gnoll, Blistered Skin tribe: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin, Bloody Bones tribe: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Goblin, Sunken Sun tribe: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Morlock Caves: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Kobold Mines: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Mummy Tombs: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Orc: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Orc (Festering Sore clan): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Ruined Temple: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Shadowlands: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Skull Cave: [[PHM 14]]&lt;br /&gt;
*The Halls of Layignar: [[PHM 48]]&lt;br /&gt;
*Troglodyte: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Wizard&#039;s tower: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
*Cult of the Basilisk (knights): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*The Rawhide Gang (brigands): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Monastery of the Eaglefolk: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
*Aamutähti (magic sword): [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Artifacts (trade good): [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Artifacts of the Ancient Ones: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Biter (sword +1): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Bog Iron: [[PHM 13]]&lt;br /&gt;
*Cauldron of Dhraudoug: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Chaug (concentrated dream-stuff): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Drugs&lt;br /&gt;
**Astral Tea: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Difodol: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Dream-snuff: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Dullweed: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Faery Dust: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Mothachadh: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Numbwine: [[PHM 10]]&lt;br /&gt;
**Sempiturnal snuff: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Figurine of Wondrous Power, Worm: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Forbidden Folio of Faugnthlide: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Lloer (Moonwine): [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Moon-ruby: [[PHM 10]]&lt;br /&gt;
*Potion:&lt;br /&gt;
**Warmth: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Praum (gods-sweat): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Ring of Animal Training: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Sea&#039;s Fury (sword): [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Spear of Adbalt Skychaser: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Spectral Frost: *[[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Spellstealer (dagger): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Velvet Capped Mushrooms: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Whisperwind (sword): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Ynsyth stones: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Zelenek, alchemical compound: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*Adamarach (crystal spiders): [[Hex 13.22 The Plateau of Sighs]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Algoid: [[PHM 13]]&lt;br /&gt;
*Ankheg: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Ant, giant: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Antelope: [[Hex 13.22 The Plateau of Sighs]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Ape&lt;br /&gt;
**Servitor: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Aranea: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Basilisk: [[Hex 15.22 The Toppled King]], [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Bat&lt;br /&gt;
**Giant: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
**Normal: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Bear&lt;br /&gt;
**Cave: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
**Grizzly: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Boar: [[Hex 15.21 The Rivers Source]], [[Hex 16.42 Into the Stewpot]], [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Boobrie: [[PHM 13]]&lt;br /&gt;
*Beetle&lt;br /&gt;
**Oil: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Boar, giant: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Brigands: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Bulette: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*&#039;&#039;Caballi&#039;&#039; (horsefolk): [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Carcass Crawler: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cat, giant&lt;br /&gt;
**Mountain Lion: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Catoblepas: [[PHM 13]]&lt;br /&gt;
*Centipedes, giant: [[Hex 15.22 The Toppled King]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
**Enormous: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Children of Bathrymrala: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Construct&lt;br /&gt;
**Piebald Damselfly: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Crayfish, giant: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Crocodile, large: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Deer: [[Hex 15.22 The Toppled King]], [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Disenchanter: [[PHM 8]]&lt;br /&gt;
*Dog, sled: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Doppelganger: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Dragon: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Dragonne: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Drake&lt;br /&gt;
**Hypnale: [[Hex 26.35 Camp of the Horsefolk]], taken from A Hamsterish Hoard of Monsters&lt;br /&gt;
**Wood: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
**Swamp: [[PHM 13]]&lt;br /&gt;
*Dryad: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Dungeon Oysters: [[Hex 14.22 The Lair of the Troglodytes]], taken from A Hamsterish Hoard of Monsters&lt;br /&gt;
*Eagle, giant: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Eel&lt;br /&gt;
**Giant electric: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Elemental, earth: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Empressbug: [[Hex 16.22 Autrak&#039;s Range]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Fish, giant&lt;br /&gt;
**Catfish: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Piranha, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Piranha, fingerling: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frog&lt;br /&gt;
**Giant: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
**Giant poisonous: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frogling&lt;br /&gt;
*Garbug: [[PHM 13]]&lt;br /&gt;
*Gargoyle: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Genie, shaitani: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e, Monsters 2&lt;br /&gt;
*Giant &lt;br /&gt;
**Hill: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
**The giants of old: PHM #7&lt;br /&gt;
*Ghost: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Gnoll: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Gorgon&lt;br /&gt;
**Capragorgon: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Griffons: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Green Slime: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Guileu: [[Hex 15.21 The Rivers Source]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Hawk, giant: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Hornet, giant: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Horse, wild: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Human&lt;br /&gt;
**Hermit: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Hydra: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Jelly&lt;br /&gt;
**Earth: [[Hex 26.35 Camp of the Horsefolk]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Kobold: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Leng, Denizen of: [[PHM 10]]&lt;br /&gt;
*Livestone: [[Hex 15.22 The Toppled King]], taken from Tome of Horrors Complete&lt;br /&gt;
*Lizard&lt;br /&gt;
**Draco: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*&#039;&#039;Lophaeti&#039;&#039; (eagle-folk): [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Lycanthrope&lt;br /&gt;
**Devil Swine: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
**Werebear: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
**Wereboar: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Magic-user&lt;br /&gt;
**Imprisoned in &#039;&#039;magic jar&#039;&#039;: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Manticore: [[Hex 14.22 The Lair of the Troglodytes]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Medusa: [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
**Greater medusa: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Morlock: [[Hex 16.21 Forest&#039;s Blessing]] Taken from Labyrinth Lord Basic&lt;br /&gt;
*Mold&lt;br /&gt;
**Red: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Yellow: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Mudling: [[PHM 13]]&lt;br /&gt;
*Mummy: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Mummy, bog: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Naga.&lt;br /&gt;
**Spirit: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Needlebush: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Orc: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Owlbear: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Pegasus: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Plants&lt;br /&gt;
**Bladderwort, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Butterwort, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Helborn: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Rainbow plant, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Swordgrass: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Rhagodessa: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Robber Flies: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*Roc, giant: PHM 7&lt;br /&gt;
*Rock Worm: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e Monsters 2&lt;br /&gt;
*Scorpions, giant: [[Hex 13.39 The Domain of Deepwater]], [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*Scum Creeper: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Skeleton: [[Hex 18.24 The Deadwoods]], [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Calcified: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Slime&lt;br /&gt;
**Green: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Snail, giant: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Snakes&lt;br /&gt;
**Cottonmouth, giant: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
**Pit Viper: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
**Rattler: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
**Magically infused: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Spectre: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Spider&lt;br /&gt;
**Black widow: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Crab: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
**Leng: [[PHM 9]]&lt;br /&gt;
**Tarantula, giant: [[Hex 15.21 The Rivers Source]] Note that these are different from the Tarantella spiders in OSE Basic&lt;br /&gt;
*Sprite: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Stirge: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Tatterdemanimal: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Treant&lt;br /&gt;
**Undead Treant: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Triceratops: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Troglodyte: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Troll: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Turtle, giant&lt;br /&gt;
**Snapping: [[Hex 13.39 The Domain of Deepwater]], [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Undead&lt;br /&gt;
**[[PHM 11]]&lt;br /&gt;
*Undine: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Unicorns: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Vampire rose: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Warp beast: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Wasp, giant: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Wight: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Wight, winter: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Wolf: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Wolf, dire: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Wolf, winter: PHM 7&lt;br /&gt;
*Wraith, earth: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e, Monsters 2&lt;br /&gt;
*Wyvern: [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Zombie: [[Hex 15.23 The Statue Garden]], [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Mud: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Crocodile: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Binder: [[PHM #8]]&lt;br /&gt;
*Brigand: [[Hex 15.42 The Keep of the Rawhide Gang]]&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;
*Chelydra (turtle-folk): [[PHM 15]]&lt;br /&gt;
*Chelydra waterwright (turtle-folk): [[PHM 15]]&lt;br /&gt;
*Elf: [[PHM 12]]&lt;br /&gt;
*Elven Spellsinger: [[PHM 12]]&lt;br /&gt;
*Frogling Warrior: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frogling Shaman: [[Hex 07.36 Slow Waters]]&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 #4]]&lt;br /&gt;
*Grippli Treespeaker: [[PHM #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 Valley of the Rock Baboons]]&lt;br /&gt;
*Morlock: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Morlock Shaman: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Morlock Sorcerer: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Orc Reaver: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Necromancer: [[PHM 14]]&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;
*Psittacan (parrot-folk): [[PHM 18]]&lt;br /&gt;
*Psittacan susurrent (parrot-folk): [[PHM 18]]&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;
*Troglodyte. [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Troglodyte Shaman: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Votnan: [[PHM #5]]&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*Animal Companions: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
**Advancing animal companions: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Brigandry (new Thief Guild Organization): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Clerical Temples: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Combat Manuevers: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Cost of Living: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Dreamlands: [[PHM 9]]&lt;br /&gt;
*Creating Constructs: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Dragons in Absalom: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*Drugs and drug interactions: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Druids in Absalom: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Elemental templates: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Faery Courts: [[PHM 12]]&lt;br /&gt;
*Fighting Styles: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Gargoyles in Absalom: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Ghoul Fever: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Giant Runic Magic: PHM 7&lt;br /&gt;
*Giant Snails in Absalom: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Knacks, new&lt;br /&gt;
**Giant-kin: PHM 7&lt;br /&gt;
*Ley Lines: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Magic:&lt;br /&gt;
**Crafting charms and fetishes: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
**Magic Item Components: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Magic Item Creation: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
**Researching Spells: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
**Ritual Magic: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Masterwork Items: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Monsters&lt;br /&gt;
**Giving monsters class levels without creating a new class: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Mummies: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Nodes of Chaos: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Poisons: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Skills: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Dreaming: [[PHM 9]]&lt;br /&gt;
**Runecasting: PHM 7&lt;br /&gt;
*Specialist Magic: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Summoning Circles: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Swamp Hazards and Diseases: [[PHM 13]]&lt;br /&gt;
*Templates: PHM #6&lt;br /&gt;
**Vessels: PHM #6&lt;br /&gt;
*Unicorns in Absalom: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Universal Grammary: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Value of Spellbooks: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Vulnerability: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Wounds: [[PHM 11]]&lt;br /&gt;
&lt;br /&gt;
===Gods, Deities, and other Puissant Beings===&lt;br /&gt;
*Ahdue, vestige: [[PHM 8]]&lt;br /&gt;
*Bathrymrala: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cuhcuh, vestige: [[PHM 8]]&lt;br /&gt;
*Blien&#039;Quol, the formless wind: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Daothog: [[Issue 1 The Shrine of Daothog]], [[PHM 8]]&lt;br /&gt;
*Faugnthlide: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Ferum Sa, vestige: [[PHM 8]]&lt;br /&gt;
*Hexbebe: [[Hex 15.43 The Crypts of the Aimascurs]] Followed in Jacaar, worship now likely extinct.&lt;br /&gt;
*Isumga, vestige: [[PHM 8]]&lt;br /&gt;
*Jaekissre, vestige: [[PHM 8]] (print only)&lt;br /&gt;
*Lhutep, the Burrower Beneath: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Logua, She who Howls in the Night: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Luggrat, the Breaker of Chains: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Loyignar, the Hill that Sees: [[PHM 48]]&lt;br /&gt;
*Malorkahudfen, god of Chaos: [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*Mirayah, goddess of Law: [[Hex 15.23 The Statue Garden]] &lt;br /&gt;
*Orehedon, vestige: [[PHM 8]]&lt;br /&gt;
*Sambeth the Thrice-slain, vestige: [[PHM 8]]&lt;br /&gt;
*Shagothtlagln, the Devourer: [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Shudiasa: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Shogglatch of the Sixteenth Arms: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Thothbri, the eternal unlife:[[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Tlili the Unquenchable Thirst, vestige: [[PHM 8]]&lt;br /&gt;
*Tsathoggua: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Yugshutlgn, the Darkstalker: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Air bubble: (arcane, druidic, 1, enchantment: [[PHM 13]]&lt;br /&gt;
*Allure (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Animate Mud: (arcane, druidic, 2, enchantment) [[PHM 13]]&lt;br /&gt;
*Augury (divine, 2): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Avatar of the Frog God (divine, 5): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Baleful gaze of the bloated one (divine, 2): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Berserker rage (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Blink (arcane, 3): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Burning hands (arcane, 1): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Call Wolf (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Chameleon (druid 1, arcane 2, illusion): [[PHM 13]]&lt;br /&gt;
*Charm person or mammal (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Circle of Confinement (arcane/divine, 1): [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cone of Cold (Arcane, evocation, 5th): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Control Weather (divine, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Cure Blindness (divine, 3): [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Darkness Globe (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Divination (divine, 4): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Enchant Arms (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Enlarge (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*False Trap (arcane, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Featherfall (arcane, 1): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Frost Armor (arcane, abjuration, 1st): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Grasping Mire (arcane 2, enchantment): [[PHM 13]]&lt;br /&gt;
*Grease (arcane 1, conjuration): [[PHM 13]]&lt;br /&gt;
*Gust of Wind (arcane, 3): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Heal (divine, 6, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Ice Knife (arcane, conjuration, 2nd): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Ice storm (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Holy Chant (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Jarring Hand (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Magic Aura (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Mending (arcane, divine, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Miasmal mist (arcane 3, conjuration): [[PHM 13]]&lt;br /&gt;
*Open Faery Road (arcane, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Prayer (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Preserve (divine/druid, 1): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Pyrotechnics (arcane, druidic, 3): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Ray of Frost (arcane, evocation, 1): [[PHM 5]]&lt;br /&gt;
*Resist Acid (divine, 2): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Resist Disease (cleric 2, druid 2, enchantment): [[PHM 13]]&lt;br /&gt;
*Resurrection (clerical, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Sanctuary (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Shagothtlagln&#039;s Hunger (divine, 5): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Simulacrum (arcane, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Speak with Dead (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Spider Climb (arcane, 1): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Spiritual Weapon (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Stinking Cloud (arcane, 1): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Stoneskin (cleric, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Strength (arcane, 2): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Summon Lesser Servitor (arcane, illusionist, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Summon Ooze (arcane, 3): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Summon Servitor of Tsathoggua (divine, 4): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Tenebral Veil (arcane, illusion, 1): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Tiny hut (arcane, 3): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Trap the Sould (arcane, 8, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Tsathaggua&#039;s Guidance (divine, 1): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Umbral Shield (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Unseen Servant (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Web bolt (arcane 1, conjuration): [[PHM 13]]&lt;br /&gt;
*Wish (arcane, 9, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Wither (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
&lt;br /&gt;
This section divides the hexes into their predominate terrain types. If two or more types of terrain can be found in equal amounts in a hex, or if a hex has a terrain feature (such as a river or lake) that hex will appear in both categories.&lt;br /&gt;
&lt;br /&gt;
*Arctic: PHM 5-7.&lt;br /&gt;
*Butte/Plateau: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Desert, coastal: [[Issue 1 The Shrine of Daothog]], [[Issue 2 The Entrance to the Valley of Kings pt 1]], [[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*Forest, light: [[Hex 17.23 The Lake of Abominations]], [[Hex 15.21 The Rivers Source]], [[Hex 16.24 Forests of Plenty]], [[Hex 17.24 Village of the Owlfolk]], [[Hex 18.24 The Deadwoods]], [[Hex 18.23 The Trails of Cabulech]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Forest, dead: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Grasslands: [[Hex 26.35 Camp of the Horsefolk]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Hills, forested: [[Hex 15.22 The Toppled King]], [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Hills, grassy: [[Hex 14.22 The Lair of the Troglodytes]], [[Hex 13.22 The Plateau of Sighs]], [[Hex 14.23 The Basilisk Knights]], [[Hex 15.22 The Toppled King]], [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 31.21 The Gangrenous Orcs]], [[PHM 8]], [[PHM 10]]&lt;br /&gt;
*Hills, barren: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 15.42 The Keep of the Rawhide Gang]], [[Hex 16.42 Into the Stewpot]], [[Hex 16.43 Caves of the Elder Gargoyles]], [[Slow Waters]]&lt;br /&gt;
*Lake: [[Hex 17.23 The Lake of Abominations]], [[Hex 17.22 Valley of the Sunken Sun]], [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 15.43 The Crypts of the Aimascurs]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Marsh: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Mountain, barren: [[Hex 15.42 The Keep of the Rawhide Gang]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 15.43 The Crypts of the Aimascurs]], [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Mountain, forested: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Ocean: [[Issue 1 The Shrine of Daothog]], [[Issue 2 The Entrance to the Valley of Kings pt 1]], [[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*Other: [[PHM 9]] (The Plateau of Leng)&lt;br /&gt;
*Rainforest, temperate: [[Issue 4 The Village of the Grippli]]&lt;br /&gt;
*River: [[Hex 07.36 Slow Waters]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 24.26 The Temple of Bathrymrala]], [[Hex 15.21 The Rivers Source]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 17.22 Valley of the Sunken Sun]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Swamp: [[Hex 24.26 The Temple of Bathrymrala]], [[PHM 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Urban Settlements===&lt;br /&gt;
&lt;br /&gt;
The hexes listed below all contain an urban settlement capable to providing goods and services to adventurers, even if on a limited basis. Certain communities, such as the Lair of the Gangrenous Orcs, or the Keep of the Rawhide Gang, are excluded as they are not true urban centers.&lt;br /&gt;
&lt;br /&gt;
*Chaelhal: [[Hex 16.42 Into the Stewpot]] Not actually covered yet, but mentioned in a map found in the lair of the devil swine.&lt;br /&gt;
*Deepwater:[[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Kahudbar: [[PHM 10]]&lt;br /&gt;
*Liwil: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Highglade: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Ogrim: [[PHM 6]]&lt;br /&gt;
*Smuggler&#039;s Cove: [[PHM 15]]&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
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		<title>The World of Absalom</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_World_of_Absalom&amp;diff=484403"/>
		<updated>2025-11-23T20:06:10Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Gods, Deities, and other Puissant Beings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The World of Absalom=&lt;br /&gt;
&lt;br /&gt;
This wiki page is written to track and organize the various products published by &#039;&#039;[https://thirdkingdomgames.com Third Kingdom Games]&#039;&#039;. Outside of the supplemental books, they publish two series dedicated to hexcrawling, creatively titled &amp;quot;Populated Hexes&amp;quot; and &amp;quot;Populated Hexes Monthly&amp;quot;. All products are written using the &#039;&#039;&#039;Old School Essentials&#039;&#039;&#039; ruleset but can be easily adapted to any OSR-style game. This page will maintain a directory of monsters, terrain, rules, spells, etc. for easy reference.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populated Hexes.&#039;&#039;&#039; Each issue looks at a single -- or occasionally, two -- hexes in great detail, breaking it down into constiuent subhexes with lairs, features, and encounters as well as optional rules. Each PH contains around, on average, 25 pages of content. Each hex in this series is part of a &amp;quot;cluster&amp;quot; of seven hexes; a central hex, and the six surounding hexes. The goal is to, as a cluster is complete, to compile the hexes into a single book, as was done with the Basilisk Hills cluster (see Basilisk Hills Compiled, Supplemental, and Ultimate). All of the current hexes in this series are set in the [[Scarlet Principality region]]. The goal is to release roughly six hexes per year. As of now the following clusters have been started:&lt;br /&gt;
**[[Basilisk Hills]]&lt;br /&gt;
**[[Camp of the Horsefolk]]&lt;br /&gt;
**[[Deepwater]]&lt;br /&gt;
**[[Keep of the Rawhide Gang]]&lt;br /&gt;
**[[Lake of Abominations]]&lt;br /&gt;
**[[Slow Waters]]&lt;br /&gt;
**[[The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populated Hexes Monthly.&#039;&#039;&#039; Each issue, released monthly, these are set elsewhere in the world of Absalom. Each issue contains ten pages of new material, again looking at a single hex. There are currently no plans to produce these in clusters, although there is the potential to release a &amp;quot;compiled&amp;quot; book of a year&#039;s worth of hexes. Each hex is examined in less detail than the more exhaustive hexes, with room for Referee customization. The goal is to provide a quick mini-dungeon or encounter that can be drawn from as needed, rather than a more involved location.&lt;br /&gt;
&lt;br /&gt;
**[[The Plains of Zelaia]]&lt;br /&gt;
**[[The Frozen North]]&lt;br /&gt;
&lt;br /&gt;
==Populated Hexes==&lt;br /&gt;
&lt;br /&gt;
For the most part, each hex in this series consists of a single 6-mile hex. There are some exceptions: Hexes 15.22, 15.21, and 16.24 each have a single bonus hex, while Hex 13.39 has seven hexes.&lt;br /&gt;
&lt;br /&gt;
===Basilisk Hills===&lt;br /&gt;
This cluster has been completed.&lt;br /&gt;
&lt;br /&gt;
*[[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*[[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*[[Hex 15.22 The Toppled King]]&lt;br /&gt;
**[[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*[[Hex 15.21 The Rivers Source]]&lt;br /&gt;
**[[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*[[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*[[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*[[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*[[Basilisk Hills Compiled]]&lt;br /&gt;
*[[Basilisk Hills Supplemental]]&lt;br /&gt;
*[[Basilisk Hills Ultimate]]&lt;br /&gt;
&lt;br /&gt;
===Camp of the Horsefolk===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
&lt;br /&gt;
===Deepwater===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
&lt;br /&gt;
===Keep of the Rawhide Gang===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*[[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*[[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*[[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*[[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*[[Hex 15.41 Valley of the Rock Baboons]]&lt;br /&gt;
&lt;br /&gt;
===Lake of Abominations===&lt;br /&gt;
This cluster has been completed but not compiled.&lt;br /&gt;
&lt;br /&gt;
*[[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*[[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
**[[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*[[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*[[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*[[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*[[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*[[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
&lt;br /&gt;
===Slow Waters===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 07.36 Slow Waters]]&lt;br /&gt;
&lt;br /&gt;
===Temple of Bathrymrala===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
==Populated Hexes Monthly==&lt;br /&gt;
&lt;br /&gt;
*[[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*[[Issue 2 The Entrance to the Valley of Kings pt 1]]&lt;br /&gt;
*[[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*[[Issue 4 The Village of the Grippli]]&lt;br /&gt;
*[[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*[[Issue 6 The Entrance to the Frozen Wastes]]&lt;br /&gt;
*[[Issue 7 The Artifacts of the Giant Folk]]&lt;br /&gt;
*[[Issue 8 The Haunted Hill]]&lt;br /&gt;
*[[Issue 9 The Fools Ascent]]&lt;br /&gt;
*[[Issue 10 The Dreaming City of Kahudbar]]&lt;br /&gt;
*[[Issue 11 The Lake of the Dead]]&lt;br /&gt;
*[[Issue 12 The Gardens of the Rising Sun]]&lt;br /&gt;
*[[Issue 13 The Lair of the Death Gazer]]&lt;br /&gt;
*[[Issue 14 The Necromancer&#039;s Retreat]]&lt;br /&gt;
*[[Issue 15 The Smuggler&#039;s Cove]]&lt;br /&gt;
*[[Issue 16 The Crescent Isle]]&lt;br /&gt;
*[[Issue 17 The Isle of the Monitor]]&lt;br /&gt;
*[[Issue 18 The Sea Scourge]]&lt;br /&gt;
*[[Issue 19 A Shot Across the Bow]]&lt;br /&gt;
*[[Issue 20 The Three Sisters]]&lt;br /&gt;
*[[Issue 21 The Ruined Manse]]&lt;br /&gt;
*[[Issue 22 Into the Wild Woods]]&lt;br /&gt;
*[[Issue 23 The Sable Wastes]]&lt;br /&gt;
*[[Issue 24 The Ettin&#039;s Retreat]]&lt;br /&gt;
*[[Issue 25 Psionics, Part I]]&lt;br /&gt;
*[[Issue 26 Psionics, Part II]]&lt;br /&gt;
*[[Issue 27 The Gnoll Lands]]&lt;br /&gt;
*[[Issue 28 The Manticore&#039;s Perch]]&lt;br /&gt;
*[[Issue 29 The Shrine of Moranomil]]&lt;br /&gt;
*[[Issue 30 The Peaceful Pool]]&lt;br /&gt;
*[[Issue 31 The Barrow of the Forgotten Ones]]&lt;br /&gt;
*[[Issue 32 Wind Madness and Artifacts, Part I]]&lt;br /&gt;
*[[Issue 33 Artifacts, Part II]]&lt;br /&gt;
*[[Issue 34 The City of Dry Gulch]]&lt;br /&gt;
*[[Issue 35 The Deeps Below Dry Gulch]]&lt;br /&gt;
*[[Issue 36 The Sewers of Dry Gulch]]&lt;br /&gt;
*[[Issue 37 The Bestiary Spillover]]&lt;br /&gt;
*[[Issue 38 The Thunseer&#039;s Roost]]&lt;br /&gt;
*[[Issue 39 Tyeld, the City of Shadows, Part I]]&lt;br /&gt;
*[[Issue 40 Tyeld, the City of Shadows, Part II]]&lt;br /&gt;
*[[Issue 41 The Shadowlands]]&lt;br /&gt;
*[[Issue 42 The Demons of the Shadowlands]]&lt;br /&gt;
*[[Issue 43 The Races of the Shadowlands]]&lt;br /&gt;
*[[Issue 44 The Mortocracy of Negrorn and Paragon Level Characters]]&lt;br /&gt;
*[[Issue 45 The Festival of the Dead]]&lt;br /&gt;
*[[Issue 46]]&lt;br /&gt;
*[[Issue 47 Return to Dry Gulch, Part I]]&lt;br /&gt;
*[[Issue 48 Return to Dry Gulch, Part II]]&lt;br /&gt;
*[[Issue 49 The Town of Junction]]&lt;br /&gt;
*[[Issue 50 The Scarlet Principality]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Western Absalom]]&lt;br /&gt;
*[[Scarlet Principalities Regional Maps]] References to Area 1 on the map of Western Absalom, above.&lt;br /&gt;
&lt;br /&gt;
==Index of Books==&lt;br /&gt;
&lt;br /&gt;
===Dungeons===&lt;br /&gt;
*Abandoned Mines: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Abandoned cellar: [[PHM 11]]&lt;br /&gt;
*Arcane Dungeon: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Barrow&lt;br /&gt;
**Ancient evil: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Unique undead horror, 12 HD&lt;br /&gt;
**Ley Engine:[[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Arcanoplasm: Taken from Tome of Horrors, complete&lt;br /&gt;
**Ship barrow: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Rot Grubs&lt;br /&gt;
***Coffer Corpse&lt;br /&gt;
*Brigands: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Caves (gargoyles): [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Caves of Daothog: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Crashed Dimensional Ship: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Dragon: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Druidic Temple: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Faery&lt;br /&gt;
**House of the Rising Sun, entrance to: [[PHM 12]]&lt;br /&gt;
*Frogling Village: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Gnoll, Blistered Skin tribe: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin, Bloody Bones tribe: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Goblin, Sunken Sun tribe: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Morlock Caves: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Kobold Mines: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Mummy Tombs: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Orc: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Orc (Festering Sore clan): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Ruined Temple: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Shadowlands: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Skull Cave: [[PHM 14]]&lt;br /&gt;
*Troglodyte: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Wizard&#039;s tower: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
*Cult of the Basilisk (knights): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*The Rawhide Gang (brigands): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Monastery of the Eaglefolk: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
*Aamutähti (magic sword): [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Artifacts (trade good): [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Artifacts of the Ancient Ones: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Biter (sword +1): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Bog Iron: [[PHM 13]]&lt;br /&gt;
*Cauldron of Dhraudoug: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Chaug (concentrated dream-stuff): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Drugs&lt;br /&gt;
**Astral Tea: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Difodol: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Dream-snuff: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Dullweed: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Faery Dust: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Mothachadh: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Numbwine: [[PHM 10]]&lt;br /&gt;
**Sempiturnal snuff: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Figurine of Wondrous Power, Worm: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Forbidden Folio of Faugnthlide: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Lloer (Moonwine): [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Moon-ruby: [[PHM 10]]&lt;br /&gt;
*Potion:&lt;br /&gt;
**Warmth: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Praum (gods-sweat): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Ring of Animal Training: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Sea&#039;s Fury (sword): [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Spear of Adbalt Skychaser: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Spectral Frost: *[[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Spellstealer (dagger): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Velvet Capped Mushrooms: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Whisperwind (sword): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Ynsyth stones: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Zelenek, alchemical compound: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*Adamarach (crystal spiders): [[Hex 13.22 The Plateau of Sighs]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Algoid: [[PHM 13]]&lt;br /&gt;
*Ankheg: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Ant, giant: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Antelope: [[Hex 13.22 The Plateau of Sighs]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Ape&lt;br /&gt;
**Servitor: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Aranea: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Basilisk: [[Hex 15.22 The Toppled King]], [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Bat&lt;br /&gt;
**Giant: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
**Normal: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Bear&lt;br /&gt;
**Cave: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
**Grizzly: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Boar: [[Hex 15.21 The Rivers Source]], [[Hex 16.42 Into the Stewpot]], [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Boobrie: [[PHM 13]]&lt;br /&gt;
*Beetle&lt;br /&gt;
**Oil: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Boar, giant: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Brigands: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Bulette: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*&#039;&#039;Caballi&#039;&#039; (horsefolk): [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Carcass Crawler: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cat, giant&lt;br /&gt;
**Mountain Lion: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Catoblepas: [[PHM 13]]&lt;br /&gt;
*Centipedes, giant: [[Hex 15.22 The Toppled King]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
**Enormous: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Children of Bathrymrala: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Construct&lt;br /&gt;
**Piebald Damselfly: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Crayfish, giant: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Crocodile, large: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Deer: [[Hex 15.22 The Toppled King]], [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Disenchanter: [[PHM 8]]&lt;br /&gt;
*Dog, sled: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Doppelganger: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Dragon: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Dragonne: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Drake&lt;br /&gt;
**Hypnale: [[Hex 26.35 Camp of the Horsefolk]], taken from A Hamsterish Hoard of Monsters&lt;br /&gt;
**Wood: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
**Swamp: [[PHM 13]]&lt;br /&gt;
*Dryad: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Dungeon Oysters: [[Hex 14.22 The Lair of the Troglodytes]], taken from A Hamsterish Hoard of Monsters&lt;br /&gt;
*Eagle, giant: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Eel&lt;br /&gt;
**Giant electric: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Elemental, earth: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Empressbug: [[Hex 16.22 Autrak&#039;s Range]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Fish, giant&lt;br /&gt;
**Catfish: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Piranha, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Piranha, fingerling: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frog&lt;br /&gt;
**Giant: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
**Giant poisonous: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frogling&lt;br /&gt;
*Garbug: [[PHM 13]]&lt;br /&gt;
*Gargoyle: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Genie, shaitani: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e, Monsters 2&lt;br /&gt;
*Giant &lt;br /&gt;
**Hill: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
**The giants of old: PHM #7&lt;br /&gt;
*Ghost: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Gnoll: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Gorgon&lt;br /&gt;
**Capragorgon: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Griffons: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Green Slime: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Guileu: [[Hex 15.21 The Rivers Source]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Hawk, giant: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Hornet, giant: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Horse, wild: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Human&lt;br /&gt;
**Hermit: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Hydra: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Jelly&lt;br /&gt;
**Earth: [[Hex 26.35 Camp of the Horsefolk]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Kobold: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Leng, Denizen of: [[PHM 10]]&lt;br /&gt;
*Livestone: [[Hex 15.22 The Toppled King]], taken from Tome of Horrors Complete&lt;br /&gt;
*Lizard&lt;br /&gt;
**Draco: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*&#039;&#039;Lophaeti&#039;&#039; (eagle-folk): [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Lycanthrope&lt;br /&gt;
**Devil Swine: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
**Werebear: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
**Wereboar: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Magic-user&lt;br /&gt;
**Imprisoned in &#039;&#039;magic jar&#039;&#039;: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Manticore: [[Hex 14.22 The Lair of the Troglodytes]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Medusa: [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
**Greater medusa: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Morlock: [[Hex 16.21 Forest&#039;s Blessing]] Taken from Labyrinth Lord Basic&lt;br /&gt;
*Mold&lt;br /&gt;
**Red: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Yellow: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Mudling: [[PHM 13]]&lt;br /&gt;
*Mummy: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Mummy, bog: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Naga.&lt;br /&gt;
**Spirit: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Needlebush: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Orc: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Owlbear: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Pegasus: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Plants&lt;br /&gt;
**Bladderwort, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Butterwort, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Helborn: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Rainbow plant, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Swordgrass: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Rhagodessa: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Robber Flies: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*Roc, giant: PHM 7&lt;br /&gt;
*Rock Worm: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e Monsters 2&lt;br /&gt;
*Scorpions, giant: [[Hex 13.39 The Domain of Deepwater]], [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*Scum Creeper: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Skeleton: [[Hex 18.24 The Deadwoods]], [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Calcified: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Slime&lt;br /&gt;
**Green: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Snail, giant: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Snakes&lt;br /&gt;
**Cottonmouth, giant: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
**Pit Viper: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
**Rattler: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
**Magically infused: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Spectre: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Spider&lt;br /&gt;
**Black widow: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Crab: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
**Leng: [[PHM 9]]&lt;br /&gt;
**Tarantula, giant: [[Hex 15.21 The Rivers Source]] Note that these are different from the Tarantella spiders in OSE Basic&lt;br /&gt;
*Sprite: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Stirge: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Tatterdemanimal: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Treant&lt;br /&gt;
**Undead Treant: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Triceratops: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Troglodyte: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Troll: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Turtle, giant&lt;br /&gt;
**Snapping: [[Hex 13.39 The Domain of Deepwater]], [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Undead&lt;br /&gt;
**[[PHM 11]]&lt;br /&gt;
*Undine: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Unicorns: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Vampire rose: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Warp beast: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Wasp, giant: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Wight: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Wight, winter: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Wolf: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Wolf, dire: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Wolf, winter: PHM 7&lt;br /&gt;
*Wraith, earth: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e, Monsters 2&lt;br /&gt;
*Wyvern: [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Zombie: [[Hex 15.23 The Statue Garden]], [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Mud: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Crocodile: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Binder: [[PHM #8]]&lt;br /&gt;
*Brigand: [[Hex 15.42 The Keep of the Rawhide Gang]]&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;
*Chelydra (turtle-folk): [[PHM 15]]&lt;br /&gt;
*Chelydra waterwright (turtle-folk): [[PHM 15]]&lt;br /&gt;
*Elf: [[PHM 12]]&lt;br /&gt;
*Elven Spellsinger: [[PHM 12]]&lt;br /&gt;
*Frogling Warrior: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frogling Shaman: [[Hex 07.36 Slow Waters]]&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 #4]]&lt;br /&gt;
*Grippli Treespeaker: [[PHM #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 Valley of the Rock Baboons]]&lt;br /&gt;
*Morlock: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Morlock Shaman: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Morlock Sorcerer: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Orc Reaver: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Necromancer: [[PHM 14]]&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;
*Psittacan (parrot-folk): [[PHM 18]]&lt;br /&gt;
*Psittacan susurrent (parrot-folk): [[PHM 18]]&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;
*Troglodyte. [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Troglodyte Shaman: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Votnan: [[PHM #5]]&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*Animal Companions: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
**Advancing animal companions: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Brigandry (new Thief Guild Organization): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Clerical Temples: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Combat Manuevers: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Cost of Living: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Dreamlands: [[PHM 9]]&lt;br /&gt;
*Creating Constructs: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Dragons in Absalom: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*Drugs and drug interactions: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Druids in Absalom: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Elemental templates: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Faery Courts: [[PHM 12]]&lt;br /&gt;
*Fighting Styles: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Gargoyles in Absalom: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Ghoul Fever: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Giant Runic Magic: PHM 7&lt;br /&gt;
*Giant Snails in Absalom: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Knacks, new&lt;br /&gt;
**Giant-kin: PHM 7&lt;br /&gt;
*Ley Lines: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Magic:&lt;br /&gt;
**Crafting charms and fetishes: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
**Magic Item Components: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Magic Item Creation: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
**Researching Spells: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
**Ritual Magic: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Masterwork Items: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Monsters&lt;br /&gt;
**Giving monsters class levels without creating a new class: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Mummies: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Nodes of Chaos: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Poisons: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Skills: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Dreaming: [[PHM 9]]&lt;br /&gt;
**Runecasting: PHM 7&lt;br /&gt;
*Specialist Magic: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Summoning Circles: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Swamp Hazards and Diseases: [[PHM 13]]&lt;br /&gt;
*Templates: PHM #6&lt;br /&gt;
**Vessels: PHM #6&lt;br /&gt;
*Unicorns in Absalom: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Universal Grammary: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Value of Spellbooks: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Vulnerability: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Wounds: [[PHM 11]]&lt;br /&gt;
&lt;br /&gt;
===Gods, Deities, and other Puissant Beings===&lt;br /&gt;
*Ahdue, vestige: [[PHM 8]]&lt;br /&gt;
*Bathrymrala: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cuhcuh, vestige: [[PHM 8]]&lt;br /&gt;
*Blien&#039;Quol, the formless wind: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Daothog: [[Issue 1 The Shrine of Daothog]], [[PHM 8]]&lt;br /&gt;
*Faugnthlide: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Ferum Sa, vestige: [[PHM 8]]&lt;br /&gt;
*Hexbebe: [[Hex 15.43 The Crypts of the Aimascurs]] Followed in Jacaar, worship now likely extinct.&lt;br /&gt;
*Isumga, vestige: [[PHM 8]]&lt;br /&gt;
*Jaekissre, vestige: [[PHM 8]] (print only)&lt;br /&gt;
*Lhutep, the Burrower Beneath: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Logua, She who Howls in the Night: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Luggrat, the Breaker of Chains: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Loyignar, the Hill that Sees: [[PHM 48]]&lt;br /&gt;
*Malorkahudfen, god of Chaos: [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*Mirayah, goddess of Law: [[Hex 15.23 The Statue Garden]] &lt;br /&gt;
*Orehedon, vestige: [[PHM 8]]&lt;br /&gt;
*Sambeth the Thrice-slain, vestige: [[PHM 8]]&lt;br /&gt;
*Shagothtlagln, the Devourer: [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Shudiasa: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Shogglatch of the Sixteenth Arms: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Thothbri, the eternal unlife:[[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Tlili the Unquenchable Thirst, vestige: [[PHM 8]]&lt;br /&gt;
*Tsathoggua: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Yugshutlgn, the Darkstalker: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Air bubble: (arcane, druidic, 1, enchantment: [[PHM 13]]&lt;br /&gt;
*Allure (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Animate Mud: (arcane, druidic, 2, enchantment) [[PHM 13]]&lt;br /&gt;
*Augury (divine, 2): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Avatar of the Frog God (divine, 5): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Baleful gaze of the bloated one (divine, 2): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Berserker rage (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Blink (arcane, 3): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Burning hands (arcane, 1): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Call Wolf (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Chameleon (druid 1, arcane 2, illusion): [[PHM 13]]&lt;br /&gt;
*Charm person or mammal (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Circle of Confinement (arcane/divine, 1): [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cone of Cold (Arcane, evocation, 5th): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Control Weather (divine, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Cure Blindness (divine, 3): [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Darkness Globe (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Divination (divine, 4): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Enchant Arms (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Enlarge (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*False Trap (arcane, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Featherfall (arcane, 1): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Frost Armor (arcane, abjuration, 1st): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Grasping Mire (arcane 2, enchantment): [[PHM 13]]&lt;br /&gt;
*Grease (arcane 1, conjuration): [[PHM 13]]&lt;br /&gt;
*Gust of Wind (arcane, 3): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Heal (divine, 6, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Ice Knife (arcane, conjuration, 2nd): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Ice storm (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Holy Chant (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Jarring Hand (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Magic Aura (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Mending (arcane, divine, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Miasmal mist (arcane 3, conjuration): [[PHM 13]]&lt;br /&gt;
*Open Faery Road (arcane, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Prayer (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Preserve (divine/druid, 1): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Pyrotechnics (arcane, druidic, 3): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Ray of Frost (arcane, evocation, 1): [[PHM 5]]&lt;br /&gt;
*Resist Acid (divine, 2): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Resist Disease (cleric 2, druid 2, enchantment): [[PHM 13]]&lt;br /&gt;
*Resurrection (clerical, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Sanctuary (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Shagothtlagln&#039;s Hunger (divine, 5): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Simulacrum (arcane, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Speak with Dead (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Spider Climb (arcane, 1): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Spiritual Weapon (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Stinking Cloud (arcane, 1): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Stoneskin (cleric, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Strength (arcane, 2): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Summon Lesser Servitor (arcane, illusionist, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Summon Ooze (arcane, 3): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Summon Servitor of Tsathoggua (divine, 4): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Tenebral Veil (arcane, illusion, 1): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Tiny hut (arcane, 3): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Trap the Sould (arcane, 8, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Tsathaggua&#039;s Guidance (divine, 1): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Umbral Shield (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Unseen Servant (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Web bolt (arcane 1, conjuration): [[PHM 13]]&lt;br /&gt;
*Wish (arcane, 9, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Wither (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
&lt;br /&gt;
This section divides the hexes into their predominate terrain types. If two or more types of terrain can be found in equal amounts in a hex, or if a hex has a terrain feature (such as a river or lake) that hex will appear in both categories.&lt;br /&gt;
&lt;br /&gt;
*Arctic: PHM 5-7.&lt;br /&gt;
*Butte/Plateau: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Desert, coastal: [[Issue 1 The Shrine of Daothog]], [[Issue 2 The Entrance to the Valley of Kings pt 1]], [[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*Forest, light: [[Hex 17.23 The Lake of Abominations]], [[Hex 15.21 The Rivers Source]], [[Hex 16.24 Forests of Plenty]], [[Hex 17.24 Village of the Owlfolk]], [[Hex 18.24 The Deadwoods]], [[Hex 18.23 The Trails of Cabulech]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Forest, dead: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Grasslands: [[Hex 26.35 Camp of the Horsefolk]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Hills, forested: [[Hex 15.22 The Toppled King]], [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Hills, grassy: [[Hex 14.22 The Lair of the Troglodytes]], [[Hex 13.22 The Plateau of Sighs]], [[Hex 14.23 The Basilisk Knights]], [[Hex 15.22 The Toppled King]], [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 31.21 The Gangrenous Orcs]], [[PHM 8]], [[PHM 10]]&lt;br /&gt;
*Hills, barren: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 15.42 The Keep of the Rawhide Gang]], [[Hex 16.42 Into the Stewpot]], [[Hex 16.43 Caves of the Elder Gargoyles]], [[Slow Waters]]&lt;br /&gt;
*Lake: [[Hex 17.23 The Lake of Abominations]], [[Hex 17.22 Valley of the Sunken Sun]], [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 15.43 The Crypts of the Aimascurs]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Marsh: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Mountain, barren: [[Hex 15.42 The Keep of the Rawhide Gang]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 15.43 The Crypts of the Aimascurs]], [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Mountain, forested: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Ocean: [[Issue 1 The Shrine of Daothog]], [[Issue 2 The Entrance to the Valley of Kings pt 1]], [[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*Other: [[PHM 9]] (The Plateau of Leng)&lt;br /&gt;
*Rainforest, temperate: [[Issue 4 The Village of the Grippli]]&lt;br /&gt;
*River: [[Hex 07.36 Slow Waters]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 24.26 The Temple of Bathrymrala]], [[Hex 15.21 The Rivers Source]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 17.22 Valley of the Sunken Sun]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Swamp: [[Hex 24.26 The Temple of Bathrymrala]], [[PHM 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Urban Settlements===&lt;br /&gt;
&lt;br /&gt;
The hexes listed below all contain an urban settlement capable to providing goods and services to adventurers, even if on a limited basis. Certain communities, such as the Lair of the Gangrenous Orcs, or the Keep of the Rawhide Gang, are excluded as they are not true urban centers.&lt;br /&gt;
&lt;br /&gt;
*Chaelhal: [[Hex 16.42 Into the Stewpot]] Not actually covered yet, but mentioned in a map found in the lair of the devil swine.&lt;br /&gt;
*Deepwater:[[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Kahudbar: [[PHM 10]]&lt;br /&gt;
*Liwil: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Highglade: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Ogrim: [[PHM 6]]&lt;br /&gt;
*Smuggler&#039;s Cove: [[PHM 15]]&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_World_of_Absalom&amp;diff=484402</id>
		<title>The World of Absalom</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_World_of_Absalom&amp;diff=484402"/>
		<updated>2025-11-23T19:50:23Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Populated Hexes Monthly */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The World of Absalom=&lt;br /&gt;
&lt;br /&gt;
This wiki page is written to track and organize the various products published by &#039;&#039;[https://thirdkingdomgames.com Third Kingdom Games]&#039;&#039;. Outside of the supplemental books, they publish two series dedicated to hexcrawling, creatively titled &amp;quot;Populated Hexes&amp;quot; and &amp;quot;Populated Hexes Monthly&amp;quot;. All products are written using the &#039;&#039;&#039;Old School Essentials&#039;&#039;&#039; ruleset but can be easily adapted to any OSR-style game. This page will maintain a directory of monsters, terrain, rules, spells, etc. for easy reference.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populated Hexes.&#039;&#039;&#039; Each issue looks at a single -- or occasionally, two -- hexes in great detail, breaking it down into constiuent subhexes with lairs, features, and encounters as well as optional rules. Each PH contains around, on average, 25 pages of content. Each hex in this series is part of a &amp;quot;cluster&amp;quot; of seven hexes; a central hex, and the six surounding hexes. The goal is to, as a cluster is complete, to compile the hexes into a single book, as was done with the Basilisk Hills cluster (see Basilisk Hills Compiled, Supplemental, and Ultimate). All of the current hexes in this series are set in the [[Scarlet Principality region]]. The goal is to release roughly six hexes per year. As of now the following clusters have been started:&lt;br /&gt;
**[[Basilisk Hills]]&lt;br /&gt;
**[[Camp of the Horsefolk]]&lt;br /&gt;
**[[Deepwater]]&lt;br /&gt;
**[[Keep of the Rawhide Gang]]&lt;br /&gt;
**[[Lake of Abominations]]&lt;br /&gt;
**[[Slow Waters]]&lt;br /&gt;
**[[The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populated Hexes Monthly.&#039;&#039;&#039; Each issue, released monthly, these are set elsewhere in the world of Absalom. Each issue contains ten pages of new material, again looking at a single hex. There are currently no plans to produce these in clusters, although there is the potential to release a &amp;quot;compiled&amp;quot; book of a year&#039;s worth of hexes. Each hex is examined in less detail than the more exhaustive hexes, with room for Referee customization. The goal is to provide a quick mini-dungeon or encounter that can be drawn from as needed, rather than a more involved location.&lt;br /&gt;
&lt;br /&gt;
**[[The Plains of Zelaia]]&lt;br /&gt;
**[[The Frozen North]]&lt;br /&gt;
&lt;br /&gt;
==Populated Hexes==&lt;br /&gt;
&lt;br /&gt;
For the most part, each hex in this series consists of a single 6-mile hex. There are some exceptions: Hexes 15.22, 15.21, and 16.24 each have a single bonus hex, while Hex 13.39 has seven hexes.&lt;br /&gt;
&lt;br /&gt;
===Basilisk Hills===&lt;br /&gt;
This cluster has been completed.&lt;br /&gt;
&lt;br /&gt;
*[[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*[[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*[[Hex 15.22 The Toppled King]]&lt;br /&gt;
**[[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*[[Hex 15.21 The Rivers Source]]&lt;br /&gt;
**[[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*[[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*[[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*[[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*[[Basilisk Hills Compiled]]&lt;br /&gt;
*[[Basilisk Hills Supplemental]]&lt;br /&gt;
*[[Basilisk Hills Ultimate]]&lt;br /&gt;
&lt;br /&gt;
===Camp of the Horsefolk===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
&lt;br /&gt;
===Deepwater===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
&lt;br /&gt;
===Keep of the Rawhide Gang===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*[[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*[[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*[[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*[[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*[[Hex 15.41 Valley of the Rock Baboons]]&lt;br /&gt;
&lt;br /&gt;
===Lake of Abominations===&lt;br /&gt;
This cluster has been completed but not compiled.&lt;br /&gt;
&lt;br /&gt;
*[[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*[[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
**[[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*[[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*[[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*[[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*[[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*[[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
&lt;br /&gt;
===Slow Waters===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 07.36 Slow Waters]]&lt;br /&gt;
&lt;br /&gt;
===Temple of Bathrymrala===&lt;br /&gt;
&lt;br /&gt;
*[[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
==Populated Hexes Monthly==&lt;br /&gt;
&lt;br /&gt;
*[[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*[[Issue 2 The Entrance to the Valley of Kings pt 1]]&lt;br /&gt;
*[[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*[[Issue 4 The Village of the Grippli]]&lt;br /&gt;
*[[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*[[Issue 6 The Entrance to the Frozen Wastes]]&lt;br /&gt;
*[[Issue 7 The Artifacts of the Giant Folk]]&lt;br /&gt;
*[[Issue 8 The Haunted Hill]]&lt;br /&gt;
*[[Issue 9 The Fools Ascent]]&lt;br /&gt;
*[[Issue 10 The Dreaming City of Kahudbar]]&lt;br /&gt;
*[[Issue 11 The Lake of the Dead]]&lt;br /&gt;
*[[Issue 12 The Gardens of the Rising Sun]]&lt;br /&gt;
*[[Issue 13 The Lair of the Death Gazer]]&lt;br /&gt;
*[[Issue 14 The Necromancer&#039;s Retreat]]&lt;br /&gt;
*[[Issue 15 The Smuggler&#039;s Cove]]&lt;br /&gt;
*[[Issue 16 The Crescent Isle]]&lt;br /&gt;
*[[Issue 17 The Isle of the Monitor]]&lt;br /&gt;
*[[Issue 18 The Sea Scourge]]&lt;br /&gt;
*[[Issue 19 A Shot Across the Bow]]&lt;br /&gt;
*[[Issue 20 The Three Sisters]]&lt;br /&gt;
*[[Issue 21 The Ruined Manse]]&lt;br /&gt;
*[[Issue 22 Into the Wild Woods]]&lt;br /&gt;
*[[Issue 23 The Sable Wastes]]&lt;br /&gt;
*[[Issue 24 The Ettin&#039;s Retreat]]&lt;br /&gt;
*[[Issue 25 Psionics, Part I]]&lt;br /&gt;
*[[Issue 26 Psionics, Part II]]&lt;br /&gt;
*[[Issue 27 The Gnoll Lands]]&lt;br /&gt;
*[[Issue 28 The Manticore&#039;s Perch]]&lt;br /&gt;
*[[Issue 29 The Shrine of Moranomil]]&lt;br /&gt;
*[[Issue 30 The Peaceful Pool]]&lt;br /&gt;
*[[Issue 31 The Barrow of the Forgotten Ones]]&lt;br /&gt;
*[[Issue 32 Wind Madness and Artifacts, Part I]]&lt;br /&gt;
*[[Issue 33 Artifacts, Part II]]&lt;br /&gt;
*[[Issue 34 The City of Dry Gulch]]&lt;br /&gt;
*[[Issue 35 The Deeps Below Dry Gulch]]&lt;br /&gt;
*[[Issue 36 The Sewers of Dry Gulch]]&lt;br /&gt;
*[[Issue 37 The Bestiary Spillover]]&lt;br /&gt;
*[[Issue 38 The Thunseer&#039;s Roost]]&lt;br /&gt;
*[[Issue 39 Tyeld, the City of Shadows, Part I]]&lt;br /&gt;
*[[Issue 40 Tyeld, the City of Shadows, Part II]]&lt;br /&gt;
*[[Issue 41 The Shadowlands]]&lt;br /&gt;
*[[Issue 42 The Demons of the Shadowlands]]&lt;br /&gt;
*[[Issue 43 The Races of the Shadowlands]]&lt;br /&gt;
*[[Issue 44 The Mortocracy of Negrorn and Paragon Level Characters]]&lt;br /&gt;
*[[Issue 45 The Festival of the Dead]]&lt;br /&gt;
*[[Issue 46]]&lt;br /&gt;
*[[Issue 47 Return to Dry Gulch, Part I]]&lt;br /&gt;
*[[Issue 48 Return to Dry Gulch, Part II]]&lt;br /&gt;
*[[Issue 49 The Town of Junction]]&lt;br /&gt;
*[[Issue 50 The Scarlet Principality]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[Western Absalom]]&lt;br /&gt;
*[[Scarlet Principalities Regional Maps]] References to Area 1 on the map of Western Absalom, above.&lt;br /&gt;
&lt;br /&gt;
==Index of Books==&lt;br /&gt;
&lt;br /&gt;
===Dungeons===&lt;br /&gt;
*Abandoned Mines: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Abandoned cellar: [[PHM 11]]&lt;br /&gt;
*Arcane Dungeon: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Barrow&lt;br /&gt;
**Ancient evil: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Unique undead horror, 12 HD&lt;br /&gt;
**Ley Engine:[[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Arcanoplasm: Taken from Tome of Horrors, complete&lt;br /&gt;
**Ship barrow: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
***Rot Grubs&lt;br /&gt;
***Coffer Corpse&lt;br /&gt;
*Brigands: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Caves (gargoyles): [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Caves of Daothog: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Crashed Dimensional Ship: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Dragon: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Druidic Temple: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Faery&lt;br /&gt;
**House of the Rising Sun, entrance to: [[PHM 12]]&lt;br /&gt;
*Frogling Village: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Gnoll, Blistered Skin tribe: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin, Bloody Bones tribe: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Goblin, Sunken Sun tribe: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Morlock Caves: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Kobold Mines: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Mummy Tombs: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Orc: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Orc (Festering Sore clan): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Ruined Temple: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Shadowlands: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Skull Cave: [[PHM 14]]&lt;br /&gt;
*Troglodyte: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Wizard&#039;s tower: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
*Cult of the Basilisk (knights): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*The Rawhide Gang (brigands): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Monastery of the Eaglefolk: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
*Aamutähti (magic sword): [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Artifacts (trade good): [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Artifacts of the Ancient Ones: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Biter (sword +1): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Bog Iron: [[PHM 13]]&lt;br /&gt;
*Cauldron of Dhraudoug: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Chaug (concentrated dream-stuff): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Drugs&lt;br /&gt;
**Astral Tea: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Difodol: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Dream-snuff: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Dullweed: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Faery Dust: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Mothachadh: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Numbwine: [[PHM 10]]&lt;br /&gt;
**Sempiturnal snuff: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Figurine of Wondrous Power, Worm: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Forbidden Folio of Faugnthlide: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Lloer (Moonwine): [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Moon-ruby: [[PHM 10]]&lt;br /&gt;
*Potion:&lt;br /&gt;
**Warmth: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Praum (gods-sweat): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Ring of Animal Training: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Sea&#039;s Fury (sword): [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Spear of Adbalt Skychaser: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Spectral Frost: *[[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Spellstealer (dagger): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Velvet Capped Mushrooms: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Whisperwind (sword): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Ynsyth stones: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Zelenek, alchemical compound: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*Adamarach (crystal spiders): [[Hex 13.22 The Plateau of Sighs]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Algoid: [[PHM 13]]&lt;br /&gt;
*Ankheg: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Ant, giant: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Antelope: [[Hex 13.22 The Plateau of Sighs]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Ape&lt;br /&gt;
**Servitor: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Aranea: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Basilisk: [[Hex 15.22 The Toppled King]], [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Bat&lt;br /&gt;
**Giant: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
**Normal: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Bear&lt;br /&gt;
**Cave: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
**Grizzly: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Boar: [[Hex 15.21 The Rivers Source]], [[Hex 16.42 Into the Stewpot]], [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Boobrie: [[PHM 13]]&lt;br /&gt;
*Beetle&lt;br /&gt;
**Oil: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Boar, giant: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Brigands: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Bulette: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*&#039;&#039;Caballi&#039;&#039; (horsefolk): [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Carcass Crawler: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cat, giant&lt;br /&gt;
**Mountain Lion: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Catoblepas: [[PHM 13]]&lt;br /&gt;
*Centipedes, giant: [[Hex 15.22 The Toppled King]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
**Enormous: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Children of Bathrymrala: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Construct&lt;br /&gt;
**Piebald Damselfly: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Crayfish, giant: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Crocodile, large: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Deer: [[Hex 15.22 The Toppled King]], [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Disenchanter: [[PHM 8]]&lt;br /&gt;
*Dog, sled: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Doppelganger: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Dragon: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Dragonne: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Drake&lt;br /&gt;
**Hypnale: [[Hex 26.35 Camp of the Horsefolk]], taken from A Hamsterish Hoard of Monsters&lt;br /&gt;
**Wood: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
**Swamp: [[PHM 13]]&lt;br /&gt;
*Dryad: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Dungeon Oysters: [[Hex 14.22 The Lair of the Troglodytes]], taken from A Hamsterish Hoard of Monsters&lt;br /&gt;
*Eagle, giant: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Eel&lt;br /&gt;
**Giant electric: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Elemental, earth: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Empressbug: [[Hex 16.22 Autrak&#039;s Range]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Fish, giant&lt;br /&gt;
**Catfish: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Piranha, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Piranha, fingerling: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frog&lt;br /&gt;
**Giant: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
**Giant poisonous: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frogling&lt;br /&gt;
*Garbug: [[PHM 13]]&lt;br /&gt;
*Gargoyle: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Genie, shaitani: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e, Monsters 2&lt;br /&gt;
*Giant &lt;br /&gt;
**Hill: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
**The giants of old: PHM #7&lt;br /&gt;
*Ghost: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Gnoll: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Goblin: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Gorgon&lt;br /&gt;
**Capragorgon: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Griffons: [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Green Slime: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Guileu: [[Hex 15.21 The Rivers Source]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Hawk, giant: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Hornet, giant: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Horse, wild: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Human&lt;br /&gt;
**Hermit: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Hydra: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Jelly&lt;br /&gt;
**Earth: [[Hex 26.35 Camp of the Horsefolk]], taken from a Hamsterish Hoard of Monsters&lt;br /&gt;
*Kobold: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Leng, Denizen of: [[PHM 10]]&lt;br /&gt;
*Livestone: [[Hex 15.22 The Toppled King]], taken from Tome of Horrors Complete&lt;br /&gt;
*Lizard&lt;br /&gt;
**Draco: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*&#039;&#039;Lophaeti&#039;&#039; (eagle-folk): [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Lycanthrope&lt;br /&gt;
**Devil Swine: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
**Werebear: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
**Wereboar: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Magic-user&lt;br /&gt;
**Imprisoned in &#039;&#039;magic jar&#039;&#039;: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Manticore: [[Hex 14.22 The Lair of the Troglodytes]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Medusa: [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
**Greater medusa: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Morlock: [[Hex 16.21 Forest&#039;s Blessing]] Taken from Labyrinth Lord Basic&lt;br /&gt;
*Mold&lt;br /&gt;
**Red: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Yellow: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Mudling: [[PHM 13]]&lt;br /&gt;
*Mummy: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Mummy, bog: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Naga.&lt;br /&gt;
**Spirit: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Needlebush: [[Hex 26.35 Camp of the Horsefolk]]&lt;br /&gt;
*Orc: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Owlbear: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Pegasus: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Plants&lt;br /&gt;
**Bladderwort, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Butterwort, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Helborn: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Rainbow plant, giant: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Swordgrass: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Rhagodessa: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Robber Flies: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*Roc, giant: PHM 7&lt;br /&gt;
*Rock Worm: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e Monsters 2&lt;br /&gt;
*Scorpions, giant: [[Hex 13.39 The Domain of Deepwater]], [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*Scum Creeper: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Skeleton: [[Hex 18.24 The Deadwoods]], [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Calcified: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Slime&lt;br /&gt;
**Green: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Snail, giant: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Snakes&lt;br /&gt;
**Cottonmouth, giant: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
**Pit Viper: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
**Rattler: [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
**Magically infused: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Spectre: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Spider&lt;br /&gt;
**Black widow: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Crab: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
**Leng: [[PHM 9]]&lt;br /&gt;
**Tarantula, giant: [[Hex 15.21 The Rivers Source]] Note that these are different from the Tarantella spiders in OSE Basic&lt;br /&gt;
*Sprite: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Stirge: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Tatterdemanimal: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Treant&lt;br /&gt;
**Undead Treant: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Triceratops: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Troglodyte: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Troll: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Turtle, giant&lt;br /&gt;
**Snapping: [[Hex 13.39 The Domain of Deepwater]], [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Undead&lt;br /&gt;
**[[PHM 11]]&lt;br /&gt;
*Undine: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Unicorns: [[Hex 16.21 Forest&#039;s Blessing]]&lt;br /&gt;
*Vampire rose: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Warp beast: [[Hex 16.42 Into the Stewpot]]&lt;br /&gt;
*Wasp, giant: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Wight: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
**Wight, winter: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Wolf: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Wolf, dire: [[Hex 16.22 Autrak&#039;s Range]]&lt;br /&gt;
*Wolf, winter: PHM 7&lt;br /&gt;
*Wraith, earth: [[Hex 13.22 The Plateau of Sighs]], taken from Blood and Treasures 2e, Monsters 2&lt;br /&gt;
*Wyvern: [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Zombie: [[Hex 15.23 The Statue Garden]], [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Mud: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
**Crocodile: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Binder: [[PHM #8]]&lt;br /&gt;
*Brigand: [[Hex 15.42 The Keep of the Rawhide Gang]]&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;
*Chelydra (turtle-folk): [[PHM 15]]&lt;br /&gt;
*Chelydra waterwright (turtle-folk): [[PHM 15]]&lt;br /&gt;
*Elf: [[PHM 12]]&lt;br /&gt;
*Elven Spellsinger: [[PHM 12]]&lt;br /&gt;
*Frogling Warrior: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Frogling Shaman: [[Hex 07.36 Slow Waters]]&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 #4]]&lt;br /&gt;
*Grippli Treespeaker: [[PHM #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 Valley of the Rock Baboons]]&lt;br /&gt;
*Morlock: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Morlock Shaman: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Morlock Sorcerer: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Orc Reaver: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Necromancer: [[PHM 14]]&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;
*Psittacan (parrot-folk): [[PHM 18]]&lt;br /&gt;
*Psittacan susurrent (parrot-folk): [[PHM 18]]&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;
*Troglodyte. [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Troglodyte Shaman: [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Votnan: [[PHM #5]]&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*Animal Companions: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
**Advancing animal companions: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Brigandry (new Thief Guild Organization): [[Hex 15.42 The Keep of the Rawhide Gang]]&lt;br /&gt;
*Clerical Temples: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Combat Manuevers: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
*Cost of Living: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Dreamlands: [[PHM 9]]&lt;br /&gt;
*Creating Constructs: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Dragons in Absalom: [[Hex 15.22 The Toppled King]]&lt;br /&gt;
*Drugs and drug interactions: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Druids in Absalom: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Elemental templates: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Faery Courts: [[PHM 12]]&lt;br /&gt;
*Fighting Styles: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Gargoyles in Absalom: [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Ghoul Fever: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Giant Runic Magic: PHM 7&lt;br /&gt;
*Giant Snails in Absalom: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
*Knacks, new&lt;br /&gt;
**Giant-kin: PHM 7&lt;br /&gt;
*Ley Lines: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Magic:&lt;br /&gt;
**Crafting charms and fetishes: [[Hex 17.22 Valley of the Sunken Sun]]&lt;br /&gt;
**Magic Item Components: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Magic Item Creation: [[Hex 18.23 The Trails of Cabulech]]&lt;br /&gt;
**Researching Spells: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
**Ritual Magic: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Masterwork Items: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Monsters&lt;br /&gt;
**Giving monsters class levels without creating a new class: [[Hex 16.24 Forests of Plenty]]&lt;br /&gt;
*Mummies: [[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Nodes of Chaos: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Poisons: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
*Skills: [[Hex 17.23 The Lake of Abominations]]&lt;br /&gt;
**Dreaming: [[PHM 9]]&lt;br /&gt;
**Runecasting: PHM 7&lt;br /&gt;
*Specialist Magic: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Summoning Circles: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Swamp Hazards and Diseases: [[PHM 13]]&lt;br /&gt;
*Templates: PHM #6&lt;br /&gt;
**Vessels: PHM #6&lt;br /&gt;
*Unicorns in Absalom: [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Universal Grammary: [[Issue 1 The Shrine of Daothog]]&lt;br /&gt;
*Value of Spellbooks: [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Vulnerability: [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Wounds: [[PHM 11]]&lt;br /&gt;
&lt;br /&gt;
===Gods, Deities, and other Puissant Beings===&lt;br /&gt;
*Ahdue, vestige: [[PHM 8]]&lt;br /&gt;
*Bathrymrala: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cuhcuh, vestige: [[PHM 8]]&lt;br /&gt;
*Blien&#039;Quol, the formless wind: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Daothog: [[Issue 1 The Shrine of Daothog]], [[PHM 8]]&lt;br /&gt;
*Faugnthlide: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Ferum Sa, vestige: [[PHM 8]]&lt;br /&gt;
*Hexbebe: [[Hex 15.43 The Crypts of the Aimascurs]] Followed in Jacaar, worship now likely extinct.&lt;br /&gt;
*Isumga, vestige: [[PHM 8]]&lt;br /&gt;
*Jaekissre, vestige: [[PHM 8]] (print only)&lt;br /&gt;
*Lhutep, the Burrower Beneath: [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Logua, She who Howls in the Night: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Luggrat, the Breaker of Chains: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Malorkahudfen, god of Chaos: [[Hex 15.23 The Statue Garden]]&lt;br /&gt;
*Mirayah, goddess of Law: [[Hex 15.23 The Statue Garden]] &lt;br /&gt;
*Orehedon, vestige: [[PHM 8]]&lt;br /&gt;
*Sambeth the Thrice-slain, vestige: [[PHM 8]]&lt;br /&gt;
*Shagothtlagln, the Devourer: [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Shudiasa: [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Shogglatch of the Sixteenth Arms: [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Thothbri, the eternal unlife:[[Hex 15.43 The Crypts of the Aimascurs]]&lt;br /&gt;
*Tlili the Unquenchable Thirst, vestige: [[PHM 8]]&lt;br /&gt;
*Tsathoggua: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Yugshutlgn, the Darkstalker: [[Hex 18.24 The Deadwoods]] &lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Air bubble: (arcane, druidic, 1, enchantment: [[PHM 13]]&lt;br /&gt;
*Allure (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Animate Mud: (arcane, druidic, 2, enchantment) [[PHM 13]]&lt;br /&gt;
*Augury (divine, 2): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Avatar of the Frog God (divine, 5): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Baleful gaze of the bloated one (divine, 2): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Berserker rage (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Blink (arcane, 3): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Burning hands (arcane, 1): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Call Wolf (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Chameleon (druid 1, arcane 2, illusion): [[PHM 13]]&lt;br /&gt;
*Charm person or mammal (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Circle of Confinement (arcane/divine, 1): [[Hex 24.26 The Temple of Bathrymrala]]&lt;br /&gt;
*Cone of Cold (Arcane, evocation, 5th): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Control Weather (divine, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Cure Blindness (divine, 3): [[Hex 31.21 The Gangrenous Orcs]]&lt;br /&gt;
*Darkness Globe (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Divination (divine, 4): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Enchant Arms (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Enlarge (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*False Trap (arcane, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Featherfall (arcane, 1): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Frost Armor (arcane, abjuration, 1st): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Grasping Mire (arcane 2, enchantment): [[PHM 13]]&lt;br /&gt;
*Grease (arcane 1, conjuration): [[PHM 13]]&lt;br /&gt;
*Gust of Wind (arcane, 3): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Heal (divine, 6, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Ice Knife (arcane, conjuration, 2nd): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Ice storm (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Holy Chant (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Jarring Hand (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Magic Aura (arcane, 4): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Mending (arcane, divine, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Miasmal mist (arcane 3, conjuration): [[PHM 13]]&lt;br /&gt;
*Open Faery Road (arcane, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Prayer (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Preserve (divine/druid, 1): [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Pyrotechnics (arcane, druidic, 3): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Ray of Frost (arcane, evocation, 1): [[PHM 5]]&lt;br /&gt;
*Resist Acid (divine, 2): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Resist Disease (cleric 2, druid 2, enchantment): [[PHM 13]]&lt;br /&gt;
*Resurrection (clerical, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Sanctuary (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Shagothtlagln&#039;s Hunger (divine, 5): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Simulacrum (arcane, 7, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Speak with Dead (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Spider Climb (arcane, 1): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Spiritual Weapon (divine, 2): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Stinking Cloud (arcane, 1): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Stoneskin (cleric, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Strength (arcane, 2): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Summon Lesser Servitor (arcane, illusionist, 2): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Summon Ooze (arcane, 3): [[Hex 14.22 The Lair of the Troglodytes]]&lt;br /&gt;
*Summon Servitor of Tsathoggua (divine, 4): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Tenebral Veil (arcane, illusion, 1): [[Issue 5 The Lair of the Yeti]]&lt;br /&gt;
*Tiny hut (arcane, 3): [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Trap the Sould (arcane, 8, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Tsathaggua&#039;s Guidance (divine, 1): [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Umbral Shield (divine, 3): [[Hex 31.21 The Gangrenous Orcs]] &lt;br /&gt;
*Unseen Servant (arcane, 1): [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Web bolt (arcane 1, conjuration): [[PHM 13]]&lt;br /&gt;
*Wish (arcane, 9, ritual): [[Hex 14.21 Gateway to the Pallid Fields]]&lt;br /&gt;
*Wither (divine, 1): [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
&lt;br /&gt;
This section divides the hexes into their predominate terrain types. If two or more types of terrain can be found in equal amounts in a hex, or if a hex has a terrain feature (such as a river or lake) that hex will appear in both categories.&lt;br /&gt;
&lt;br /&gt;
*Arctic: PHM 5-7.&lt;br /&gt;
*Butte/Plateau: [[Hex 13.22 The Plateau of Sighs]]&lt;br /&gt;
*Desert, coastal: [[Issue 1 The Shrine of Daothog]], [[Issue 2 The Entrance to the Valley of Kings pt 1]], [[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*Forest, light: [[Hex 17.23 The Lake of Abominations]], [[Hex 15.21 The Rivers Source]], [[Hex 16.24 Forests of Plenty]], [[Hex 17.24 Village of the Owlfolk]], [[Hex 18.24 The Deadwoods]], [[Hex 18.23 The Trails of Cabulech]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Forest, dead: [[Hex 18.24 The Deadwoods]]&lt;br /&gt;
*Grasslands: [[Hex 26.35 Camp of the Horsefolk]], [[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Hills, forested: [[Hex 15.22 The Toppled King]], [[Hex 15.21 The Rivers Source]]&lt;br /&gt;
*Hills, grassy: [[Hex 14.22 The Lair of the Troglodytes]], [[Hex 13.22 The Plateau of Sighs]], [[Hex 14.23 The Basilisk Knights]], [[Hex 15.22 The Toppled King]], [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 31.21 The Gangrenous Orcs]], [[PHM 8]], [[PHM 10]]&lt;br /&gt;
*Hills, barren: [[Hex 31.21 The Gangrenous Orcs]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 15.42 The Keep of the Rawhide Gang]], [[Hex 16.42 Into the Stewpot]], [[Hex 16.43 Caves of the Elder Gargoyles]], [[Slow Waters]]&lt;br /&gt;
*Lake: [[Hex 17.23 The Lake of Abominations]], [[Hex 17.22 Valley of the Sunken Sun]], [[Hex 14.21 Gateway to the Pallid Fields]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 15.43 The Crypts of the Aimascurs]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Marsh: [[Hex 07.36 Slow Waters]]&lt;br /&gt;
*Mountain, barren: [[Hex 15.42 The Keep of the Rawhide Gang]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 15.43 The Crypts of the Aimascurs]], [[Hex 16.43 Caves of the Elder Gargoyles]]&lt;br /&gt;
*Mountain, forested: [[Hex 14.43 Shrine of the Eaglefolk]]&lt;br /&gt;
*Ocean: [[Issue 1 The Shrine of Daothog]], [[Issue 2 The Entrance to the Valley of Kings pt 1]], [[Issue 3 The Entrance to the Valley of Kings pt 2]]&lt;br /&gt;
*Other: [[PHM 9]] (The Plateau of Leng)&lt;br /&gt;
*Rainforest, temperate: [[Issue 4 The Village of the Grippli]]&lt;br /&gt;
*River: [[Hex 07.36 Slow Waters]], [[Hex 13.39 The Domain of Deepwater]], [[Hex 24.26 The Temple of Bathrymrala]], [[Hex 15.21 The Rivers Source]], [[Hex 14.43 Shrine of the Eaglefolk]], [[Hex 17.22 Valley of the Sunken Sun]], [[Hex 16.23 The Doom of Cthedrak]]&lt;br /&gt;
*Swamp: [[Hex 24.26 The Temple of Bathrymrala]], [[PHM 13]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Urban Settlements===&lt;br /&gt;
&lt;br /&gt;
The hexes listed below all contain an urban settlement capable to providing goods and services to adventurers, even if on a limited basis. Certain communities, such as the Lair of the Gangrenous Orcs, or the Keep of the Rawhide Gang, are excluded as they are not true urban centers.&lt;br /&gt;
&lt;br /&gt;
*Chaelhal: [[Hex 16.42 Into the Stewpot]] Not actually covered yet, but mentioned in a map found in the lair of the devil swine.&lt;br /&gt;
*Deepwater:[[Hex 13.39 The Domain of Deepwater]]&lt;br /&gt;
*Kahudbar: [[PHM 10]]&lt;br /&gt;
*Liwil: [[Hex 14.23 The Basilisk Knights]]&lt;br /&gt;
*Highglade: [[Hex 17.24 Village of the Owlfolk]]&lt;br /&gt;
*Ogrim: [[PHM 6]]&lt;br /&gt;
*Smuggler&#039;s Cove: [[PHM 15]]&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=460466</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=460466"/>
		<updated>2024-05-27T17:52:59Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 7th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 81,000/150,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Skilled (10+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 3 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Blossom of Fire - Cast Fireball spell, cost 1d4 HP&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 3 HD), warlock gains additional HD; warlock/familiar can fully understand each other; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8 [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 27 [33] (48 max) (8d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Color Spray (Ill. spell)&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
*Second Level: 1 Spell Per Day&lt;br /&gt;
:Blur (Ill. spell)&lt;br /&gt;
:Detect Invisible&lt;br /&gt;
:ESP&lt;br /&gt;
:Faerie Fire (Druid spell)&lt;br /&gt;
:Hypnotic Pattern (Ill. spell)&lt;br /&gt;
:Invisibility&lt;br /&gt;
:Mirror Image&lt;br /&gt;
:Web&lt;br /&gt;
:Whispering Wind (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Ring of Spell Storing (Stone to Flesh) - 1 spell&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=460288</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=460288"/>
		<updated>2024-05-27T01:45:42Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 7th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 81,000/150,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Skilled (10+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 3 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Blossom of Fire - Cast Fireball spell, cost 1d4 HP&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 3 HD), warlock gains additional HD; warlock/familiar can fully understand each other; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8 [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 27 [33] (48 max) (8d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Color Spray (Ill. spell)&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
*Second Level: 1 Spell Per Day&lt;br /&gt;
:Blur (Ill. spell)&lt;br /&gt;
:Detect Invisible&lt;br /&gt;
:ESP&lt;br /&gt;
:Faerie Fire (Druid spell)&lt;br /&gt;
:Hypnotic Pattern (Ill. spell)&lt;br /&gt;
:Invisibility&lt;br /&gt;
:Mirror Image&lt;br /&gt;
:Web&lt;br /&gt;
:Whispering Wind (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown:X&amp;diff=459406</id>
		<title>Basilisk Hill Breakdown:X</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown:X&amp;diff=459406"/>
		<updated>2024-05-18T16:10:48Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
*Human Cleric 4&lt;br /&gt;
*XP: 6000/12000&lt;br /&gt;
*Alignment: Lawful&lt;br /&gt;
*Retainer of [[Basilisk_Hill_Breakdown:Zelquin|Zelquin]]&lt;br /&gt;
*List any titles or holdings&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*STR 12&lt;br /&gt;
*INT 16 (+2)&lt;br /&gt;
*WIS 13 (+1)&lt;br /&gt;
*DEX 12&lt;br /&gt;
*CON 10&lt;br /&gt;
*CHA 10&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Languages&lt;br /&gt;
** Common&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
*General Skills (4 skill slots)&lt;br /&gt;
**Healing (Proficient)&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
*Class Abilities&lt;br /&gt;
**Turn Undead as 4th level cleric&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
*Knacks&lt;br /&gt;
**Blessed by the Gods (+1 to all saving throws, only taken once)&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
*AC&lt;br /&gt;
*HP (just list the max here, list current HP on the front page.)&lt;br /&gt;
*Movement Rate&lt;br /&gt;
*Initiative Modifier&lt;br /&gt;
*Attacks (For the below, write in what it is. Like, &amp;quot;Two-Handed Sword: Stats.&amp;quot;&lt;br /&gt;
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)&lt;br /&gt;
**Secondary Melee Attack:&lt;br /&gt;
**Primary Ranged Attack:&lt;br /&gt;
*Saves:&lt;br /&gt;
**Petrification &amp;amp; Paralysis 12&lt;br /&gt;
**Poison &amp;amp; Death 9&lt;br /&gt;
**Blast &amp;amp; Breath 14&lt;br /&gt;
**Staves &amp;amp; Wands 10&lt;br /&gt;
**Spells 11 (w/ WIS modifier)&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*Two first, one second level spell per day.&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: &lt;br /&gt;
**Plate Armor (500 cn, AC 3 [16]&lt;br /&gt;
**Shield (100 cn, +1 AC)&lt;br /&gt;
**Mace (30 cn)&lt;br /&gt;
**Sling (20 cn)&lt;br /&gt;
**Backpack (320/400 cn capacity)&lt;br /&gt;
***3 vials holy water&lt;br /&gt;
***1 sprig of wolfsbane&lt;br /&gt;
***1 clump of garlic&lt;br /&gt;
***Bedroll&lt;br /&gt;
***Tinderbox&lt;br /&gt;
***Holy Symbol&lt;br /&gt;
***Waterskin&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown:Zelquin&amp;diff=459405</id>
		<title>Basilisk Hill Breakdown:Zelquin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown:Zelquin&amp;diff=459405"/>
		<updated>2024-05-18T16:06:47Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Monk/ 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 50,000/90,000&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*henchmen 1&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 12 (Open doors 2-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 16 (+2 additional languages &amp;amp; skills)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 12&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 10&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 10 (4 retainers max, loyalty is 7)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
* add lang 1&lt;br /&gt;
* add lang 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Skilled (10+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 9)&lt;br /&gt;
*Survival - Herbalism (Int?) - Expert (5+) - Use plants and natural ingredients for medicinal/magical purposes. (Hex 17.23, pg 10)&lt;br /&gt;
*Athletics -&lt;br /&gt;
*:Acrobatics (Dex) - Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
*:Climbing (Str) - Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
*:Jumping (Str)- Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
*:Running (Con) - Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* May wear any armor and use spells but wearing armor can restrict the Disciplines that can be used.&lt;br /&gt;
* At 1st level, select one weapon type to focus in; gain +1 hit/damage using weapon.&lt;br /&gt;
* At 4th level an unarmed strike funtions as a magical weapon for purpose of damaging creatures that can only be hit by magical/silver weapons.&lt;br /&gt;
* Can Climb Walls as a thief of same level when wearing leather armor or less.&lt;br /&gt;
* Sworn vow of poverty and humility; can only possess that they and a mount can carry, 90% of the treasure earned must be donated back to their order or to others in need.&lt;br /&gt;
* Starts with three Combat Maneuvers (Hex 17.22) and gain an additional maneuver at levels 5, 9, and 13.&lt;br /&gt;
* Starts with three skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13.&lt;br /&gt;
* Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
* Starts with two Disciplines, gain additional one every odd level. Each Discipline takes a number of feats to use.  Regain feats by sleeping at least 4 hours then meditating for one hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039;&lt;br /&gt;
* Acrobatics (1 feat, UA) - Can jump 15&#039; vert, 30&#039; hor, automatically succeed on Dex check to avoid slipping.&lt;br /&gt;
* Iron Will (2 feats, R) - Roll with advantage against charm, hold, fear, confusion, and other mind-affecting spells, and avoid Sleep spells.&lt;br /&gt;
* Trance (1 feat) - enter into suspended animation which slows poison onset times five-fold or stay mobile and hold breath for five minutes plus slow poison onset time three-fold.&lt;br /&gt;
* Freedom of Movement (1 feat, UA) - Cannot be held by grapples, restraints, web or entangle spells. Use another feat if there is not enough movement to escape spell area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Apprentice Thief: Disable, Sneak, Spot (8 points to spend on improvements)&lt;br /&gt;
* Divine Champion (1/3 Cleric caster): 1/round, use action and expend spell slot to turn undead with chance equal to the spell expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills&#039;&#039;&#039;&lt;br /&gt;
(Checks on a 1d20)&lt;br /&gt;
* Climb Walls - 9+&lt;br /&gt;
* Disable (Pick locks, bypass traps, work complex devices) - 14+&lt;br /&gt;
* Sneak (Move Silently &amp;amp; Hide in Shadows) - 14+&lt;br /&gt;
* Spot (Spot traps or secret passages) - 14+&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 [13]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 22 (36 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Open Hand - +1 to hit, 1d4 dam.; also considered magical for hitting&lt;br /&gt;
*Primary Ranged Attack: &lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
*Disarm: On a successful roll the target drops one weapon, requiring they spend next attack to pick it up. (DEX, Skilled, 10+, 8+ if using their weapon focus)&lt;br /&gt;
*Defensive Stance: Cannot attack during round, roll for every physical attack against target, success causes -2 penalty on attack. (INT, Skilled, 8, 6+ if using their weapon focus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 12&lt;br /&gt;
*Poison &amp;amp; Death - 9&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 10&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~xxx coins&lt;br /&gt;
*item&lt;br /&gt;
*item&lt;br /&gt;
*item&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand:&lt;br /&gt;
*With Factor:&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=458733</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=458733"/>
		<updated>2024-05-06T03:20:13Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 7th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 80,000/150,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Skilled (10+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 3 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Blossom of Fire - Cast Fireball spell, cost 1d4 HP&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 3 HD), warlock gains additional HD; warlock/familiar can fully understand each other; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8 [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 27 [33] (48 max) (8d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Color Spray (Ill. spell)&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
*Second Level: 1 Spell Per Day&lt;br /&gt;
:Blur (Ill. spell)&lt;br /&gt;
:Detect Invisible&lt;br /&gt;
:ESP&lt;br /&gt;
:Faerie Fire (Druid spell)&lt;br /&gt;
:Hypnotic Pattern (Ill. spell)&lt;br /&gt;
:Invisibility&lt;br /&gt;
:Mirror Image&lt;br /&gt;
:Web&lt;br /&gt;
:Whispering Wind (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=458294</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=458294"/>
		<updated>2024-04-28T23:36:51Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Evil Jeff&amp;#039;s 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;
*[[Charms and Fetishes]]&lt;br /&gt;
&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;
*Necromancer: [[PHM Issue #14]]&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;
*Psittacan (parrot-folk): [[PHM Issue #18]]&lt;br /&gt;
*Psittacan Sussurrent [[PHM Issue #18]]&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;
&lt;br /&gt;
==Evil Jeff&#039;s Characters==&lt;br /&gt;
*[[Velsind Flere]] - Warlock 7&lt;br /&gt;
**[[Barbat Rauta]] - Ironskin 4&lt;br /&gt;
**[[Amagar Cacar]] - Scout 4&lt;br /&gt;
**[[Tofrea]] - Fighter 4&lt;br /&gt;
&lt;br /&gt;
==Max&#039;s Characters==&lt;br /&gt;
*[[Nerhgui]] Fighter 6&lt;br /&gt;
**[[Kalan]] Cleric 3&lt;br /&gt;
**[[Safa]] Destrier 2&lt;br /&gt;
**[[Blodwyn]] Bard 2&lt;br /&gt;
**[[Vygr Bloodtooth]] Gnoll Sorcerer 1&lt;br /&gt;
&lt;br /&gt;
==Kalstone&#039;s Characters==&lt;br /&gt;
*[[Basilisk_Hill_Breakdown:Ciaran|Ciaran]] - Magic-User 6&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Ruarc|Ruarc]] - Assassin 4&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Slainte|Slainte]] - &#039;&#039;Cerves&#039;&#039; Brave 4&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Tacas|Tacas]] - Fighter 3&lt;br /&gt;
[[Basilisk_Hill_Breakdown:Kalstones_notes|Kalstone&#039;s Notes]]&lt;br /&gt;
&lt;br /&gt;
==Mirke&#039;s Characters==&lt;br /&gt;
*[[Basilisk_Hill_Breakdown:Zelquin|Zelquin]] - Monk Level 6&lt;br /&gt;
**Henchmen&lt;br /&gt;
&lt;br /&gt;
==Redcap&#039;s Characters==&lt;br /&gt;
* [[Orpheus - Assassin]]  Level 6&lt;br /&gt;
** [[Vallistra - Godborn]]   Level 4&lt;br /&gt;
&lt;br /&gt;
==Jon G&#039;s Characters==&lt;br /&gt;
*[[Sir Keyan Telva]]&lt;br /&gt;
**[[Blix]]&lt;br /&gt;
**[[Ugla]]&lt;br /&gt;
&lt;br /&gt;
==MIA==&lt;br /&gt;
&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;
==NonPerson&#039;s Characters==&lt;br /&gt;
*[[Babulaala]]&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
&lt;br /&gt;
==Overview Maps==&lt;br /&gt;
*[[Trog Keep]]&lt;br /&gt;
*[[Basilisk Hills Overview Map]]&lt;br /&gt;
&lt;br /&gt;
==Treasure Maps==&lt;br /&gt;
*[[Bandit Treasure]]&lt;br /&gt;
*[[Shadowstones]]&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown:Zelquin&amp;diff=458293</id>
		<title>Basilisk Hill Breakdown:Zelquin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown:Zelquin&amp;diff=458293"/>
		<updated>2024-04-28T23:36:05Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Monk/ 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 50,000/90,000&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*henchmen 1&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 12 (Open doors 2-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 16 (+2 additional languages &amp;amp; skills)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 12&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 10&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 10 (4 retainers max, loyalty is 7)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
* add lang 1&lt;br /&gt;
* add lang 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Skilled (10+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 9)&lt;br /&gt;
*Survival - Herbalism (Int?) - Expert (5+) - Use plants and natural ingredients for medicinal/magical purposes. (Hex 17.23, pg 10)&lt;br /&gt;
*Athletics -&lt;br /&gt;
*:Acrobatics (Dex) - Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
*:Climbing (Str) - Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
*:Jumping (Str)- Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
*:Running (Con) - Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* May wear any armor and use spells but wearing armor can restrict the Disciplines that can be used.&lt;br /&gt;
* At 1st level, select one weapon type to focus in; gain +1 hit/damage using weapon.&lt;br /&gt;
* At 4th level an unarmed strike funtions as a magical weapon for purpose of damaging creatures that can only be hit by magical/silver weapons.&lt;br /&gt;
* Can Climb Walls as a thief of same level when wearing leather armor or less.&lt;br /&gt;
* Sworn vow of poverty and humility; can only possess that they and a mount can carry, 90% of the treasure earned must be donated back to their order or to others in need.&lt;br /&gt;
* Starts with three Combat Maneuvers (Hex 17.22) and gain an additional maneuver at levels 5, 9, and 13.&lt;br /&gt;
* Starts with three skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13.&lt;br /&gt;
* Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
* Starts with two Disciplines, gain additional one every odd level. Each Discipline takes a number of feats to use.  Regain feats by sleeping at least 4 hours then meditating for one hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039;&lt;br /&gt;
* Acrobatics (1 feat, UA) - Can jump 15&#039; vert, 30&#039; hor, automatically succeed on Dex check to avoid slipping.&lt;br /&gt;
* Iron Will (2 feats, R) - Roll with advantage against charm, hold, fear, confusion, and other mind-affecting spells, and avoid Sleep spells.&lt;br /&gt;
* Trance (1 feat) - enter into suspended animation which slows poison onset times five-fold or stay mobile and hold breath for five minutes plus slow poison onset time three-fold.&lt;br /&gt;
* Freedom of Movement (1 feat, UA) - Cannot be held by grapples, restraints, web or entangle spells. Use another feat if there is not enough movement to escape spell area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Apprentice Thief: Disable, Sneak, Spot (8 points to spend on improvements)&lt;br /&gt;
* Divine Champion (1/3 Cleric caster): 1/round, use action and expend spell slot to turn undead with chance equal to the spell expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills&#039;&#039;&#039;&lt;br /&gt;
(Checks on a 1d20)&lt;br /&gt;
* Climb Walls - 9+&lt;br /&gt;
* Disable (Pick locks, bypass traps, work complex devices) - 14+&lt;br /&gt;
* Sneak (Move Silently &amp;amp; Hide in Shadows) - 14+&lt;br /&gt;
* Spot (Spot traps or secret passages) - 14+&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 [13]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 22 (36 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: &lt;br /&gt;
*Primary Ranged Attack: &lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
*Disarm: On a successful roll the target drops one weapon, requiring they spend next attack to pick it up. (DEX, Skilled, 10+, 8+ if using their weapon focus)&lt;br /&gt;
*Defensive Stance: Cannot attack during round, roll for every physical attack against target, success causes -2 penalty on attack. (INT, Skilled, 8, 6+ if using their weapon focus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 12&lt;br /&gt;
*Poison &amp;amp; Death - 9&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 10&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~xxx coins&lt;br /&gt;
*item&lt;br /&gt;
*item&lt;br /&gt;
*item&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand:&lt;br /&gt;
*With Factor:&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown:Zelquin&amp;diff=458292</id>
		<title>Basilisk Hill Breakdown:Zelquin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown:Zelquin&amp;diff=458292"/>
		<updated>2024-04-28T23:35:01Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Monk/ 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 50,000/90,000&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*henchmen 1&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 12 (Open doors 2-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 16 (+2 additional languages &amp;amp; skills)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 12&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 10&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 10 (4 retainers max, loyalty is 7)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
* add lang 1&lt;br /&gt;
* add lang 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Skilled (10+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 9)&lt;br /&gt;
*Survival - Herbalism (Int?) - Expert (5+) - Use plants and natural ingredients for medicinal/magical purposes. (Hex 17.23, pg 10)&lt;br /&gt;
*Athletics -&lt;br /&gt;
*:Acrobatics (Dex) - Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
*:Climbing (Str) - Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
*:Jumping (Str)- Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
*:Running (Con) - Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* May wear any armor and use spells but wearing armor can restrict the Disciplines that can be used.&lt;br /&gt;
* At 1st level, select one weapon type to focus in; gain +1 hit/damage using weapon.&lt;br /&gt;
* At 4th level an unarmed strike funtions as a magical weapon for purpose of damaging creatures that can only be hit by magical/silver weapons.&lt;br /&gt;
* Can Climb Walls as a thief of same level when wearing leather armor or less.&lt;br /&gt;
* Sworn vow of poverty and humility; can only possess that they and a mount can carry, 90% of the treasure earned must be donated back to their order or to others in need.&lt;br /&gt;
* Starts with three Combat Maneuvers (Hex 17.22) and gain an additional maneuver at levels 5, 9, and 13.&lt;br /&gt;
* Starts with three skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13.&lt;br /&gt;
* Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
* Starts with two Disciplines, gain additional one every odd level. Each Discipline takes a number of feats to use.  Regain feats by sleeping at least 4 hours then meditating for one hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039;&lt;br /&gt;
* Acrobatics (1 feat, UA) - Can jump 15&#039; vert, 30&#039; hor, automatically succeed on Dex check to avoid slipping.&lt;br /&gt;
* Iron Will (2 feats, R) - Roll with advantage against charm, hold, fear, confusion, and other mind-affecting spells, and avoid Sleep spells.&lt;br /&gt;
* Trance (1 feat) - enter into suspended animation which slows poison onset times five-fold or stay mobile and hold breath for five minutes plus slow poison onset time three-fold.&lt;br /&gt;
* Freedom of Movement (1 feat, UA) - Cannot be held by grapples, restraints, web or entangle spells. Use another feat if there is not enough movement to escape spell area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Apprentice Thief: Disable, Sneak, Spot (8 points to spend on improvements)&lt;br /&gt;
* Divine Champion (1/3 Cleric caster): 1/round, use action and expend spell slot to turn undead with chance equal to the spell expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Skills&#039;&#039;&#039;&lt;br /&gt;
Skill checks on a 1d20&lt;br /&gt;
* Climb Walls - 9+&lt;br /&gt;
* Disable (Pick locks, bypass traps, work complex devices) - 14+&lt;br /&gt;
* Sneak (Move Silently &amp;amp; Hide in Shadows) - 14+&lt;br /&gt;
* Spot (Spot traps or secret passages) - 14+&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 [13]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 22 (36 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: &lt;br /&gt;
*Primary Ranged Attack: &lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
*Disarm: On a successful roll the target drops one weapon, requiring they spend next attack to pick it up. (DEX, Skilled, 10+, 8+ if using their weapon focus)&lt;br /&gt;
*Defensive Stance: Cannot attack during round, roll for every physical attack against target, success causes -2 penalty on attack. (INT, Skilled, 8, 6+ if using their weapon focus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 12&lt;br /&gt;
*Poison &amp;amp; Death - 9&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 10&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~xxx coins&lt;br /&gt;
*item&lt;br /&gt;
*item&lt;br /&gt;
*item&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand:&lt;br /&gt;
*With Factor:&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Barbat_Rauta&amp;diff=457522</id>
		<title>Barbat Rauta</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Barbat_Rauta&amp;diff=457522"/>
		<updated>2024-04-15T04:03:39Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Ironskin (Siderenos) / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 11,788/20,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 16 (+2 melee, open doors 4-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 6 (Basic literacy)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 10&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 13 (+1 HP/lvl)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
* Irontongue&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Athletics -&lt;br /&gt;
*:Climbing (Str) - Skilled, 10+&lt;br /&gt;
*:Endurance (Con)- Skilled, 10+&lt;br /&gt;
*:Jumping (Str) - Skilled, 10+&lt;br /&gt;
*:Running (Con) - Skilled, 10+&lt;br /&gt;
*Profession (Int): Drill Sergeant - Proficient, 15+&lt;br /&gt;
*Riding - Proficient, 15+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Has natural AC of 5; over time skin hardens and AC will get lower.&lt;br /&gt;
*Immune to paralysis from ghouls.&lt;br /&gt;
*Only need to rest every 12 turns; can force march for 2 days before tiring.&lt;br /&gt;
*Once per day, when damage would reduce them to 0 hp, it instead reduces them to 1 hp.&lt;br /&gt;
*Vulnerable to lightning and electricity, roll to save with disadvantage; if no save is allowed, automatically take max damage.&lt;br /&gt;
*Touch of rust monster is deadly, hit by feeler drains one level.&lt;br /&gt;
*Heat Metal spell damages them as if they were wearing metal armor.&lt;br /&gt;
*Starts with two combat maneuvers, may select an additional maneuver at levels 5 and 10.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 6, 8, 10, and 12.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 4, 7, and 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Toughness - rolls 1d12 for HD&lt;br /&gt;
*Self-Improvement, Primary - increase CON by +2&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 4 [15] / 5 [14](no shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 36 (52 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 90&#039;/30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (sword and shield style): +5 hit, 1d8+5 damage (if using magic sword)&amp;lt;br /&amp;gt;&lt;br /&gt;
*Secondary Melee Attack: Long Sword (one weapon style): +6 hit, 1d8+5 damage (if using magic sword)&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Ranged Attack: Spear - 1d6 damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.&lt;br /&gt;
*One Weapon: Gains a +1 bonus to attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
*Stun: On a successful roll the target automatically acts last during the following round; only affects living targets. (STR, Proficient, 15+, 13+ if using fighting style)&lt;br /&gt;
*Trip: On a successful attack the target falls to the ground until their turn; takes their entire movement to stand back up; while prone all attacks against are at +2. (STR, Proficient, 15+, 13+ if using fighting style)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 10&lt;br /&gt;
*Poison &amp;amp; Death - 8&lt;br /&gt;
*Blast &amp;amp; Breath - 11&lt;br /&gt;
*Staves &amp;amp; Wands - 9&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance is under 200 coins&lt;br /&gt;
*Shield&lt;br /&gt;
*+1 Sword&lt;br /&gt;
*Spear (x2)&lt;br /&gt;
*Belt and pouch&lt;br /&gt;
*Backpack&lt;br /&gt;
**Waterskin (x2)&lt;br /&gt;
**Flint &amp;amp; Steel&lt;br /&gt;
**Large Sacks (x2)&lt;br /&gt;
*War Horse&lt;br /&gt;
**Saddle &amp;amp; bridle&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
***Large Sacks (x3)&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 95 gp, 45 sp, 50 cp&lt;br /&gt;
*With Factor: 400 gp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=457521</id>
		<title>Tofrea</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=457521"/>
		<updated>2024-04-15T04:03:21Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Fighter / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 8,000/16,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 16 (+2 melee, open doors 4-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 15 (+1 language)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 13 (+1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 16 (+2 HP)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 9 (4 retainers max, loyalty 7)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
* Riding (Skilled, 10+)&lt;br /&gt;
* Survival&lt;br /&gt;
**Harvesting (Dex) (Skilled, 9+)&lt;br /&gt;
**Navigation (Int) (Proficient, 14+)&lt;br /&gt;
**Wilderness Survival (Wis) (Proficient, 15+)&lt;br /&gt;
* Animal Handling (Wis) (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Cleave once per round, up to 4x (equal to HD).&lt;br /&gt;
*Once per day, can automatically negate a single physical attack that would hit them.&lt;br /&gt;
*When fighting with 2-handed weapons, roll damage with Advantage.&lt;br /&gt;
*Starts with 3 skills, plus bonus for high INT; gain new skills at level 3, 5, 7, 9, 11, &amp;amp; 13.&lt;br /&gt;
*Start with 1 knack; gain new knack at level 4, 7, 10, &amp;amp; 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Toughness - rolls 1d10 for HD&lt;br /&gt;
*Self-improvement, primary - Increase STR &amp;amp; CON by +1.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 4 [15] / 5 [14] (no shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 31  (48 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; xx&#039;/xx&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; +1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (sword and shield style): +4 hit, 1d8+2 damage&amp;lt;br /&amp;gt;&lt;br /&gt;
*Secondary Melee Attack: &amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Ranged Attack: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
* Disarm (Dex) - target drops weapon (Proficient, 15+, 13+ with fighting style)&lt;br /&gt;
* Force Back (Str) - on success, target must retreat # of feet equal to difference in result or take half damage (Proficient, 15+, 13+ with fighting style)&lt;br /&gt;
* Stun (Str) - target automatically acts last following round (Proficient, 15+, 13+ with fighting style)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 12&lt;br /&gt;
*Poison &amp;amp; Death - 10&lt;br /&gt;
*Blast &amp;amp; Breath - 13&lt;br /&gt;
*Wands - 11&lt;br /&gt;
*Rod/Staves/Spells - 14&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>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=457520</id>
		<title>Tofrea</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=457520"/>
		<updated>2024-04-15T03:42:47Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Fighter / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 8,000/16,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 15 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 15 (+1 language)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 13 (+1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 15 (+1 HP)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 9 (4 retainers max, loyalty 7)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
* Riding (Proficient, 15+)&lt;br /&gt;
* Survival&lt;br /&gt;
**Harvesting (Dex) (Skilled, 10+)&lt;br /&gt;
**Navigation (Int) (Proficient, 15+)&lt;br /&gt;
**Wildernss Survival (Wis) (Proficient, 15+)&lt;br /&gt;
* Animal Handling (Wis) (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Cleave once per round, up to 4x (equal to HD).&lt;br /&gt;
*Once per day, can automatically negate a single physical attack that would hit them.&lt;br /&gt;
*When fighting with 2-handed weapons, roll damage with Advantage.&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Toughness - rolls 1d10 for HD&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 4 [15] / 5 [14] (no shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 26  (40 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; xx&#039;/xx&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; +1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (sword and shield style): +3 hit, 1d8+1 damage&amp;lt;br /&amp;gt;&lt;br /&gt;
*Secondary Melee Attack: &amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Ranged Attack: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
* Disarm (Dex) - target drops weapon (Proficient, 15+)&lt;br /&gt;
* Force Back (Str) - on success, target must retreat # of feet equal to difference in result or take half damage (Proficient, 15+)&lt;br /&gt;
* Stun (Str) - target automatically acts last following round (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 12&lt;br /&gt;
*Poison &amp;amp; Death - 10&lt;br /&gt;
*Blast &amp;amp; Breath - 13&lt;br /&gt;
*Wands - 11&lt;br /&gt;
*Rod/Staves/Spells - 14&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>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=457519</id>
		<title>Tofrea</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=457519"/>
		<updated>2024-04-15T03:39:30Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Fighter / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 8,000/16,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 15 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 15 (+1 language)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 13 (+1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 15 (+1 HP)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 9 (4 retainers max, loyalty 7)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
* Riding (Proficient, 15+)&lt;br /&gt;
* Survival&lt;br /&gt;
**Harvesting (Dex) (Skilled, 10+)&lt;br /&gt;
**Navigation (Int) (Proficient, 15+)&lt;br /&gt;
**Wildernss Survival (Wis) (Proficient, 15+)&lt;br /&gt;
* Animal Handling (Wis) (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Cleave once per round, up to 4x (equal to HD).&lt;br /&gt;
*Once per day, can automatically negate a single physical attack that would hit them.&lt;br /&gt;
*When fighting with 2-handed weapons, roll damage with Advantage.&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Toughness - rolls 1d10 for HD&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 4 [15] / 5 [14] (no shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 26  (40 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; xx&#039;/xx&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; +1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (sword and shield style): +1 hit, 1d8+1 damage&amp;lt;br /&amp;gt;&lt;br /&gt;
*Secondary Melee Attack: &amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Ranged Attack: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
* Disarm (Dex) - target drops weapon (Proficient, 15+)&lt;br /&gt;
* Force Back (Str) - on success, target must retreat # of feet equal to difference in result or take half damage (Proficient, 15+)&lt;br /&gt;
* Stun (Str) - target automatically acts last following round (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 13&lt;br /&gt;
*Poison &amp;amp; Death - 11&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, Armor, Weapons: Total Encumbrance.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=457518</id>
		<title>Tofrea</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=457518"/>
		<updated>2024-04-15T03:39:10Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Fighter / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 8,000/16,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 15 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 15 (+1 language)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 13 (+1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 15 (+1 HP)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 9 (4 retainers max, loyalty 7)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
* Riding (Proficient, 15+)&lt;br /&gt;
* Survival&lt;br /&gt;
**Harvesting (Dex) (Skilled, 10+)&lt;br /&gt;
**Navigation (Int) (Proficient, 15+)&lt;br /&gt;
**Wildernss Survival (Wis) (Proficient, 15+)&lt;br /&gt;
* Animal Handling (Wis) (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Cleave once per round, up to 4x (equal to HD).&lt;br /&gt;
*Once per day, can automatically negate a single physical attack that would hit them.&lt;br /&gt;
*When fighting with 2-handed weapons, roll damage with Advantage.&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Toughness - rolls 1d10 for HD&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 4 [15] / 5 [14] (no shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 20  (30 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; xx&#039;/xx&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; +1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (sword and shield style): +1 hit, 1d8+1 damage&amp;lt;br /&amp;gt;&lt;br /&gt;
*Secondary Melee Attack: &amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Ranged Attack: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
* Disarm (Dex) - target drops weapon (Proficient, 15+)&lt;br /&gt;
* Force Back (Str) - on success, target must retreat # of feet equal to difference in result or take half damage (Proficient, 15+)&lt;br /&gt;
* Stun (Str) - target automatically acts last following round (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 13&lt;br /&gt;
*Poison &amp;amp; Death - 11&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, Armor, Weapons: Total Encumbrance.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=457517</id>
		<title>Tofrea</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=457517"/>
		<updated>2024-04-15T03:38:36Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Fighter / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 8,000/16,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 15 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 15 (+1 language)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 13 (+1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 15 (+1 HP)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 9 (4 retainers max, loyalty 7)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
* Riding (Proficient, 15+)&lt;br /&gt;
* Survival&lt;br /&gt;
**Harvesting (Dex) (Skilled, 10+)&lt;br /&gt;
**Navigation (Int) (Proficient, 15+)&lt;br /&gt;
**Wildernss Survival (Wis) (Proficient, 15+)&lt;br /&gt;
* Animal Handling (Wis) (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Cleave once per round, up to 3x (equal to HD).&lt;br /&gt;
*Once per day, can automatically negate a single physical attack that would hit them.&lt;br /&gt;
*When fighting with 2-handed weapons, roll damage with Advantage.&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Toughness - rolls 1d10 for HD&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 4 [15] / 5 [14] (no shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 20  (30 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; xx&#039;/xx&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; +1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (sword and shield style): +1 hit, 1d8+1 damage&amp;lt;br /&amp;gt;&lt;br /&gt;
*Secondary Melee Attack: &amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Ranged Attack: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
* Disarm (Dex) - target drops weapon (Proficient, 15+)&lt;br /&gt;
* Force Back (Str) - on success, target must retreat # of feet equal to difference in result or take half damage (Proficient, 15+)&lt;br /&gt;
* Stun (Str) - target automatically acts last following round (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 13&lt;br /&gt;
*Poison &amp;amp; Death - 11&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, Armor, Weapons: Total Encumbrance.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=457516</id>
		<title>Tofrea</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=457516"/>
		<updated>2024-04-15T03:37:41Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Fighter / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 8,000/16,000 &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 15 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 15 (+1 language)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 13 (+1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 15 (+1 HP)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 9 (4 retainers max, loyalty 7)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
* Riding (Proficient, 15+)&lt;br /&gt;
* Survival&lt;br /&gt;
**Harvesting (Dex) (Skilled, 10+)&lt;br /&gt;
**Navigation (Int) (Proficient, 15+)&lt;br /&gt;
**Wildernss Survival (Wis) (Proficient, 15+)&lt;br /&gt;
* Animal Handling (Wis) (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Cleave once per round, up to 3x (equal to HD).&lt;br /&gt;
*Once per day, can automatically negate a single physical attack that would hit them.&lt;br /&gt;
*When fighting with 2-handed weapons, roll damage with Advantage.&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Toughness - rolls 1d10 for HD&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 4 [15] / 5 [14] (no shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 20  (30 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; xx&#039;/xx&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; +1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (sword and shield style): +1 hit, 1d8+1 damage&amp;lt;br /&amp;gt;&lt;br /&gt;
*Secondary Melee Attack: &amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Ranged Attack: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
* Disarm (Dex) - target drops weapon (Proficient, 15+)&lt;br /&gt;
* Force Back (Str) - on success, target must retreat # of feet equal to difference in result or take half damage (Proficient, 15+)&lt;br /&gt;
* Stun (Str) - target automatically acts last following round (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 13&lt;br /&gt;
*Poison &amp;amp; Death - 11&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, Armor, Weapons: Total Encumbrance.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457515</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457515"/>
		<updated>2024-04-15T03:31:47Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 7th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 80,000/150,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Skilled (10+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 3 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Blossom of Fire - Cast Fireball spell, cost 1d4 HP&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 3 HD), warlock gains additional HD; warlock/familiar can fully understand each other; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8 [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 33 (48 max) (8d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Color Spray (Ill. spell)&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
*Second Level: 1 Spell Per Day&lt;br /&gt;
:Blur (Ill. spell)&lt;br /&gt;
:Detect Invisible&lt;br /&gt;
:ESP&lt;br /&gt;
:Faerie Fire (Druid spell)&lt;br /&gt;
:Hypnotic Pattern (Ill. spell)&lt;br /&gt;
:Invisibility&lt;br /&gt;
:Mirror Image&lt;br /&gt;
:Web&lt;br /&gt;
:Whispering Wind (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457514</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457514"/>
		<updated>2024-04-15T03:30:46Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 7th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 80,000/150,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Skilled (10+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 3 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Blossom of Fire - Cast Fireball spell, cost 1d4 HP&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 3 HD), warlock gains additional HD; warlock/familiar can fully understand each other; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8 [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Color Spray (Ill. spell)&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
*Second Level: 1 Spell Per Day&lt;br /&gt;
:Blur (Ill. spell)&lt;br /&gt;
:Detect Invisible&lt;br /&gt;
:ESP&lt;br /&gt;
:Faerie Fire (Druid spell)&lt;br /&gt;
:Hypnotic Pattern (Ill. spell)&lt;br /&gt;
:Invisibility&lt;br /&gt;
:Mirror Image&lt;br /&gt;
:Web&lt;br /&gt;
:Whispering Wind (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457513</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457513"/>
		<updated>2024-04-15T03:09:59Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 7th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 80,000/150,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Skilled (10+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 3 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Blossom of Fire - Cast Fireball spell, cost 1d4 HP&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 3 HD), warlock gains additional HD; warlock/familiar can fully understand each other; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8 [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457512</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457512"/>
		<updated>2024-04-15T02:52:34Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 7th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 80,000/150,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Skilled (10+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8 [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457511</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457511"/>
		<updated>2024-04-15T02:51:51Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 73,393/80,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Skilled (10+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8 [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457493</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457493"/>
		<updated>2024-04-14T23:41:42Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 73,393/80,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Proficient (15+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8 [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=457440</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=457440"/>
		<updated>2024-04-13T17:52:49Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Mirke&amp;#039;s 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;
*[[Charms and Fetishes]]&lt;br /&gt;
&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;
*Necromancer: [[PHM Issue #14]]&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;
*Psittacan (parrot-folk): [[PHM Issue #18]]&lt;br /&gt;
*Psittacan Sussurrent [[PHM Issue #18]]&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;
&lt;br /&gt;
==Evil Jeff&#039;s Characters==&lt;br /&gt;
*[[Velsind Flere]] - Warlock 6&lt;br /&gt;
**[[Barbat Rauta]] - Ironskin 4&lt;br /&gt;
**[[Amagar Cacar]] - Scout 4&lt;br /&gt;
**[[Tofrea]] - Fighter 3&lt;br /&gt;
&lt;br /&gt;
==Max&#039;s Characters==&lt;br /&gt;
*[[Nerhgui]] Fighter 6&lt;br /&gt;
**[[Kalan]] Cleric 3&lt;br /&gt;
**[[Safa]] Destrier 2&lt;br /&gt;
**[[Blodwyn]] Bard 2&lt;br /&gt;
**[[Vygr Bloodtooth]] Gnoll Sorcerer 1&lt;br /&gt;
&lt;br /&gt;
==Kalstone&#039;s Characters==&lt;br /&gt;
*[[Basilisk_Hill_Breakdown:Ciaran|Ciaran]] - Magic-User 6&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Ruarc|Ruarc]] - Assassin 4&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Slainte|Slainte]] - &#039;&#039;Cerves&#039;&#039; Brave 4&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Tacas|Tacas]] - Fighter 3&lt;br /&gt;
[[Basilisk_Hill_Breakdown:Kalstones_notes|Kalstone&#039;s Notes]]&lt;br /&gt;
&lt;br /&gt;
==Mirke&#039;s Characters==&lt;br /&gt;
*[[Basilisk_Hill_Breakdown:Zelquin|Zelquin]] - Monk Level 6&lt;br /&gt;
**Henchmen&lt;br /&gt;
&lt;br /&gt;
==Redcap&#039;s Characters==&lt;br /&gt;
* [[Orpheus - Assassin]]  Level 6&lt;br /&gt;
** [[Vallistra - Godborn]]   Level 4&lt;br /&gt;
&lt;br /&gt;
==Jon G&#039;s Characters==&lt;br /&gt;
*[[Sir Keyan Telva]]&lt;br /&gt;
**[[Blix]]&lt;br /&gt;
**[[Ugla]]&lt;br /&gt;
&lt;br /&gt;
==MIA==&lt;br /&gt;
&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;
==NonPerson&#039;s Characters==&lt;br /&gt;
*[[Babulaala]]&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
&lt;br /&gt;
==Overview Maps==&lt;br /&gt;
*[[Trog Keep]]&lt;br /&gt;
*[[Basilisk Hills Overview Map]]&lt;br /&gt;
&lt;br /&gt;
==Treasure Maps==&lt;br /&gt;
*[[Bandit Treasure]]&lt;br /&gt;
*[[Shadowstones]]&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown:Zelquin&amp;diff=457439</id>
		<title>Basilisk Hill Breakdown:Zelquin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown:Zelquin&amp;diff=457439"/>
		<updated>2024-04-13T17:52:22Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: Created page with &amp;quot;Basilisk_Hill_Breakdown  == Rank == &amp;#039;&amp;#039;&amp;#039;Human Monk/ 6th&amp;#039;&amp;#039;&amp;#039;&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;XP:&amp;#039;&amp;#039;&amp;#039; 50,000/90,000&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Alignment&amp;#039;&amp;#039;&amp;#039; - Neutral&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Full PC&amp;#039;&amp;#039;&amp;#039;&amp;lt;br /&amp;gt; Henchmen *henchmen 1  ==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Monk/ 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 50,000/90,000&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*henchmen 1&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 12 (Open doors 2-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 16 (+2 additional languages &amp;amp; skills)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 12&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 10&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 10 (4 retainers max, loyalty is 7)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
* add lang 1&lt;br /&gt;
* add lang 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Skilled (10+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 9)&lt;br /&gt;
*Survival - Herbalism (Int?) - Expert (5+) - Use plants and natural ingredients for medicinal/magical purposes. (Hex 17.23, pg 10)&lt;br /&gt;
*Athletics -&lt;br /&gt;
*:Acrobatics (Dex) - Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
*:Climbing (Str) - Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
*:Jumping (Str)- Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
*:Running (Con) - Skilled (10+) (Hex 17.23, pg 9)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* May wear any armor and use spells but wearing armor can restrict the Disciplines that can be used.&lt;br /&gt;
* At 1st level, select one weapon type to focus in; gain +1 hit/damage using weapon.&lt;br /&gt;
* At 4th level an unarmed strike funtions as a magical weapon for purpose of damaging creatures that can only be hit by magical/silver weapons.&lt;br /&gt;
* Can Climb Walls as a thief of same level when wearing leather armor or less.&lt;br /&gt;
* Sworn vow of poverty and humility; can only possess that they and a mount can carry, 90% of the treasure earned must be donated back to their order or to others in need.&lt;br /&gt;
* Starts with three Combat Maneuvers (Hex 17.22) and gain an additional maneuver at levels 5, 9, and 13.&lt;br /&gt;
* Starts with three skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13.&lt;br /&gt;
* Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
* Starts with two Disciplines, gain additional one every odd level. Each Discipline takes a number of feats to use.  Regain feats by sleeping at least 4 hours then meditating for one hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disciplines&#039;&#039;&#039;&lt;br /&gt;
* Acrobatics (1 feat, UA) - Can jump 15&#039; vert, 30&#039; hor, automatically succeed on Dex check to avoid slipping.&lt;br /&gt;
* Iron Will (2 feats, R) - Roll with advantage against charm, hold, fear, confusion, and other mind-affecting spells, and avoid Sleep spells.&lt;br /&gt;
* Trance (1 feat) - enter into suspended animation which slows poison onset times five-fold or stay mobile and hold breath for five minutes plus slow poison onset time three-fold.&lt;br /&gt;
* Freedom of Movement (1 feat, UA) - Cannot be held by grapples, restraints, web or entangle spells. Use another feat if there is not enough movement to escape spell area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Knack 1: &lt;br /&gt;
* Knack 2: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 6 [13]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 22 (36 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: &lt;br /&gt;
*Primary Ranged Attack: &lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
*Disarm: On a successful roll the target drops one weapon, requiring they spend next attack to pick it up. (DEX, Skilled, 10+, 8+ if using their weapon focus)&lt;br /&gt;
*Defensive Stance: Cannot attack during round, roll for every physical attack against target, success causes -2 penalty on attack. (INT, Skilled, 8, 6+ if using their weapon focus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 12&lt;br /&gt;
*Poison &amp;amp; Death - 9&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 10&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~xxx coins&lt;br /&gt;
*item&lt;br /&gt;
*item&lt;br /&gt;
*item&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand:&lt;br /&gt;
*With Factor:&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=457438</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=457438"/>
		<updated>2024-04-13T17:52:00Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Mirke&amp;#039;s 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;
*[[Charms and Fetishes]]&lt;br /&gt;
&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;
*Necromancer: [[PHM Issue #14]]&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;
*Psittacan (parrot-folk): [[PHM Issue #18]]&lt;br /&gt;
*Psittacan Sussurrent [[PHM Issue #18]]&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;
&lt;br /&gt;
==Evil Jeff&#039;s Characters==&lt;br /&gt;
*[[Velsind Flere]] - Warlock 6&lt;br /&gt;
**[[Barbat Rauta]] - Ironskin 4&lt;br /&gt;
**[[Amagar Cacar]] - Scout 4&lt;br /&gt;
**[[Tofrea]] - Fighter 3&lt;br /&gt;
&lt;br /&gt;
==Max&#039;s Characters==&lt;br /&gt;
*[[Nerhgui]] Fighter 6&lt;br /&gt;
**[[Kalan]] Cleric 3&lt;br /&gt;
**[[Safa]] Destrier 2&lt;br /&gt;
**[[Blodwyn]] Bard 2&lt;br /&gt;
**[[Vygr Bloodtooth]] Gnoll Sorcerer 1&lt;br /&gt;
&lt;br /&gt;
==Kalstone&#039;s Characters==&lt;br /&gt;
*[[Basilisk_Hill_Breakdown:Ciaran|Ciaran]] - Magic-User 6&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Ruarc|Ruarc]] - Assassin 4&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Slainte|Slainte]] - &#039;&#039;Cerves&#039;&#039; Brave 4&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Tacas|Tacas]] - Fighter 3&lt;br /&gt;
[[Basilisk_Hill_Breakdown:Kalstones_notes|Kalstone&#039;s Notes]]&lt;br /&gt;
&lt;br /&gt;
==Mirke&#039;s Characters==&lt;br /&gt;
*[[Basilisk_Hill_Breakdown:Zelquin|Zelquin]] - Monk 6&lt;br /&gt;
**Henchmen&lt;br /&gt;
&lt;br /&gt;
==Redcap&#039;s Characters==&lt;br /&gt;
* [[Orpheus - Assassin]]  Level 6&lt;br /&gt;
** [[Vallistra - Godborn]]   Level 4&lt;br /&gt;
&lt;br /&gt;
==Jon G&#039;s Characters==&lt;br /&gt;
*[[Sir Keyan Telva]]&lt;br /&gt;
**[[Blix]]&lt;br /&gt;
**[[Ugla]]&lt;br /&gt;
&lt;br /&gt;
==MIA==&lt;br /&gt;
&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;
==NonPerson&#039;s Characters==&lt;br /&gt;
*[[Babulaala]]&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
&lt;br /&gt;
==Overview Maps==&lt;br /&gt;
*[[Trog Keep]]&lt;br /&gt;
*[[Basilisk Hills Overview Map]]&lt;br /&gt;
&lt;br /&gt;
==Treasure Maps==&lt;br /&gt;
*[[Bandit Treasure]]&lt;br /&gt;
*[[Shadowstones]]&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=457166</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=457166"/>
		<updated>2024-04-03T23:44:28Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: &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;
*[[Charms and Fetishes]]&lt;br /&gt;
&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;
*Necromancer: [[PHM Issue #14]]&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;
*Psittacan (parrot-folk): [[PHM Issue #18]]&lt;br /&gt;
*Psittacan Sussurrent [[PHM Issue #18]]&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;
&lt;br /&gt;
==Evil Jeff&#039;s Characters==&lt;br /&gt;
*[[Velsind Flere]] - Warlock 6&lt;br /&gt;
**[[Barbat Rauta]] - Ironskin 4&lt;br /&gt;
**[[Amagar Cacar]] - Scout 4&lt;br /&gt;
**[[Tofrea]] - Fighter 3&lt;br /&gt;
&lt;br /&gt;
==Max&#039;s Characters==&lt;br /&gt;
*[[Nerhgui]] Fighter 6&lt;br /&gt;
**[[Kalan]] Cleric 3&lt;br /&gt;
**[[Safa]] Destrier 2&lt;br /&gt;
**[[Blodwyn]] Bard 2&lt;br /&gt;
**[[Vygr Bloodtooth]] Gnoll Sorcerer 1&lt;br /&gt;
&lt;br /&gt;
==Kalstone&#039;s Characters==&lt;br /&gt;
*[[Basilisk_Hill_Breakdown:Ciaran|Ciaran]] - Magic-User 6&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Ruarc|Ruarc]] - Assassin 4&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Slainte|Slainte]] - &#039;&#039;Cerves&#039;&#039; Brave 4&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Tacas|Tacas]] - Fighter 3&lt;br /&gt;
[[Basilisk_Hill_Breakdown:Kalstones_notes|Kalstone&#039;s Notes]]&lt;br /&gt;
&lt;br /&gt;
==Mirke&#039;s Characters==&lt;br /&gt;
*Main Character&lt;br /&gt;
**Henchmen&lt;br /&gt;
&lt;br /&gt;
==Redcap&#039;s Characters==&lt;br /&gt;
* [[Orpheus - Assassin]]  Level 6&lt;br /&gt;
** [[Vallistra - Godborn]]   Level 4&lt;br /&gt;
&lt;br /&gt;
==Jon G&#039;s Characters==&lt;br /&gt;
*[[Sir Keyan Telva]]&lt;br /&gt;
**[[Blix]]&lt;br /&gt;
**[[Ugla]]&lt;br /&gt;
&lt;br /&gt;
==MIA==&lt;br /&gt;
&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;
==NonPerson&#039;s Characters==&lt;br /&gt;
*[[Babulaala]]&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
&lt;br /&gt;
==Overview Maps==&lt;br /&gt;
*[[Trog Keep]]&lt;br /&gt;
*[[Basilisk Hills Overview Map]]&lt;br /&gt;
&lt;br /&gt;
==Treasure Maps==&lt;br /&gt;
*[[Bandit Treasure]]&lt;br /&gt;
*[[Shadowstones]]&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Combat_Manuevers&amp;diff=457164</id>
		<title>Combat Manuevers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Combat_Manuevers&amp;diff=457164"/>
		<updated>2024-04-03T22:03:39Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
=Combat Maneuvers=&lt;br /&gt;
&lt;br /&gt;
Certain individuals and classes may, at the Referee&#039;s discretion, perform combat maneuvers. These rules assume that they make use of the skill system introduced in Hex 17.23. Therefore, an individual can be Unskilled (succeeding only on a natural 20), Proficient (succeeding on a result of 15+, costing one skill slot), Skilled (succeeding on a roll of 10+, costing two slots) or Expert (succeeding on a roll of 5+, costing three slots).&lt;br /&gt;
&lt;br /&gt;
Fighters can select three combat maneuvers, each of which they are Proficient in, at 1st-level. At every four additional levels (5th, 9th, etc.) they may either select an additional maneuver, gained at Proficient, or improve an existing maneuver by one step. Other classes can learn combat maneuvers as part of standard skill selections (and fighters and thieves can also select them as skill selections). When first purchasing a combat maneuver the character is limited to Proficient or Skilled.&lt;br /&gt;
&lt;br /&gt;
When attempting a combat maneuver a skill roll is made instead of a to-hit roll, using the target number as set by the proficiency. The following modifiers apply to the roll:&lt;br /&gt;
&lt;br /&gt;
:*The target&#039;s HD is subtracted from the roll.&lt;br /&gt;
:*Each maneuver has a modifying Ability score. Add any plusses or minuses to the roll.&lt;br /&gt;
:*A roll of 20 is always a success, a roll of 1 always a failure.&lt;br /&gt;
:*Other modifiers applied at the Referee’s discretion. &#039;&#039;Example&#039;&#039;: Sir Harn attempts to Force Back an adult dragon. The Referee applies a –6 penalty to the roll due to the dragon’s size.&lt;br /&gt;
&lt;br /&gt;
Combat maneuvers are declared in the declaration phase of a round and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Stance (Int).&#039;&#039;&#039; By eschewing any offensive attacks during a round and using this maneuver the character can make themself harder to hit. Make a Defensive Stance roll at the beginning of the character’s turn. If the maneuver roll is successful, the character gains a +2 bonus to their AC for as long as the character remains in their defensive stance. A character in a defensive stance can automatically disengage from melee and move away at half their normal movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm (Dex).&#039;&#039;&#039; On a successful attempt the target drops their weapon or shield (attacker’s choice). Dropped weapons land a number of feet away equal to the difference between the roll and the target number set by the attacker&#039;s skill. If the weapon drops within 5’ of the target they may pick it up during their next turn, but the process of doing so imposes a –2 penalty to their AC for the remainder of the round; if more than 5’ away they cannot reach their weapon without disengaging from melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: Sir Harn is facing a foe that he wishes to capture alive, and so rather than attacking to kill he attempts to disarm them. Harn is Skilled in Disarm and has a Dex modifier of 0, so he needs to roll a 10 or higher to succeed. His opponent has 4 HD, which brings the total up to 14. Harn’s player rolls an 18, a success. The weapon flies from his opponent’s grasp and lands 4 feet away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Back (Str).&#039;&#039;&#039; When using this maneuver the attacker attempts to force their opponent in a direction of the attacker’s choosing. On a successful roll their target must either retreat a number of feet equal to the difference between the roll and the target number or they take ½ the damage from a normal attack.&lt;br /&gt;
&lt;br /&gt;
Sir Harn is fighting with an opponent at the edge of a cliff. They are both evenly matched, so Harn attempts to fight dirty and force his opponent over the precipice. Harn is Expert in Force Back, has a Strength modifier of +2, and his opponent has 6 HD. The target number for the attempt is 13+. Harn rolls a 19, a success, and can move his opponent 6 feet in a direction of his choosing. His opponent, however, sensing the ploy, chooses not be moved, and instead takes half damage from the attack (Harn rolls damage as normal at this point).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grapple (Str).&#039;&#039;&#039; On a successful roll the attacker is able to physically restrain a foe. Creatures more than twice the attacker&#039;s size cannot be grappled. It takes three successful grapple rolls to completely immobilize a target. Note that grapple checks can be made in opposition if both combatants are trying to grapple. Opposing grapple checks can be used to either extricate oneself from a grapple or try to grapple the other combatant.&lt;br /&gt;
&lt;br /&gt;
A single success counts as a target being Held. Both target and attacker may do the following:&lt;br /&gt;
&lt;br /&gt;
:1. Move at ¼ speed. Whoever is doing the holding can force their opponent to move up to ¼ their normal speed each round. If both are holding, movement is not possible.&lt;br /&gt;
:2. Attack. Hand to hand attacks are made as normal (see p. 122, OSE Core) but weapon attacks are made at a –2 penalty to hit. The attacker can only use non-two handed weapons to attack.&lt;br /&gt;
:3. Attempt to break the grapple or put the target in a Clinch.&lt;br /&gt;
:4. Spellcasting is not possible.&lt;br /&gt;
&lt;br /&gt;
Two successes are referred to as a Clinch. The following is possible when Clinched:&lt;br /&gt;
&lt;br /&gt;
:1. The target cannot move but the attacker can move both combatants 5&#039; per round.&lt;br /&gt;
:2. The target attacks with handheld weapons at a –5 penalty, or hand to hand attacks at a –2 penalty. Weapons larger than daggers or truncheons cannot be used.&lt;br /&gt;
:3. Attempt to reduce the Clinch to a Hold, or Immobilize the target.&lt;br /&gt;
&lt;br /&gt;
If three successes are totaled the target is Immobilized. The following occurs when a target is immobilized:&lt;br /&gt;
&lt;br /&gt;
:1. The target cannot move. The attacker can move both at 5&#039; per round, but doing so allows the target a chance to break the grapple.&lt;br /&gt;
:2. The target cannot attack nor attempt to break the grapple unless possessing a higher Strength modifier than the attacker. If the target is a monster without a Strength score compare HD; if the target’s HD is equal to or greater than the attacker&#039;s they may attempt to break the hold.&lt;br /&gt;
:3. The attacker may still attack, but at a –2 penalty for hand-to-hand attacks or a –5 penalty for weapon attacks. Attacking also allows the target a chance to break the hold, as above. There are two attacks that can be performed without risk of breaking the grapple (see 4 and 5, below).&lt;br /&gt;
:4. The attacker may attempt to choke the target. Each round the target makes a Save v. Paralysis. If failing they take 1d2 damage, otherwise they take none.&lt;br /&gt;
:5. The attacker may attempt to render the target unconscious by cutting off air flow. Each round the target must Save v. Death or fall unconscious for 3d4 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knock-out (Dex).&#039;&#039;&#039; Using a blunt weapon or the flat of a blade, or a hand-to-hand attack, the attacker attempts to render a target temporarily unconscious. The maneuver only affects living targets. The roll suffers a penalty of 1d4, in addition to any other penalties. If successful, the target takes 1 point of damage and is rendered unconscious for 1d12 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long Shot (Dex).&#039;&#039;&#039; The attacker is able to squeeze some extra distance out of ranged attacks. On a successful roll the attacker can increase the maximum range by 25%. Normal penalties to the roll still apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overrun (Con).&#039;&#039;&#039; The adventurer attempts to move through or past an enemy. On a successful roll the adventurer succeeds, moving a distance up to their movement. On a failed roll the character stops in front of the nearest opponent in their path. An overrun roll must be made for each opponent of the same size or larger the adventurer is attempting to pass; if the opponents are a size or more smaller only one roll is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precise Shot (Dex).&#039;&#039;&#039; On a successful roll the character can fire into a melee or at opponents with less than full cover without penalty (they do not suffer the standard –4 penalty for doing so). This roll is only made once per round; a normal attack roll is still needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun (Str).&#039;&#039;&#039; 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;
&lt;br /&gt;
&#039;&#039;&#039;Trip (Strength).&#039;&#039;&#039; On a successful attack the target falls to the ground until their next turn. It takes their entire movement to stand back up. While prone all attacks against the target gain a +2 bonus. Creatures with more than two legs impose a –2 penalty per leg to the maneuver roll.&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Combat_Manuevers&amp;diff=457163</id>
		<title>Combat Manuevers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Combat_Manuevers&amp;diff=457163"/>
		<updated>2024-04-03T21:50:11Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Combat Maneuvers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
=Combat Maneuvers=&lt;br /&gt;
&lt;br /&gt;
Certain individuals and classes may, at the Referee&#039;s discretion, perform combat maneuvers. These rules assume that they make use of the skill system introduced in Hex 18.23. Therefore, an individual can be Unskilled (succeeding only on a natural 20), Proficient (succeeding on a result of 15+, costing one skill slot), Skilled (succeeding on a roll of 10+, costing two slots) or Expert (succeeding on a roll of 5+, costing three slots).&lt;br /&gt;
&lt;br /&gt;
Fighters can select three combat maneuvers, each of which they are Proficient in, at 1st-level. At every four additional levels (5th, 9th, etc.) they may either select an additional maneuver, gained at Proficient, or improve an existing maneuver by one step. Other classes can learn combat maneuvers as part of standard skill selections (and fighters and thieves can also select them as skill selections). When first purchasing a combat maneuver the character is limited to Proficient or Skilled.&lt;br /&gt;
&lt;br /&gt;
When attempting a combat maneuver a skill roll is made instead of a to-hit roll, using the target number as set by the proficiency. The following modifiers apply to the roll:&lt;br /&gt;
&lt;br /&gt;
	The target&#039;s HD is subtracted from the roll.&lt;br /&gt;
	Each maneuver has a modifying Ability score. Add any plusses or minuses to the roll.&lt;br /&gt;
	A roll of 20 is always a success, a roll of 1 always a failure.&lt;br /&gt;
	Other modifiers applied at the Referee’s discretion. Example. Sir Harn attempts to Force Back an adult dragon. The Referee applies a –6 penalty to the roll due to the dragon’s size.&lt;br /&gt;
&lt;br /&gt;
Combat maneuvers are declared in the declaration phase of a round and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Stance (Int).&#039;&#039;&#039; By eschewing any offensive attacks during a round and using this maneuver the character can make themself harder to hit. Make a Defensive Stance roll at the beginning of the character’s turn. If the maneuver roll is successful, the character gains a +2 bonus to their AC for as long as the character remains in their defensive stance. A character in a defensive stance can automatically disengage from melee and move away at half their normal movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm (Dex).&#039;&#039;&#039; On a successful attempt the target drops their weapon or shield (attacker’s choice). Dropped weapons land a number of feet away equal to the difference between the roll and the target number set by the attacker&#039;s skill. If the weapon drops within 5’ of the target they may pick it up during their next turn, but the process of doing so imposes a –2 penalty to their AC for the remainder of the round; if more than 5’ away they cannot reach their weapon without disengaging from melee.&lt;br /&gt;
&lt;br /&gt;
Example. Sir Harn is facing a foe that he wishes to capture alive, and so rather than attacking to kill he attempts to disarm them. Harn is Skilled in Disarm and has a Dex modifier of 0, so he needs to roll a 10 or higher to succeed. His opponent has 4 HD, which brings the total up to 14. Harn’s player rolls an 18, a success. The weapon flies from his opponent’s grasp and lands 4 feet away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Back (Str).&#039;&#039;&#039; When using this maneuver the attacker attempts to force their opponent in a direction of the attacker’s choosing. On a successful roll their target must either retreat a number of feet equal to the difference between the roll and the target number or they take ½ the damage from a normal attack.&lt;br /&gt;
&lt;br /&gt;
Sir Harn is fighting with an opponent at the edge of a cliff. They are both evenly matched, so Harn attempts to fight dirty and force his opponent over the precipice. Harn is Expert in Force Back, has a Strength modifier of +2, and his opponent has 6 HD. The target number for the attempt is 13+. Harn rolls a 19, a success, and can move his opponent 6 feet in a direction of his choosing. His opponent, however, sensing the ploy, chooses not be moved, and instead takes half damage from the attack (Harn rolls damage as normal at this point).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grapple (Str).&#039;&#039;&#039; On a successful roll the attacker is able to physically restrain a foe. Creatures more than twice the attacker&#039;s size cannot be grappled. It takes three successful grapple rolls to completely immobilize a target. Note that grapple checks can be made in opposition if both combatants are trying to grapple. Opposing grapple checks can be used to either extricate oneself from a grapple or try to grapple the other combatant.&lt;br /&gt;
&lt;br /&gt;
A single success counts as a target being Held. Both target and attacker may do the following:&lt;br /&gt;
&lt;br /&gt;
1.	Move at ¼ speed. Whoever is doing the holding can force their opponent to move up to ¼ their normal speed each round. If both are holding, movement is not possible.&lt;br /&gt;
2.	Attack. Hand to hand attacks are made as normal (see p. 122, OSE Core) but weapon attacks are made at a –2 penalty to hit. The attacker can only use non-two handed weapons to attack.&lt;br /&gt;
3.	Attempt to break the grapple or put the target in a Clinch.&lt;br /&gt;
4.	Spellcasting is not possible.&lt;br /&gt;
&lt;br /&gt;
Two successes are referred to as a Clinch. The following is possible when Clinched:&lt;br /&gt;
&lt;br /&gt;
1.	The target cannot move but the attacker can move both combatants 5&#039; per round.&lt;br /&gt;
2.	The target attacks with handheld weapons at a –5 penalty, or hand to hand attacks at a –2 penalty. Weapons larger than daggers or truncheons cannot be used.&lt;br /&gt;
3.	Attempt to reduce the Clinch to a Hold, or Immobilize the target.&lt;br /&gt;
&lt;br /&gt;
If three successes are totaled the target is Immobilized. The following occurs when a target is immobilized:&lt;br /&gt;
&lt;br /&gt;
1.	The target cannot move. The attacker can move both at 5&#039; per round, but doing so allows the target a chance to break the grapple.&lt;br /&gt;
2.	The target cannot attack nor attempt to break the grapple unless possessing a higher Strength modifier than the attacker. If the target is a monster without a Strength score compare HD; if the target’s HD is equal to or greater than the attacker&#039;s they may attempt to break the hold.&lt;br /&gt;
3.	The attacker may still attack, but at a –2 penalty for hand-to-hand attacks or a –5 penalty for weapon attacks. Attacking also allows the target a chance to break the hold, as above. There are two attacks that can be performed without risk of breaking the grapple (see 4 and 5, below).&lt;br /&gt;
4.	The attacker may attempt to choke the target. Each round the target makes a Save v. Paralysis. If failing they take 1d2 damage, otherwise they take none.&lt;br /&gt;
5.	The attacker may attempt to render the target unconscious by cutting off air flow. Each round the target must Save v. Death or fall unconscious for 3d4 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knock-out (Dex).&#039;&#039;&#039; Using a blunt weapon or the flat of a blade, or a hand-to-hand attack, the attacker attempts to render a target temporarily unconscious. The maneuver only affects living targets. The roll suffers a penalty of 1d4, in addition to any other penalties. If successful, the target takes 1 point of damage and is rendered unconscious for 1d12 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long Shot (Dex).&#039;&#039;&#039; The attacker is able to squeeze some extra distance out of ranged attacks. On a successful roll the attacker can increase the maximum range by 25%. Normal penalties to the roll still apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overrun (Con).&#039;&#039;&#039; The adventurer attempts to move through or past an enemy. On a successful roll the adventurer succeeds, moving a distance up to their movement. On a failed roll the character stops in front of the nearest opponent in their path. An overrun roll must be made for each opponent of the same size or larger the adventurer is attempting to pass; if the opponents are a size or more smaller only one roll is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precise Shot (Dex).&#039;&#039;&#039; On a successful roll the character can fire into a melee or at opponents with less than full cover without penalty (they do not suffer the standard –4 penalty for doing so). This roll is only made once per round; a normal attack roll is still needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun (Str).&#039;&#039;&#039; 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;
&lt;br /&gt;
&#039;&#039;&#039;Trip (Strength).&#039;&#039;&#039; On a successful attack the target falls to the ground until their next turn. It takes their entire movement to stand back up. While prone all attacks against the target gain a +2 bonus. Creatures with more than two legs impose a –2 penalty per leg to the maneuver roll.&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457019</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=457019"/>
		<updated>2024-04-01T01:54:24Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 73,393/80,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Proficient (15+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8 [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Astral Tea (x2)&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=454853</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=454853"/>
		<updated>2024-03-02T23:31:52Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 72,893/80,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Proficient (15+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8 [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Astral Tea (x2)&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amagar_Cacar&amp;diff=451986</id>
		<title>Amagar Cacar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amagar_Cacar&amp;diff=451986"/>
		<updated>2024-02-05T23:38:27Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Scout / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 10,023/16,000&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 13 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 12&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 17 (+2 HP)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 10&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Survival -&lt;br /&gt;
:Harvesting (Dex) - Skilled, 10+&lt;br /&gt;
:Naturalist (Int) - Skilled, 10+&lt;br /&gt;
:Tracking (Wis) - Skilled, 10+&lt;br /&gt;
:Wilderness Survival (Wis) - Skilled, 10+&lt;br /&gt;
*Riding - Proficient, 15+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thieving Skills&#039;&#039;&#039;&lt;br /&gt;
*Climb - 14+&lt;br /&gt;
*Hear Noise - 11+&lt;br /&gt;
*Sneak - 11+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Cleave - When character slays a target with a melee or ranged attack, then can make an additional attack against an adjacent opponent.  ITW, pg. 160&lt;br /&gt;
*Can choose one fighter style: dual-weapon, one-weapon, or ranged.&lt;br /&gt;
*At 4th level, when in wilderness, roll twice to avoid becoming lost and when leading a party to evade an encounter, taking the better result.&lt;br /&gt;
*Starts with Naturalist, Tracking, and Wilderness Survival skills at the Skilled level; can improve one to Expert every fourth level (5th, 9th, 13th).&lt;br /&gt;
*Starts with following thief skills: Climb, Hear Noise, Sneak; succeeds on roll of 14+; Every level gained allows them to spend 2 points to improve chances of success, both points cannot be spent on same ability.&lt;br /&gt;
*Starts with one combat maneuver, may select an additional maneuver at levels 5, 9, and 13.&lt;br /&gt;
*Starts with two skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Weapon Specialization: Long Sword - gain +1 hit &amp;amp; damage when using weapon&lt;br /&gt;
*Animal Companion&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5 [14]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 22 (32 max - 4d6)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 90&#039;/30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (1d8) - +4 hit, 1d8+2 damage&lt;br /&gt;
*Secondary Melee Attack: Hand Axe (1d6)- +2 hit, 1d6+2 damage&lt;br /&gt;
*Primary Ranged Attack: Hand Axe (1d6) - +2 hit, 1d6 damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Dual-weapon: Fights w/ a weapon in each hand, with either both short sword sized or on long sword and one dagger-sized; If character does not move during round, can make an attack with second weapon; attack is made with Disadvantage and does normal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
*Knock-out: Roll to render target temporarily unconscious; roll suffers a penalty of 1d4 plus any other penalties; with success, target takes 1 hp damage and is unconscious for 1d4+1 rounds. (DEX, Proficient, 15+, 13+ if using fighting style)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 12&lt;br /&gt;
*Poison &amp;amp; Death - 10&lt;br /&gt;
*Blast &amp;amp; Breath - 13&lt;br /&gt;
*Staves &amp;amp; Wands - 11&lt;br /&gt;
*Spells - 14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; 530 coins&lt;br /&gt;
*Chain mail&lt;br /&gt;
*Long Sword&lt;br /&gt;
*Hand Axe (x2)&lt;br /&gt;
*Backpack&lt;br /&gt;
**Flint and Steel&lt;br /&gt;
**Lantern&lt;br /&gt;
**Flask of Oil (x2)&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle and bridle&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
***Large Sacks (x5)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 95 gp, 45 sp, 50 cp&lt;br /&gt;
*With Factor: 400 gp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=451985</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=451985"/>
		<updated>2024-02-05T23:37:44Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 72,393/80,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Proficient (15+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8 [11]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Astral Tea (x2)&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Barbat_Rauta&amp;diff=451952</id>
		<title>Barbat Rauta</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Barbat_Rauta&amp;diff=451952"/>
		<updated>2024-02-05T01:14:17Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Ironskin (Siderenos) / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 10,788/20,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 16 (+2 melee, open doors 4-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 6 (Basic literacy)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 10&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 13 (+1 HP/lvl)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
* Irontongue&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Athletics -&lt;br /&gt;
*:Climbing (Str) - Skilled, 10+&lt;br /&gt;
*:Endurance (Con)- Skilled, 10+&lt;br /&gt;
*:Jumping (Str) - Skilled, 10+&lt;br /&gt;
*:Running (Con) - Skilled, 10+&lt;br /&gt;
*Profession (Int): Drill Sergeant - Proficient, 15+&lt;br /&gt;
*Riding - Proficient, 15+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Has natural AC of 5; over time skin hardens and AC will get lower.&lt;br /&gt;
*Immune to paralysis from ghouls.&lt;br /&gt;
*Only need to rest every 12 turns; can force march for 2 days before tiring.&lt;br /&gt;
*Once per day, when damage would reduce them to 0 hp, it instead reduces them to 1 hp.&lt;br /&gt;
*Vulnerable to lightning and electricity, roll to save with disadvantage; if no save is allowed, automatically take max damage.&lt;br /&gt;
*Touch of rust monster is deadly, hit by feeler drains one level.&lt;br /&gt;
*Heat Metal spell damages them as if they were wearing metal armor.&lt;br /&gt;
*Starts with two combat maneuvers, may select an additional maneuver at levels 5 and 10.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 6, 8, 10, and 12.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 4, 7, and 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Toughness - rolls 1d12 for HD&lt;br /&gt;
*Self-Improvement, Primary - increase CON by +2&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 4 [15] / 5 [14](no shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 36 (52 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 90&#039;/30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (sword and shield style): +5 hit, 1d8+5 damage (if using magic sword)&amp;lt;br /&amp;gt;&lt;br /&gt;
*Secondary Melee Attack: Long Sword (one weapon style): +6 hit, 1d8+5 damage (if using magic sword)&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Ranged Attack: Spear - 1d6 damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.&lt;br /&gt;
*One Weapon: Gains a +1 bonus to attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
*Stun: On a successful roll the target automatically acts last during the following round; only affects living targets. (STR, Proficient, 15+, 13+ if using fighting style)&lt;br /&gt;
*Trip: On a successful attack the target falls to the ground until their turn; takes their entire movement to stand back up; while prone all attacks against are at +2. (STR, Proficient, 15+, 13+ if using fighting style)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 10&lt;br /&gt;
*Poison &amp;amp; Death - 8&lt;br /&gt;
*Blast &amp;amp; Breath - 11&lt;br /&gt;
*Staves &amp;amp; Wands - 9&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance is under 200 coins&lt;br /&gt;
*Shield&lt;br /&gt;
*+1 Sword&lt;br /&gt;
*Spear (x2)&lt;br /&gt;
*Belt and pouch&lt;br /&gt;
*Backpack&lt;br /&gt;
**Waterskin (x2)&lt;br /&gt;
**Flint &amp;amp; Steel&lt;br /&gt;
**Large Sacks (x2)&lt;br /&gt;
*War Horse&lt;br /&gt;
**Saddle &amp;amp; bridle&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
***Large Sacks (x3)&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 95 gp, 45 sp, 50 cp&lt;br /&gt;
*With Factor: 400 gp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=451944</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=451944"/>
		<updated>2024-02-05T00:06:11Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 72,393/80,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Proficient (15+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Astral Tea (x2)&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amagar_Cacar&amp;diff=443721</id>
		<title>Amagar Cacar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amagar_Cacar&amp;diff=443721"/>
		<updated>2023-10-04T00:20:05Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Scout / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 10,023/16,000&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 13 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 12&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 17 (+2 HP)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 10&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Survival -&lt;br /&gt;
:Harvesting (Dex) - Skilled, 10+&lt;br /&gt;
:Naturalist (Int) - Skilled, 10+&lt;br /&gt;
:Tracking (Wis) - Skilled, 10+&lt;br /&gt;
:Wilderness Survival (Wis) - Skilled, 10+&lt;br /&gt;
*Riding - Proficient, 15+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thieving Skills&#039;&#039;&#039;&lt;br /&gt;
*Climb - 14+&lt;br /&gt;
*Hear Noise - 11+&lt;br /&gt;
*Sneak - 11+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Cleave - When character slays a target with a melee or ranged attack, then can make an additional attack against an adjacent opponent.  ITW, pg. 160&lt;br /&gt;
*Can choose one fighter style: dual-weapon, one-weapon, or ranged.&lt;br /&gt;
*At 4th level, when in wilderness, roll twice to avoid becoming lost and when leading a party to evade an encounter, taking the better result.&lt;br /&gt;
*Starts with Naturalist, Tracking, and Wilderness Survival skills at the Skilled level; can improve one to Expert every fourth level (5th, 9th, 13th).&lt;br /&gt;
*Starts with following thief skills: Climb, Hear Noise, Sneak; succeeds on roll of 14+; Every level gained allows them to spend 2 points to improve chances of success, both points cannot be spent on same ability.&lt;br /&gt;
*Starts with one combat maneuver, may select an additional maneuver at levels 5, 9, and 13.&lt;br /&gt;
*Starts with two skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Weapon Specialization: Long Sword - gain +1 hit &amp;amp; damage when using weapon&lt;br /&gt;
*Animal Companion&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 22 (32 max - 4d6)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 90&#039;/30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (1d8) - +4 hit, 1d8+2 damage&lt;br /&gt;
*Secondary Melee Attack: Hand Axe (1d6)- +2 hit, 1d6+2 damage&lt;br /&gt;
*Primary Ranged Attack: Hand Axe (1d6) - +2 hit, 1d6 damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Dual-weapon: Fights w/ a weapon in each hand, with either both short sword sized or on long sword and one dagger-sized; If character does not move during round, can make an attack with second weapon; attack is made with Disadvantage and does normal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
*Knock-out: Roll to render target temporarily unconscious; roll suffers a penalty of 1d4 plus any other penalties; with success, target takes 1 hp damage and is unconscious for 1d4+1 rounds. (DEX, Proficient, 15+, 13+ if using fighting style)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 12&lt;br /&gt;
*Poison &amp;amp; Death - 10&lt;br /&gt;
*Blast &amp;amp; Breath - 13&lt;br /&gt;
*Staves &amp;amp; Wands - 11&lt;br /&gt;
*Spells - 14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; 530 coins&lt;br /&gt;
*Chain mail&lt;br /&gt;
*Long Sword&lt;br /&gt;
*Hand Axe (x2)&lt;br /&gt;
*Backpack&lt;br /&gt;
**Flint and Steel&lt;br /&gt;
**Lantern&lt;br /&gt;
**Flask of Oil (x2)&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle and bridle&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
***Large Sacks (x5)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 95 gp, 45 sp, 50 cp&lt;br /&gt;
*With Factor: 400 gp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amagar_Cacar&amp;diff=443719</id>
		<title>Amagar Cacar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amagar_Cacar&amp;diff=443719"/>
		<updated>2023-10-04T00:13:06Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Scout / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 10,048/16,000&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 13 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 12&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 17 (+2 HP)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 10&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Survival -&lt;br /&gt;
:Harvesting (Dex) - Skilled, 10+&lt;br /&gt;
:Naturalist (Int) - Skilled, 10+&lt;br /&gt;
:Tracking (Wis) - Skilled, 10+&lt;br /&gt;
:Wilderness Survival (Wis) - Skilled, 10+&lt;br /&gt;
*Riding - Proficient, 15+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thieving Skills&#039;&#039;&#039;&lt;br /&gt;
*Climb - 14+&lt;br /&gt;
*Hear Noise - 11+&lt;br /&gt;
*Sneak - 11+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Cleave - When character slays a target with a melee or ranged attack, then can make an additional attack against an adjacent opponent.  ITW, pg. 160&lt;br /&gt;
*Can choose one fighter style: dual-weapon, one-weapon, or ranged.&lt;br /&gt;
*At 4th level, when in wilderness, roll twice to avoid becoming lost and when leading a party to evade an encounter, taking the better result.&lt;br /&gt;
*Starts with Naturalist, Tracking, and Wilderness Survival skills at the Skilled level; can improve one to Expert every fourth level (5th, 9th, 13th).&lt;br /&gt;
*Starts with following thief skills: Climb, Hear Noise, Sneak; succeeds on roll of 14+; Every level gained allows them to spend 2 points to improve chances of success, both points cannot be spent on same ability.&lt;br /&gt;
*Starts with one combat maneuver, may select an additional maneuver at levels 5, 9, and 13.&lt;br /&gt;
*Starts with two skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Weapon Specialization: Long Sword - gain +1 hit &amp;amp; damage when using weapon&lt;br /&gt;
*Animal Companion&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 22 (32 max - 4d6)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 90&#039;/30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (1d8) - +4 hit, 1d8+2 damage&lt;br /&gt;
*Secondary Melee Attack: Hand Axe (1d6)- +2 hit, 1d6+2 damage&lt;br /&gt;
*Primary Ranged Attack: Hand Axe (1d6) - +2 hit, 1d6 damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Dual-weapon: Fights w/ a weapon in each hand, with either both short sword sized or on long sword and one dagger-sized; If character does not move during round, can make an attack with second weapon; attack is made with Disadvantage and does normal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
*Knock-out: Roll to render target temporarily unconscious; roll suffers a penalty of 1d4 plus any other penalties; with success, target takes 1 hp damage and is unconscious for 1d4+1 rounds. (DEX, Proficient, 15+, 13+ if using fighting style)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 12&lt;br /&gt;
*Poison &amp;amp; Death - 10&lt;br /&gt;
*Blast &amp;amp; Breath - 13&lt;br /&gt;
*Staves &amp;amp; Wands - 11&lt;br /&gt;
*Spells - 14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; 530 coins&lt;br /&gt;
*Chain mail&lt;br /&gt;
*Long Sword&lt;br /&gt;
*Hand Axe (x2)&lt;br /&gt;
*Backpack&lt;br /&gt;
**Flint and Steel&lt;br /&gt;
**Lantern&lt;br /&gt;
**Flask of Oil (x2)&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle and bridle&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
***Large Sacks (x5)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 95 gp, 45 sp, 50 cp&lt;br /&gt;
*With Factor: 400 gp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Barbat_Rauta&amp;diff=443718</id>
		<title>Barbat Rauta</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Barbat_Rauta&amp;diff=443718"/>
		<updated>2023-10-04T00:12:10Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Ironskin (Siderenos) / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 10,788/20,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 16 (+2 melee, open doors 4-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 6 (Basic literacy)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 10&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 13 (+1 HP/lvl)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
* Irontongue&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Athletics -&lt;br /&gt;
*:Climbing (Str) - Skilled, 10+&lt;br /&gt;
*:Endurance (Con)- Skilled, 10+&lt;br /&gt;
*:Jumping (Str) - Skilled, 10+&lt;br /&gt;
*:Running (Con) - Skilled, 10+&lt;br /&gt;
*Profession (Int): Drill Sergeant - Proficient, 15+&lt;br /&gt;
*Riding - Proficient, 15+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Has natural AC of 5; over time skin hardens and AC will get lower.&lt;br /&gt;
*Immune to paralysis from ghouls.&lt;br /&gt;
*Only need to rest every 12 turns; can force march for 2 days before tiring.&lt;br /&gt;
*Once per day, when damage would reduce them to 0 hp, it instead reduces them to 1 hp.&lt;br /&gt;
*Vulnerable to lightning and electricity, roll to save with disadvantage; if no save is allowed, automatically take max damage.&lt;br /&gt;
*Touch of rust monster is deadly, hit by feeler drains one level.&lt;br /&gt;
*Heat Metal spell damages them as if they were wearing metal armor.&lt;br /&gt;
*Starts with two combat maneuvers, may select an additional maneuver at levels 5 and 10.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 6, 8, 10, and 12.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 4, 7, and 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Toughness - rolls 1d12 for HD&lt;br /&gt;
*Self-Improvement, Primary - increase CON by +2&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 4 / 5 (no shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 36 (52 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 90&#039;/30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (sword and shield style): +5 hit, 1d8+5 damage (if using magic sword)&amp;lt;br /&amp;gt;&lt;br /&gt;
*Secondary Melee Attack: Long Sword (one weapon style): +6 hit, 1d8+5 damage (if using magic sword)&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Ranged Attack: Spear - 1d6 damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.&lt;br /&gt;
*One Weapon: Gains a +1 bonus to attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
*Stun: On a successful roll the target automatically acts last during the following round; only affects living targets. (STR, Proficient, 15+, 13+ if using fighting style)&lt;br /&gt;
*Trip: On a successful attack the target falls to the ground until their turn; takes their entire movement to stand back up; while prone all attacks against are at +2. (STR, Proficient, 15+, 13+ if using fighting style)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 10&lt;br /&gt;
*Poison &amp;amp; Death - 8&lt;br /&gt;
*Blast &amp;amp; Breath - 11&lt;br /&gt;
*Staves &amp;amp; Wands - 9&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance is under 200 coins&lt;br /&gt;
*Shield&lt;br /&gt;
*+1 Sword&lt;br /&gt;
*Spear (x2)&lt;br /&gt;
*Belt and pouch&lt;br /&gt;
*Backpack&lt;br /&gt;
**Waterskin (x2)&lt;br /&gt;
**Flint &amp;amp; Steel&lt;br /&gt;
**Large Sacks (x2)&lt;br /&gt;
*War Horse&lt;br /&gt;
**Saddle &amp;amp; bridle&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
***Large Sacks (x3)&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 95 gp, 45 sp, 50 cp&lt;br /&gt;
*With Factor: 400 gp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=443717</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=443717"/>
		<updated>2023-10-04T00:11:31Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 71,893/80,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Proficient (15+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Astral Tea (x2)&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=442006</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=442006"/>
		<updated>2023-08-28T00:25:52Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 69,268/80,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Proficient (15+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Astral Tea (x2)&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=442005</id>
		<title>Tofrea</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tofrea&amp;diff=442005"/>
		<updated>2023-08-28T00:24:50Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: Created page with &amp;quot;Basilisk_Hill_Breakdown  == Rank == &amp;#039;&amp;#039;&amp;#039;Human Fighter / 3rd&amp;#039;&amp;#039;&amp;#039;&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;XP:&amp;#039;&amp;#039;&amp;#039; 4,000/8,000 &amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Alignment&amp;#039;&amp;#039;&amp;#039; - Neutral&amp;lt;br /&amp;gt; Henchman to &amp;#039;&amp;#039;&amp;#039;Velsind Flere&amp;#039;&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Fighter / 3rd&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 4,000/8,000 &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 15 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 15 (+1 language)&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 13 (+1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 15 (+1 HP)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 9 (4 retainers max, loyalty 7)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
* Riding (Proficient, 15+)&lt;br /&gt;
* Survival&lt;br /&gt;
**Harvesting (Dex) (Skilled, 10+)&lt;br /&gt;
**Navigation (Int) (Proficient, 15+)&lt;br /&gt;
**Wildernss Survival (Wis) (Proficient, 15+)&lt;br /&gt;
* Animal Handling (Wis) (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Cleave once per round, up to 3x (equal to HD).&lt;br /&gt;
*Once per day, can automatically negate a single physical attack that would hit them.&lt;br /&gt;
*When fighting with 2-handed weapons, roll damage with Advantage.&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Toughness - rolls 1d10 for HD&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 4 [15] / 5 [14] (no shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 20  (30 max)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; xx&#039;/xx&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; +1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (sword and shield style): +1 hit, 1d8+1 damage&amp;lt;br /&amp;gt;&lt;br /&gt;
*Secondary Melee Attack: &amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Ranged Attack: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
* Disarm (Dex) - target drops weapon (Proficient, 15+)&lt;br /&gt;
* Force Back (Str) - on success, target must retreat # of feet equal to difference in result or take half damage (Proficient, 15+)&lt;br /&gt;
* Stun (Str) - target automatically acts last following round (Proficient, 15+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 13&lt;br /&gt;
*Poison &amp;amp; Death - 11&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, Armor, Weapons: Total Encumbrance.&lt;br /&gt;
**Then list&lt;br /&gt;
**Those things&lt;br /&gt;
**Individually&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hill_Breakdown&amp;diff=442004</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=442004"/>
		<updated>2023-08-28T00:23:17Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Evil Jeff&amp;#039;s 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;
*[[Charms and Fetishes]]&lt;br /&gt;
&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;
*Necromancer: [[PHM Issue #14]]&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;
*Psittacan (parrot-folk): [[PHM Issue #18]]&lt;br /&gt;
*Psittacan Sussurrent [[PHM Issue #18]]&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;
&lt;br /&gt;
==Evil Jeff&#039;s Characters==&lt;br /&gt;
*[[Velsind Flere]] - Warlock 6&lt;br /&gt;
**[[Barbat Rauta]] - Ironskin 4&lt;br /&gt;
**[[Amagar Cacar]] - Scout 4&lt;br /&gt;
**[[Tofrea]] - Fighter 3&lt;br /&gt;
&lt;br /&gt;
==Max&#039;s Characters==&lt;br /&gt;
*[[Nerhgui]] Fighter 6&lt;br /&gt;
**[[Kalan]] Cleric 3&lt;br /&gt;
**[[Safa]] Destrier 2&lt;br /&gt;
**[[Blodwyn]] Bard 2&lt;br /&gt;
**[[Vygr Bloodtooth]] Gnoll Sorcerer 1&lt;br /&gt;
&lt;br /&gt;
==Kalstone&#039;s Characters==&lt;br /&gt;
*[[Basilisk_Hill_Breakdown:Ciaran|Ciaran]] - Magic-User 6&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Ruarc|Ruarc]] - Assassin 4&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Slainte|Slainte]] - &#039;&#039;Cerves&#039;&#039; Brave 4&lt;br /&gt;
**[[Basilisk_Hill_Breakdown:Tacas|Tacas]] - Fighter 3&lt;br /&gt;
[[Basilisk_Hill_Breakdown:Kalstones_notes|Kalstone&#039;s Notes]]&lt;br /&gt;
&lt;br /&gt;
==Redcap&#039;s Characters==&lt;br /&gt;
* [[Orpheus - Assassin]]  Level 6&lt;br /&gt;
** [[Vallistra - Godborn]]   Level 4&lt;br /&gt;
&lt;br /&gt;
==Jon G&#039;s Characters==&lt;br /&gt;
*[[Sir Keyan Telva]]&lt;br /&gt;
**[[Blix]]&lt;br /&gt;
**[[Ugla]]&lt;br /&gt;
&lt;br /&gt;
==MIA==&lt;br /&gt;
&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;
==NonPerson&#039;s Characters==&lt;br /&gt;
*[[Babulaala]]&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
&lt;br /&gt;
==Overview Maps==&lt;br /&gt;
*[[Trog Keep]]&lt;br /&gt;
*[[Basilisk Hills Overview Map]]&lt;br /&gt;
&lt;br /&gt;
==Treasure Maps==&lt;br /&gt;
*[[Bandit Treasure]]&lt;br /&gt;
*[[Shadowstones]]&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=442001</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=442001"/>
		<updated>2023-08-27T22:38:10Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 69,268/80,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea/Tocas]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Proficient (15+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Astral Tea (x2)&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=438165</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=438165"/>
		<updated>2023-05-28T23:48:23Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 68,768/80,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea/Tocas]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Proficient (15+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Astral Tea (x2)&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=436801</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=436801"/>
		<updated>2023-05-01T02:42:09Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 68,268/80,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea/Tocas]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Proficient (15+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Astral Tea (x2)&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=436751</id>
		<title>Velsind Flere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Velsind_Flere&amp;diff=436751"/>
		<updated>2023-04-30T22:01:25Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Warlock / 6th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 68,268/80,000 (+5% XP bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Full PC&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchmen&lt;br /&gt;
*[[Barbat Rauta]]&lt;br /&gt;
*[[Amagar Cacar]]&lt;br /&gt;
*[[Tofrea/Tocas]]&lt;br /&gt;
Hirelings - Under command of Barbat Rauta&lt;br /&gt;
*10 Medium Horseman (15 gp each per month)&lt;br /&gt;
*10 Mounted Archers (15 gp each per month)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 14 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 6 (-1 AC, missile fire, initiative)&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment &lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Alchemy (Int) - Proficient (15+) - ID, isolate, &amp;amp; work with alchemical substances. (Hex 17.23, pg 7)&lt;br /&gt;
*Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)&lt;br /&gt;
*Deception -&lt;br /&gt;
*:Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*:Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)&lt;br /&gt;
*Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.&lt;br /&gt;
* Eldritch Blast - 60&#039; ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.&lt;br /&gt;
* Invocations - 3 Invocations known, 2 usable per day.&lt;br /&gt;
**Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.&lt;br /&gt;
**Fear of the Beyond - Cast Spook, range is 10&#039; + 5&#039; per level; spending 1 hp, target has a -2 penalty to saves against spell.&lt;br /&gt;
**Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.&lt;br /&gt;
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 5, 9, and 13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
* Familiar: Gains a familiar (Tangata - Rhesus monkey, 2 HD), warlock gains additional HD; can use familiar&#039;s senses within 120&#039; if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see &#039;&#039;&#039;ITW&#039;&#039;&#039; pg 234.&lt;br /&gt;
* Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039;&lt;br /&gt;
*Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character&#039;s ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character&#039;s body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron&#039;s whims are during this time&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (42 max) (7d6 due to familiar)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 120&#039;/40&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage&lt;br /&gt;
*Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 11&lt;br /&gt;
*Poison &amp;amp; Death - 11&lt;br /&gt;
*Blast &amp;amp; Breath - 14&lt;br /&gt;
*Staves &amp;amp; Wands - 12&lt;br /&gt;
*Spells - 12&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
*First Level: 2 Spells Per Day&lt;br /&gt;
:Detect Magic&lt;br /&gt;
:Light (Darkness)&lt;br /&gt;
:Phantasmal Force (Ill. spell)&lt;br /&gt;
:Protection From Evil&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Shield&lt;br /&gt;
:Sleep&lt;br /&gt;
:Wall of Fog (Ill. spell)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; Total Encumbrance ~300 coins&lt;br /&gt;
*Leather Armor&lt;br /&gt;
*Sword&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Backpack&lt;br /&gt;
**Small sacks (x1)&lt;br /&gt;
**Pouches for fetish ingredients&lt;br /&gt;
**Treasure Map&lt;br /&gt;
**Potion of Flying&lt;br /&gt;
**Astral Tea (x2)&lt;br /&gt;
**Draught of Heroes&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle &amp;amp; Bridle&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Small Sack&lt;br /&gt;
***3000 gp of ghost bones&lt;br /&gt;
***Clay Stoups (x18)&lt;br /&gt;
***Clay Stoups w/ Owlbear parts (x2)&lt;br /&gt;
*Riding Horse (extra/pack)&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
**Wineskin, full (x2)&lt;br /&gt;
**Waterskin, full&lt;br /&gt;
**Small sacks (x3)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 200 gp, 30 sp, 100 cp&lt;br /&gt;
*With Factor:  6076 gp, 250 sp, 100 cp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amagar_Cacar&amp;diff=436750</id>
		<title>Amagar Cacar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amagar_Cacar&amp;diff=436750"/>
		<updated>2023-04-30T21:59:09Z</updated>

		<summary type="html">&lt;p&gt;Evil Jeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basilisk_Hill_Breakdown]]&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&#039;&#039;&#039;Human Scout / 4th&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 9,523/16,000&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; - Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
Henchman to &#039;&#039;&#039;[[Velsind Flere]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR - 13 (+1 melee, open doors 3-in-6)&amp;lt;br /&amp;gt;&lt;br /&gt;
INT - 12&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS - 11&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX - 9&amp;lt;br /&amp;gt;&lt;br /&gt;
CON - 17 (+2 HP)&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA - 10&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
* Alignment&lt;br /&gt;
* Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Skills&#039;&#039;&#039;&lt;br /&gt;
*Survival -&lt;br /&gt;
:Harvesting (Dex) - Skilled, 10+&lt;br /&gt;
:Naturalist (Int) - Skilled, 10+&lt;br /&gt;
:Tracking (Wis) - Skilled, 10+&lt;br /&gt;
:Wilderness Survival (Wis) - Skilled, 10+&lt;br /&gt;
*Riding - Proficient, 15+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thieving Skills&#039;&#039;&#039;&lt;br /&gt;
*Climb - 14+&lt;br /&gt;
*Hear Noise - 11+&lt;br /&gt;
*Sneak - 11+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
*Cleave - When character slays a target with a melee or ranged attack, then can make an additional attack against an adjacent opponent.  ITW, pg. 160&lt;br /&gt;
*Can choose one fighter style: dual-weapon, one-weapon, or ranged.&lt;br /&gt;
*At 4th level, when in wilderness, roll twice to avoid becoming lost and when leading a party to evade an encounter, taking the better result.&lt;br /&gt;
*Starts with Naturalist, Tracking, and Wilderness Survival skills at the Skilled level; can improve one to Expert every fourth level (5th, 9th, 13th).&lt;br /&gt;
*Starts with following thief skills: Climb, Hear Noise, Sneak; succeeds on roll of 14+; Every level gained allows them to spend 2 points to improve chances of success, both points cannot be spent on same ability.&lt;br /&gt;
*Starts with one combat maneuver, may select an additional maneuver at levels 5, 9, and 13.&lt;br /&gt;
*Starts with two skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13.&lt;br /&gt;
*Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knacks&#039;&#039;&#039;&lt;br /&gt;
*Weapon Specialization: Long Sword - gain +1 hit &amp;amp; damage when using weapon&lt;br /&gt;
*Animal Companion&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 22 (32 max - 4d6)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Rate:&#039;&#039;&#039; 90&#039;/30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Primary Melee Attack: Long Sword (1d8) - +4 hit, 1d8+2 damage&lt;br /&gt;
*Secondary Melee Attack: Hand Axe (1d6)- +2 hit, 1d6+2 damage&lt;br /&gt;
*Primary Ranged Attack: Hand Axe (1d6) - +2 hit, 1d6 damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Style&#039;&#039;&#039;&lt;br /&gt;
*Dual-weapon: Fights w/ a weapon in each hand, with either both short sword sized or on long sword and one dagger-sized; If character does not move during round, can make an attack with second weapon; attack is made with Disadvantage and does normal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
*Knock-out: Roll to render target temporarily unconscious; roll suffers a penalty of 1d4 plus any other penalties; with success, target takes 1 hp damage and is unconscious for 1d4+1 rounds. (DEX, Proficient, 15+, 13+ if using fighting style)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039;&lt;br /&gt;
*Petrification &amp;amp; Paralysis - 12&lt;br /&gt;
*Poison &amp;amp; Death - 10&lt;br /&gt;
*Blast &amp;amp; Breath - 13&lt;br /&gt;
*Staves &amp;amp; Wands - 11&lt;br /&gt;
*Spells - 14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Gear, Armor, Weapons:&#039;&#039;&#039; 530 coins&lt;br /&gt;
*Chain mail&lt;br /&gt;
*Long Sword&lt;br /&gt;
*Hand Axe (x2)&lt;br /&gt;
*Backpack&lt;br /&gt;
**Flint and Steel&lt;br /&gt;
**Lantern&lt;br /&gt;
**Flask of Oil (x2)&lt;br /&gt;
*Riding Horse&lt;br /&gt;
**Saddle and bridle&lt;br /&gt;
**Horse Barding&lt;br /&gt;
**Saddle Bags&lt;br /&gt;
***Large Sacks (x5)&lt;br /&gt;
&lt;br /&gt;
Money:&lt;br /&gt;
*On Hand: 95 gp, 45 sp, 50 cp&lt;br /&gt;
*With Factor: 400 gp&lt;/div&gt;</summary>
		<author><name>Evil Jeff</name></author>
	</entry>
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