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		<id>https://wiki.rpg.net/index.php?title=Fuchsia_Town&amp;diff=361675</id>
		<title>Fuchsia Town</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fuchsia_Town&amp;diff=361675"/>
		<updated>2019-05-20T21:44:40Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Purin - Medley */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Wiki for Fuchsia Town, a Golden Sky Stories game run by Hammel.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Characters==&lt;br /&gt;
===PCs===&lt;br /&gt;
====Teru - Getsuya====&lt;br /&gt;
*Getsuya playing [[Teru the Rabbit]]&lt;br /&gt;
====Purin - Medley ====&lt;br /&gt;
*Medley playing [https://forum.rpg.net/index.php?threads/golden-sky-stories-fuchsia-town.844055/post-22517258 Purin the Tanuki] AKA Pudding the Tanuki, the PRINCE of DARKNESS. Also Puu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Appearance&#039;&#039;:&lt;br /&gt;
As a tanuki, Puu just about average, with a brown coat with darker and lighter bands running along the back and the face. The one distinctive thing is that the dark ring around his right eye is distinctively flared, so that it looks like there are little dark streaks emanating outwards from the eye. In his human form, he&#039;s a boy that looks about ten with short black hair, a medical eyepatch over his left eye, a fancy monocle over his right eye, and a demon prince&#039;s cloak (so he says, but it looks like a red tablecloth or something) worn over a t-shirt and shorts. He also holds the stem of his tanuki leaf between his teeth instead of putting the leaf on his head because he&#039;s cool like that, except when he doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stats&#039;&#039;:&lt;br /&gt;
*Henge - 3&lt;br /&gt;
*Animal - 1&lt;br /&gt;
*Adult - 2&lt;br /&gt;
*Child - 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powers&#039;&#039;:&lt;br /&gt;
*Money (2) - make leaves, acorns, and so on appear to be money. Only works in the evening or at night, and the appearance will change back at dawn.&lt;br /&gt;
*Bogey (8) - change into a monstrous form to scare humans. People and henge who see this will be Surprised. +1 to Henge for causing Surprise.&lt;br /&gt;
*Become Anything (8/16) - turn into some solid, nonliving, natural object. May Surprise people upon changing back. For 16 points, can become something big enough to hold several people.&lt;br /&gt;
*Copy (10) - Change into a copy of a person you know. If talking to someone who knows the copied person, beat their Adult attribute/connection with the person with a Henge check or they&#039;ll realize you&#039;re a fake.&lt;br /&gt;
*Tanuki Drumming (12) - in the evening or at night, call tanuki friends to drum on your bellies. Everyone&#039;s Adult attribute becomes 0 and electronics/civilized devices stop working until the end of the scene.&lt;br /&gt;
*Dream Vision (16) - surround one person and enchant their senses with an illusion until the scene ends or you cancel the illusion. The target must beat your Henge attribute with a Henge or Adult check to dispel the illusion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weaknesses/Additional Powers&#039;&#039;:&lt;br /&gt;
*Cowering/Swell (8) - you&#039;ll Faint whenever Surprised, but you can swell up to get +2 to Henge for surprise checks if the targets have not seen this before.&lt;br /&gt;
*Gullible/Carelessness (6) - you&#039;ll never suspect you&#039;re being lied to, but you can grant everyone who sees your clumsiness (but only up to 3 narrator characters) can get 2 points of Dreams if you&#039;ve gained Dreams for being clumsy. &lt;br /&gt;
*Carried Away/Tanuki Dance (12) - you must always attempt a task when flattered, but you get to do a dance that makes everyone drop their plans and laugh, gaining 3 points of Dreams, if they don&#039;t make an Adult check of at least 4.&lt;br /&gt;
&lt;br /&gt;
When Puu the tanuki first realized he was a henge, he was quite chuffed. Now that he had a human form, and many others, he of course had to go to observe the humans and figure out how they acted. And since it was mostly the small humans that came around to the forest, those were the humans Puu observed most, and after a while he came to a singular conclusion: the humans were beings possessed with awesome powers. Many times did he hear these small humans proclaim their peerless mastery over spell and blade as they did battle, sometimes against each other, sometimes against unseen evil forces. A select few among them even revealed their possession by demons from another realm or descent from ancient magical royalty from one place or another, or other such things as that. At first he was a little frightened by these acts, after a while he couldn&#039;t help but be drawn in to their unbelievable acts, and occasionally even came across some of the tomes that they left behind that related many tales of such powers. While he couldn&#039;t really see these epic battles occurring and everyone was pretty alright coming out of them, in fact seemingly having a lot of fun, as a thinking tanuki&#039;s tanuki Puu understood that this was because his henge powers were still too meager to comprehend the reality-rending forces that were surely being unleashed before him.&lt;br /&gt;
&lt;br /&gt;
Puu did find it odd that as the small humans became less small, they started showing up at the forest less and less, and even when they did they seemed to not have the same mastery over their powers as they once had. And when he observed the big humans, they mostly didn&#039;t seem to have any powers at all! That was very strange. But then, one summer evening, as he chanced by a rather exciting human gathering near the river, he witnessed the greatest display of powers he had seen yet: brilliant explosions rippling through the night sky in every possible color, with heaven and earth shaking from the sound, and the momentary light revealing the happiness on the faces of the onlookers. He felt his heart shake with each burst of light and was enamored, and he figured that the reasons why the bigger humans didn&#039;t seem to display any powers was because they were storing their magic up for this. He soon learned that the humans demonstrated this magic several times a year, and he went to watch as many times as he could, enjoying the sight of the dazzling magic as well as the liveliness of the human gatherings.&lt;br /&gt;
&lt;br /&gt;
However, as time went by, the gatherings became less lively and happened less often, and so the displays of magic became less grand over time. That probably stood to reason, since there were fewer humans around to contribute their power, but that didn&#039;t make it less disappointing. Puu knew he had to act, and so adopted an identity so he could more closely fit in with human society. He has since taken on the moniker of the DAI AKUMA, YAMI NO OU, THE PRINCE OF DARKNESS (it must be said like that, for the effect). That&#039;s a mouthful, so others tend to call him just Purin for short, or his usual name of Puu. But regardless of what he is called, Purin/Puu now places his henge powers in the service of restoring the magic of Fuchsia Town to its former glory.&lt;br /&gt;
&lt;br /&gt;
(Sorry about that, I got banned. Hope you guys can continue the game. Have fun.)&lt;br /&gt;
&lt;br /&gt;
====Shinji - Hyena_Creative ====&lt;br /&gt;
*Hyena_Creative playing [https://forum.rpg.net/index.php?threads/golden-sky-stories-fuchsia-town.844055/post-22546064 Shinji the Cat]&lt;br /&gt;
&lt;br /&gt;
====Satori - Alvyn ====&lt;br /&gt;
*Alvyn playing [https://forum.rpg.net/index.php?threads/golden-sky-stories-fuchsia-town.844055/post-22548661 Satori the Owl]&lt;br /&gt;
&lt;br /&gt;
===NPCS===&lt;br /&gt;
====Akio====&lt;br /&gt;
&lt;br /&gt;
A boy who sits every evening by himself on a swing set by the lake.&lt;br /&gt;
&lt;br /&gt;
====Kana====&lt;br /&gt;
&lt;br /&gt;
Akio&#039;s grandmother.  She is known to sit alone once a week at the abandoned train station waiting for her long lost love who never returns.&lt;br /&gt;
&lt;br /&gt;
====Akio&#039;s parents====&lt;br /&gt;
&lt;br /&gt;
They help around Mistress Nodoka’s Diner.&lt;br /&gt;
&lt;br /&gt;
==Connections, Dreams, Wonder, and Feelings==&lt;br /&gt;
&lt;br /&gt;
===Teru===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Protect (2) | Purin - Admiration (1) | Shinji - Protection (1) | Satori - Respect (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Purin - Respect (1) | Shinji - Admiration (1) | Satori - Protection (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams:&lt;br /&gt;
&lt;br /&gt;
===Purin===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Protect (2) | Teru - Respect (1) | Shinji - Admiration (1) | Satori - Trust (1), | Akio - Affection (2)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Teru - Admiration (1) | Shinji - Protection (1) | Satori - Trust (1) | Akio - Admiration (2)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 0&lt;br /&gt;
&lt;br /&gt;
Dreams: | | | | |&lt;br /&gt;
&lt;br /&gt;
===Shinji===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Family (2) | Purin - Protection (1) | Teru - Admiration (1) | Satori - Trust (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Purin - Admiration (1) | Teru - Protection (1) | Satori - Rivalry (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams&lt;br /&gt;
&lt;br /&gt;
===Satori===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Like (2) | Purin - Trust (1) | Teru - Protection (1) | Shinji - Rivalry (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Purin - Trust (1) | Teru - Respect (1) | Shinji - Trust (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams&lt;br /&gt;
&lt;br /&gt;
===Akio===&lt;br /&gt;
&lt;br /&gt;
To: Purin - Admiration (2)&lt;br /&gt;
&lt;br /&gt;
From: Purin - Affection (2)&lt;br /&gt;
&lt;br /&gt;
Dreams: | |&lt;br /&gt;
&lt;br /&gt;
==Fuchsia Town==&lt;br /&gt;
&lt;br /&gt;
Travelers used to come from all over as tourists and to see the famous ancient cherry blossom tree.  Over time, as people moved away and the town became more of a backwater the tree slowly wilted until finally becoming dormant.  Now, the town has been all but forgotten and people are still moving away.  But the henge, all of various types, have always been here and will likely always remain.&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
====Abandoned Train Station====&lt;br /&gt;
&lt;br /&gt;
The steam train used to make daily visits carrying loads of passengers to and from the town.  But now it is boarded up and overgrown.&lt;br /&gt;
&lt;br /&gt;
====The Goddess Fountain====&lt;br /&gt;
&lt;br /&gt;
Long ago an artist and sculptor visited the town and designed a fountain dedicated to the local goddess in her more human form.  This is the Goddess of the Tree, and the townsfolk still lovingly take care of her fountain despite the hardships they have faced.&lt;br /&gt;
&lt;br /&gt;
====Abandoned Areas of Town====&lt;br /&gt;
&lt;br /&gt;
Several boarded up homes and businesses dot the town and many of these buildings are rumored to be haunted.&lt;br /&gt;
&lt;br /&gt;
====Tanuk’s General Store====&lt;br /&gt;
&lt;br /&gt;
The old sign on the storefront is emblazoned with the mythical Tanuki, the mascot of this general store.   Old Man Kosuke and his family has run this shop since it first opened, and the townsfolk get much of what they need here.&lt;br /&gt;
&lt;br /&gt;
====Mistress Nodoka’s Diner====&lt;br /&gt;
&lt;br /&gt;
This was once a popular restaurant for tourists, but now only locals come here.  She knows how to make a wide variety of cuisine and her cakes are famous in town.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
The town was once a tourist town, but since the tourists have stopped coming the town has heavily relied on agricultural pursuits.  Milk is the top export, followed by rice, wheat, and fruits and vegetables.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=361674</id>
		<title>Blank Sheet 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=361674"/>
		<updated>2019-05-20T21:43:23Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Medley - Imica */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Blank Sheet 5e =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is for keeping track of characters as they develop throughout the game as well as setting elements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
These will grow with time. &lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
&lt;br /&gt;
The group travels by foot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stormraven - Jurai ===&lt;br /&gt;
&lt;br /&gt;
[[Blank_Sheet_5e:Jurai(Jurai)]]&lt;br /&gt;
&lt;br /&gt;
Hyperactive and taciturn. Long legs. May be a bit of a classist.&lt;br /&gt;
&lt;br /&gt;
Doesn&#039;t wear armor, carries around throwing knives.&lt;br /&gt;
&lt;br /&gt;
Defense: Knocks projectiles from the air.&lt;br /&gt;
&lt;br /&gt;
Healing: Has the ability to heal herself through will power or some sort of focus magic.&lt;br /&gt;
&lt;br /&gt;
Has some form of magic that focuses on the &#039;right&#039; form of things.&lt;br /&gt;
&lt;br /&gt;
Able to sense wrongness, maybe to locate a nexus.&lt;br /&gt;
&lt;br /&gt;
Able to push against Wrongness with her Will. ++&lt;br /&gt;
&lt;br /&gt;
Comes from Greywyld Forest, possibly from a Monastery / Convent.&lt;br /&gt;
&lt;br /&gt;
Worships the Goddess Emros&lt;br /&gt;
&lt;br /&gt;
Can make large leaps, as long as there&#039;s a place to land, but not more than 5 or 6 feet vertically.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Otherworlds. +&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/blank-sheet-5e.838768/post-22386803 Sheet]&lt;br /&gt;
&lt;br /&gt;
=== Medley - Imica ===&lt;br /&gt;
&#039;&#039;&#039;Imica, CG Female Human Bard&#039;&#039;&#039; (College of Valor) 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 16 (+3) | DEX 14 (+2) | CON 14 (+2) | INT 11 (+0) | WIS 16 (+3) | CHA 10 (+0) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 38 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +3 &amp;lt;br/&amp;gt;&lt;br /&gt;
Proficiency: +3 | Hit dice: 5[d8+2] | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +3, Animal Handling +6*, Arcana +1, Athletics +6*, Deception +1, History +1, Insight +8**, Intimidation +1, Investigation +1, Medicine +4, Nature +1, Perception +8**, Performance +3*, Persuasion +1, Religion +1, Sleight of Hand +3, Stealth +3, Survival +4&amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient, ** = Expertise)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
STR +3 | DEX +5* | CON +2 | INT +0 | WIS +7* | CHA +0 &amp;lt;br/&amp;gt;&lt;br /&gt;
Advantage on checks against fear. &amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Longsword (+6, 1d8/1d10 + 3, Slashing, Versatile) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger (+6, 1d4 + 3, Piercing, 20/60, finesse, light, thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Studded Leather Armor (12 + DEX AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (+2 AC)&amp;lt;br/&amp;gt;&lt;br /&gt;
Memento brass bangles (+1 to Spell DC, advantage against fear) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Spellcasting: Three cantrips, eight known spells, ritual casting. Four first level, three second level, and two third level slots.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bardic Inspiration: 3[1d8] &amp;lt;br/&amp;gt;&lt;br /&gt;
Jack of All Trades, Expertise (Insight, Perception) &amp;lt;br/&amp;gt;&lt;br /&gt;
Song of Rest: extra 1d6 for everyone who uses HD to recover HP&amp;lt;br/&amp;gt;&lt;br /&gt;
College of Valor: Combat Inspiration (add BI to damage or AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
Spell Attack: +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
Spell DC: 15 &amp;lt;br/&amp;gt;&lt;br /&gt;
Cantrips: Vicious Mockery, Prestidigitation, Light &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 1 [4]: Animal Friendship, Sleep, Tasha&#039;s Hideous Laughter &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 2 [3]: Silence, Hold Person, Heat Metal &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 3 [2]: Hypnotic Pattern, Fear &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from her equipment, Imica carries a fife, fiddle, lyre, backpack, bedroll, 2 costumes, 5 candles, 3 days of rations, a waterskin, disguise kit, shovel, iron pot, common clothes, and a flask of a drink you&#039;ll regret. Has 10 GP.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; (self-proclaimed) Folk Hero (Custom: Animal Handling and Athletics, Sylvan and Elvish language proficiency) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rustic Hospitality - since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Proficiencies &amp;amp; Languages:&#039;&#039;&#039; Proficient with light and medium armor, shields, simple and martial weapons; has tool proficiencies with the fiddle, fife, and lyre. Is fluent in Common, Elvish, Halfling, and Sylvan.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Imica was born in a provincial town in the southlands, located in the wetlands where the Three Rivers meet the sea. She was raised by her grandparents on her father&#039;s side, who told her that her mother passed from illness when she was very young, with her father following shortly after from heartbreak. She spent her childhood working and poor until a minstrel came to town, from whom she bought her first instrument and learned how to play. Her grandparents passed soon after, upon which she began her travels, picking up certain tricks of the trade along the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
Personality traits: &amp;quot;I&#039;m ebullient and brilliant, and so are you&amp;quot; and &amp;quot;I&#039;ll respect a person, not a title.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Ideals: &amp;quot;Lords and the well-born have no right to look down on the common folk.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonds: &amp;quot;I don&#039;t have kin anymore, but I still have the common folk if they&#039;ll have me.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Flaws: &amp;quot;I&#039;m gregarious, sure,  but that&#039;s partly a shield. If they think I&#039;m already an open book, they won&#039;t read any closer.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Sorry about getting banned. Hope this game can continue with you three. Have fun)&lt;br /&gt;
&lt;br /&gt;
Hangs in the back. Chatty. &amp;lt;br/&amp;gt;&lt;br /&gt;
Basic camping skills, but prefers the comfort of civilization. &amp;lt;br/&amp;gt;&lt;br /&gt;
Defense: Leather Armor, Relies on Reflexes and dodging. &amp;lt;br/&amp;gt;&lt;br /&gt;
Offense: Rapier, Does not enjoy killing weak opponents, &amp;lt;br/&amp;gt;&lt;br /&gt;
Has: Calming music magic&amp;lt;br/&amp;gt;&lt;br /&gt;
Healing: Has music that aids rest and recovery.&amp;lt;br/&amp;gt;&lt;br /&gt;
Good at reading people (+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Very bad at persuading people (--)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gilgamesh - Keth ===&lt;br /&gt;
 --Character&lt;br /&gt;
     --Impatient&lt;br /&gt;
     --Likes dark ale and money&lt;br /&gt;
     --Likes Jurai, hates Denholm (sorry daftwager :) )&lt;br /&gt;
&lt;br /&gt;
Eye-sight/situational awareness (-)&lt;br /&gt;
&lt;br /&gt;
Defense: Relies on seeking cover and hiding (-)&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a hand crossbow&lt;br /&gt;
&lt;br /&gt;
Irritable, sour nature at least while injured. &lt;br /&gt;
&lt;br /&gt;
Searching/looting (-) &lt;br /&gt;
&lt;br /&gt;
=== Nyzelok - Rog ===&lt;br /&gt;
&lt;br /&gt;
Likes to be in the action. Looking for an honorable death in battle and worships the &amp;quot;old gods&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Offense: A club spiked with teeth from a large predator. &lt;br /&gt;
&lt;br /&gt;
Defense: A metal shield inscribed with runes and holy symbols. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== lorddaftwager - Denholm ===&lt;br /&gt;
&lt;br /&gt;
Easily distracted, flighty&lt;br /&gt;
&lt;br /&gt;
Social oblivious&lt;br /&gt;
&lt;br /&gt;
Alchemy +&lt;br /&gt;
&lt;br /&gt;
Identify (smells) --&lt;br /&gt;
&lt;br /&gt;
Investigation (Battle sites) -&lt;br /&gt;
&lt;br /&gt;
Magic (Attacking-Arcane Energy Blasts) +&lt;br /&gt;
&lt;br /&gt;
Magic (Detection magic) ++&lt;br /&gt;
&lt;br /&gt;
Medicine (physiology) ++&lt;br /&gt;
&lt;br /&gt;
Nature (Plants) &lt;br /&gt;
&lt;br /&gt;
Nature (Animals) --&lt;br /&gt;
&lt;br /&gt;
Persuasion -&lt;br /&gt;
&lt;br /&gt;
Spotting (assessing opponents weak points) -&lt;br /&gt;
&lt;br /&gt;
Defense: Hide behind allies&lt;br /&gt;
&lt;br /&gt;
Healing: Has healing salves, possibly herbal remedies.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1Cm7X5QP8zgtugADG-Ji_N1XYhJ10cL2l/view?usp=sharing Character Sheet]&lt;br /&gt;
&lt;br /&gt;
=== Classdunce - Faroth ===&lt;br /&gt;
&lt;br /&gt;
Androgynous. Much prefers civilization. Not outdoorsy. Short. &lt;br /&gt;
&lt;br /&gt;
Magical Shielding/Defense +++&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a Wand to channel invisible force blasts.&lt;br /&gt;
&lt;br /&gt;
Investigating (culture background) +&lt;br /&gt;
&lt;br /&gt;
Obfuscation Magic: -&lt;br /&gt;
&lt;br /&gt;
Healing Magic: --&lt;br /&gt;
&lt;br /&gt;
Magically Created Wind: +&lt;br /&gt;
&lt;br /&gt;
Arcane Blasts: -&lt;br /&gt;
&lt;br /&gt;
ddb.ac/characters/8911758/T1t5CD&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
===Religion==&lt;br /&gt;
There are Old Ones, god like figures of some sort. &lt;br /&gt;
&lt;br /&gt;
Canun- A wolf-headed god whose worshippers are cannibals. &lt;br /&gt;
&lt;br /&gt;
Emros- A Goddess.&lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
Predators with razor sharp teeth. &lt;br /&gt;
&lt;br /&gt;
The roads are at least somewhat dangerous. &lt;br /&gt;
&lt;br /&gt;
There is ale served in inns.&lt;br /&gt;
&lt;br /&gt;
Multiple gods exist or at least their names for being taken in vain.&lt;br /&gt;
&lt;br /&gt;
Kobish Silver- A nickel-copper alloy that looks like silver and is believed to be effective for killing certain supernatural creatures. Possibly also used by creatures that don&#039;t use iron.&lt;br /&gt;
&lt;br /&gt;
===Places===&lt;br /&gt;
&lt;br /&gt;
Carasee- The city the group is heading for. &lt;br /&gt;
&lt;br /&gt;
Greywyld Forest- A place with an abbey. &lt;br /&gt;
&lt;br /&gt;
Brindisi- A place ruled by Sorcerer Lords who enslave the people. Some people worship the wolf headed god Canun, who encourages cannibalism. Brindisi is rules by 5 Sorcerer Kings. Frynna the Black, Qapha the Red, Kvriss the Green, Varre the White and Orva the Blue.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
Things Magic Can Do:&lt;br /&gt;
-Put people to sleep&lt;br /&gt;
-Blast people&lt;br /&gt;
-Create magic shields&lt;br /&gt;
-Destroy a bridge (but this is very powerful magic)&lt;br /&gt;
-Minor healing&lt;br /&gt;
&lt;br /&gt;
== Starting preferences ==&lt;br /&gt;
@Stormraven - Soap Opera/Characterization, Defined Characters&lt;br /&gt;
@Medley- Slice of Life, Slight preference for Organic&lt;br /&gt;
@Gilgamesh- Street Level Heroics, No preference&lt;br /&gt;
@Nyzelok- Varied Challenges, Organic&lt;br /&gt;
@lorddaftwager- A conspiracy, Organic&lt;br /&gt;
@ClassDunce - Dialogue/interactions and Some Control over NPCs, Organic&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=361673</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=361673"/>
		<updated>2019-05-20T21:41:07Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Dasten, Opener */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest/recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/re-recruitment-pathfinder-guild-adventurers.842755/ Re-recruitment thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]&lt;br /&gt;
&lt;br /&gt;
== The Gravediggers ==&lt;br /&gt;
&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.&lt;br /&gt;
&lt;br /&gt;
=== Crew Money ===&lt;br /&gt;
&lt;br /&gt;
15,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Yuck, Scout ===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk&amp;lt;br/&amp;gt;&lt;br /&gt;
Darkvision 60’, +4 Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20, AC: 18, BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11) Magic dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease) , Will 0,  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6), Craft (Traps) 1:, Disable Device 2:7 (4), Handle Animal 0:1, Knowledge (Dungeoneering) 1:4, Perception 2:5 (7 vs underground hazards), Stealth 2:11 (8), Survival 2:6, Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dasten, Opener ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 3 (a Guild Opener)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 33 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves&#039; tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +10, Use Magic Device +7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fort: 4 | Ref: 7 | Will: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers), Befuddling Strike (when you hit with a SA, the creature takes -2 on its attack rolls against you for 1d4 rounds) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.&lt;br /&gt;
Extra Rogue Talent (Befuddling Strike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Returning Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Menacing Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Menacing, 10 ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+6, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+6, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+6, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.&lt;br /&gt;
&lt;br /&gt;
(Sorry about getting banned. Have fun y&#039;all.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yona, Trickster ===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 20 &#039;&#039;&#039;AC:&#039;&#039;&#039; 18 (Touch 13 Flatfooted 14) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +2  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +2 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +9, &#039;&#039;&#039;Disguise:&#039;&#039;&#039; +7, &#039;&#039;&#039;Escape Artist:&#039;&#039;&#039;: +6, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Ride:&#039;&#039;&#039;: +3, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +6, &#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +6, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +7, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&#039;&#039;&#039;Level 3:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&amp;lt;br&amp;gt;&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage, inspire competence +2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--Six fire arrows&amp;lt;br&amp;gt;&lt;br /&gt;
--Ring of protection&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Advanced swim gear&amp;lt;br&amp;gt;&lt;br /&gt;
--Two flasks alchemical fire&amp;lt;br&amp;gt;&lt;br /&gt;
--900 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic, light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination, Summon Monster 1,&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malkin, Deadman ===&lt;br /&gt;
&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
23/23 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +2&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +3, Will +7&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +2, 1d6; Mace of Disruption +3 (+1 magic), 1d8+1&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +3, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 2d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1 Level 2:2+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
2nd:Aid, Spiritual Weapon&lt;br /&gt;
Domain spell: shield of faith, Bless Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire), Selective Channel&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 15/15&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 9: 3 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 7: 3 ranks + 1 Int + 3 class, Sense Motive 10: 3 ranks + 4 Wis + 3 class, Perception 10: 2 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class, Stealth 2:1 rank +1 Dex&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female [https://www.d20pfsrd.com/races/core-races/human/ Human]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/paladin/ Paladin] ([http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/warrior-of-the-holy-light Warrior of the Holy Light] + [http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/undead-scourge Undead Scourge]) 3&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/magic-traits/flame-touched/ Flame-Touched] (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/social-traits/seeker/ Seeker] (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/regional-traits/soldier-of-the-faith-regional-razmiran/ Soldier of the Faith] (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/drawbacks/tainted-spirit/ Tainted Spirit] (after X rounds of combat, make Fort save against 10+X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: [https://www.d20pfsrd.com/feats/general-feats/extra-lay-on-hands/ Extra Lay On Hands] (use lay on hands two additional times per day)&lt;br /&gt;
: [https://www.d20pfsrd.com/feats/general-feats/radiant-charge/ Radiant Charge] (spend all remaining uses of Lay on Hands to add Xd6+Cha holy damage to a successful charge)&lt;br /&gt;
: [http://www.d20pfsrd.com/feats/general-feats/persuasive Persuasive] (+2 Diplomacy and Intimidate)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 3 ranks + 3 class + 4 Cha + 2 feat = +12&lt;br /&gt;
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait + 2 feat = +12&lt;br /&gt;
: Knowledge (nobility) 2 ranks + 3 class = +5&lt;br /&gt;
: Knowledge (religion) 2 ranks + 3 class = +5&lt;br /&gt;
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8&lt;br /&gt;
&lt;br /&gt;
; Class Features&lt;br /&gt;
: Aura of Courage (immune to fear, allies within 10ft gain +4 on saves against fear)&lt;br /&gt;
: Aura of Good (power 3)&lt;br /&gt;
: Detect Evil (move action, single target within 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Divine Grace (+Cha on all saves)&lt;br /&gt;
: Divine Health (immune to disease)&lt;br /&gt;
: Lay on Hands (5+2/day, 1d6hp)&lt;br /&gt;
: Mercy (lay on hands also cures Fatigued)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +3 damage (+6 against evil undead), +4 AC)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, a +2 flaming burst heavy mace (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Hooded arming robe&lt;br /&gt;
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 3 BAB + 2 Str = +5&lt;br /&gt;
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 3 BAB + 2 Dex = +5&lt;br /&gt;
:* sling +5, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 1 class + 2 Dex + 4 Cha = +7&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] (backstop 4) + 3 Con = 26&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Leanna, Spark ===&lt;br /&gt;
&lt;br /&gt;
[[File:Leanna_Spark.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Chaotic Good&lt;br /&gt;
&lt;br /&gt;
Female Elf&lt;br /&gt;
&lt;br /&gt;
Wizard 3&lt;br /&gt;
&lt;br /&gt;
An elf with a magical talent shouldn&#039;t be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.&lt;br /&gt;
But Leanna never cared about politics, or fame, or family reputation... to much dismay of her family. So, when they finally realised she&#039;ll never make a good heir, her parents pretty much disowned her... oh, not officially, of course, that would be a scandal; officially, she had retired to one of the family&#039;s estates to pursuit scholarly abd artistic aspirations. In reality, however, she was gifted that estate under the condition that she&#039;ll never return to the capitol, and her family name will never be heard again in connection with her escapades. &lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 13 (+1) &lt;br /&gt;
: Dexterity 18 (+4) (16 base +2 race)&lt;br /&gt;
: Constitution 12 (+1) (14 base -2 race)&lt;br /&gt;
: Intelligence 19 (+4) (17 base +2 race)&lt;br /&gt;
: Wisdom 8 (-1)&lt;br /&gt;
: Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Reckless (Acrobatics +1 and class skill)&lt;br /&gt;
: Arcane Temper (+1 Concentration and Initiative)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Scribe Scroll&lt;br /&gt;
: Combat Casting (+4 Concentration when casting defensively or grappled)&lt;br /&gt;
: Skill Focus (Acrobatics)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Acrobatics +14 (3 ranks + 3 class + 4 Dex + +3 feat + 1 trait)&lt;br /&gt;
: Appraise +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Arcana) +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Dungeoneering) +9 (2 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Geography) +9 (2 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Perception +1 (- 1 Cha + 2 race)&lt;br /&gt;
: Perform (Dance) +7 (3 ranks + 2 Cha + 2 tool)&lt;br /&gt;
: Spellcraft +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Intense spells (+1 to evocation spells damage)&lt;br /&gt;
: Force missile (1d4+1 damage, 7/7 daily)&lt;br /&gt;
: Spontaneous spell (1/1 daily)&lt;br /&gt;
&lt;br /&gt;
; Wizard Spells Prepared&lt;br /&gt;
: 2nd level (DC 16)&lt;br /&gt;
:* Invisibility&lt;br /&gt;
:* X Flurry of Snowballs&lt;br /&gt;
:* X Flurry of Snowballs (school slot)&lt;br /&gt;
: 1st level (DC 15)&lt;br /&gt;
:* X Burning hands&lt;br /&gt;
:* Shield&lt;br /&gt;
:* Thunderstomp&lt;br /&gt;
:* Shocking Grasp (school slot)&lt;br /&gt;
: Cantrips (DC 14)&lt;br /&gt;
:* Detect Poison&lt;br /&gt;
:* Daze&lt;br /&gt;
:* Detect Magic&lt;br /&gt;
:* Prestidigitation&lt;br /&gt;
:* Dancing Lights (school slot)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Masterwork rapier (bonded item)&lt;br /&gt;
: Bracers of Armor +2&lt;br /&gt;
: Dancer&#039;s Garb&lt;br /&gt;
: Wand of &#039;&#039;magic missile&#039;&#039; (50 charges)&lt;br /&gt;
: Wand of &#039;&#039;scorching ray&#039;&#039; (XX charges)&lt;br /&gt;
: Potions&lt;br /&gt;
:* &#039;&#039;endure elements&#039;&#039;&lt;br /&gt;
: Scrolls&lt;br /&gt;
:* &#039;&#039;Vanish&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Disguise Self&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Comprehend Languages&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Grease&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Charm Person&#039;&#039;&lt;br /&gt;
: 1000 brightsilver&lt;br /&gt;
: Spellbook containing&lt;br /&gt;
:* All Wizard&#039;s cantrips&lt;br /&gt;
:* &#039;&#039;Burning Hands&#039;&#039; (3d4 fire damage in a 15-foot cone)&lt;br /&gt;
:* &#039;&#039;Color Spray&#039;&#039; (15 foot cone; conditions depending on HD)&lt;br /&gt;
:* &#039;&#039;Shield&#039;&#039; (+4 Shield AC and block magic Missile for 3 minutes)&lt;br /&gt;
:* &#039;&#039;Shocking Grasp&#039;&#039; (3d6 electricity damage on melee touch)&lt;br /&gt;
:* &#039;&#039;Snapdragon Fireworks&#039;&#039; (1d4 Fire and dazzle for 1 round at long range, 3 rounds)&lt;br /&gt;
:* &#039;&#039;Summon Monster I&#039;&#039; (Summon creature for 3 rounds)&lt;br /&gt;
:* &#039;&#039;Thunderstomp&#039;&#039; (Ranged trip attempt at +6 CMB)&lt;br /&gt;
:* &#039;&#039;Touch of Gracelessness&#039;&#039; (1d6+1 Dex damage on touch)&lt;br /&gt;
:* &#039;&#039;Unseen Servant&#039;&#039; (Summon servant for 3 hours)&lt;br /&gt;
:* &#039;&#039;Invisibility&#039;&#039; (Makes target invisible for 3 minutes)&lt;br /&gt;
:* &#039;&#039;Flurry of Snowballs&#039;&#039; (30 ft burst 4d6 cold damage)&lt;br /&gt;
: An estate (somewhere out there)&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +5 (4 Dex + 1 trait)&lt;br /&gt;
: BAB +1 CMB +2 CMD 16&lt;br /&gt;
:* Melee +3 mwk rapier 1d6+1 piercing (18-20/x2)&lt;br /&gt;
:* Ranged spells +5&lt;br /&gt;
&lt;br /&gt;
: Armor Class 16 (+ 4 Dex + 2 armor)&lt;br /&gt;
:* flatfooted 12, touch 14&lt;br /&gt;
: Fortitude +2 (1 class + 1 Con)&lt;br /&gt;
: Reflex +5 (1 class + 4 Dex)&lt;br /&gt;
: Will +2 (3 class - 1 Wis)&lt;br /&gt;
: HP 14/14 (6+3+2 class + 3 Con)&lt;br /&gt;
&lt;br /&gt;
== Story So Far ==&lt;br /&gt;
&lt;br /&gt;
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&lt;br /&gt;
&lt;br /&gt;
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who&#039;s screwed up, as he&#039;s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&lt;br /&gt;
&lt;br /&gt;
The party attacked the necromancer&#039;s castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Realm ===&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png|right]]&lt;br /&gt;
&lt;br /&gt;
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world&#039;s wilds.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
=== The Colour Bands ===&lt;br /&gt;
&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
=== Religions of the Conquest ===&lt;br /&gt;
&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Library ===&lt;br /&gt;
&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
=== Guild Axe ===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
== Guild Party Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Typical Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Metal&#039;, a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&lt;br /&gt;
&lt;br /&gt;
&#039;Opener&#039;, a rogue with the usual abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;Deadman&#039;, an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&lt;br /&gt;
&lt;br /&gt;
&#039;Sparky&#039;, a hedge wizard (non-upper caste) or sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;Scout&#039;, a ranger.&lt;br /&gt;
&lt;br /&gt;
&#039;Berserk&#039;, a Tusk barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;Trickster&#039;, a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.&lt;br /&gt;
&lt;br /&gt;
=== Wizard/Champion Roles ===&lt;br /&gt;
&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.&lt;br /&gt;
&lt;br /&gt;
&#039;Prentice&#039;, a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;Squire&#039;, a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&lt;br /&gt;
&lt;br /&gt;
=== Seven Angels Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Chaplain&#039;, an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as &#039;deadman&#039; above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or &#039;Tusk&#039; (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |250px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Morbius.jpg|right |250px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Estate Management ==&lt;br /&gt;
&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.&lt;br /&gt;
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.&lt;br /&gt;
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.&lt;br /&gt;
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.&lt;br /&gt;
&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://mikeschley.com/isometric-cutaway-maps A cutaway map of the Keep]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fuchsia_Town&amp;diff=360391</id>
		<title>Fuchsia Town</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fuchsia_Town&amp;diff=360391"/>
		<updated>2019-05-05T23:33:21Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Purin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Wiki for Fuchsia Town, a Golden Sky Stories game run by Hammel.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Characters==&lt;br /&gt;
===Teru - Getsuya===&lt;br /&gt;
*Getsuya playing [[Teru the Rabbit]]&lt;br /&gt;
===Purin - Medley ===&lt;br /&gt;
*Medley playing [https://forum.rpg.net/index.php?threads/golden-sky-stories-fuchsia-town.844055/post-22517258 Purin the Tanuki] AKA Pudding the Tanuki, the PRINCE of DARKNESS. Also Puu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Appearance&#039;&#039;:&lt;br /&gt;
As a tanuki, Puu just about average, with a brown coat with darker and lighter bands running along the back and the face. The one distinctive thing is that the dark ring around his right eye is distinctively flared, so that it looks like there are little dark streaks emanating outwards from the eye. In his human form, he&#039;s a boy that looks about ten with short black hair, a medical eyepatch over his left eye, a fancy monocle over his right eye, and a demon prince&#039;s cloak (so he says, but it looks like a red tablecloth or something) worn over a t-shirt and shorts. He also holds the stem of his tanuki leaf between his teeth instead of putting the leaf on his head because he&#039;s cool like that, except when he doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stats&#039;&#039;:&lt;br /&gt;
*Henge - 3&lt;br /&gt;
*Animal - 1&lt;br /&gt;
*Adult - 2&lt;br /&gt;
*Child - 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powers&#039;&#039;:&lt;br /&gt;
*Money (2) - make leaves, acorns, and so on appear to be money. Only works in the evening or at night, and the appearance will change back at dawn.&lt;br /&gt;
*Bogey (8) - change into a monstrous form to scare humans. People and henge who see this will be Surprised. +1 to Henge for causing Surprise.&lt;br /&gt;
*Become Anything (8/16) - turn into some solid, nonliving, natural object. May Surprise people upon changing back. For 16 points, can become something big enough to hold several people.&lt;br /&gt;
*Copy (10) - Change into a copy of a person you know. If talking to someone who knows the copied person, beat their Adult attribute/connection with the person with a Henge check or they&#039;ll realize you&#039;re a fake.&lt;br /&gt;
*Tanuki Drumming (12) - in the evening or at night, call tanuki friends to drum on your bellies. Everyone&#039;s Adult attribute becomes 0 and electronics/civilized devices stop working until the end of the scene.&lt;br /&gt;
*Dream Vision (16) - surround one person and enchant their senses with an illusion until the scene ends or you cancel the illusion. The target must beat your Henge attribute with a Henge or Adult check to dispel the illusion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weaknesses/Additional Powers&#039;&#039;:&lt;br /&gt;
*Cowering/Swell (8) - you&#039;ll Faint whenever Surprised, but you can swell up to get +2 to Henge for surprise checks if the targets have not seen this before.&lt;br /&gt;
*Gullible/Carelessness (6) - you&#039;ll never suspect you&#039;re being lied to, but you can grant everyone who sees your clumsiness (but only up to 3 narrator characters) can get 2 points of Dreams if you&#039;ve gained Dreams for being clumsy. &lt;br /&gt;
*Carried Away/Tanuki Dance (12) - you must always attempt a task when flattered, but you get to do a dance that makes everyone drop their plans and laugh, gaining 3 points of Dreams, if they don&#039;t make an Adult check of at least 4.&lt;br /&gt;
&lt;br /&gt;
When Puu the tanuki first realized he was a henge, he was quite chuffed. Now that he had a human form, and many others, he of course had to go to observe the humans and figure out how they acted. And since it was mostly the small humans that came around to the forest, those were the humans Puu observed most, and after a while he came to a singular conclusion: the humans were beings possessed with awesome powers. Many times did he hear these small humans proclaim their peerless mastery over spell and blade as they did battle, sometimes against each other, sometimes against unseen evil forces. A select few among them even revealed their possession by demons from another realm or descent from ancient magical royalty from one place or another, or other such things as that. At first he was a little frightened by these acts, after a while he couldn&#039;t help but be drawn in to their unbelievable acts, and occasionally even came across some of the tomes that they left behind that related many tales of such powers. While he couldn&#039;t really see these epic battles occurring and everyone was pretty alright coming out of them, in fact seemingly having a lot of fun, as a thinking tanuki&#039;s tanuki Puu understood that this was because his henge powers were still too meager to comprehend the reality-rending forces that were surely being unleashed before him.&lt;br /&gt;
&lt;br /&gt;
Puu did find it odd that as the small humans became less small, they started showing up at the forest less and less, and even when they did they seemed to not have the same mastery over their powers as they once had. And when he observed the big humans, they mostly didn&#039;t seem to have any powers at all! That was very strange. But then, one summer evening, as he chanced by a rather exciting human gathering near the river, he witnessed the greatest display of powers he had seen yet: brilliant explosions rippling through the night sky in every possible color, with heaven and earth shaking from the sound, and the momentary light revealing the happiness on the faces of the onlookers. He felt his heart shake with each burst of light and was enamored, and he figured that the reasons why the bigger humans didn&#039;t seem to display any powers was because they were storing their magic up for this. He soon learned that the humans demonstrated this magic several times a year, and he went to watch as many times as he could, enjoying the sight of the dazzling magic as well as the liveliness of the human gatherings.&lt;br /&gt;
&lt;br /&gt;
However, as time went by, the gatherings became less lively and happened less often, and so the displays of magic became less grand over time. That probably stood to reason, since there were fewer humans around to contribute their power, but that didn&#039;t make it less disappointing. Puu knew he had to act, and so adopted an identity so he could more closely fit in with human society. He has since taken on the moniker of the DAI AKUMA, YAMI NO OU, THE PRINCE OF DARKNESS (it must be said like that, for the effect). That&#039;s a mouthful, so others tend to call him just Purin for short, or his usual name of Puu. But regardless of what he is called, Purin/Puu now places his henge powers in the service of restoring the magic of Fuchsia Town to its former glory.&lt;br /&gt;
&lt;br /&gt;
===Shinji - Hyena_Creative ===&lt;br /&gt;
*Hyena_Creative playing [https://forum.rpg.net/index.php?threads/golden-sky-stories-fuchsia-town.844055/post-22546064 Shinji the Cat]&lt;br /&gt;
&lt;br /&gt;
===Satori - Alvyn ===&lt;br /&gt;
*Alvyn playing [https://forum.rpg.net/index.php?threads/golden-sky-stories-fuchsia-town.844055/post-22548661 Satori the Owl]&lt;br /&gt;
&lt;br /&gt;
==Connections, Dreams, Wonder, and Feelings==&lt;br /&gt;
&lt;br /&gt;
===Teru===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Protect (2) | Purin - Admiration (1) | Shinji - Protection (1) | Satori - Respect (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Purin - Respect (1) | Shinji - Admiration (1) | Satori - Protection (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams:&lt;br /&gt;
&lt;br /&gt;
===Purin===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Protect (2) | Teru - Respect (1) | Shinji - Admiration (1) | Satori - Trust (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Teru - Admiration (1) | Shinji - Protection (1) | Satori - Trust (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 0&lt;br /&gt;
&lt;br /&gt;
Dreams: | | | | |&lt;br /&gt;
&lt;br /&gt;
===Shinji===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Family (2) | Purin - Protection (1) | Teru - Admiration (1) | Satori - Trust (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Purin - Admiration (1) | Teru - Protection (1) | Satori - Rivalry (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams&lt;br /&gt;
&lt;br /&gt;
===Satori===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Like (2) | Purin - Trust (1) | Teru - Protection (1) | Shinji - Rivalry (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Purin - Trust (1) | Teru - Respect (1) | Shinji - ? (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fuchsia_Town&amp;diff=360390</id>
		<title>Fuchsia Town</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fuchsia_Town&amp;diff=360390"/>
		<updated>2019-05-05T20:41:48Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Purin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Wiki for Fuchsia Town, a Golden Sky Stories game run by Hammel.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Characters==&lt;br /&gt;
===Teru - Getsuya===&lt;br /&gt;
*Getsuya playing [[Teru the Rabbit]]&lt;br /&gt;
===Purin - Medley ===&lt;br /&gt;
*Medley playing [https://forum.rpg.net/index.php?threads/golden-sky-stories-fuchsia-town.844055/post-22517258 Purin the Tanuki] AKA Pudding the Tanuki, the PRINCE of DARKNESS. Also Puu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Appearance&#039;&#039;:&lt;br /&gt;
As a tanuki, Puu just about average, with a brown coat with darker and lighter bands running along the back and the face. The one distinctive thing is that the dark ring around his right eye is distinctively flared, so that it looks like there are little dark streaks emanating outwards from the eye. In his human form, he&#039;s a boy that looks about ten with short black hair, a medical eyepatch over his left eye, a fancy monocle over his right eye, and a demon prince&#039;s cloak (so he says, but it looks like a red tablecloth or something) worn over a t-shirt and shorts. He also holds the stem of his tanuki leaf between his teeth instead of putting the leaf on his head because he&#039;s cool like that, except when he doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stats&#039;&#039;:&lt;br /&gt;
*Henge - 3&lt;br /&gt;
*Animal - 1&lt;br /&gt;
*Adult - 2&lt;br /&gt;
*Child - 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powers&#039;&#039;:&lt;br /&gt;
*Money (2) - make leaves, acorns, and so on appear to be money. Only works in the evening or at night, and the appearance will change back at dawn.&lt;br /&gt;
*Bogey (8) - change into a monstrous form to scare humans. People and henge who see this will be Surprised. +1 to Henge for causing Surprise.&lt;br /&gt;
*Become Anything (8/16) - turn into some solid, nonliving, natural object. May Surprise people upon changing back. For 16 points, can become something big enough to hold several people.&lt;br /&gt;
*Copy (10) - Change into a copy of a person you know. If talking to someone who knows the copied person, beat their Adult attribute/connection with the person with a Henge check or they&#039;ll realize you&#039;re a fake.&lt;br /&gt;
*Tanuki Drumming (12) - in the evening or at night, call tanuki friends to drum on your bellies. Everyone&#039;s Adult attribute becomes 0 and electronics/civilized devices stop working until the end of the scene.&lt;br /&gt;
*Dream Vision (16) - surround one person and enchant their senses with an illusion until the scene ends or you cancel the illusion. The target must beat your Henge attribute with a Henge or Adult check to dispel the illusion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weaknesses/Additional Powers&#039;&#039;:&lt;br /&gt;
*Cowering/Swell (8) - you&#039;ll Faint whenever Surprised, but you can swell up to get +2 to Henge for surprise checks if the targets have not seen this before.&lt;br /&gt;
*Gullible/Carelessness (6) - you&#039;ll never suspect you&#039;re being lied to, but you can grant everyone who sees your clumsiness (but only up to 3 narrator characters) can get 2 points of Dreams if you&#039;ve gained Dreams for being clumsy. &lt;br /&gt;
*Carried Away/Tanuki Dance (12) - you must always attempt a task when flattered, but you get to do a dance that makes everyone drop their plans and laugh, gaining 3 points of Dreams, if they don&#039;t make an Adult check of at least 4.&lt;br /&gt;
&lt;br /&gt;
When Puu the tanuki first realized he was a henge, he was quite chuffed. Now that he had a human form, and many others, he of course had to go to observe the humans and figure out how they acted. And since it was mostly the small humans that came around to the forest, those were the humans Puu observed most, and after a while he came to a singular conclusion: the humans were beings possessed with awesome powers. Many times did he hear these small humans proclaim their peerless mastery over spell and blade as they did battle, sometimes against each other, sometimes against unseen evil forces. A select few among them even revealed their possession by demons from another realm or descent from ancient magical royalty from one place or another, or other such things as that. At first he was a little frightened by these acts, after a while he couldn&#039;t help but be drawn in to their unbelievable acts, and occasionally even came across some of the tomes that they left behind that related many tales of such powers. While he couldn&#039;t really see these epic battles occurring and everyone was pretty alright coming out of them, in fact seemingly having a lot of fun, as a thinking tanuki&#039;s tanuki Puu understood that this was because his henge powers were still too meager to comprehend the reality-rending forces that were surely being unleashed before him.&lt;br /&gt;
&lt;br /&gt;
Puu did find it odd that as the small humans became less small, they started showing up at the forest less and less, and even when they did they seemed to not have the same mastery over their powers as they once had. And when he observed the big humans, they mostly didn&#039;t seem to have any powers at all! That was very strange. But then, one summer evening, as he chanced by a rather exciting human gathering near the river, he witnessed the greatest display of powers he had seen yet: brilliant explosions rippling through the night sky in every possible color, with heaven and earth shaking from the sound, and the momentary light revealing the happiness on the faces of the onlookers. He felt his heart shake with each burst of light and was enamored, and he figured that the reasons why the bigger humans didn&#039;t seem to display any powers was because they were storing their magic up for this. He soon learned that the humans demonstrated this magic several times a year, and he went to watch as many times as he could, enjoying the sight of the dazzling magic as well as the liveliness of the human gatherings.&lt;br /&gt;
&lt;br /&gt;
However, as time went by, the gatherings became less lively and happened less often, and so the displays of magic became less grand over time. That probably stood to reason, since there were fewer humans around to contribute their power, but that didn&#039;t make it less disappointing. Puu knew he had to act, and so adopted an identity so he could more closely fit in with human society. He has since taken on the moniker of the DAI AKUMA, YAMI NO OU, THE PRINCE OF DARKNESS (it must be said like that, for the effect). That&#039;s a mouthful, so others tend to call him just Purin for short, or his usual name of Puu. But regardless of what he is called, Purin/Puu now places his henge powers in the service of restoring the magic of Fuchsia Town to its former glory.&lt;br /&gt;
&lt;br /&gt;
===Shinji - Hyena_Creative ===&lt;br /&gt;
*Hyena_Creative playing [https://forum.rpg.net/index.php?threads/golden-sky-stories-fuchsia-town.844055/post-22546064 Shinji the Cat]&lt;br /&gt;
&lt;br /&gt;
===Satori - Alvyn ===&lt;br /&gt;
*Alvyn playing [https://forum.rpg.net/index.php?threads/golden-sky-stories-fuchsia-town.844055/post-22548661 Satori the Owl]&lt;br /&gt;
&lt;br /&gt;
==Connections, Dreams, Wonder, and Feelings==&lt;br /&gt;
&lt;br /&gt;
===Teru===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Protect (2) | Purin - Admiration (1) | Shinji - Protection (1) | Satori - Respect (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Purin - Respect (1) | Shinji - Admiration (1) | Satori - Protection (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams:&lt;br /&gt;
&lt;br /&gt;
===Purin===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Protect (2) | Teru - Respect (1) | Shinji - Admiration (1) | Satori - Trust (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Teru - Admiration (1) | Shinji - Protection (1) | Satori - Trust (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams: | | | |&lt;br /&gt;
&lt;br /&gt;
===Shinji===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Family (2) | Purin - Protection (1) | Teru - Admiration (1) | Satori - Trust (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Purin - Admiration (1) | Teru - Protection (1) | Satori - Rivalry (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams&lt;br /&gt;
&lt;br /&gt;
===Satori===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Like (2) | Purin - Trust (1) | Teru - Protection (1) | Shinji - Rivalry (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Purin - Trust (1) | Teru - Respect (1) | Shinji - ? (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=360260</id>
		<title>Blank Sheet 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=360260"/>
		<updated>2019-05-03T09:36:37Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Medley - Imica */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Blank Sheet 5e =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is for keeping track of characters as they develop throughout the game as well as setting elements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
These will grow with time. &lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
&lt;br /&gt;
The group travels by foot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stormraven - Jurai ===&lt;br /&gt;
&lt;br /&gt;
[[Blank_Sheet_5e:Jurai(Jurai)]]&lt;br /&gt;
&lt;br /&gt;
Hyperactive and taciturn. Long legs. May be a bit of a classist.&lt;br /&gt;
&lt;br /&gt;
Doesn&#039;t wear armor, carries around throwing knives.&lt;br /&gt;
&lt;br /&gt;
Defense: Knocks projectiles from the air.&lt;br /&gt;
&lt;br /&gt;
Healing: Has the ability to heal herself through will power or some sort of focus magic.&lt;br /&gt;
&lt;br /&gt;
Has some form of magic that focuses on the &#039;right&#039; form of things.&lt;br /&gt;
&lt;br /&gt;
Able to sense wrongness, maybe to locate a nexus.&lt;br /&gt;
&lt;br /&gt;
Able to push against Wrongness with her Will. ++&lt;br /&gt;
&lt;br /&gt;
Comes from Greywyld Forest, possibly from a Monastery / Convent.&lt;br /&gt;
&lt;br /&gt;
Worships the Goddess Emros&lt;br /&gt;
&lt;br /&gt;
Can make large leaps, as long as there&#039;s a place to land, but not more than 5 or 6 feet vertically.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Otherworlds. +&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/blank-sheet-5e.838768/post-22386803 Sheet]&lt;br /&gt;
&lt;br /&gt;
=== Medley - Imica ===&lt;br /&gt;
&#039;&#039;&#039;Imica, CG Female Human Bard&#039;&#039;&#039; (College of Valor) 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 16 (+3) | DEX 14 (+2) | CON 14 (+2) | INT 11 (+0) | WIS 16 (+3) | CHA 10 (+0) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 38 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +3 &amp;lt;br/&amp;gt;&lt;br /&gt;
Proficiency: +3 | Hit dice: 5[d8+2] | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +3, Animal Handling +6*, Arcana +1, Athletics +6*, Deception +1, History +1, Insight +8**, Intimidation +1, Investigation +1, Medicine +4, Nature +1, Perception +8**, Performance +3*, Persuasion +1, Religion +1, Sleight of Hand +3, Stealth +3, Survival +4&amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient, ** = Expertise)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
STR +3 | DEX +5* | CON +2 | INT +0 | WIS +7* | CHA +0 &amp;lt;br/&amp;gt;&lt;br /&gt;
Advantage on checks against fear. &amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Longsword (+6, 1d8/1d10 + 3, Slashing, Versatile) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger (+6, 1d4 + 3, Piercing, 20/60, finesse, light, thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Studded Leather Armor (12 + DEX AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (+2 AC)&amp;lt;br/&amp;gt;&lt;br /&gt;
Memento brass bangles (+1 to Spell DC, advantage against fear) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Spellcasting: Three cantrips, eight known spells, ritual casting. Four first level, three second level, and two third level slots.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bardic Inspiration: 3[1d8] &amp;lt;br/&amp;gt;&lt;br /&gt;
Jack of All Trades, Expertise (Insight, Perception) &amp;lt;br/&amp;gt;&lt;br /&gt;
Song of Rest: extra 1d6 for everyone who uses HD to recover HP&amp;lt;br/&amp;gt;&lt;br /&gt;
College of Valor: Combat Inspiration (add BI to damage or AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
Spell Attack: +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
Spell DC: 15 &amp;lt;br/&amp;gt;&lt;br /&gt;
Cantrips: Vicious Mockery, Prestidigitation, Light &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 1 [4]: Animal Friendship, Sleep, Tasha&#039;s Hideous Laughter &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 2 [3]: Silence, Hold Person, Heat Metal &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 3 [2]: Hypnotic Pattern, Fear &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from her equipment, Imica carries a fife, fiddle, lyre, backpack, bedroll, 2 costumes, 5 candles, 3 days of rations, a waterskin, disguise kit, shovel, iron pot, common clothes, and a flask of a drink you&#039;ll regret. Has 10 GP.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; (self-proclaimed) Folk Hero (Custom: Animal Handling and Athletics, Sylvan and Elvish language proficiency) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rustic Hospitality - since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Proficiencies &amp;amp; Languages:&#039;&#039;&#039; Proficient with light and medium armor, shields, simple and martial weapons; has tool proficiencies with the fiddle, fife, and lyre. Is fluent in Common, Elvish, Halfling, and Sylvan.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Imica was born in a provincial town in the southlands, located in the wetlands where the Three Rivers meet the sea. She was raised by her grandparents on her father&#039;s side, who told her that her mother passed from illness when she was very young, with her father following shortly after from heartbreak. She spent her childhood working and poor until a minstrel came to town, from whom she bought her first instrument and learned how to play. Her grandparents passed soon after, upon which she began her travels, picking up certain tricks of the trade along the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
Personality traits: &amp;quot;I&#039;m ebullient and brilliant, and so are you&amp;quot; and &amp;quot;I&#039;ll respect a person, not a title.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Ideals: &amp;quot;Lords and the well-born have no right to look down on the common folk.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonds: &amp;quot;I don&#039;t have kin anymore, but I still have the common folk if they&#039;ll have me.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Flaws: &amp;quot;I&#039;m gregarious, sure,  but that&#039;s partly a shield. If they think I&#039;m already an open book, they won&#039;t read any closer.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hangs in the back. Chatty. &amp;lt;br/&amp;gt;&lt;br /&gt;
Basic camping skills, but prefers the comfort of civilization. &amp;lt;br/&amp;gt;&lt;br /&gt;
Defense: Leather Armor, Relies on Reflexes and dodging. &amp;lt;br/&amp;gt;&lt;br /&gt;
Offense: Rapier, Does not enjoy killing weak opponents, &amp;lt;br/&amp;gt;&lt;br /&gt;
Has: Calming music magic&amp;lt;br/&amp;gt;&lt;br /&gt;
Healing: Has music that aids rest and recovery.&amp;lt;br/&amp;gt;&lt;br /&gt;
Good at reading people (+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Very bad at persuading people (--)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gilgamesh - Keth ===&lt;br /&gt;
 --Character&lt;br /&gt;
     --Impatient&lt;br /&gt;
     --Likes dark ale and money&lt;br /&gt;
     --Likes Jurai, hates Denholm (sorry daftwager :) )&lt;br /&gt;
&lt;br /&gt;
Eye-sight/situational awareness (-)&lt;br /&gt;
&lt;br /&gt;
Defense: Relies on seeking cover and hiding (-)&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a hand crossbow&lt;br /&gt;
&lt;br /&gt;
Irritable, sour nature at least while injured. &lt;br /&gt;
&lt;br /&gt;
Searching/looting (-) &lt;br /&gt;
&lt;br /&gt;
=== Nyzelok - Rog ===&lt;br /&gt;
&lt;br /&gt;
Likes to be in the action. Looking for an honorable death in battle and worships the &amp;quot;old gods&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Offense: A club spiked with teeth from a large predator. &lt;br /&gt;
&lt;br /&gt;
Defense: A metal shield inscribed with runes and holy symbols. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== lorddaftwager - Denholm ===&lt;br /&gt;
&lt;br /&gt;
Easily distracted, flighty&lt;br /&gt;
&lt;br /&gt;
Social oblivious&lt;br /&gt;
&lt;br /&gt;
Alchemy +&lt;br /&gt;
&lt;br /&gt;
Identify (smells) --&lt;br /&gt;
&lt;br /&gt;
Investigation (Battle sites) -&lt;br /&gt;
&lt;br /&gt;
Magic (Attacking-Arcane Energy Blasts) +&lt;br /&gt;
&lt;br /&gt;
Magic (Detection magic) ++&lt;br /&gt;
&lt;br /&gt;
Medicine (physiology) ++&lt;br /&gt;
&lt;br /&gt;
Nature (Plants) &lt;br /&gt;
&lt;br /&gt;
Nature (Animals) --&lt;br /&gt;
&lt;br /&gt;
Persuasion -&lt;br /&gt;
&lt;br /&gt;
Spotting (assessing opponents weak points) -&lt;br /&gt;
&lt;br /&gt;
Defense: Hide behind allies&lt;br /&gt;
&lt;br /&gt;
Healing: Has healing salves, possibly herbal remedies.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1Cm7X5QP8zgtugADG-Ji_N1XYhJ10cL2l/view?usp=sharing Character Sheet]&lt;br /&gt;
&lt;br /&gt;
=== Classdunce - Faroth ===&lt;br /&gt;
&lt;br /&gt;
Androgynous. Much prefers civilization. Not outdoorsy. Short. &lt;br /&gt;
&lt;br /&gt;
Magical Shielding/Defense +++&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a Wand to channel invisible force blasts.&lt;br /&gt;
&lt;br /&gt;
Investigating (culture background) +&lt;br /&gt;
&lt;br /&gt;
Obfuscation Magic: -&lt;br /&gt;
&lt;br /&gt;
Healing Magic: --&lt;br /&gt;
&lt;br /&gt;
Magically Created Wind: +&lt;br /&gt;
&lt;br /&gt;
Arcane Blasts: -&lt;br /&gt;
&lt;br /&gt;
ddb.ac/characters/8911758/T1t5CD&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
===Religion==&lt;br /&gt;
There are Old Ones, god like figures of some sort. &lt;br /&gt;
&lt;br /&gt;
Canun- A wolf-headed god whose worshippers are cannibals. &lt;br /&gt;
&lt;br /&gt;
Emros- A Goddess.&lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
Predators with razor sharp teeth. &lt;br /&gt;
&lt;br /&gt;
The roads are at least somewhat dangerous. &lt;br /&gt;
&lt;br /&gt;
There is ale served in inns.&lt;br /&gt;
&lt;br /&gt;
Multiple gods exist or at least their names for being taken in vain.&lt;br /&gt;
&lt;br /&gt;
Kobish Silver- A nickel-copper alloy that looks like silver and is believed to be effective for killing certain supernatural creatures. Possibly also used by creatures that don&#039;t use iron.&lt;br /&gt;
&lt;br /&gt;
===Places===&lt;br /&gt;
&lt;br /&gt;
Carasee- The city the group is heading for. &lt;br /&gt;
&lt;br /&gt;
Greywyld Forest- A place with an abbey. &lt;br /&gt;
&lt;br /&gt;
Brindisi- A place ruled by Sorcerer Lords who enslave the people. Some people worship the wolf headed god Canun, who encourages cannibalism. Brindisi is rules by 5 Sorcerer Kings. Frynna the Black, Qapha the Red, Kvriss the Green, Varre the White and Orva the Blue.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
Things Magic Can Do:&lt;br /&gt;
-Put people to sleep&lt;br /&gt;
-Blast people&lt;br /&gt;
-Create magic shields&lt;br /&gt;
-Destroy a bridge (but this is very powerful magic)&lt;br /&gt;
-Minor healing&lt;br /&gt;
&lt;br /&gt;
== Starting preferences ==&lt;br /&gt;
@Stormraven - Soap Opera/Characterization, Defined Characters&lt;br /&gt;
@Medley- Slice of Life, Slight preference for Organic&lt;br /&gt;
@Gilgamesh- Street Level Heroics, No preference&lt;br /&gt;
@Nyzelok- Varied Challenges, Organic&lt;br /&gt;
@lorddaftwager- A conspiracy, Organic&lt;br /&gt;
@ClassDunce - Dialogue/interactions and Some Control over NPCs, Organic&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=360259</id>
		<title>Blank Sheet 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=360259"/>
		<updated>2019-05-03T09:34:12Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Medley - Imica */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Blank Sheet 5e =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is for keeping track of characters as they develop throughout the game as well as setting elements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
These will grow with time. &lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
&lt;br /&gt;
The group travels by foot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stormraven - Jurai ===&lt;br /&gt;
&lt;br /&gt;
[[Blank_Sheet_5e:Jurai(Jurai)]]&lt;br /&gt;
&lt;br /&gt;
Hyperactive and taciturn. Long legs. May be a bit of a classist.&lt;br /&gt;
&lt;br /&gt;
Doesn&#039;t wear armor, carries around throwing knives.&lt;br /&gt;
&lt;br /&gt;
Defense: Knocks projectiles from the air.&lt;br /&gt;
&lt;br /&gt;
Healing: Has the ability to heal herself through will power or some sort of focus magic.&lt;br /&gt;
&lt;br /&gt;
Has some form of magic that focuses on the &#039;right&#039; form of things.&lt;br /&gt;
&lt;br /&gt;
Able to sense wrongness, maybe to locate a nexus.&lt;br /&gt;
&lt;br /&gt;
Able to push against Wrongness with her Will. ++&lt;br /&gt;
&lt;br /&gt;
Comes from Greywyld Forest, possibly from a Monastery / Convent.&lt;br /&gt;
&lt;br /&gt;
Worships the Goddess Emros&lt;br /&gt;
&lt;br /&gt;
Can make large leaps, as long as there&#039;s a place to land, but not more than 5 or 6 feet vertically.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Otherworlds. +&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/blank-sheet-5e.838768/post-22386803 Sheet]&lt;br /&gt;
&lt;br /&gt;
=== Medley - Imica ===&lt;br /&gt;
&#039;&#039;&#039;Imica, CG Female Human Bard&#039;&#039;&#039; (College of Valor) 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 16 (+3) | DEX 14 (+2) | CON 14 (+2) | INT 11 (+0) | WIS 16 (+3) | CHA 10 (+0) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 31 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +2 &amp;lt;br/&amp;gt;&lt;br /&gt;
Proficiency: +3 | Hit dice: 4[d8+2] | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +3, Animal Handling +6*, Arcana +1, Athletics +6*, Deception +1, History +1, Insight +8**, Intimidation +1, Investigation +1, Medicine +4, Nature +1, Perception +8**, Performance +3*, Persuasion +1, Religion +1, Sleight of Hand +3, Stealth +3, Survival +4&amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient, ** = Expertise)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
STR +3 | DEX +5* | CON +2 | INT +0 | WIS +7* | CHA +0 &amp;lt;br/&amp;gt;&lt;br /&gt;
Advantage on checks against fear. &amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Longsword (+6, 1d8/1d10 + 3, Slashing, Versatile) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger (+6, 1d4 + 3, Piercing, 20/60, finesse, light, thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Studded Leather Armor (12 + DEX AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (+2 AC)&amp;lt;br/&amp;gt;&lt;br /&gt;
Memento brass bangles (+1 to Spell DC, advantage against fear) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Spellcasting: Three cantrips, eight known spells, ritual casting. Four first level, three second level, and two third level slots.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bardic Inspiration: 3[1d8] &amp;lt;br/&amp;gt;&lt;br /&gt;
Jack of All Trades, Expertise (Insight, Perception) &amp;lt;br/&amp;gt;&lt;br /&gt;
Song of Rest: extra 1d6 for everyone who uses HD to recover HP&amp;lt;br/&amp;gt;&lt;br /&gt;
College of Valor: Combat Inspiration (add BI to damage or AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
Spell Attack: +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
Spell DC: 15 &amp;lt;br/&amp;gt;&lt;br /&gt;
Cantrips: Vicious Mockery, Prestidigitation, Light &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 1 [4]: Animal Friendship, Sleep, Tasha&#039;s Hideous Laughter &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 2 [3]: Silence, Hold Person, Heat Metal &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 3 [2]: Hypnotic Pattern, Fear &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from her equipment, Imica carries a fife, fiddle, lyre, backpack, bedroll, 2 costumes, 5 candles, 3 days of rations, a waterskin, disguise kit, shovel, iron pot, common clothes, and a flask of a drink you&#039;ll regret. Has 10 GP.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; (self-proclaimed) Folk Hero (Custom: Animal Handling and Athletics, Sylvan and Elvish language proficiency) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rustic Hospitality - since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Proficiencies &amp;amp; Languages:&#039;&#039;&#039; Proficient with light and medium armor, shields, simple and martial weapons; has tool proficiencies with the fiddle, fife, and lyre. Is fluent in Common, Elvish, Halfling, and Sylvan.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Imica was born in a provincial town in the southlands, located in the wetlands where the Three Rivers meet the sea. She was raised by her grandparents on her father&#039;s side, who told her that her mother passed from illness when she was very young, with her father following shortly after from heartbreak. She spent her childhood working and poor until a minstrel came to town, from whom she bought her first instrument and learned how to play. Her grandparents passed soon after, upon which she began her travels, picking up certain tricks of the trade along the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
Personality traits: &amp;quot;I&#039;m ebullient and brilliant, and so are you&amp;quot; and &amp;quot;I&#039;ll respect a person, not a title.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Ideals: &amp;quot;Lords and the well-born have no right to look down on the common folk.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonds: &amp;quot;I don&#039;t have kin anymore, but I still have the common folk if they&#039;ll have me.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Flaws: &amp;quot;I&#039;m gregarious, sure,  but that&#039;s partly a shield. If they think I&#039;m already an open book, they won&#039;t read any closer.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hangs in the back. Chatty. &amp;lt;br/&amp;gt;&lt;br /&gt;
Basic camping skills, but prefers the comfort of civilization. &amp;lt;br/&amp;gt;&lt;br /&gt;
Defense: Leather Armor, Relies on Reflexes and dodging. &amp;lt;br/&amp;gt;&lt;br /&gt;
Offense: Rapier, Does not enjoy killing weak opponents, &amp;lt;br/&amp;gt;&lt;br /&gt;
Has: Calming music magic&amp;lt;br/&amp;gt;&lt;br /&gt;
Healing: Has music that aids rest and recovery.&amp;lt;br/&amp;gt;&lt;br /&gt;
Good at reading people (+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Very bad at persuading people (--)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gilgamesh - Keth ===&lt;br /&gt;
 --Character&lt;br /&gt;
     --Impatient&lt;br /&gt;
     --Likes dark ale and money&lt;br /&gt;
     --Likes Jurai, hates Denholm (sorry daftwager :) )&lt;br /&gt;
&lt;br /&gt;
Eye-sight/situational awareness (-)&lt;br /&gt;
&lt;br /&gt;
Defense: Relies on seeking cover and hiding (-)&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a hand crossbow&lt;br /&gt;
&lt;br /&gt;
Irritable, sour nature at least while injured. &lt;br /&gt;
&lt;br /&gt;
Searching/looting (-) &lt;br /&gt;
&lt;br /&gt;
=== Nyzelok - Rog ===&lt;br /&gt;
&lt;br /&gt;
Likes to be in the action. Looking for an honorable death in battle and worships the &amp;quot;old gods&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Offense: A club spiked with teeth from a large predator. &lt;br /&gt;
&lt;br /&gt;
Defense: A metal shield inscribed with runes and holy symbols. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== lorddaftwager - Denholm ===&lt;br /&gt;
&lt;br /&gt;
Easily distracted, flighty&lt;br /&gt;
&lt;br /&gt;
Social oblivious&lt;br /&gt;
&lt;br /&gt;
Alchemy +&lt;br /&gt;
&lt;br /&gt;
Identify (smells) --&lt;br /&gt;
&lt;br /&gt;
Investigation (Battle sites) -&lt;br /&gt;
&lt;br /&gt;
Magic (Attacking-Arcane Energy Blasts) +&lt;br /&gt;
&lt;br /&gt;
Magic (Detection magic) ++&lt;br /&gt;
&lt;br /&gt;
Medicine (physiology) ++&lt;br /&gt;
&lt;br /&gt;
Nature (Plants) &lt;br /&gt;
&lt;br /&gt;
Nature (Animals) --&lt;br /&gt;
&lt;br /&gt;
Persuasion -&lt;br /&gt;
&lt;br /&gt;
Spotting (assessing opponents weak points) -&lt;br /&gt;
&lt;br /&gt;
Defense: Hide behind allies&lt;br /&gt;
&lt;br /&gt;
Healing: Has healing salves, possibly herbal remedies.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1Cm7X5QP8zgtugADG-Ji_N1XYhJ10cL2l/view?usp=sharing Character Sheet]&lt;br /&gt;
&lt;br /&gt;
=== Classdunce - Faroth ===&lt;br /&gt;
&lt;br /&gt;
Androgynous. Much prefers civilization. Not outdoorsy. Short. &lt;br /&gt;
&lt;br /&gt;
Magical Shielding/Defense +++&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a Wand to channel invisible force blasts.&lt;br /&gt;
&lt;br /&gt;
Investigating (culture background) +&lt;br /&gt;
&lt;br /&gt;
Obfuscation Magic: -&lt;br /&gt;
&lt;br /&gt;
Healing Magic: --&lt;br /&gt;
&lt;br /&gt;
Magically Created Wind: +&lt;br /&gt;
&lt;br /&gt;
Arcane Blasts: -&lt;br /&gt;
&lt;br /&gt;
ddb.ac/characters/8911758/T1t5CD&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
===Religion==&lt;br /&gt;
There are Old Ones, god like figures of some sort. &lt;br /&gt;
&lt;br /&gt;
Canun- A wolf-headed god whose worshippers are cannibals. &lt;br /&gt;
&lt;br /&gt;
Emros- A Goddess.&lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
Predators with razor sharp teeth. &lt;br /&gt;
&lt;br /&gt;
The roads are at least somewhat dangerous. &lt;br /&gt;
&lt;br /&gt;
There is ale served in inns.&lt;br /&gt;
&lt;br /&gt;
Multiple gods exist or at least their names for being taken in vain.&lt;br /&gt;
&lt;br /&gt;
Kobish Silver- A nickel-copper alloy that looks like silver and is believed to be effective for killing certain supernatural creatures. Possibly also used by creatures that don&#039;t use iron.&lt;br /&gt;
&lt;br /&gt;
===Places===&lt;br /&gt;
&lt;br /&gt;
Carasee- The city the group is heading for. &lt;br /&gt;
&lt;br /&gt;
Greywyld Forest- A place with an abbey. &lt;br /&gt;
&lt;br /&gt;
Brindisi- A place ruled by Sorcerer Lords who enslave the people. Some people worship the wolf headed god Canun, who encourages cannibalism. Brindisi is rules by 5 Sorcerer Kings. Frynna the Black, Qapha the Red, Kvriss the Green, Varre the White and Orva the Blue.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
Things Magic Can Do:&lt;br /&gt;
-Put people to sleep&lt;br /&gt;
-Blast people&lt;br /&gt;
-Create magic shields&lt;br /&gt;
-Destroy a bridge (but this is very powerful magic)&lt;br /&gt;
-Minor healing&lt;br /&gt;
&lt;br /&gt;
== Starting preferences ==&lt;br /&gt;
@Stormraven - Soap Opera/Characterization, Defined Characters&lt;br /&gt;
@Medley- Slice of Life, Slight preference for Organic&lt;br /&gt;
@Gilgamesh- Street Level Heroics, No preference&lt;br /&gt;
@Nyzelok- Varied Challenges, Organic&lt;br /&gt;
@lorddaftwager- A conspiracy, Organic&lt;br /&gt;
@ClassDunce - Dialogue/interactions and Some Control over NPCs, Organic&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=359385</id>
		<title>Glory of the Svartrsung</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=359385"/>
		<updated>2019-04-24T20:04:55Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Havardr inn Rakkr */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Glory of the Svartrsung: A GURPS Vikings One-Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Svartrsung.jpg|800px|left]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/glory-of-the-svartsung.844525/ IC thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/glory-of-the-svartrsung.844523/ OOC thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-gurps-vikings-one-shot-glory-of-the-svartrsung.843480/ Recruitment thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-gurps-vikings-one-shot-glory-of-the-svartrsung.837257/ Interest thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Norway. 939 A.D.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jarl Olafir the Swineherd of the Svartrsung sends word to all the scattered farmsteads.&lt;br /&gt;
&lt;br /&gt;
Jarl Brynjar One-Eye of the Gunnardung has challenged the clans to a great contest at his mighty hall Seggrhalla, by the little coastal town of Fiskrfjordr. Over the course of three days, teams will compete in running, spear-throwing, glima (wrestling), riddles, archery, hnefatafl (board games), lausatök (team unarmed combat), poetry, and hunting. All participants must compete in all contests. Nine finely-worked armbands of pure gold will be awarded. Their names are “Shining”, “Precious”, “Treasure”, “Freya’s Hair”, “Beautiful”, “Wonderful”, “Winding”, “Desire” and “Hero’s Portion”.&lt;br /&gt;
&lt;br /&gt;
The Svartrsung have seen better days. You are proud descendants of Svartr Foe-Burster, trusted huscarl to Harold Fairhair, King of Norway. But today you are a small and unimportant family, doggedly hanging on to what remains of their ancestral territory. More powerful clans than yours plan to take those rings for their own glory. The Gunnardung, rich and powerful Vikings and traders. The Skogralfings, who carve their farmsteads out of the dark forest. The dour Halvordung of the frozen uplands. The islander Kjeldings, those lovers of the oar, whose eyes turn always to the sea.&lt;br /&gt;
&lt;br /&gt;
Volunteers of good Svartrsung blood are to assemble at Jarl Olafir’s hall, Spjǫrheimili, on the first day of Sólmánuður, in the height of summer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[https://forum.rpg.net/index.php?threads/recruitment-gurps-vikings-one-shot-glory-of-the-svartrsung.843480/post-22493895 Havardr inn Rakkr]===&lt;br /&gt;
(&amp;quot;the Upright&amp;quot;, also sometimes &amp;quot;inn Rakki&amp;quot;, with the same meaning, but similar to rakki for &amp;quot;the Dog&amp;quot;, and by extension &amp;quot;the Cur&amp;quot;. Patronymic: Gangradarson, from Gangradr.)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Havardr is the second son of a branch family of the Svartrsung, two years junior to Stigandr. Whereas the elder son showed a talent for song, Havardr took to words and the oral tradition. When Stigandr left with Bjorne to apprentice in the skaldic arts, their father took the opportunity to keep Havardr close to home and learn the ways of the law. Their father was quite conscious regarding the minor place of the family in an obscure clan that was once heralded across the land, and he meant to change that. If one son was to become a skald, a noble thing among the people of the land, then the other would become a law speaker, and become counsel to jarls or even kings. Thus, under his father&#039;s watchful eye and strict tutelage, Havard learned the histories that informed their people and their law. Rather than tales of glory and riches, Havardr learned accounts of petty murder that ended at execution blocks and of how slights to honor could be repaired by gold.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus did the boy grow to become a man severe in both countenance and conduct, earning Havardr the byname &amp;quot;inn Rakkr&amp;quot;, the Upright. However, this did not make him an easy man to get along with, and among those who chafed at his manner he was called &amp;quot;inn Rakki&amp;quot;: the upright, the dog, the cur. He soon came into the service of Jarl Olafir, where he rendered just service and hard counsel, earning him the jarl&#039;s trust and an unimpeachable reputation for honesty, but little warm feeling among the others in the service of the Svartrsung.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For all that, however, Havardr thought he had carved for himself a place within the Svartrsung. Yet when Stigandr returned to the jarl&#039;s halls, Havard&#039;s older brother immediately won the respect of the jarl for his talents and the love of their fellows for his easy bearing. Havardr had long nursed an envy of his brother, who left to new lands and allure of adventure, the romance of the skaldic arts, but he had thought them subsided with his brother&#039;s long absence in the Jutland. Now, though, he experienced the jealousy as fresh as if Stigandr had boarded the ship with old Bjorne only yesterday. Now he is more determined than ever to win greater glory for himself within the Svartrsung, and he bears the names of Havardr the Upright and Havardr the Cur with covetous pride, so long as his name is known.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Havardr&#039;s long study has given him the knowledge and the force of will to adjudicate upon the laws of the Norsemen, as well as the history and traditions that inform them. As counsel and houseman to the jarl, he is an able warrior, best with a spear but trained in the use of the usual weapons, and fit to stand in a shieldwall. Apart from that, he has a little education in medicine, and in other matters that would be useful counsel for a ruler.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [180]&amp;lt;br/&amp;gt;&lt;br /&gt;
ST: 12 [20]​&amp;lt;br/&amp;gt;&lt;br /&gt;
DX: 13 [60]​&amp;lt;br/&amp;gt;&lt;br /&gt;
IQ: 14 [80]​&amp;lt;br/&amp;gt;&lt;br /&gt;
HT: 12 [20]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary Characteristics&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 12​&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 14​&amp;lt;br/&amp;gt;&lt;br /&gt;
Perception: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Fatigue Points: 12​&lt;br /&gt;
&lt;br /&gt;
Basic Speed: 6.25​&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge: 9​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Move: 6​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Lift: 29​&amp;lt;br/&amp;gt;&lt;br /&gt;
Damage: 1d-1 t/1d+2 s​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reaction bonus: 3 (+1 Status, +1 Reputation, +1 Attractive) (situational +4 from Lawspeaker)​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Background&#039;&#039;&#039; [17]&amp;lt;br/&amp;gt;&lt;br /&gt;
TL: 3 [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Cultural Familiarity: Scandinavia [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages​&lt;br /&gt;
*Norse: Native Speech, Writing [0]​&lt;br /&gt;
*Swedish: Accented Speech, Accented Writing [2]​&lt;br /&gt;
*Danish: Accented Speech, Broken Writing [3]​&lt;br /&gt;
*Latin: Accented Writing [2]&lt;br /&gt;
Wealth: Average [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Status: 1 (old family) [5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reputation: 1 (for honesty) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; [44]&amp;lt;br/&amp;gt;&lt;br /&gt;
Appearance: Attractive [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Empathy (roll against IQ to get a feeling for someone) [15]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Talent: Lawspeaker 4 [20]​&lt;br /&gt;
*Small group talent: Area Knowledge, History, Law, Philosophy, Public Speaking, Writing. Provides a reaction bonus among other lawspeakers or when adjudicating matters of the law.​&lt;br /&gt;
Fit (+1 to HT rolls and recover FP at x2) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-100]&amp;lt;br/&amp;gt;&lt;br /&gt;
Bad Temper (Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Code of Honor (Lawspeaker&#039;s) [-10]​&lt;br /&gt;
*The Viking Code of Honor, with the following addition: if a lawspeaker has adjudicated in good faith on a dispute or matter of law outside of a &#039;&#039;thing&#039;&#039;, another lawspeaker must not contradict it; the &#039;&#039;thing&#039;&#039; is the proper forum for disputes. To do otherwise is to besmirch the other&#039;s honor, do damage to one&#039;s own if the contradiction is weak or false, and invites feuding.​&lt;br /&gt;
Compulsive vowing [-5]&amp;lt;br/&amp;gt;&lt;br /&gt;
Duty (to Jarl Olafir, often) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Great Vow (and nothing but the truth) [-15]​&lt;br /&gt;
*A lawspeaker must give honest counsel regarding the law when asked in good faith, regardless of who asks. To fail to do so in informal conditions is still enough to do great damage to one&#039;s personal honor. To fail to do so when formally requested or during a &#039;&#039;thing&#039;&#039;, depending on the severity of the omission or falsehood, is punishable by death. Additionally, if formally requested by a person to whom homage is owed or during a &#039;&#039;thing&#039;&#039;, a lawspeaker must render honest testimony, with the same penalties for failing to do so.​&lt;br /&gt;
Honesty (must obey the law, and must assume others are similarly honest in this respect unless otherwise shown) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jealousy [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Obsession (get out from Stigandr&#039;s shadow) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Selfish/Prideful (make a self-control roll whenever you experience a clear social slight) [-5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sense of Duty (Svartrsung, large group) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Truthfulness (make a self-control roll whenever you lie by omission, at -5 if you must tell the lie) [-5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]&amp;lt;br/&amp;gt;&lt;br /&gt;
Pessimistic [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sweet tooth [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Responsive (to the underdogs, weak, or otherwise overshadowed) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Severe (resists carousing) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Staid [-1]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; [64]&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics (DX/H)-2 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Animal Handling (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Norway) (IQ/E)+1 (19) (+4 from Lawspeaker] [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Sweden) (IQ/E)+0 (18) (+4 from Lawspeaker] [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawling (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Climbing (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Crewman/TL (IQ/E)+0 (14) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diagnosis/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diplomacy (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
First Aid/TL (IQ/E)+1 (15) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Games (hnefatafl) (IQ/E)+1 (15) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Hiking (HT/A)-1 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
History (Scandinavia) (IQ/H)+0 (18) (+4 from Lawspeaker) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Interrogation (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jumping (DX/E)+0 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Law (IQ/H)+1 (19) (+4 from Lawspeaker) [8]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Literature (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Leadership (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Merchant (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Naturalist (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Navigation/TL (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Observation (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Philosophy (IQ/H)-2 (16) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Physician/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Speaking (IQ/A)+0 (18) (+4 from Lawspeaker) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Riding (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Search (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth (Dx/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Survival (Land) (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Swimming (HT/E)+0 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tactics (IQ/H)-1 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tracking (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Writing (IQ/A)-1 (17) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Axe/Mace (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX/A)+1 (14) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Broadsword (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Bow (DX/A)+0 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Thrown Weapon (Spear) (DX/E)+1 (14) [2]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions on person&#039;&#039;&#039; [WT 35]&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 4 | ST 9 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (thrown) (DX+1) | DMG thr+3 imp | Acc 2 | Range x1/x1.5 | WT - | RoF 1 | Shots T(1) | ST 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Longbow (DX+0) | DMG thr+2 imp | Acc 3 | Range x15/x20 | WT 3/0.1 | RoF 1(2) | Shots 1(2) | ST 11 | $200/$40 (20 arrows in hip quiver)&amp;lt;br/&amp;gt;&lt;br /&gt;
Large Shield (DX+1) | DB 3 | WT 25 | $90&amp;lt;br/&amp;gt;&lt;br /&gt;
Hip Quiver | Holds 20 arrows or bolts. | WT 1 | $15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other possessions&#039;&#039;&#039; [WT 47.75]&amp;lt;br/&amp;gt;&lt;br /&gt;
Backpack, small | Holds 40 lbs. of gear. | WT 3 | $60&amp;lt;br/&amp;gt;&lt;br /&gt;
Blanket | A warm sleeping blanket | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Candle, Tallow | Smoky! Lasts 12 hrs. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Personal Basics | Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Lantern | Burns for 24 hours on 1 pint of oil. | WT 2 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Oil (1) | For lantern. | WT 1 | $2&amp;lt;br/&amp;gt;&lt;br /&gt;
Rope, 3/8”, 10 yds | Supports 300 lbs. | WT 1.5 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Cord, 3/16” | Supports 90 lbs. | WT 0.5 | $1&amp;lt;br/&amp;gt;&lt;br /&gt;
Tent, 1-Man | Includes ropes; no poles needed | WT 5 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Sleeping Fur | Warm unless wet | WT 8 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Traveler’s Rations (5) | One meal of dried meat, cheese, etc. | WT 2.5 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Bandages (2) | Bandages for a half-dozen wounds. Clean cloth. Basic equipment for First Aid skill. | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Whetstone | For sharpening tools and weapons. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Wineskin | Holds 1 gallon of liquid (8 lbs. if water) | WT 0.25 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Wax Tablet | For writing; erasable. | WT 2 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Arrows (20) | WT 2 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;(strapped to the backpack with cordage)&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) (2) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 8 | ST 9 | $80&lt;br /&gt;
&lt;br /&gt;
Pouch or Purse, Small | Holds 3 lbs (can contain equivalent of $212 in coins) | $10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Bjorn the Woodsman (200 points)===&lt;br /&gt;
&lt;br /&gt;
Bjorn lives in the woods and makes a living by hunting and logging, though he&#039;s always ready to join in a competition or raid for the honor of the clan. He hopes to make his fortune that way, though that hasn&#039;t happened yet. He did manage to piss off a man from another clan in one of these challenges once, which is likely to spell trouble for him if they meet at this tournament.&lt;br /&gt;
&lt;br /&gt;
Bjorn is LOUD and loves a party, which might explain why he hasn&#039;t managed to save much money so far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ST 17 {63}; DX 13 {60}; IQ 10 {0}; HT 12 {20}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage 1d+2/3d-1; BL 58 lbs.; HP 14; Will 10; Per 12 {10}; FP 12; Basic Speed 6.00 {-5};&lt;br /&gt;
Basic Move 7; SM +1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Alcohol Tolerance {1}&lt;br /&gt;
* Hard to Subdue 2 {4}&lt;br /&gt;
* Outdoorsman 2 {10}&lt;br /&gt;
* Damage Resistance 2 (Tough Skin, -40%) {6}&lt;br /&gt;
* Combat Reflexes {15}&lt;br /&gt;
* High Pain Threshold {10}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Code of Honor (Pirate&#039;s) {-5}&lt;br /&gt;
* Compulsive Carousing (12) {-5}&lt;br /&gt;
* Enemy (Equal Power, Rival, Fairly Often) {-5}&lt;br /&gt;
* Gigantism {0}&lt;br /&gt;
* Gluttony (12) {-5}&lt;br /&gt;
* Odious Personal Habit (TALKS LOUDLY) {-5}&lt;br /&gt;
* Overconfidence (12) {-5}&lt;br /&gt;
* Sense of Duty (Clan) {-5}&lt;br /&gt;
* Wealth (Struggling) {-10}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Area Knowledge (Home Region) (E) IQ {1} - 10&lt;br /&gt;
* Brawling (E) DX {1} - 13&lt;br /&gt;
* Climbing (A) DX-1 {1} - 12&lt;br /&gt;
* Carousing (E) HT {1} - 12&lt;br /&gt;
* First Aid (E) IQ {1} - 10&lt;br /&gt;
* Naturalist (H) IQ {1}[1] - 10&lt;br /&gt;
* Navigation (Land) (A) Per+1 {1}[1] - 13&lt;br /&gt;
* Navigation (Sea) (A) Per+1 {1}[1] - 13&lt;br /&gt;
* Riding (Horse) (A) DX-1 {1} - 12&lt;br /&gt;
* Stealth (A) DX-1 {1} - 12&lt;br /&gt;
* Survival (Woodlands) (A) Per+2 {2}[1] - 14&lt;br /&gt;
* Thrown Weapon (Spear) (E) DX+3 {8} - 16&lt;br /&gt;
* Tracking (A) Per+2 {2}[1] - 14&lt;br /&gt;
* Two-Handed Axe/Mace (A) DX+3 {12} - 16&lt;br /&gt;
* Weather Sense (A) IQ-1 {1} - 9&lt;br /&gt;
* Wrestling (A) DX+3 {12} - 16&lt;br /&gt;
* Running (A) HT+1 {4} - 13&lt;br /&gt;
&lt;br /&gt;
[1]: +2 from Outdoorsman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loadout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ordinary Clothing: Free, 2 lbs.&lt;br /&gt;
* Long Axe: Damage sw+3, Reach 1,2*, Parry 0U, ST 11++. $100, 8 lbs.&lt;br /&gt;
* Padded Shirt: Sized for SM +1. Covers Torso, Shoulders and Upper Arms with DR 1. $220, 14.4 lbs.&lt;br /&gt;
* 2 spears (for throwing): $80, 8 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Defenses&lt;br /&gt;
&lt;br /&gt;
** Dodge 9.&lt;br /&gt;
** Parry 11U (Axe); 11 (Wrestling); 9 (Brawling).&lt;br /&gt;
** DR:&lt;br /&gt;
*** Skull: 4&lt;br /&gt;
*** Body, Shoulders, Upper Arms: 3&lt;br /&gt;
*** Elsewhere: 2&lt;br /&gt;
&lt;br /&gt;
*Attacks&lt;br /&gt;
&lt;br /&gt;
** Long Axe (16): 3d+2 cut, Reach 1,2*. Does not become unready due to high ST.&lt;br /&gt;
** Wrestling Grapple (16): Effective ST 19.&lt;br /&gt;
** Brawling Punch (13): 1d+1 cr, Reach C.&lt;br /&gt;
** Thrown Spear (16): 1d+5 imp, Acc 2, Range 17/24.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=359384</id>
		<title>Glory of the Svartrsung</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=359384"/>
		<updated>2019-04-24T20:04:18Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Havardr inn Rakkr */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Glory of the Svartrsung: A GURPS Vikings One-Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Svartrsung.jpg|800px|left]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/glory-of-the-svartsung.844525/ IC thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/glory-of-the-svartrsung.844523/ OOC thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-gurps-vikings-one-shot-glory-of-the-svartrsung.843480/ Recruitment thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-gurps-vikings-one-shot-glory-of-the-svartrsung.837257/ Interest thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Norway. 939 A.D.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jarl Olafir the Swineherd of the Svartrsung sends word to all the scattered farmsteads.&lt;br /&gt;
&lt;br /&gt;
Jarl Brynjar One-Eye of the Gunnardung has challenged the clans to a great contest at his mighty hall Seggrhalla, by the little coastal town of Fiskrfjordr. Over the course of three days, teams will compete in running, spear-throwing, glima (wrestling), riddles, archery, hnefatafl (board games), lausatök (team unarmed combat), poetry, and hunting. All participants must compete in all contests. Nine finely-worked armbands of pure gold will be awarded. Their names are “Shining”, “Precious”, “Treasure”, “Freya’s Hair”, “Beautiful”, “Wonderful”, “Winding”, “Desire” and “Hero’s Portion”.&lt;br /&gt;
&lt;br /&gt;
The Svartrsung have seen better days. You are proud descendants of Svartr Foe-Burster, trusted huscarl to Harold Fairhair, King of Norway. But today you are a small and unimportant family, doggedly hanging on to what remains of their ancestral territory. More powerful clans than yours plan to take those rings for their own glory. The Gunnardung, rich and powerful Vikings and traders. The Skogralfings, who carve their farmsteads out of the dark forest. The dour Halvordung of the frozen uplands. The islander Kjeldings, those lovers of the oar, whose eyes turn always to the sea.&lt;br /&gt;
&lt;br /&gt;
Volunteers of good Svartrsung blood are to assemble at Jarl Olafir’s hall, Spjǫrheimili, on the first day of Sólmánuður, in the height of summer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[https://forum.rpg.net/index.php?threads/recruitment-gurps-vikings-one-shot-glory-of-the-svartrsung.843480/post-22493895 Havardr inn Rakkr]===&lt;br /&gt;
(&amp;quot;the Upright&amp;quot;, also sometimes &amp;quot;inn Rakki&amp;quot;, with the same meaning, but similar to rakki for &amp;quot;the Dog&amp;quot;, and by extension &amp;quot;the Cur&amp;quot;. Patronymic: Gangradarson, from Gangradr.)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Havardr is the second son of a branch family of the Svartrsung, two years junior to Stigandr. Whereas the elder son showed a talent for song, Havardr took to words and the oral tradition. When Stigandr left with Bjorne to apprentice in the skaldic arts, their father took the opportunity to keep Havardr close to home and learn the ways of the law. Their father was quite conscious regarding the minor place of the family in an obscure clan that was once heralded across the land, and he meant to change that. If one son was to become a skald, a noble thing among the people of the land, then the other would become a law speaker, and become counsel to jarls or even kings. Thus, under his father&#039;s watchful eye and strict tutelage, Havard learned the histories that informed their people and their law. Rather than tales of glory and riches, Havardr learned accounts of petty murder that ended at execution blocks and of how slights to honor could be repaired by gold.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus did the boy grow to become a man severe in both countenance and conduct, earning Havardr the byname &amp;quot;inn Rakkr&amp;quot;, the Upright. However, this did not make him an easy man to get along with, and among those who chafed at his manner he was called &amp;quot;inn Rakki&amp;quot;: the upright, the dog, the cur. He soon came into the service of Jarl Olafir, where he rendered just service and hard counsel, earning him the jarl&#039;s trust and an unimpeachable reputation for honesty, but little warm feeling among the others in the service of the Svartrsung.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For all that, however, Havardr thought he had carved for himself a place within the Svartrsung. Yet when Stigandr returned to the jarl&#039;s halls, Havard&#039;s older brother immediately won the respect of the jarl for his talents and the love of their fellows for his easy bearing. Havardr had long nursed an envy of his brother, who left to new lands and allure of adventure, the romance of the skaldic arts, but he had thought them subsided with his brother&#039;s long absence in the Jutland. Now, though, he experienced the jealousy as fresh as if Stigandr had boarded the ship with old Bjorne only yesterday. Now he is more determined than ever to win greater glory for himself within the Svartrsung, and he bears the names of Havardr the Upright and Havardr the Cur with covetous pride, so long as his name is known.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Havardr&#039;s long study has given him the knowledge and the force of will to adjudicate upon the laws of the Norsemen, as well as the history and traditions that inform them. As counsel and houseman to the jarl, he is an able warrior, best with a spear but trained in the use of the usual weapons, and fit to stand in a shieldwall. Apart from that, he has a little education in medicine, and in other matters that would be useful counsel for a ruler.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [180]&amp;lt;br/&amp;gt;&lt;br /&gt;
ST: 12 [20]​&amp;lt;br/&amp;gt;&lt;br /&gt;
DX: 13 [60]​&amp;lt;br/&amp;gt;&lt;br /&gt;
IQ: 14 [80]​&amp;lt;br/&amp;gt;&lt;br /&gt;
HT: 12 [20]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary Characteristics&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 12​&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 14​&amp;lt;br/&amp;gt;&lt;br /&gt;
Perception: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Fatigue Points: 12​&lt;br /&gt;
&lt;br /&gt;
Basic Speed: 6.25​&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge: 9​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Move: 6​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Lift: 29​&amp;lt;br/&amp;gt;&lt;br /&gt;
Damage: 1d-1 t/1d+2 s​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reaction bonus: 3 (+1 Status, +1 Reputation, +1 Attractive) (situational +4 from Lawspeaker)​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Background&#039;&#039;&#039; [17]&amp;lt;br/&amp;gt;&lt;br /&gt;
TL: 3 [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Cultural Familiarity: Scandinavia [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages​&lt;br /&gt;
*Norse: Native Speech, Writing [0]​&lt;br /&gt;
*Swedish: Accented Speech, Accented Writing [2]​&lt;br /&gt;
*Danish: Accented Speech, Broken Writing [3]​&lt;br /&gt;
*Latin: Accented Writing [2]&lt;br /&gt;
Wealth: Average [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Status: 1 (old family) [5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reputation: 1 (for honesty) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; [44]&amp;lt;br/&amp;gt;&lt;br /&gt;
Appearance: Attractive [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Empathy (roll against IQ to get a feeling for someone) [15]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Talent: Lawspeaker 4 [20]​&lt;br /&gt;
*Small group talent: Area Knowledge, History, Law, Philosophy, Public Speaking, Writing. Provides a reaction bonus among other lawspeakers or when adjudicating matters of the law.​&lt;br /&gt;
Fit (+1 to HT rolls and recover FP at x2) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-100]&amp;lt;br/&amp;gt;&lt;br /&gt;
Bad Temper (Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Code of Honor (Lawspeaker&#039;s) [-10]​&lt;br /&gt;
*The Viking Code of Honor, with the following addition: if a lawspeaker has adjudicated in good faith on a dispute or matter of law outside of a &#039;&#039;thing&#039;&#039;, another lawspeaker must not contradict it; the &#039;&#039;thing&#039;&#039; is the proper forum for disputes. To do otherwise is to besmirch the other&#039;s honor, do damage to one&#039;s own if the contradiction is weak or false, and invites feuding.​&lt;br /&gt;
Compulsive vowing [-5]&amp;lt;br/&amp;gt;&lt;br /&gt;
Duty (to Jarl Olafir, often) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Great Vow (and nothing but the truth) [-15]​&lt;br /&gt;
*A lawspeaker must give honest counsel regarding the law when asked in good faith, regardless of who asks. To fail to do so in informal conditions is still enough to do great damage to one&#039;s personal honor. To fail to do so when formally requested or during a &#039;&#039;thing&#039;&#039;, depending on the severity of the omission or falsehood, is punishable by death. Additionally, if formally requested by a person to whom homage is owed or during a &#039;&#039;thing&#039;&#039;, a lawspeaker must render honest testimony, with the same penalties for failing to do so.​&lt;br /&gt;
Honesty (must obey the law, and must assume others are similarly honest in this respect unless otherwise shown) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jealousy [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Obsession (get out from Stigandr&#039;s shadow) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Selfish/Prideful (make a self-control roll whenever you experience a clear social slight) [-5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sense of Duty (Svartrsung, large group) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Truthfulness (make a self-control roll whenever you lie by omission, at -5 if you must tell the lie) [-5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]&amp;lt;br/&amp;gt;&lt;br /&gt;
Pessimistic [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sweet tooth [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Responsive (to the underdogs, weak, or otherwise overshadowed) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Severe (resists carousing) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Staid [-1]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; [64]&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics (DX/H)-2 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Animal Handling (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Norway) (IQ/E)+1 (19) (+4 from Lawspeaker] [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Sweden) (IQ/E)+0 (18) (+4 from Lawspeaker] [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawling (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Climbing (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Crewman/TL (IQ/E)+0 (14) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diagnosis/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diplomacy (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
First Aid/TL (IQ/E)+1 (15) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Games (hnefatafl) (IQ/E)+1 (15) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Hiking (HT/A)-1 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
History (Scandinavia) (IQ/H)+0 (18) (+4 from Lawspeaker) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Interrogation (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jumping (DX/E)+0 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Law (IQ/H)+1 (19) (+4 from Lawspeaker) [8]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Literature (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Leadership (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Merchant (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Naturalist (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Navigation/TL (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Observation (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Philosophy (IQ/H)-2 (16) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Physician/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Speaking (IQ/A)+0 (18) (+4 from Lawspeaker) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Riding (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Search (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth (Dx/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Survival (Land) (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Swimming (HT/E)+0 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tactics (IQ/H)-1 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tracking (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Writing (IQ/A)-1 (17) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Axe/Mace (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX/A)+1 (14) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Broadsword (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Bow (DX/A)+0 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Thrown Weapon (Spear) (DX/E)+1 (14) [2]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions on person&#039;&#039;&#039; [WT 35]&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 4 | ST 9 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (thrown) (DX+1) | DMG thr+3 imp | Acc 2 | Range x1/x1.5 | WT - | RoF 1 | Shots T(1) | ST 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Longbow (DX+0) | DMG thr+2 imp | Acc 3 | Range x15/x20 | WT 3/0.1 | RoF 1(2) | Shots 1(2) | ST 11 | $200/$40 (20 arrows in hip quiver)&amp;lt;br/&amp;gt;&lt;br /&gt;
Large Shield (DX+1) | DB 3 | WT 25 | $90&amp;lt;br/&amp;gt;&lt;br /&gt;
Hip Quiver | Holds 20 arrows or bolts. | WT 1 | $15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other possessions&#039;&#039;&#039; [WT 47.75]&amp;lt;br/&amp;gt;&lt;br /&gt;
Backpack, small | Holds 40 lbs. of gear. | WT 3 | $60&amp;lt;br/&amp;gt;&lt;br /&gt;
Blanket | A warm sleeping blanket | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Candle, Tallow | Smoky! Lasts 12 hrs. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Personal Basics | Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Lantern | Burns for 24 hours on 1 pint of oil. | WT 2 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Oil (1) | For lantern. | WT 1 | $2&amp;lt;br/&amp;gt;&lt;br /&gt;
Rope, 3/8”, 10 yds | Supports 300 lbs. | WT 1.5 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Cord, 3/16” | Supports 90 lbs. | WT 0.5 | $1&amp;lt;br/&amp;gt;&lt;br /&gt;
Tent, 1-Man | Includes ropes; no poles needed | WT 5 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Sleeping Fur | Warm unless wet | WT 8 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Traveler’s Rations (5) | One meal of dried meat, cheese, etc. | WT 2.5 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Bandages (2) | Bandages for a half-dozen wounds. Clean cloth. Basic equipment for First Aid skill. | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Whetstone | For sharpening tools and weapons. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Wineskin | Holds 1 gallon of liquid (8 lbs. if water) | WT 0.25 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Wax Tablet | For writing; erasable. | WT 2 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Arrows (20) | WT 2 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;(strapped to the backpack with cordage)&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) (2) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 8 | ST 9 | $80&lt;br /&gt;
&lt;br /&gt;
Pouch or Purse, Small | Holds 3 lbs (can contain equivalent of $212 in coins) | $10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Bjorn the Woodsman (200 points)===&lt;br /&gt;
&lt;br /&gt;
Bjorn lives in the woods and makes a living by hunting and logging, though he&#039;s always ready to join in a competition or raid for the honor of the clan. He hopes to make his fortune that way, though that hasn&#039;t happened yet. He did manage to piss off a man from another clan in one of these challenges once, which is likely to spell trouble for him if they meet at this tournament.&lt;br /&gt;
&lt;br /&gt;
Bjorn is LOUD and loves a party, which might explain why he hasn&#039;t managed to save much money so far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ST 17 {63}; DX 13 {60}; IQ 10 {0}; HT 12 {20}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage 1d+2/3d-1; BL 58 lbs.; HP 14; Will 10; Per 12 {10}; FP 12; Basic Speed 6.00 {-5};&lt;br /&gt;
Basic Move 7; SM +1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Alcohol Tolerance {1}&lt;br /&gt;
* Hard to Subdue 2 {4}&lt;br /&gt;
* Outdoorsman 2 {10}&lt;br /&gt;
* Damage Resistance 2 (Tough Skin, -40%) {6}&lt;br /&gt;
* Combat Reflexes {15}&lt;br /&gt;
* High Pain Threshold {10}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Code of Honor (Pirate&#039;s) {-5}&lt;br /&gt;
* Compulsive Carousing (12) {-5}&lt;br /&gt;
* Enemy (Equal Power, Rival, Fairly Often) {-5}&lt;br /&gt;
* Gigantism {0}&lt;br /&gt;
* Gluttony (12) {-5}&lt;br /&gt;
* Odious Personal Habit (TALKS LOUDLY) {-5}&lt;br /&gt;
* Overconfidence (12) {-5}&lt;br /&gt;
* Sense of Duty (Clan) {-5}&lt;br /&gt;
* Wealth (Struggling) {-10}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Area Knowledge (Home Region) (E) IQ {1} - 10&lt;br /&gt;
* Brawling (E) DX {1} - 13&lt;br /&gt;
* Climbing (A) DX-1 {1} - 12&lt;br /&gt;
* Carousing (E) HT {1} - 12&lt;br /&gt;
* First Aid (E) IQ {1} - 10&lt;br /&gt;
* Naturalist (H) IQ {1}[1] - 10&lt;br /&gt;
* Navigation (Land) (A) Per+1 {1}[1] - 13&lt;br /&gt;
* Navigation (Sea) (A) Per+1 {1}[1] - 13&lt;br /&gt;
* Riding (Horse) (A) DX-1 {1} - 12&lt;br /&gt;
* Stealth (A) DX-1 {1} - 12&lt;br /&gt;
* Survival (Woodlands) (A) Per+2 {2}[1] - 14&lt;br /&gt;
* Thrown Weapon (Spear) (E) DX+3 {8} - 16&lt;br /&gt;
* Tracking (A) Per+2 {2}[1] - 14&lt;br /&gt;
* Two-Handed Axe/Mace (A) DX+3 {12} - 16&lt;br /&gt;
* Weather Sense (A) IQ-1 {1} - 9&lt;br /&gt;
* Wrestling (A) DX+3 {12} - 16&lt;br /&gt;
* Running (A) HT+1 {4} - 13&lt;br /&gt;
&lt;br /&gt;
[1]: +2 from Outdoorsman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loadout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ordinary Clothing: Free, 2 lbs.&lt;br /&gt;
* Long Axe: Damage sw+3, Reach 1,2*, Parry 0U, ST 11++. $100, 8 lbs.&lt;br /&gt;
* Padded Shirt: Sized for SM +1. Covers Torso, Shoulders and Upper Arms with DR 1. $220, 14.4 lbs.&lt;br /&gt;
* 2 spears (for throwing): $80, 8 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Defenses&lt;br /&gt;
&lt;br /&gt;
** Dodge 9.&lt;br /&gt;
** Parry 11U (Axe); 11 (Wrestling); 9 (Brawling).&lt;br /&gt;
** DR:&lt;br /&gt;
*** Skull: 4&lt;br /&gt;
*** Body, Shoulders, Upper Arms: 3&lt;br /&gt;
*** Elsewhere: 2&lt;br /&gt;
&lt;br /&gt;
*Attacks&lt;br /&gt;
&lt;br /&gt;
** Long Axe (16): 3d+2 cut, Reach 1,2*. Does not become unready due to high ST.&lt;br /&gt;
** Wrestling Grapple (16): Effective ST 19.&lt;br /&gt;
** Brawling Punch (13): 1d+1 cr, Reach C.&lt;br /&gt;
** Thrown Spear (16): 1d+5 imp, Acc 2, Range 17/24.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=359356</id>
		<title>Glory of the Svartrsung</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=359356"/>
		<updated>2019-04-24T16:55:23Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Havardr inn Rakkr */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Glory of the Svartrsung: A GURPS Vikings One-Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Svartrsung.jpg|800px|left]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/glory-of-the-svartsung.844525/ IC thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/glory-of-the-svartrsung.844523/ OOC thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-gurps-vikings-one-shot-glory-of-the-svartrsung.843480/ Recruitment thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-gurps-vikings-one-shot-glory-of-the-svartrsung.837257/ Interest thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Norway. 939 A.D.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jarl Olafir the Swineherd of the Svartrsung sends word to all the scattered farmsteads.&lt;br /&gt;
&lt;br /&gt;
Jarl Brynjar One-Eye of the Gunnardung has challenged the clans to a great contest at his mighty hall Seggrhalla, by the little coastal town of Fiskrfjordr. Over the course of three days, teams will compete in running, spear-throwing, glima (wrestling), riddles, archery, hnefatafl (board games), lausatök (team unarmed combat), poetry, and hunting. All participants must compete in all contests. Nine finely-worked armbands of pure gold will be awarded. Their names are “Shining”, “Precious”, “Treasure”, “Freya’s Hair”, “Beautiful”, “Wonderful”, “Winding”, “Desire” and “Hero’s Portion”.&lt;br /&gt;
&lt;br /&gt;
The Svartrsung have seen better days. You are proud descendants of Svartr Foe-Burster, trusted huscarl to Harold Fairhair, King of Norway. But today you are a small and unimportant family, doggedly hanging on to what remains of their ancestral territory. More powerful clans than yours plan to take those rings for their own glory. The Gunnardung, rich and powerful Vikings and traders. The Skogralfings, who carve their farmsteads out of the dark forest. The dour Halvordung of the frozen uplands. The islander Kjeldings, those lovers of the oar, whose eyes turn always to the sea.&lt;br /&gt;
&lt;br /&gt;
Volunteers of good Svartrsung blood are to assemble at Jarl Olafir’s hall, Spjǫrheimili, on the first day of Sólmánuður, in the height of summer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[https://forum.rpg.net/index.php?threads/recruitment-gurps-vikings-one-shot-glory-of-the-svartrsung.843480/post-22493895 Havardr inn Rakkr]===&lt;br /&gt;
(&amp;quot;the Upright&amp;quot;, also sometimes &amp;quot;inn Rakki&amp;quot;, with the same meaning, but similar to rakki for &amp;quot;the Dog&amp;quot;, and by extension &amp;quot;the Cur&amp;quot;. Patronymic: Gangradarson, from Gangradr.)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [180]&amp;lt;br/&amp;gt;&lt;br /&gt;
ST: 12 [20]​&amp;lt;br/&amp;gt;&lt;br /&gt;
DX: 13 [60]​&amp;lt;br/&amp;gt;&lt;br /&gt;
IQ: 14 [80]​&amp;lt;br/&amp;gt;&lt;br /&gt;
HT: 12 [20]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary Characteristics&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 12​&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 14​&amp;lt;br/&amp;gt;&lt;br /&gt;
Perception: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Fatigue Points: 12​&lt;br /&gt;
&lt;br /&gt;
Basic Speed: 6.25​&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge: 9​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Move: 6​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Lift: 29​&amp;lt;br/&amp;gt;&lt;br /&gt;
Damage: 1d-1 t/1d+2 s​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reaction bonus: 3 (+1 Status, +1 Reputation, +1 Attractive) (situational +4 from Lawspeaker)​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Background&#039;&#039;&#039; [17]&amp;lt;br/&amp;gt;&lt;br /&gt;
TL: 3 [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Cultural Familiarity: Scandinavia [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages​&lt;br /&gt;
*Norse: Native Speech, Writing [0]​&lt;br /&gt;
*Swedish: Accented Speech, Accented Writing [2]​&lt;br /&gt;
*Danish: Accented Speech, Broken Writing [3]​&lt;br /&gt;
*Latin: Accented Writing [2]&lt;br /&gt;
Wealth: Average [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Status: 1 (old family) [5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reputation: 1 (for honesty) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; [44]&amp;lt;br/&amp;gt;&lt;br /&gt;
Appearance: Attractive [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Empathy (roll against IQ to get a feeling for someone) [15]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Talent: Lawspeaker 4 [20]​&lt;br /&gt;
*Small group talent: Area Knowledge, History, Law, Philosophy, Public Speaking, Writing. Provides a reaction bonus among other lawspeakers or when adjudicating matters of the law.​&lt;br /&gt;
Fit (+1 to HT rolls and recover FP at x2) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-100]&amp;lt;br/&amp;gt;&lt;br /&gt;
Bad Temper (Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Code of Honor (Lawspeaker&#039;s) [-10]​&lt;br /&gt;
*The Viking Code of Honor, with the following addition: if a lawspeaker has adjudicated in good faith on a dispute or matter of law outside of a &#039;&#039;thing&#039;&#039;, another lawspeaker must not contradict it; the &#039;&#039;thing&#039;&#039; is the proper forum for disputes. To do otherwise is to besmirch the other&#039;s honor, do damage to one&#039;s own if the contradiction is weak or false, and invites feuding.​&lt;br /&gt;
Compulsive vowing [-5]&amp;lt;br/&amp;gt;&lt;br /&gt;
Duty (to Jarl Olafir, often) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Great Vow (and nothing but the truth) [-15]​&lt;br /&gt;
*A lawspeaker must give honest counsel regarding the law when asked in good faith, regardless of who asks. To fail to do so in informal conditions is still enough to do great damage to one&#039;s personal honor. To fail to do so when formally requested or during a &#039;&#039;thing&#039;&#039;, depending on the severity of the omission or falsehood, is punishable by death. Additionally, if formally requested by a person to whom homage is owed or during a &#039;&#039;thing&#039;&#039;, a lawspeaker must render honest testimony, with the same penalties for failing to do so.​&lt;br /&gt;
Honesty (must obey the law, and must assume others are similarly honest in this respect unless otherwise shown) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jealousy [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Obsession (get out from Stigandr&#039;s shadow) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Selfish/Prideful (make a self-control roll whenever you experience a clear social slight) [-5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sense of Duty (Svartrsung, large group) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Truthfulness (make a self-control roll whenever you lie by omission, at -5 if you must tell the lie) [-5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]&amp;lt;br/&amp;gt;&lt;br /&gt;
Pessimistic [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sweet tooth [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Responsive (to the underdogs, weak, or otherwise overshadowed) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Severe (resists carousing) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Staid [-1]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; [64]&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics (DX/H)-2 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Animal Handling (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Norway) (IQ/E)+1 (19) (+4 from Lawspeaker] [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Sweden) (IQ/E)+0 (18) (+4 from Lawspeaker] [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawling (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Climbing (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Crewman/TL (IQ/E)+0 (14) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diagnosis/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diplomacy (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
First Aid/TL (IQ/E)+1 (15) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Games (hnefatafl) (IQ/E)+1 (15) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Hiking (HT/A)-1 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
History (Scandinavia) (IQ/H)+0 (18) (+4 from Lawspeaker) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Interrogation (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jumping (DX/E)+0 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Law (IQ/H)+1 (19) (+4 from Lawspeaker) [8]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Literature (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Leadership (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Merchant (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Naturalist (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Navigation/TL (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Observation (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Philosophy (IQ/H)-2 (16) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Physician/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Speaking (IQ/A)+0 (18) (+4 from Lawspeaker) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Riding (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Search (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth (Dx/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Survival (Land) (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Swimming (HT/E)+0 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tactics (IQ/H)-1 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tracking (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Writing (IQ/A)-1 (17) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Axe/Mace (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX/A)+1 (14) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Broadsword (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Bow (DX/A)+0 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Thrown Weapon (Spear) (DX/E)+1 (14) [2]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions on person&#039;&#039;&#039; [WT 35]&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 4 | ST 9 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (thrown) (DX+1) | DMG thr+3 imp | Acc 2 | Range x1/x1.5 | WT - | RoF 1 | Shots T(1) | ST 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Longbow (DX+0) | DMG thr+2 imp | Acc 3 | Range x15/x20 | WT 3/0.1 | RoF 1(2) | Shots 1(2) | ST 11 | $200/$40 (20 arrows in hip quiver)&amp;lt;br/&amp;gt;&lt;br /&gt;
Large Shield (DX+1) | DB 3 | WT 25 | $90&amp;lt;br/&amp;gt;&lt;br /&gt;
Hip Quiver | Holds 20 arrows or bolts. | WT 1 | $15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other possessions&#039;&#039;&#039; [WT 47.75]&amp;lt;br/&amp;gt;&lt;br /&gt;
Backpack, small | Holds 40 lbs. of gear. | WT 3 | $60&amp;lt;br/&amp;gt;&lt;br /&gt;
Blanket | A warm sleeping blanket | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Candle, Tallow | Smoky! Lasts 12 hrs. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Personal Basics | Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Lantern | Burns for 24 hours on 1 pint of oil. | WT 2 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Oil (1) | For lantern. | WT 1 | $2&amp;lt;br/&amp;gt;&lt;br /&gt;
Rope, 3/8”, 10 yds | Supports 300 lbs. | WT 1.5 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Cord, 3/16” | Supports 90 lbs. | WT 0.5 | $1&amp;lt;br/&amp;gt;&lt;br /&gt;
Tent, 1-Man | Includes ropes; no poles needed | WT 5 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Sleeping Fur | Warm unless wet | WT 8 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Traveler’s Rations (5) | One meal of dried meat, cheese, etc. | WT 2.5 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Bandages (2) | Bandages for a half-dozen wounds. Clean cloth. Basic equipment for First Aid skill. | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Whetstone | For sharpening tools and weapons. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Wineskin | Holds 1 gallon of liquid (8 lbs. if water) | WT 0.25 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Wax Tablet | For writing; erasable. | WT 2 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Arrows (20) | WT 2 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;(strapped to the backpack with cordage)&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) (2) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 8 | ST 9 | $80&lt;br /&gt;
&lt;br /&gt;
Pouch or Purse, Small | Holds 3 lbs (can contain equivalent of $212 in coins) | $10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Bjorn the Woodsman (200 points)===&lt;br /&gt;
&lt;br /&gt;
Bjorn lives in the woods and makes a living by hunting and logging, though he&#039;s always ready to join in a competition or raid for the honor of the clan. He hopes to make his fortune that way, though that hasn&#039;t happened yet. He did manage to piss off a man from another clan in one of these challenges once, which is likely to spell trouble for him if they meet at this tournament.&lt;br /&gt;
&lt;br /&gt;
Bjorn is LOUD and loves a party, which might explain why he hasn&#039;t managed to save much money so far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ST 17 {63}; DX 13 {60}; IQ 10 {0}; HT 12 {20}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage 1d+2/3d-1; BL 58 lbs.; HP 14; Will 10; Per 12 {10}; FP 12; Basic Speed 6.00 {-5};&lt;br /&gt;
Basic Move 7; SM +1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Alcohol Tolerance {1}&lt;br /&gt;
* Hard to Subdue 2 {4}&lt;br /&gt;
* Outdoorsman 2 {10}&lt;br /&gt;
* Damage Resistance 2 (Tough Skin, -40%) {6}&lt;br /&gt;
* Combat Reflexes {15}&lt;br /&gt;
* High Pain Threshold {10}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Code of Honor (Pirate&#039;s) {-5}&lt;br /&gt;
* Compulsive Carousing (12) {-5}&lt;br /&gt;
* Enemy (Equal Power, Rival, Fairly Often) {-5}&lt;br /&gt;
* Gigantism {0}&lt;br /&gt;
* Gluttony (12) {-5}&lt;br /&gt;
* Odious Personal Habit (TALKS LOUDLY) {-5}&lt;br /&gt;
* Overconfidence (12) {-5}&lt;br /&gt;
* Sense of Duty (Clan) {-5}&lt;br /&gt;
* Wealth (Struggling) {-10}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Area Knowledge (Home Region) (E) IQ {1} - 10&lt;br /&gt;
* Brawling (E) DX {1} - 13&lt;br /&gt;
* Climbing (A) DX-1 {1} - 12&lt;br /&gt;
* Carousing (E) HT {1} - 12&lt;br /&gt;
* First Aid (E) IQ {1} - 10&lt;br /&gt;
* Naturalist (H) IQ {1}[1] - 10&lt;br /&gt;
* Navigation (Land) (A) Per+1 {1}[1] - 13&lt;br /&gt;
* Navigation (Sea) (A) Per+1 {1}[1] - 13&lt;br /&gt;
* Riding (Horse) (A) DX-1 {1} - 12&lt;br /&gt;
* Stealth (A) DX-1 {1} - 12&lt;br /&gt;
* Survival (Woodlands) (A) Per+2 {2}[1] - 14&lt;br /&gt;
* Thrown Weapon (Spear) (E) DX+3 {8} - 16&lt;br /&gt;
* Tracking (A) Per+2 {2}[1] - 14&lt;br /&gt;
* Two-Handed Axe/Mace (A) DX+3 {12} - 16&lt;br /&gt;
* Weather Sense (A) IQ-1 {1} - 9&lt;br /&gt;
* Wrestling (A) DX+3 {12} - 16&lt;br /&gt;
* Running (A) HT+1 {4} - 13&lt;br /&gt;
&lt;br /&gt;
[1]: +2 from Outdoorsman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loadout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ordinary Clothing: Free, 2 lbs.&lt;br /&gt;
* Long Axe: Damage sw+3, Reach 1,2*, Parry 0U, ST 11++. $100, 8 lbs.&lt;br /&gt;
* Padded Shirt: Sized for SM +1. Covers Torso, Shoulders and Upper Arms with DR 1. $220, 14.4 lbs.&lt;br /&gt;
* 2 spears (for throwing): $80, 8 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Defenses&lt;br /&gt;
&lt;br /&gt;
** Dodge 9.&lt;br /&gt;
** Parry 11U (Axe); 11 (Wrestling); 9 (Brawling).&lt;br /&gt;
** DR:&lt;br /&gt;
*** Skull: 4&lt;br /&gt;
*** Body, Shoulders, Upper Arms: 3&lt;br /&gt;
*** Elsewhere: 2&lt;br /&gt;
&lt;br /&gt;
*Attacks&lt;br /&gt;
&lt;br /&gt;
** Long Axe (16): 3d+2 cut, Reach 1,2*. Does not become unready due to high ST.&lt;br /&gt;
** Wrestling Grapple (16): Effective ST 19.&lt;br /&gt;
** Brawling Punch (13): 1d+1 cr, Reach C.&lt;br /&gt;
** Thrown Spear (16): 1d+5 imp, Acc 2, Range 17/24.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fuchsia_Town&amp;diff=359263</id>
		<title>Fuchsia Town</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fuchsia_Town&amp;diff=359263"/>
		<updated>2019-04-23T22:21:27Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Purin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Wiki for Fuchsia Town, a Golden Sky Stories game run by Hammel.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Characters==&lt;br /&gt;
===Teru - Getsuya===&lt;br /&gt;
*Getsuya playing [[Teru the Rabbit]]&lt;br /&gt;
===Purin - Medley ===&lt;br /&gt;
*Medley playing [https://forum.rpg.net/index.php?threads/golden-sky-stories-fuchsia-town.844055/post-22517258 Purin the Tanuki] AKA Pudding the Tanuki, the PRINCE of DARKNESS. Also Puu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Appearance&#039;&#039;:&lt;br /&gt;
As a tanuki, Puu just about average, with a brown coat with darker and lighter bands running along the back and the face. The one distinctive thing is that the dark ring around his right eye is distinctively flared, so that it looks like there are little dark streaks emanating outwards from the eye. In his human form, he&#039;s a boy that looks about ten with short black hair, a medical eyepatch over his left eye, a fancy monocle over his right eye, and a demon prince&#039;s cloak (so he says, but it looks like a red tablecloth or something) worn over a t-shirt and shorts. He also holds the stem of his tanuki leaf between his teeth instead of putting the leaf on his head because he&#039;s cool like that, except when he doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stats&#039;&#039;:&lt;br /&gt;
*Henge - 3&lt;br /&gt;
*Animal - 1&lt;br /&gt;
*Adult - 2&lt;br /&gt;
*Child - 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powers&#039;&#039;:&lt;br /&gt;
*Money (2) - make leaves, acorns, and so on appear to be money. Only works in the evening or at night, and the appearance will change back at dawn.&lt;br /&gt;
*Bogey (8) - change into a monstrous form to scare humans. People and henge who see this will be Surprised. +1 to Henge for causing Surprise.&lt;br /&gt;
*Become Anything (8/16) - turn into some solid, nonliving, natural object. May Surprise people upon changing back. For 16 points, can become something big enough to hold several people.&lt;br /&gt;
*Copy (10) - Change into a copy of a person you know. If talking to someone who knows the copied person, beat their Adult attribute/connection with the person with a Henge check or they&#039;ll realize you&#039;re a fake.&lt;br /&gt;
*Tanuki Drumming (12) - in the evening or at night, call tanuki friends to drum on your bellies. Everyone&#039;s Adult attribute becomes 0 and electronics/civilized devices stop working until the end of the scene.&lt;br /&gt;
*Dream Vision (16) - surround one person and enchant their senses with an illusion until the scene ends or you cancel the illusion. The target must beat your Henge attribute with a Henge or Adult check to dispel the illusion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weaknesses/Additional Powers&#039;&#039;:&lt;br /&gt;
*Cowering/Swell (8) - you&#039;ll Faint whenever Surprised, but you can swell up to get +2 to Henge for surprise checks if the targets have not seen this before.&lt;br /&gt;
*Gullible/Carelessness (6) - you&#039;ll never suspect you&#039;re being lied to, but you can grant everyone who sees your clumsiness (but only up to 3 narrator characters) can get 2 points of Dreams if you&#039;ve gained Dreams for being clumsy. &lt;br /&gt;
*Carried Away/Tanuki Dance (12) - you must always attempt a task when flattered, but you get to do a dance that makes everyone drop their plans and laugh, gaining 3 points of Dreams, if they don&#039;t make an Adult check of at least 4.&lt;br /&gt;
&lt;br /&gt;
When Puu the tanuki first realized he was a henge, he was quite chuffed. Now that he had a human form, and many others, he of course had to go to observe the humans and figure out how they acted. And since it was mostly the small humans that came around to the forest, those were the humans Puu observed most, and after a while he came to a singular conclusion: the humans were beings possessed with awesome powers. Many times did he hear these small humans proclaim their peerless mastery over spell and blade as they did battle, sometimes against each other, sometimes against unseen evil forces. A select few among them even revealed their possession by demons from another realm or descent from ancient magical royalty from one place or another, or other such things as that. At first he was a little frightened by these acts, after a while he couldn&#039;t help but be drawn in to their unbelievable acts, and occasionally even came across some of the tomes that they left behind that related many tales of such powers. While he couldn&#039;t really see these epic battles occurring and everyone was pretty alright coming out of them, in fact seemingly having a lot of fun, as a thinking tanuki&#039;s tanuki Puu understood that this was because his henge powers were still too meager to comprehend the reality-rending forces that were surely being unleashed before him.&lt;br /&gt;
&lt;br /&gt;
Puu did find it odd that as the small humans became less small, they started showing up at the forest less and less, and even when they did they seemed to not have the same mastery over their powers as they once had. And when he observed the big humans, they mostly didn&#039;t seem to have any powers at all! That was very strange. But then, one summer evening, as he chanced by a rather exciting human gathering near the river, he witnessed the greatest display of powers he had seen yet: brilliant explosions rippling through the night sky in every possible color, with heaven and earth shaking from the sound, and the momentary light revealing the happiness on the faces of the onlookers. He felt his heart shake with each burst of light and was enamored, and he figured that the reasons why the bigger humans didn&#039;t seem to display any powers was because they were storing their magic up for this. He soon learned that the humans demonstrated this magic several times a year, and he went to watch as many times as he could, enjoying the sight of the dazzling magic as well as the liveliness of the human gatherings.&lt;br /&gt;
&lt;br /&gt;
However, as time went by, the gatherings became less lively and happened less often, and so the displays of magic became less grand over time. That probably stood to reason, since there were fewer humans around to contribute their power, but that didn&#039;t make it less disappointing. Puu knew he had to act, and so adopted an identity so he could more closely fit in with human society. He has since taken on the moniker of the DAI AKUMA, YAMI NO OU, THE PRINCE OF DARKNESS (it must be said like that, for the effect). That&#039;s a mouthful, so others tend to call him just Purin for short, or his usual name of Puu. But regardless of what he is called, Purin/Puu now places his henge powers in the service of restoring the magic of Fuchsia Town to its former glory.&lt;br /&gt;
&lt;br /&gt;
==Connections, Dreams, Wonder, and Feelings==&lt;br /&gt;
&lt;br /&gt;
===Teru===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Protect (2) | Purin - Admiration (1) | Shinji - Protection (1) | Satori - ? (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Purin - Respect (1) | Shinji - Admiration (1) | Satori - ? (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams:&lt;br /&gt;
&lt;br /&gt;
===Purin===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - Protect (2) | Teru - Respect (1) | Shinji - Admiration (1) | Satori - Trust (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Teru - Admiration (1) | Shinji - Protection (1) | Satori - ? (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams:&lt;br /&gt;
&lt;br /&gt;
===Shinji===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - ? (2) | Purin - Protection (1) | Teru - Admiration (1) | Satori - ? (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Purin - ? (1) | Teru - ? (1) | Satori - ? (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams&lt;br /&gt;
&lt;br /&gt;
===Satori===&lt;br /&gt;
&lt;br /&gt;
To: Fuchsia Town - ? (2) | Purin - ? (1) | Teru - ? (1) | Shinji - ? (1)&lt;br /&gt;
&lt;br /&gt;
From: Fuchsia Town - Acceptance (2) | Purin - ? (1) | Teru - ? (1) | Satori - ? (1)&lt;br /&gt;
&lt;br /&gt;
Wonder: 5&lt;br /&gt;
&lt;br /&gt;
Feelings: 5&lt;br /&gt;
&lt;br /&gt;
Dreams&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fuchsia_Town&amp;diff=358851</id>
		<title>Fuchsia Town</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fuchsia_Town&amp;diff=358851"/>
		<updated>2019-04-18T15:20:21Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Wiki for Fuchsia Town, a Golden Sky Stories game run by Hammel.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Characters==&lt;br /&gt;
===Teru - Getsuya===&lt;br /&gt;
*Getsuya playing [[Teru the Rabbit]]&lt;br /&gt;
===Purin - Medley ===&lt;br /&gt;
*Medley playing [https://forum.rpg.net/index.php?threads/golden-sky-stories-fuchsia-town.844055/post-22517258 Purin the Tanuki] AKA Pudding the Tanuki, the PRINCE of DARKNESS. Also Puu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Appearance&#039;&#039;:&lt;br /&gt;
As a tanuki, Puu just about average, with a brown coat with darker and lighter bands running along the back and the face. The one distinctive thing is that the dark ring around his right eye is distinctively flared, so that it looks like there are little dark streaks emanating outwards from the eye. In his human form, he&#039;s a boy that looks about ten with short black hair, a medical eyepatch over his left eye, a fancy monocle over his right eye, and a demon prince&#039;s cloak (so he says, but it looks like a red tablecloth or something) worn over a t-shirt and shorts. He also holds the stem of his tanuki leaf between his teeth instead of putting the leaf on his head because he&#039;s cool like that, except when he doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stats&#039;&#039;:&lt;br /&gt;
*Henge - 3&lt;br /&gt;
*Animal - 1&lt;br /&gt;
*Adult - 2&lt;br /&gt;
*Child - 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powers&#039;&#039;:&lt;br /&gt;
*Money (2) - make leaves, acorns, and so on appear to be money. Only works in the evening or at night, and the appearance will change back at dawn.&lt;br /&gt;
*Bogey (8) - change into a monstrous form to scare humans. People and henge who see this will be Surprised. +1 to Henge for causing Surprise.&lt;br /&gt;
*Become Anything (8/16) - turn into some solid, nonliving, natural object. May Surprise people upon changing back. For 16 points, can become something big enough to hold several people.&lt;br /&gt;
*Copy (10) - Change into a copy of a person you know. If talking to someone who knows the copied person, beat their Adult attribute/connection with the person with a Henge check or they&#039;ll realize you&#039;re a fake.&lt;br /&gt;
*Tanuki Drumming (12) - in the evening or at night, call tanuki friends to drum on your bellies. Everyone&#039;s Adult attribute becomes 0 and electronics/civilized devices stop working until the end of the scene.&lt;br /&gt;
*Dream Vision (16) - surround one person and enchant their senses with an illusion until the scene ends or you cancel the illusion. The target must beat your Henge attribute with a Henge or Adult check to dispel the illusion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weaknesses/Additional Powers&#039;&#039;:&lt;br /&gt;
*Cowering/Swell (8) - you&#039;ll Faint whenever Surprised, but you can swell up to get +2 to Henge for surprise checks if the targets have not seen this before.&lt;br /&gt;
*Gullible/Carelessness (6) - you&#039;ll never suspect you&#039;re being lied to, but you can grant everyone who sees your clumsiness (but only up to 3 narrator characters) can get 2 points of Dreams if you&#039;ve gained Dreams for being clumsy. &lt;br /&gt;
*Carried Away/Tanuki Dance (12) - you must always attempt a task when flattered, but you get to do a dance that makes everyone drop their plans and laugh, gaining 3 points of Dreams, if they don&#039;t make an Adult check of at least 4.&lt;br /&gt;
&lt;br /&gt;
When Puu the tanuki first realized he was a henge, he was quite chuffed. Now that he had a human form, and many others, he of course had to go to observe the humans and figure out how they acted. And since it was mostly the small humans that came around to the forest, those were the humans Puu observed most, and after a while he came to a singular conclusion: the humans were beings possessed with awesome powers. Many times did he hear these small humans proclaim their peerless mastery over spell and blade as they did battle, sometimes against each other, sometimes against unseen evil forces. A select few among them even revealed their possession by demons from another realm or descent from ancient magical royalty from one place or another, or other such things as that. At first he was a little frightened by these acts, after a while he couldn&#039;t help but be drawn in to their unbelievable acts, and occasionally even came across some of the tomes that they left behind that related many tales of such powers. While he couldn&#039;t really see these epic battles occurring and everyone was pretty alright coming out of them, in fact seemingly having a lot of fun, as a thinking tanuki&#039;s tanuki Puu understood that this was because his henge powers were still too meager to comprehend the reality-rending forces that were surely being unleashed before him.&lt;br /&gt;
&lt;br /&gt;
Puu did find it odd that as the small humans became less small, they started showing up at the forest less and less, and even when they did they seemed to not have the same mastery over their powers as they once had. And when he observed the big humans, they mostly didn&#039;t seem to have any powers at all! That was very strange. But then, one summer evening, as he chanced by a rather exciting human gathering near the river, he witnessed the greatest display of powers he had seen yet: brilliant explosions rippling through the night sky in every possible color, with heaven and earth shaking from the sound, and the momentary light revealing the happiness on the faces of the onlookers. He felt his heart shake with each burst of light and was enamored, and he figured that the reasons why the bigger humans didn&#039;t seem to display any powers was because they were storing their magic up for this. He soon learned that the humans demonstrated this magic several times a year, and he went to watch as many times as he could, enjoying the sight of the dazzling magic as well as the liveliness of the human gatherings.&lt;br /&gt;
&lt;br /&gt;
However, as time went by, the gatherings became less lively and happened less often, and so the displays of magic became less grand over time. That probably stood to reason, since there were fewer humans around to contribute their power, but that didn&#039;t make it less disappointing. Puu knew he had to act, and so adopted an identity so he could more closely fit in with human society. He has since taken on the moniker of the DAI AKUMA, YAMI NO OU, THE PRINCE OF DARKNESS (it must be said like that, for the effect). That&#039;s a mouthful, so others tend to call him just Purin for short, or his usual name of Puu. But regardless of what he is called, Purin/Puu now places his henge powers in the service of restoring the magic of Fuchsia Town to its former glory.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fuchsia_Town&amp;diff=358850</id>
		<title>Fuchsia Town</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fuchsia_Town&amp;diff=358850"/>
		<updated>2019-04-18T15:19:30Z</updated>

		<summary type="html">&lt;p&gt;Medley: Added Purin/Puu.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Wiki for Fuchsia Town, a Golden Sky Stories game run by Hammel.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Teru - Getsuya===&lt;br /&gt;
*Getsuya playing [[Teru the Rabbit]]&lt;br /&gt;
===Purin - Medley ===&lt;br /&gt;
*Medley playing [https://forum.rpg.net/index.php?threads/golden-sky-stories-fuchsia-town.844055/post-22517258 Purin the Tanuki] AKA Pudding the Tanuki, the PRINCE of DARKNESS. Also Puu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Appearance&#039;&#039;:&lt;br /&gt;
As a tanuki, Puu just about average, with a brown coat with darker and lighter bands running along the back and the face. The one distinctive thing is that the dark ring around his right eye is distinctively flared, so that it looks like there are little dark streaks emanating outwards from the eye. In his human form, he&#039;s a boy that looks about ten with short black hair, a medical eyepatch over his left eye, a fancy monocle over his right eye, and a demon prince&#039;s cloak (so he says, but it looks like a red tablecloth or something) worn over a t-shirt and shorts. He also holds the stem of his tanuki leaf between his teeth instead of putting the leaf on his head because he&#039;s cool like that, except when he doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stats&#039;&#039;:&lt;br /&gt;
*Henge - 3&lt;br /&gt;
*Animal - 1&lt;br /&gt;
*Adult - 2&lt;br /&gt;
*Child - 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powers&#039;&#039;:&lt;br /&gt;
*Money (2) - make leaves, acorns, and so on appear to be money. Only works in the evening or at night, and the appearance will change back at dawn.&lt;br /&gt;
*Bogey (8) - change into a monstrous form to scare humans. People and henge who see this will be Surprised. +1 to Henge for causing Surprise.&lt;br /&gt;
*Become Anything (8/16) - turn into some solid, nonliving, natural object. May Surprise people upon changing back. For 16 points, can become something big enough to hold several people.&lt;br /&gt;
*Copy (10) - Change into a copy of a person you know. If talking to someone who knows the copied person, beat their Adult attribute/connection with the person with a Henge check or they&#039;ll realize you&#039;re a fake.&lt;br /&gt;
*Tanuki Drumming (12) - in the evening or at night, call tanuki friends to drum on your bellies. Everyone&#039;s Adult attribute becomes 0 and electronics/civilized devices stop working until the end of the scene.&lt;br /&gt;
*Dream Vision (16) - surround one person and enchant their senses with an illusion until the scene ends or you cancel the illusion. The target must beat your Henge attribute with a Henge or Adult check to dispel the illusion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weaknesses/Additional Powers&#039;&#039;:&lt;br /&gt;
*Cowering/Swell (8) - you&#039;ll Faint whenever Surprised, but you can swell up to get +2 to Henge for surprise checks if the targets have not seen this before.&lt;br /&gt;
*Gullible/Carelessness (6) - you&#039;ll never suspect you&#039;re being lied to, but you can grant everyone who sees your clumsiness (but only up to 3 narrator characters) can get 2 points of Dreams if you&#039;ve gained Dreams for being clumsy. &lt;br /&gt;
*Carried Away/Tanuki Dance (12) - you must always attempt a task when flattered, but you get to do a dance that makes everyone drop their plans and laugh, gaining 3 points of Dreams, if they don&#039;t make an Adult check of at least 4.&lt;br /&gt;
&lt;br /&gt;
When Puu the tanuki first realized he was a henge, he was quite chuffed. Now that he had a human form, and many others, he of course had to go to observe the humans and figure out how they acted. And since it was mostly the small humans that came around to the forest, those were the humans Puu observed most, and after a while he came to a singular conclusion: the humans were beings possessed with awesome powers. Many times did he hear these small humans proclaim their peerless mastery over spell and blade as they did battle, sometimes against each other, sometimes against unseen evil forces. A select few among them even revealed their possession by demons from another realm or descent from ancient magical royalty from one place or another, or other such things as that. At first he was a little frightened by these acts, after a while he couldn&#039;t help but be drawn in to their unbelievable acts, and occasionally even came across some of the tomes that they left behind that related many tales of such powers. While he couldn&#039;t really see these epic battles occurring and everyone was pretty alright coming out of them, in fact seemingly having a lot of fun, as a thinking tanuki&#039;s tanuki Puu understood that this was because his henge powers were still too meager to comprehend the reality-rending forces that were surely being unleashed before him.&lt;br /&gt;
&lt;br /&gt;
Puu did find it odd that as the small humans became less small, they started showing up at the forest less and less, and even when they did they seemed to not have the same mastery over their powers as they once had. And when he observed the big humans, they mostly didn&#039;t seem to have any powers at all! That was very strange. But then, one summer evening, as he chanced by a rather exciting human gathering near the river, he witnessed the greatest display of powers he had seen yet: brilliant explosions rippling through the night sky in every possible color, with heaven and earth shaking from the sound, and the momentary light revealing the happiness on the faces of the onlookers. He felt his heart shake with each burst of light and was enamored, and he figured that the reasons why the bigger humans didn&#039;t seem to display any powers was because they were storing their magic up for this. He soon learned that the humans demonstrated this magic several times a year, and he went to watch as many times as he could, enjoying the sight of the dazzling magic as well as the liveliness of the human gatherings.&lt;br /&gt;
&lt;br /&gt;
However, as time went by, the gatherings became less lively and happened less often, and so the displays of magic became less grand over time. That probably stood to reason, since there were fewer humans around to contribute their power, but that didn&#039;t make it less disappointing. Puu knew he had to act, and so adopted an identity so he could more closely fit in with human society. He has since taken on the moniker of the DAI AKUMA, YAMI NO OU, THE PRINCE OF DARKNESS (it must be said like that, for the effect). That&#039;s a mouthful, so others tend to call him just Purin for short, or his usual name of Puu. But regardless of what he is called, Purin/Puu now places his henge powers in the service of restoring the magic of Fuchsia Town to its former glory.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358848</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358848"/>
		<updated>2019-04-18T13:13:58Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Dasten, Opener */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest/recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/re-recruitment-pathfinder-guild-adventurers.842755/ Re-recruitment thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]&lt;br /&gt;
&lt;br /&gt;
== The Gravediggers ==&lt;br /&gt;
&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.&lt;br /&gt;
&lt;br /&gt;
=== Crew Money ===&lt;br /&gt;
&lt;br /&gt;
15,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Yuck, Scout ===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk&amp;lt;br/&amp;gt;&lt;br /&gt;
Darkvision 60’, +4 Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20, AC: 18, BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11) Magic dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease) , Will 0,  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6), Craft (Traps) 1:, Disable Device 2:7 (4), Handle Animal 0:1, Knowledge (Dungeoneering) 1:4, Perception 2:5 (7 vs underground hazards), Stealth 2:11 (8), Survival 2:6, Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dasten, Opener ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 3 (a Guild Opener)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 33 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves&#039; tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +10, Use Magic Device +7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fort: 4 | Ref: 7 | Will: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers), Befuddling Strike (when you hit with a SA, the creature takes -2 on its attack rolls against you for 1d4 rounds) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.&lt;br /&gt;
Extra Rogue Talent (Befuddling Strike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Returning Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Menacing Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Menacing, 10 ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+6, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+6, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+6, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yona, Trickster ===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 20 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +2  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +2 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +9, &#039;&#039;&#039;Disguise:&#039;&#039;&#039; +7, &#039;&#039;&#039;Escape Artist:&#039;&#039;&#039;: +6, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Ride:&#039;&#039;&#039;: +3, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +6, &#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +6, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +7, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&#039;&#039;&#039;Level 3:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&amp;lt;br&amp;gt;&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage, inspire competence +2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--1000 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic, +1 (mending, mage hand, light)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination, Summon Monster 1,&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malkin, Deadman ===&lt;br /&gt;
&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
12/23 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +2&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +3, Will +7&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +2, 1d6; Mace of Disruption +3 (+1 magic), 1d8&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +3, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 2d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1 Level 2:2+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
Domain spell: shield of faith&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 15/15&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 9: 3 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 7: 3 ranks + 1 Int + 3 class, Sense Motive 10: 3 ranks + 4 Wis + 3 class, Perception 10: 2 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class, Stealth 2:1 rank +1 Dex&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female [https://www.d20pfsrd.com/races/core-races/human/ Human]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/paladin/ Paladin] ([http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/warrior-of-the-holy-light Warrior of the Holy Light] + [http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/undead-scourge Undead Scourge]) 3&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/magic-traits/flame-touched/ Flame-Touched] (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/social-traits/seeker/ Seeker] (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/regional-traits/soldier-of-the-faith-regional-razmiran/ Soldier of the Faith] (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/drawbacks/tainted-spirit/ Tainted Spirit] (after X rounds of combat, make Fort save against 10+X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: [https://www.d20pfsrd.com/feats/general-feats/extra-lay-on-hands/ Extra Lay On Hands] (use lay on hands two additional times per day)&lt;br /&gt;
: [https://www.d20pfsrd.com/feats/general-feats/radiant-charge/ Radiant Charge] (spend all remaining uses of Lay on Hands to add Xd6+Cha holy damage to a successful charge)&lt;br /&gt;
: [http://www.d20pfsrd.com/feats/general-feats/persuasive Persuasive] (+2 Diplomacy and Intimidate)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 3 ranks + 3 class + 4 Cha + 2 feat = +12&lt;br /&gt;
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait + 2 feat = +12&lt;br /&gt;
: Knowledge (nobility) 2 ranks + 3 class = +5&lt;br /&gt;
: Knowledge (religion) 2 ranks + 3 class = +5&lt;br /&gt;
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8&lt;br /&gt;
&lt;br /&gt;
; Class Features&lt;br /&gt;
: Aura of Courage (immune to fear, allies within 10ft gain +4 on saves against fear)&lt;br /&gt;
: Aura of Good (power 3)&lt;br /&gt;
: Detect Evil (move action, single target within 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Divine Grace (+Cha on all saves)&lt;br /&gt;
: Divine Health (immune to disease)&lt;br /&gt;
: Lay on Hands (5+2/day, 1d6hp)&lt;br /&gt;
: Mercy (lay on hands also cures Fatigued)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +3 damage (+6 against evil undead), +4 AC)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, a +2 flaming burst heavy mace (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Hooded arming robe&lt;br /&gt;
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 3 BAB + 2 Str = +5&lt;br /&gt;
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 3 BAB + 2 Dex = +5&lt;br /&gt;
:* sling +5, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 1 class + 2 Dex + 4 Cha = +7&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] (backstop 4) + 3 Con = 26&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Leanna, Spark ===&lt;br /&gt;
&lt;br /&gt;
[[File:Leanna_Spark.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Chaotic Good&lt;br /&gt;
&lt;br /&gt;
Female Elf&lt;br /&gt;
&lt;br /&gt;
Wizard 3&lt;br /&gt;
&lt;br /&gt;
An elf with a magical talent shouldn&#039;t be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.&lt;br /&gt;
But Leanna never cared about politics, or fame, or family reputation... to much dismay of her family. So, when they finally realised she&#039;ll never make a good heir, her parents pretty much disowned her... oh, not officially, of course, that would be a scandal; officially, she had retired to one of the family&#039;s estates to pursuit scholarly abd artistic aspirations. In reality, however, she was gifted that estate under the condition that she&#039;ll never return to the capitol, and her family name will never be heard again in connection with her escapades. &lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 13 (+1) &lt;br /&gt;
: Dexterity 18 (+4) (16 base +2 race)&lt;br /&gt;
: Constitution 12 (+1) (14 base -2 race)&lt;br /&gt;
: Intelligence 19 (+4) (17 base +2 race)&lt;br /&gt;
: Wisdom 8 (-1)&lt;br /&gt;
: Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Reckless (Acrobatics +1 and class skill)&lt;br /&gt;
: Arcane Temper (+1 Concentration and Initiative)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Scribe Scroll&lt;br /&gt;
: Combat Casting (+4 Concentration when casting defensively or grappled)&lt;br /&gt;
: Skill Focus (Acrobatics)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Acrobatics +14 (3 ranks + 3 class + 4 Dex + +3 feat + 1 trait)&lt;br /&gt;
: Appraise +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Arcana) +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Dungeoneering) +9 (2 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Geography) +9 (2 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Perception +1 (- 1 Cha + 2 race)&lt;br /&gt;
: Perform (Dance) +7 (3 ranks + 2 Cha + 2 tool)&lt;br /&gt;
: Spellcraft +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Intense spells (+1 to evocation spells damage)&lt;br /&gt;
: Force missile (1d4+1 damage, 7/7 daily)&lt;br /&gt;
: Spontaneous spell (1/1 daily)&lt;br /&gt;
&lt;br /&gt;
; Wizard Spells Prepared&lt;br /&gt;
: 2nd level (DC 16)&lt;br /&gt;
:* Invisibility&lt;br /&gt;
:* Flurry of Snowballs&lt;br /&gt;
:* Flurry of Snowballs (school slot)&lt;br /&gt;
: 1st level (DC 15)&lt;br /&gt;
:* Burning hands&lt;br /&gt;
:* Shield&lt;br /&gt;
:* Thunderstomp&lt;br /&gt;
:* Shocking Grasp (school slot)&lt;br /&gt;
: Cantrips (DC 14)&lt;br /&gt;
:* Detect Poison&lt;br /&gt;
:* Daze&lt;br /&gt;
:* Detect Magic&lt;br /&gt;
:* Prestidigitation&lt;br /&gt;
:* Dancing Lights (school slot)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Masterwork rapier (bonded item)&lt;br /&gt;
: Bracers of Armor +2&lt;br /&gt;
: Dancer&#039;s Garb&lt;br /&gt;
: Wand of &#039;&#039;magic missile&#039;&#039; (50 charges)&lt;br /&gt;
: Wand of &#039;&#039;scorching ray&#039;&#039; (XX charges)&lt;br /&gt;
: Potions&lt;br /&gt;
:* &#039;&#039;endure elements&#039;&#039;&lt;br /&gt;
: Scrolls&lt;br /&gt;
:* &#039;&#039;Vanish&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Disguise Self&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Comprehend Languages&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Grease&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Charm Person&#039;&#039;&lt;br /&gt;
: 1000 brightsilver&lt;br /&gt;
: Spellbook containing&lt;br /&gt;
:* All Wizard&#039;s cantrips&lt;br /&gt;
:* &#039;&#039;Burning Hands&#039;&#039; (3d4 fire damage in a 15-foot cone)&lt;br /&gt;
:* &#039;&#039;Color Spray&#039;&#039; (15 foot cone; conditions depending on HD)&lt;br /&gt;
:* &#039;&#039;Shield&#039;&#039; (+4 Shield AC and block magic Missile for 3 minutes)&lt;br /&gt;
:* &#039;&#039;Shocking Grasp&#039;&#039; (3d6 electricity damage on melee touch)&lt;br /&gt;
:* &#039;&#039;Snapdragon Fireworks&#039;&#039; (1d4 Fire and dazzle for 1 round at long range, 3 rounds)&lt;br /&gt;
:* &#039;&#039;Summon Monster I&#039;&#039; (Summon creature for 3 rounds)&lt;br /&gt;
:* &#039;&#039;Thunderstomp&#039;&#039; (Ranged trip attempt at +6 CMB)&lt;br /&gt;
:* &#039;&#039;Touch of Gracelessness&#039;&#039; (1d6+1 Dex damage on touch)&lt;br /&gt;
:* &#039;&#039;Unseen Servant&#039;&#039; (Summon servant for 3 hours)&lt;br /&gt;
:* &#039;&#039;Invisibility&#039;&#039; (Makes target invisible for 3 minutes)&lt;br /&gt;
:* &#039;&#039;Flurry of Snowballs&#039;&#039; (30 ft burst 4d6 cold damage)&lt;br /&gt;
: An estate (somewhere out there)&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +5 (4 Dex + 1 trait)&lt;br /&gt;
: BAB +1 CMB +2 CMD 16&lt;br /&gt;
:* Melee +3 mwk rapier 1d6+1 piercing (18-20/x2)&lt;br /&gt;
:* Ranged spells +5&lt;br /&gt;
&lt;br /&gt;
: Armor Class 16 (+ 4 Dex + 2 armor)&lt;br /&gt;
:* flatfooted 12, touch 14&lt;br /&gt;
: Fortitude +2 (1 class + 1 Con)&lt;br /&gt;
: Reflex +5 (1 class + 4 Dex)&lt;br /&gt;
: Will +2 (3 class - 1 Wis)&lt;br /&gt;
: HP 14/14 (6+3+2 class + 3 Con)&lt;br /&gt;
&lt;br /&gt;
== Story So Far ==&lt;br /&gt;
&lt;br /&gt;
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&lt;br /&gt;
&lt;br /&gt;
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who&#039;s screwed up, as he&#039;s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&lt;br /&gt;
&lt;br /&gt;
The party attacked the necromancer&#039;s castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Realm ===&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png|right]]&lt;br /&gt;
&lt;br /&gt;
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world&#039;s wilds.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
=== The Colour Bands ===&lt;br /&gt;
&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
=== Religions of the Conquest ===&lt;br /&gt;
&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Library ===&lt;br /&gt;
&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
=== Guild Axe ===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
== Guild Party Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Typical Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Metal&#039;, a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&lt;br /&gt;
&lt;br /&gt;
&#039;Opener&#039;, a rogue with the usual abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;Deadman&#039;, an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&lt;br /&gt;
&lt;br /&gt;
&#039;Sparky&#039;, a hedge wizard (non-upper caste) or sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;Scout&#039;, a ranger.&lt;br /&gt;
&lt;br /&gt;
&#039;Berserk&#039;, a Tusk barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;Trickster&#039;, a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.&lt;br /&gt;
&lt;br /&gt;
=== Wizard/Champion Roles ===&lt;br /&gt;
&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.&lt;br /&gt;
&lt;br /&gt;
&#039;Prentice&#039;, a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;Squire&#039;, a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&lt;br /&gt;
&lt;br /&gt;
=== Seven Angels Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Chaplain&#039;, an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as &#039;deadman&#039; above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or &#039;Tusk&#039; (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |250px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Morbius.jpg|right |250px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Estate Management ==&lt;br /&gt;
&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.&lt;br /&gt;
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.&lt;br /&gt;
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.&lt;br /&gt;
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.&lt;br /&gt;
&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://mikeschley.com/isometric-cutaway-maps A cutaway map of the Keep]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=358810</id>
		<title>Glory of the Svartrsung</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=358810"/>
		<updated>2019-04-18T00:44:49Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Glory of the Svartrsung: A GURPS Vikings One-Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Svartrsung.jpg|800px|left]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/glory-of-the-svartsung.844525/ IC thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/glory-of-the-svartrsung.844523/ OOC thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-gurps-vikings-one-shot-glory-of-the-svartrsung.843480/ Recruitment thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-gurps-vikings-one-shot-glory-of-the-svartrsung.837257/ Interest thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Norway. 939 A.D.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jarl Olafir the Swineherd of the Svartrsung sends word to all the scattered farmsteads.&lt;br /&gt;
&lt;br /&gt;
Jarl Brynjar One-Eye of the Gunnardung has challenged the clans to a great contest at his mighty hall Seggrhalla, by the little coastal town of Fiskrfjordr. Over the course of three days, teams will compete in running, spear-throwing, glima (wrestling), riddles, archery, hnefatafl (board games), lausatök (team unarmed combat), poetry, and hunting. All participants must compete in all contests. Nine finely-worked armbands of pure gold will be awarded. Their names are “Shining”, “Precious”, “Treasure”, “Freya’s Hair”, “Beautiful”, “Wonderful”, “Winding”, “Desire” and “Hero’s Portion”.&lt;br /&gt;
&lt;br /&gt;
The Svartrsung have seen better days. You are proud descendants of Svartr Foe-Burster, trusted huscarl to Harold Fairhair, King of Norway. But today you are a small and unimportant family, doggedly hanging on to what remains of their ancestral territory. More powerful clans than yours plan to take those rings for their own glory. The Gunnardung, rich and powerful Vikings and traders. The Skogralfings, who carve their farmsteads out of the dark forest. The dour Halvordung of the frozen uplands. The islander Kjeldings, those lovers of the oar, whose eyes turn always to the sea.&lt;br /&gt;
&lt;br /&gt;
Volunteers of good Svartrsung blood are to assemble at Jarl Olafir’s hall, Spjǫrheimili, on the first day of Sólmánuður, in the height of summer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[https://forum.rpg.net/index.php?threads/recruitment-gurps-vikings-one-shot-glory-of-the-svartrsung.843480/post-22493895 Havardr inn Rakkr]===&lt;br /&gt;
(&amp;quot;the Upright&amp;quot;, also sometimes &amp;quot;inn Rakki&amp;quot;, with the same meaning, but similar to rakki for &amp;quot;the Dog&amp;quot;, and by extension &amp;quot;the Cur&amp;quot;)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [180]&amp;lt;br/&amp;gt;&lt;br /&gt;
ST: 12 [20]​&amp;lt;br/&amp;gt;&lt;br /&gt;
DX: 13 [60]​&amp;lt;br/&amp;gt;&lt;br /&gt;
IQ: 14 [80]​&amp;lt;br/&amp;gt;&lt;br /&gt;
HT: 12 [20]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary Characteristics&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 12​&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 14​&amp;lt;br/&amp;gt;&lt;br /&gt;
Perception: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Fatigue Points: 12​&lt;br /&gt;
&lt;br /&gt;
Basic Speed: 6.25​&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge: 9​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Move: 6​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Lift: 29​&amp;lt;br/&amp;gt;&lt;br /&gt;
Damage: 1d-1 t/1d+2 s​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reaction bonus: 3 (+1 Status, +1 Reputation, +1 Attractive) (situational +4 from Lawspeaker)​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Background&#039;&#039;&#039; [17]&amp;lt;br/&amp;gt;&lt;br /&gt;
TL: 3 [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Cultural Familiarity: Scandinavia [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages​&lt;br /&gt;
*Norse: Native Speech, Writing [0]​&lt;br /&gt;
*Swedish: Accented Speech, Accented Writing [2]​&lt;br /&gt;
*Danish: Accented Speech, Broken Writing [3]​&lt;br /&gt;
*Latin: Accented Writing [2]&lt;br /&gt;
Wealth: Average [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Status: 1 (old family) [5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reputation: 1 (for honesty) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; [44]&amp;lt;br/&amp;gt;&lt;br /&gt;
Appearance: Attractive [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Empathy (roll against IQ to get a feeling for someone) [15]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Talent: Lawspeaker 4 [20]​&lt;br /&gt;
*Small group talent: Area Knowledge, History, Law, Philosophy, Public Speaking, Writing. Provides a reaction bonus among other lawspeakers or when adjudicating matters of the law.​&lt;br /&gt;
Fit (+1 to HT rolls and recover FP at x2) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-100]&amp;lt;br/&amp;gt;&lt;br /&gt;
Bad Temper (Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Code of Honor (Lawspeaker&#039;s) [-10]​&lt;br /&gt;
*The Viking Code of Honor, with the following addition: if a lawspeaker has adjudicated in good faith on a dispute or matter of law outside of a &#039;&#039;thing&#039;&#039;, another lawspeaker must not contradict it; the &#039;&#039;thing&#039;&#039; is the proper forum for disputes. To do otherwise is to besmirch the other&#039;s honor, do damage to one&#039;s own if the contradiction is weak or false, and invites feuding.​&lt;br /&gt;
Compulsive vowing [-5]&amp;lt;br/&amp;gt;&lt;br /&gt;
Duty (to Jarl Olafir, often) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Great Vow (and nothing but the truth) [-15]​&lt;br /&gt;
*A lawspeaker must give honest counsel regarding the law when asked in good faith, regardless of who asks. To fail to do so in informal conditions is still enough to do great damage to one&#039;s personal honor. To fail to do so when formally requested or during a &#039;&#039;thing&#039;&#039;, depending on the severity of the omission or falsehood, is punishable by death. Additionally, if formally requested by a person to whom homage is owed or during a &#039;&#039;thing&#039;&#039;, a lawspeaker must render honest testimony, with the same penalties for failing to do so.​&lt;br /&gt;
Honesty (must obey the law, and must assume others are similarly honest in this respect unless otherwise shown) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jealousy [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Obsession (get out from Stigandr&#039;s shadow) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Selfish/Prideful (make a self-control roll whenever you experience a clear social slight) [-5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sense of Duty (Svartrsung, large group) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Truthfulness (make a self-control roll whenever you lie by omission, at -5 if you must tell the lie) [-5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]&amp;lt;br/&amp;gt;&lt;br /&gt;
Pessimistic [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sweet tooth [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Responsive (to the underdogs, weak, or otherwise overshadowed) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Severe (resists carousing) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Staid [-1]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; [64]&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics (DX/H)-2 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Animal Handling (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Norway) (IQ/E)+1 (19) (+4 from Lawspeaker] [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Sweden) (IQ/E)+0 (18) (+4 from Lawspeaker] [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawling (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Climbing (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Crewman/TL (IQ/E)+0 (14) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diagnosis/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diplomacy (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
First Aid/TL (IQ/E)+1 (15) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Games (hnefatafl) (IQ/E)+1 (15) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Hiking (HT/A)-1 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
History (Scandinavia) (IQ/H)+0 (18) (+4 from Lawspeaker) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Interrogation (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jumping (DX/E)+0 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Law (IQ/H)+1 (19) (+4 from Lawspeaker) [8]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Literature (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Leadership (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Merchant (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Naturalist (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Navigation/TL (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Observation (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Philosophy (IQ/H)-2 (16) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Physician/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Speaking (IQ/A)+0 (18) (+4 from Lawspeaker) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Riding (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Search (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth (Dx/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Survival (Land) (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Swimming (HT/E)+0 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tactics (IQ/H)-1 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tracking (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Writing (IQ/A)-1 (17) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Axe/Mace (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX/A)+1 (14) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Broadsword (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Bow (DX/A)+0 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Thrown Weapon (Spear) (DX/E)+1 (14) [2]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions on person&#039;&#039;&#039; [WT 35]&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 4 | ST 9 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (thrown) (DX+1) | DMG thr+3 imp | Acc 2 | Range x1/x1.5 | WT - | RoF 1 | Shots T(1) | ST 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Longbow (DX+0) | DMG thr+2 imp | Acc 3 | Range x15/x20 | WT 3/0.1 | RoF 1(2) | Shots 1(2) | ST 11 | $200/$40 (20 arrows in hip quiver)&amp;lt;br/&amp;gt;&lt;br /&gt;
Large Shield (DX+1) | DB 3 | WT 25 | $90&amp;lt;br/&amp;gt;&lt;br /&gt;
Hip Quiver | Holds 20 arrows or bolts. | WT 1 | $15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other possessions&#039;&#039;&#039; [WT 47.75]&amp;lt;br/&amp;gt;&lt;br /&gt;
Backpack, small | Holds 40 lbs. of gear. | WT 3 | $60&amp;lt;br/&amp;gt;&lt;br /&gt;
Blanket | A warm sleeping blanket | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Candle, Tallow | Smoky! Lasts 12 hrs. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Personal Basics | Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Lantern | Burns for 24 hours on 1 pint of oil. | WT 2 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Oil (1) | For lantern. | WT 1 | $2&amp;lt;br/&amp;gt;&lt;br /&gt;
Rope, 3/8”, 10 yds | Supports 300 lbs. | WT 1.5 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Cord, 3/16” | Supports 90 lbs. | WT 0.5 | $1&amp;lt;br/&amp;gt;&lt;br /&gt;
Tent, 1-Man | Includes ropes; no poles needed | WT 5 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Sleeping Fur | Warm unless wet | WT 8 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Traveler’s Rations (5) | One meal of dried meat, cheese, etc. | WT 2.5 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Bandages (2) | Bandages for a half-dozen wounds. Clean cloth. Basic equipment for First Aid skill. | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Whetstone | For sharpening tools and weapons. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Wineskin | Holds 1 gallon of liquid (8 lbs. if water) | WT 0.25 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Wax Tablet | For writing; erasable. | WT 2 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Arrows (20) | WT 2 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;(strapped to the backpack with cordage)&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) (2) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 8 | ST 9 | $80&lt;br /&gt;
&lt;br /&gt;
Pouch or Purse, Small | Holds 3 lbs (can contain equivalent of $212 in coins) | $10.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358786</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358786"/>
		<updated>2019-04-17T17:11:58Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Dasten, Opener */  Changed Offensive Defense to Befuddling Strike&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest/recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/re-recruitment-pathfinder-guild-adventurers.842755/ Re-recruitment thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]&lt;br /&gt;
&lt;br /&gt;
== The Gravediggers ==&lt;br /&gt;
&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.&lt;br /&gt;
&lt;br /&gt;
=== Crew Money ===&lt;br /&gt;
&lt;br /&gt;
15,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Yuck, Scout ===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk&amp;lt;br/&amp;gt;&lt;br /&gt;
Darkvision 60’, +4 Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20, AC: 18, BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11) Magic dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease) , Will 0,  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6), Craft (Traps) 1:, Disable Device 2:7 (4), Handle Animal 0:1, Knowledge (Dungeoneering) 1:4, Perception 2:5 (7 vs underground hazards), Stealth 2:11 (8), Survival 2:6, Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dasten, Opener ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 3 (a Guild Opener)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 33 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves&#039; tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +10, Use Magic Device +7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fort: 4 | Ref: 7 | Will: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers), Befuddling Strike (when you hit with a SA, the creature takes -2 on its attack rolls against you for 1d4 rounds) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.&lt;br /&gt;
Extra Rogue Talent (Befuddling Strike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, 10 ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+6, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+6, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+6, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yona, Trickster ===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 20 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +2  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +2 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +9, &#039;&#039;&#039;Disguise:&#039;&#039;&#039; +7, &#039;&#039;&#039;Escape Artist:&#039;&#039;&#039;: +6, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Ride:&#039;&#039;&#039;: +3, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +6, &#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +6, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +7, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&#039;&#039;&#039;Level 3:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&amp;lt;br&amp;gt;&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage, inspire competence +2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--1000 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic, +1 (mending, mage hand, light)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination, Summon Monster 1,&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malkin, Deadman ===&lt;br /&gt;
&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
12/23 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +2&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +3, Will +7&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +2, 1d6; Mace of Disruption +3 (+1 magic), 1d8&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +3, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 2d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1 Level 2:2+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
Domain spell: shield of faith&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 15/15&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 9: 3 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 7: 3 ranks + 1 Int + 3 class, Sense Motive 10: 3 ranks + 4 Wis + 3 class, Perception 10: 2 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class, Stealth 2:1 rank +1 Dex&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female [https://www.d20pfsrd.com/races/core-races/human/ Human]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/paladin/ Paladin] ([http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/warrior-of-the-holy-light Warrior of the Holy Light] + [http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/undead-scourge Undead Scourge]) 3&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/magic-traits/flame-touched/ Flame-Touched] (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/social-traits/seeker/ Seeker] (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/regional-traits/soldier-of-the-faith-regional-razmiran/ Soldier of the Faith] (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/drawbacks/tainted-spirit/ Tainted Spirit] (after X rounds of combat, make Fort save against 10+X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: [https://www.d20pfsrd.com/feats/general-feats/extra-lay-on-hands/ Extra Lay On Hands] (use lay on hands two additional times per day)&lt;br /&gt;
: [https://www.d20pfsrd.com/feats/general-feats/radiant-charge/ Radiant Charge] (spend all remaining uses of Lay on Hands to add Xd6+Cha holy damage to a successful charge)&lt;br /&gt;
: [http://www.d20pfsrd.com/feats/general-feats/persuasive Persuasive] (+2 Diplomacy and Intimidate)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 3 ranks + 3 class + 4 Cha + 2 feat = +12&lt;br /&gt;
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait + 2 feat = +12&lt;br /&gt;
: Knowledge (nobility) 2 ranks + 3 class = +5&lt;br /&gt;
: Knowledge (religion) 2 ranks + 3 class = +5&lt;br /&gt;
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8&lt;br /&gt;
&lt;br /&gt;
; Class Features&lt;br /&gt;
: Aura of Courage (immune to fear, allies within 10ft gain +4 on saves against fear)&lt;br /&gt;
: Aura of Good (power 3)&lt;br /&gt;
: Detect Evil (move action, single target within 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Divine Grace (+Cha on all saves)&lt;br /&gt;
: Divine Health (immune to disease)&lt;br /&gt;
: Lay on Hands (5+2/day, 1d6hp)&lt;br /&gt;
: Mercy (lay on hands also cures Fatigued)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +3 damage (+6 against evil undead), +4 AC)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, a +2 flaming burst heavy mace (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Hooded arming robe&lt;br /&gt;
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 3 BAB + 2 Str = +5&lt;br /&gt;
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 3 BAB + 2 Dex = +5&lt;br /&gt;
:* sling +5, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 1 class + 2 Dex + 4 Cha = +7&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] (backstop 4) + 3 Con = 26&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Leanna, Spark ===&lt;br /&gt;
&lt;br /&gt;
[[File:Leanna_Spark.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Chaotic Good&lt;br /&gt;
&lt;br /&gt;
Female Elf&lt;br /&gt;
&lt;br /&gt;
Wizard 3&lt;br /&gt;
&lt;br /&gt;
An elf with a magical talent shouldn&#039;t be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.&lt;br /&gt;
But Leanna never cared about politics, or fame, or family reputation... to much dismay of her family. So, when they finally realised she&#039;ll never make a good heir, her parents pretty much disowned her... oh, not officially, of course, that would be a scandal; officially, she had retired to one of the family&#039;s estates to pursuit scholarly abd artistic aspirations. In reality, however, she was gifted that estate under the condition that she&#039;ll never return to the capitol, and her family name will never be heard again in connection with her escapades. &lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 13 (+1) &lt;br /&gt;
: Dexterity 18 (+4) (16 base +2 race)&lt;br /&gt;
: Constitution 12 (+1) (14 base -2 race)&lt;br /&gt;
: Intelligence 19 (+4) (17 base +2 race)&lt;br /&gt;
: Wisdom 8 (-1)&lt;br /&gt;
: Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Reckless (Acrobatics +1 and class skill)&lt;br /&gt;
: Arcane Temper (+1 Concentration and Initiative)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Scribe Scroll&lt;br /&gt;
: Combat Casting (+4 Concentration when casting defensively or grappled)&lt;br /&gt;
: Skill Focus (Acrobatics)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Acrobatics +14 (3 ranks + 3 class + 4 Dex + +3 feat + 1 trait)&lt;br /&gt;
: Appraise +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Arcana) +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Dungeoneering) +9 (2 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Geography) +9 (2 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Perception +1 (- 1 Cha + 2 race)&lt;br /&gt;
: Perform (Dance) +7 (3 ranks + 2 Cha + 2 tool)&lt;br /&gt;
: Spellcraft +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Intense spells (+1 to evocation spells damage)&lt;br /&gt;
: Force missile (1d4+1 damage, 7/7 daily)&lt;br /&gt;
: Spontaneous spell (1/1 daily)&lt;br /&gt;
&lt;br /&gt;
; Wizard Spells Prepared&lt;br /&gt;
: 2nd level (DC 16)&lt;br /&gt;
:* Invisibility&lt;br /&gt;
:* Flurry of Snowballs&lt;br /&gt;
:* Flurry of Snowballs (school slot)&lt;br /&gt;
: 1st level (DC 15)&lt;br /&gt;
:* Burning hands&lt;br /&gt;
:* Shield&lt;br /&gt;
:* Thunderstomp&lt;br /&gt;
:* Shocking Grasp (school slot)&lt;br /&gt;
: Cantrips (DC 14)&lt;br /&gt;
:* Detect Poison&lt;br /&gt;
:* Daze&lt;br /&gt;
:* Detect Magic&lt;br /&gt;
:* Prestidigitation&lt;br /&gt;
:* Dancing Lights (school slot)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Masterwork rapier (bonded item)&lt;br /&gt;
: Bracers of Armor +2&lt;br /&gt;
: Dancer&#039;s Garb&lt;br /&gt;
: Wand of &#039;&#039;magic missile&#039;&#039;&lt;br /&gt;
: Potions&lt;br /&gt;
:* &#039;&#039;endure elements&#039;&#039;&lt;br /&gt;
: Scrolls&lt;br /&gt;
:* &#039;&#039;Vanish&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Disguise Self&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Comprehend Languages&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Grease&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Charm Person&#039;&#039;&lt;br /&gt;
: 1000 brightsilver&lt;br /&gt;
: Spellbook containing&lt;br /&gt;
:* All Wizard&#039;s cantrips&lt;br /&gt;
:* &#039;&#039;Burning Hands&#039;&#039; (3d4 fire damage in a 15-foot cone)&lt;br /&gt;
:* &#039;&#039;Color Spray&#039;&#039; (15 foot cone; conditions depending on HD)&lt;br /&gt;
:* &#039;&#039;Shield&#039;&#039; (+4 Shield AC and block magic Missile for 3 minutes)&lt;br /&gt;
:* &#039;&#039;Shocking Grasp&#039;&#039; (3d6 electricity damage on melee touch)&lt;br /&gt;
:* &#039;&#039;Snapdragon Fireworks&#039;&#039; (1d4 Fire and dazzle for 1 round at long range, 3 rounds)&lt;br /&gt;
:* &#039;&#039;Summon Monster I&#039;&#039; (Summon creature for 3 rounds)&lt;br /&gt;
:* &#039;&#039;Thunderstomp&#039;&#039; (Ranged trip attempt at +6 CMB)&lt;br /&gt;
:* &#039;&#039;Touch of Gracelessness&#039;&#039; (1d6+1 Dex damage on touch)&lt;br /&gt;
:* &#039;&#039;Unseen Servant&#039;&#039; (Summon servant for 3 hours)&lt;br /&gt;
:* &#039;&#039;Invisibility&#039;&#039; (Makes target invisible for 3 minutes)&lt;br /&gt;
:* &#039;&#039;Flurry of Snowballs&#039;&#039; (30 ft burst 4d6 cold damage)&lt;br /&gt;
: An estate (somewhere out there)&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +5 (4 Dex + 1 trait)&lt;br /&gt;
: BAB +1 CMB +2 CMD 16&lt;br /&gt;
:* Melee +3 mwk rapier 1d6+1 piercing (18-20/x2)&lt;br /&gt;
:* Ranged spells +5&lt;br /&gt;
&lt;br /&gt;
: Armor Class 16 (+ 4 Dex + 2 armor)&lt;br /&gt;
:* flatfooted 12, touch 14&lt;br /&gt;
: Fortitude +2 (1 class + 1 Con)&lt;br /&gt;
: Reflex +5 (1 class + 4 Dex)&lt;br /&gt;
: Will +2 (3 class - 1 Wis)&lt;br /&gt;
: HP 14/14 (6+3+2 class + 3 Con)&lt;br /&gt;
&lt;br /&gt;
== Story So Far ==&lt;br /&gt;
&lt;br /&gt;
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&lt;br /&gt;
&lt;br /&gt;
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who&#039;s screwed up, as he&#039;s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&lt;br /&gt;
&lt;br /&gt;
The party attacked the necromancer&#039;s castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Realm ===&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png|right]]&lt;br /&gt;
&lt;br /&gt;
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world&#039;s wilds.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
=== The Colour Bands ===&lt;br /&gt;
&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
=== Religions of the Conquest ===&lt;br /&gt;
&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Library ===&lt;br /&gt;
&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
=== Guild Axe ===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
== Guild Party Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Typical Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Metal&#039;, a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&lt;br /&gt;
&lt;br /&gt;
&#039;Opener&#039;, a rogue with the usual abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;Deadman&#039;, an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&lt;br /&gt;
&lt;br /&gt;
&#039;Sparky&#039;, a hedge wizard (non-upper caste) or sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;Scout&#039;, a ranger.&lt;br /&gt;
&lt;br /&gt;
&#039;Berserk&#039;, a Tusk barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;Trickster&#039;, a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.&lt;br /&gt;
&lt;br /&gt;
=== Wizard/Champion Roles ===&lt;br /&gt;
&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.&lt;br /&gt;
&lt;br /&gt;
&#039;Prentice&#039;, a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;Squire&#039;, a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&lt;br /&gt;
&lt;br /&gt;
=== Seven Angels Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Chaplain&#039;, an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as &#039;deadman&#039; above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or &#039;Tusk&#039; (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |250px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Morbius.jpg|right |250px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Estate Management ==&lt;br /&gt;
&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.&lt;br /&gt;
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.&lt;br /&gt;
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.&lt;br /&gt;
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.&lt;br /&gt;
&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://mikeschley.com/isometric-cutaway-maps A cutaway map of the Keep]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=358782</id>
		<title>Glory of the Svartrsung</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=358782"/>
		<updated>2019-04-17T08:52:46Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Havardr inn Rakkr */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Glory of the Svartrsung: A GURPS Vikings One-Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Svartrsung.jpg|800px|left]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/glory-of-the-svartsung.844525/ IC thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/glory-of-the-svartrsung.844523/ OOC thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-gurps-vikings-one-shot-glory-of-the-svartrsung.843480/ Recruitment thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-gurps-vikings-one-shot-glory-of-the-svartrsung.837257/ Interest thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Norway. 939 A.D.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jarl Olafir the Swineherd of the Svartrsung sends word to all the scattered farmsteads.&lt;br /&gt;
&lt;br /&gt;
Jarl Brynjar One-Eye of the Gunnardung has challenged the clans to a great contest at his mighty hall Seggrhalla, by the little coastal town of Fiskrfjordr. Over the course of three days, teams will compete in running, spear-throwing, glima (wrestling), riddles, archery, hnefatafl (board games), lausatök (team unarmed combat), poetry, and hunting. All participants must compete in all contests. Nine finely-worked armbands of pure gold will be awarded. Their names are “Shining”, “Precious”, “Treasure”, “Freya’s Hair”, “Beautiful”, “Wonderful”, “Winding”, “Desire” and “Hero’s Portion”.&lt;br /&gt;
&lt;br /&gt;
The Svartrsung have seen better days. You are proud descendants of Svartr Foe-Burster, trusted huscarl to Harold Fairhair, King of Norway. But today you are a small and unimportant family, doggedly hanging on to what remains of their ancestral territory. More powerful clans than yours plan to take those rings for their own glory. The Gunnardung, rich and powerful Vikings and traders. The Skogralfings, who carve their farmsteads out of the dark forest. The dour Halvordung of the frozen uplands. The islander Kjeldings, those lovers of the oar, whose eyes turn always to the sea.&lt;br /&gt;
&lt;br /&gt;
Volunteers of good Svartrsung blood are to assemble at Jarl Olifir’s hall, Spjǫrheimili, on the first day of Sólmánuður, in the height of summer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[https://forum.rpg.net/index.php?threads/recruitment-gurps-vikings-one-shot-glory-of-the-svartrsung.843480/post-22493895 Havardr inn Rakkr]===&lt;br /&gt;
(&amp;quot;the Upright&amp;quot;, also sometimes &amp;quot;inn Rakki&amp;quot;, with the same meaning, but similar to rakki for &amp;quot;the Dog&amp;quot;, and by extension &amp;quot;the Cur&amp;quot;)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [180]&amp;lt;br/&amp;gt;&lt;br /&gt;
ST: 12 [20]​&amp;lt;br/&amp;gt;&lt;br /&gt;
DX: 13 [60]​&amp;lt;br/&amp;gt;&lt;br /&gt;
IQ: 14 [80]​&amp;lt;br/&amp;gt;&lt;br /&gt;
HT: 12 [20]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary Characteristics&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 12​&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 14​&amp;lt;br/&amp;gt;&lt;br /&gt;
Perception: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Fatigue Points: 12​&lt;br /&gt;
&lt;br /&gt;
Basic Speed: 6.25​&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge: 9​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Move: 6​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Lift: 29​&amp;lt;br/&amp;gt;&lt;br /&gt;
Damage: 1d-1 t/1d+2 s​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reaction bonus: 3 (+1 Status, +1 Reputation, +1 Attractive) (situational +4 from Lawspeaker)​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Background&#039;&#039;&#039; [17]&amp;lt;br/&amp;gt;&lt;br /&gt;
TL: 3 [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Cultural Familiarity: Scandinavia [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages​&lt;br /&gt;
*Norse: Native Speech, Writing [0]​&lt;br /&gt;
*Swedish: Accented Speech, Accented Writing [2]​&lt;br /&gt;
*Danish: Accented Speech, Broken Writing [3]​&lt;br /&gt;
*Latin: Accented Writing [2]&lt;br /&gt;
Wealth: Average [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Status: 1 (old family) [5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reputation: 1 (for honesty) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; [44]&amp;lt;br/&amp;gt;&lt;br /&gt;
Appearance: Attractive [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Empathy (roll against IQ to get a feeling for someone) [15]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Talent: Lawspeaker 4 [20]​&lt;br /&gt;
*Small group talent: Area Knowledge, History, Law, Philosophy, Public Speaking, Writing. Provides a reaction bonus among other lawspeakers or when adjudicating matters of the law.​&lt;br /&gt;
Fit (+1 to HT rolls and recover FP at x2) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-100]&amp;lt;br/&amp;gt;&lt;br /&gt;
Bad Temper (Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Code of Honor (Lawspeaker&#039;s) [-10]​&lt;br /&gt;
*The Viking Code of Honor, with the following addition: if a lawspeaker has adjudicated in good faith on a dispute or matter of law outside of a &#039;&#039;thing&#039;&#039;, another lawspeaker must not contradict it; the &#039;&#039;thing&#039;&#039; is the proper forum for disputes. To do otherwise is to besmirch the other&#039;s honor, do damage to one&#039;s own if the contradiction is weak or false, and invites feuding.​&lt;br /&gt;
Compulsive vowing [-5]&amp;lt;br/&amp;gt;&lt;br /&gt;
Duty (to Jarl Olifir, often) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Great Vow (and nothing but the truth) [-15]​&lt;br /&gt;
*A lawspeaker must give honest counsel regarding the law when asked in good faith, regardless of who asks. To fail to do so in informal conditions is still enough to do great damage to one&#039;s personal honor. To fail to do so when formally requested or during a &#039;&#039;thing&#039;&#039;, depending on the severity of the omission or falsehood, is punishable by death. Additionally, if formally requested by a person to whom homage is owed or during a &#039;&#039;thing&#039;&#039;, a lawspeaker must render honest testimony, with the same penalties for failing to do so.​&lt;br /&gt;
Honesty (must obey the law, and must assume others are similarly honest in this respect unless otherwise shown) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jealousy [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Obsession (get out from Stigandr&#039;s shadow) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Selfish/Prideful (make a self-control roll whenever you experience a clear social slight) [-5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sense of Duty (Svartrsung, large group) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Truthfulness (make a self-control roll whenever you lie by omission, at -5 if you must tell the lie) [-5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]&amp;lt;br/&amp;gt;&lt;br /&gt;
Pessimistic [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sweet tooth [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Responsive (to the underdogs, weak, or otherwise overshadowed) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Severe (resists carousing) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Staid [-1]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; [64]&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics (DX/H)-2 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Animal Handling (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Norway) (IQ/E)+1 (19) (+4 from Lawspeaker] [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Sweden) (IQ/E)+0 (18) (+4 from Lawspeaker] [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawling (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Climbing (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Crewman/TL (IQ/E)+0 (14) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diagnosis/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diplomacy (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
First Aid/TL (IQ/E)+1 (15) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Games (hnefatafl) (IQ/E)+1 (15) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Hiking (HT/A)-1 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
History (Scandinavia) (IQ/H)+0 (18) (+4 from Lawspeaker) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Interrogation (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jumping (DX/E)+0 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Law (IQ/H)+1 (19) (+4 from Lawspeaker) [8]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Literature (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Leadership (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Merchant (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Naturalist (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Navigation/TL (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Observation (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Philosophy (IQ/H)-2 (16) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Physician/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Speaking (IQ/A)+0 (18) (+4 from Lawspeaker) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Riding (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Search (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth (Dx/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Survival (Land) (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Swimming (HT/E)+0 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tactics (IQ/H)-1 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tracking (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Writing (IQ/A)-1 (17) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Axe/Mace (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX/A)+1 (14) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Broadsword (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Bow (DX/A)+0 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Thrown Weapon (Spear) (DX/E)+1 (14) [2]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions on person&#039;&#039;&#039; [WT 35]&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 4 | ST 9 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (thrown) (DX+1) | DMG thr+3 imp | Acc 2 | Range x1/x1.5 | WT - | RoF 1 | Shots T(1) | ST 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Longbow (DX+0) | DMG thr+2 imp | Acc 3 | Range x15/x20 | WT 3/0.1 | RoF 1(2) | Shots 1(2) | ST 11 | $200/$40 (20 arrows in hip quiver)&amp;lt;br/&amp;gt;&lt;br /&gt;
Large Shield (DX+1) | DB 3 | WT 25 | $90&amp;lt;br/&amp;gt;&lt;br /&gt;
Hip Quiver | Holds 20 arrows or bolts. | WT 1 | $15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other possessions&#039;&#039;&#039; [WT 47.75]&amp;lt;br/&amp;gt;&lt;br /&gt;
Backpack, small | Holds 40 lbs. of gear. | WT 3 | $60&amp;lt;br/&amp;gt;&lt;br /&gt;
Blanket | A warm sleeping blanket | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Candle, Tallow | Smoky! Lasts 12 hrs. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Personal Basics | Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Lantern | Burns for 24 hours on 1 pint of oil. | WT 2 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Oil (1) | For lantern. | WT 1 | $2&amp;lt;br/&amp;gt;&lt;br /&gt;
Rope, 3/8”, 10 yds | Supports 300 lbs. | WT 1.5 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Cord, 3/16” | Supports 90 lbs. | WT 0.5 | $1&amp;lt;br/&amp;gt;&lt;br /&gt;
Tent, 1-Man | Includes ropes; no poles needed | WT 5 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Sleeping Fur | Warm unless wet | WT 8 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Traveler’s Rations (5) | One meal of dried meat, cheese, etc. | WT 2.5 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Bandages (2) | Bandages for a half-dozen wounds. Clean cloth. Basic equipment for First Aid skill. | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Whetstone | For sharpening tools and weapons. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Wineskin | Holds 1 gallon of liquid (8 lbs. if water) | WT 0.25 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Wax Tablet | For writing; erasable. | WT 2 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Arrows (20) | WT 2 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;(strapped to the backpack with cordage)&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) (2) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 8 | ST 9 | $80&lt;br /&gt;
&lt;br /&gt;
Pouch or Purse, Small | Holds 3 lbs (can contain equivalent of $212 in coins) | $10.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=358781</id>
		<title>Glory of the Svartrsung</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=358781"/>
		<updated>2019-04-17T07:07:22Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Glory of the Svartrsung: A GURPS Vikings One-Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Svartrsung.jpg|800px|left]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/glory-of-the-svartsung.844525/ IC thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/glory-of-the-svartrsung.844523/ OOC thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-gurps-vikings-one-shot-glory-of-the-svartrsung.843480/ Recruitment thread]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/interest-gurps-vikings-one-shot-glory-of-the-svartrsung.837257/ Interest thread]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Norway. 939 A.D.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jarl Olafir the Swineherd of the Svartrsung sends word to all the scattered farmsteads.&lt;br /&gt;
&lt;br /&gt;
Jarl Brynjar One-Eye of the Gunnardung has challenged the clans to a great contest at his mighty hall Seggrhalla, by the little coastal town of Fiskrfjordr. Over the course of three days, teams will compete in running, spear-throwing, glima (wrestling), riddles, archery, hnefatafl (board games), lausatök (team unarmed combat), poetry, and hunting. All participants must compete in all contests. Nine finely-worked armbands of pure gold will be awarded. Their names are “Shining”, “Precious”, “Treasure”, “Freya’s Hair”, “Beautiful”, “Wonderful”, “Winding”, “Desire” and “Hero’s Portion”.&lt;br /&gt;
&lt;br /&gt;
The Svartrsung have seen better days. You are proud descendants of Svartr Foe-Burster, trusted huscarl to Harold Fairhair, King of Norway. But today you are a small and unimportant family, doggedly hanging on to what remains of their ancestral territory. More powerful clans than yours plan to take those rings for their own glory. The Gunnardung, rich and powerful Vikings and traders. The Skogralfings, who carve their farmsteads out of the dark forest. The dour Halvordung of the frozen uplands. The islander Kjeldings, those lovers of the oar, whose eyes turn always to the sea.&lt;br /&gt;
&lt;br /&gt;
Volunteers of good Svartrsung blood are to assemble at Jarl Olifir’s hall, Spjǫrheimili, on the first day of Sólmánuður, in the height of summer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[https://forum.rpg.net/index.php?threads/recruitment-gurps-vikings-one-shot-glory-of-the-svartrsung.843480/post-22493895 Havardr inn Rakkr]===&lt;br /&gt;
(&amp;quot;the Upright&amp;quot;, also sometimes &amp;quot;inn Rakki&amp;quot;, with the same meaning, but similar to rakki for &amp;quot;the Dog&amp;quot;, and by extension &amp;quot;the Cur&amp;quot;)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [180]&amp;lt;br/&amp;gt;&lt;br /&gt;
ST: 12 [20]​&amp;lt;br/&amp;gt;&lt;br /&gt;
DX: 13 [60]​&amp;lt;br/&amp;gt;&lt;br /&gt;
IQ: 14 [80]​&amp;lt;br/&amp;gt;&lt;br /&gt;
HT: 12 [20]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary Characteristics&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 12​&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 14​&amp;lt;br/&amp;gt;&lt;br /&gt;
Perception: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Fatigue Points: 12​&lt;br /&gt;
&lt;br /&gt;
Basic Speed: 6.25​&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge: 9​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Move: 6​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Lift: 29​&amp;lt;br/&amp;gt;&lt;br /&gt;
Damage: 1d-1 t/1d+2 s​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reaction bonus: 3 (+1 Status, +1 Reputation, +1 Attractive) (situational +4 from Lawspeaker)​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Background&#039;&#039;&#039; [17]&amp;lt;br/&amp;gt;&lt;br /&gt;
TL: 3 [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Cultural Familiarity: Scandinavia [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages​&lt;br /&gt;
*Norse: Native Speech, Writing [0]​&lt;br /&gt;
*Swedish: Accented Speech, Accented Writing [2]​&lt;br /&gt;
*Danish: Accented Speech, Broken Writing [3]​&lt;br /&gt;
*Latin: Accented Writing [2]&lt;br /&gt;
Wealth: Average [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Status: 1 (old family) [5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reputation: 1 (for honesty) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; [44]&amp;lt;br/&amp;gt;&lt;br /&gt;
Appearance: Attractive [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Empathy (roll against IQ to get a feeling for someone) [15]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Talent: Lawspeaker 4 [20]​&lt;br /&gt;
*Small group talent: Area Knowledge, History, Law, Philosophy, Public Speaking, Writing. Provides a reaction bonus among other lawspeakers or when adjudicating matters of the law.​&lt;br /&gt;
Fit (+1 to HT rolls and recover FP at x2) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-100]&amp;lt;br/&amp;gt;&lt;br /&gt;
Bad Temper (Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Code of Honor (Lawspeaker&#039;s) [-10]​&lt;br /&gt;
*The Viking Code of Honor, with the following addition: if a lawspeaker has adjudicated in good faith on a dispute or matter of law outside of a &#039;&#039;thing&#039;&#039;, another lawspeaker must not contradict it; the &#039;&#039;thing&#039;&#039; is the proper forum for disputes. To do otherwise is to besmirch the other&#039;s honor, do damage to one&#039;s own if the contradiction is weak or false, and invites feuding.​&lt;br /&gt;
Compulsive vowing [-5]&lt;br /&gt;
Duty (to Jarl Olifir, often) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Great Vow (and nothing but the truth) [-15]​&lt;br /&gt;
*A lawspeaker must give honest counsel regarding the law when asked in good faith, regardless of who asks. To fail to do so in informal conditions is still enough to do great damage to one&#039;s personal honor. To fail to do so when formally requested or during a &#039;&#039;thing&#039;&#039;, depending on the severity of the omission or falsehood, is punishable by death. Additionally, if formally requested by a person to whom homage is owed or during a &#039;&#039;thing&#039;&#039;, a lawspeaker must render honest testimony, with the same penalties for failing to do so.​&lt;br /&gt;
Honesty (must obey the law, and must assume others are similarly honest in this respect unless otherwise shown) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jealousy [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Obsession (get out from Stigandr&#039;s shadow) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Selfish/Prideful (make a self-control roll whenever you experience a clear social slight) [-5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sense of Duty (Svartrsung, large group) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Truthfulness (make a self-control roll whenever you lie by omission, at -5 if you must tell the lie) [-5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]&amp;lt;br/&amp;gt;&lt;br /&gt;
Pessimistic [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sweet tooth [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Responsive (to the underdogs, weak, or otherwise overshadowed) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Severe (resists carousing) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Staid [-1]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; [64]&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics (DX/H)-2 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Animal Handling (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Norway) (IQ/E)+1 (19) (+4 from Lawspeaker] [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Sweden) (IQ/E)+0 (18) (+4 from Lawspeaker] [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawling (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Climbing (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Crewman/TL (IQ/E)+0 (14) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diagnosis/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diplomacy (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
First Aid/TL (IQ/E)+1 (15) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Games (hnefatafl) (IQ/E)+1 (15) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Hiking (HT/A)-1 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
History (Scandinavia) (IQ/H)+0 (18) (+4 from Lawspeaker) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Interrogation (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jumping (DX/E)+0 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Law (IQ/H)+1 (19) (+4 from Lawspeaker) [8]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Literature (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Leadership (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Merchant (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Naturalist (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Navigation/TL (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Observation (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Philosophy (IQ/H)-2 (16) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Physician/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Speaking (IQ/A)+0 (18) (+4 from Lawspeaker) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Riding (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Search (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth (Dx/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Survival (Land) (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Swimming (HT/E)+0 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tactics (IQ/H)-1 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tracking (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Writing (IQ/A)-1 (17) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Axe/Mace (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX/A)+1 (14) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Broadsword (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Bow (DX/A)+0 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Thrown Weapon (Spear) (DX/E)+1 (14) [2]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions on person&#039;&#039;&#039; [WT 35]&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 4 | ST 9 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (thrown) (DX+1) | DMG thr+3 imp | Acc 2 | Range x1/x1.5 | WT - | RoF 1 | Shots T(1) | ST 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Longbow (DX+0) | DMG thr+2 imp | Acc 3 | Range x15/x20 | WT 3/0.1 | RoF 1(2) | Shots 1(2) | ST 11 | $200/$40 (20 arrows in hip quiver)&amp;lt;br/&amp;gt;&lt;br /&gt;
Large Shield (DX+1) | DB 3 | WT 25 | $90&amp;lt;br/&amp;gt;&lt;br /&gt;
Hip Quiver | Holds 20 arrows or bolts. | WT 1 | $15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other possessions&#039;&#039;&#039; [WT 47.75]&amp;lt;br/&amp;gt;&lt;br /&gt;
Backpack, small | Holds 40 lbs. of gear. | WT 3 | $60&amp;lt;br/&amp;gt;&lt;br /&gt;
Blanket | A warm sleeping blanket | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Candle, Tallow | Smoky! Lasts 12 hrs. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Personal Basics | Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Lantern | Burns for 24 hours on 1 pint of oil. | WT 2 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Oil (1) | For lantern. | WT 1 | $2&amp;lt;br/&amp;gt;&lt;br /&gt;
Rope, 3/8”, 10 yds | Supports 300 lbs. | WT 1.5 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Cord, 3/16” | Supports 90 lbs. | WT 0.5 | $1&amp;lt;br/&amp;gt;&lt;br /&gt;
Tent, 1-Man | Includes ropes; no poles needed | WT 5 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Sleeping Fur | Warm unless wet | WT 8 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Traveler’s Rations (5) | One meal of dried meat, cheese, etc. | WT 2.5 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Bandages (2) | Bandages for a half-dozen wounds. Clean cloth. Basic equipment for First Aid skill. | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Whetstone | For sharpening tools and weapons. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Wineskin | Holds 1 gallon of liquid (8 lbs. if water) | WT 0.25 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Wax Tablet | For writing; erasable. | WT 2 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Arrows (20) | WT 2 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;(strapped to the backpack with cordage)&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) (2) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 8 | ST 9 | $80&lt;br /&gt;
&lt;br /&gt;
Pouch or Purse, Small | Holds 3 lbs (can contain equivalent of $212 in coins) | $10.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=358780</id>
		<title>Glory of the Svartrsung</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Glory_of_the_Svartrsung&amp;diff=358780"/>
		<updated>2019-04-17T06:59:55Z</updated>

		<summary type="html">&lt;p&gt;Medley: Added Havardr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Glory of the Svartrsung: A GURPS Vikings One-Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Svartrsung.jpg|800px|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Norway. 939 A.D.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jarl Olafir the Swineherd of the Svartrsung sends word to all the scattered farmsteads.&lt;br /&gt;
&lt;br /&gt;
Jarl Brynjar One-Eye of the Gunnardung has challenged the clans to a great contest at his mighty hall Seggrhalla, by the little coastal town of Fiskrfjordr. Over the course of three days, teams will compete in running, spear-throwing, glima (wrestling), riddles, archery, hnefatafl (board games), lausatök (team unarmed combat), poetry, and hunting. All participants must compete in all contests. Nine finely-worked armbands of pure gold will be awarded. Their names are “Shining”, “Precious”, “Treasure”, “Freya’s Hair”, “Beautiful”, “Wonderful”, “Winding”, “Desire” and “Hero’s Portion”.&lt;br /&gt;
&lt;br /&gt;
The Svartrsung have seen better days. You are proud descendants of Svartr Foe-Burster, trusted huscarl to Harold Fairhair, King of Norway. But today you are a small and unimportant family, doggedly hanging on to what remains of their ancestral territory. More powerful clans than yours plan to take those rings for their own glory. The Gunnardung, rich and powerful Vikings and traders. The Skogralfings, who carve their farmsteads out of the dark forest. The dour Halvordung of the frozen uplands. The islander Kjeldings, those lovers of the oar, whose eyes turn always to the sea.&lt;br /&gt;
&lt;br /&gt;
Volunteers of good Svartrsung blood are to assemble at Jarl Olifir’s hall, Spjǫrheimili, on the first day of Sólmánuður, in the height of summer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===Havardr inn Rakkr===&lt;br /&gt;
(&amp;quot;the Upright&amp;quot;, also sometimes &amp;quot;inn Rakki&amp;quot;, with the same meaning, but similar to rakki for &amp;quot;the Dog&amp;quot;, and by extension &amp;quot;the Cur&amp;quot;)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [180]&amp;lt;br/&amp;gt;&lt;br /&gt;
ST: 12 [20]​&amp;lt;br/&amp;gt;&lt;br /&gt;
DX: 13 [60]​&amp;lt;br/&amp;gt;&lt;br /&gt;
IQ: 14 [80]​&amp;lt;br/&amp;gt;&lt;br /&gt;
HT: 12 [20]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary Characteristics&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 12​&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 14​&amp;lt;br/&amp;gt;&lt;br /&gt;
Perception: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Fatigue Points: 12​&lt;br /&gt;
&lt;br /&gt;
Basic Speed: 6.25​&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge: 9​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Move: 6​&amp;lt;br/&amp;gt;&lt;br /&gt;
Basic Lift: 29​&amp;lt;br/&amp;gt;&lt;br /&gt;
Damage: 1d-1 t/1d+2 s​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reaction bonus: 3 (+1 Status, +1 Reputation, +1 Attractive) (situational +4 from Lawspeaker)​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Background&#039;&#039;&#039; [17]&amp;lt;br/&amp;gt;&lt;br /&gt;
TL: 3 [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Cultural Familiarity: Scandinavia [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages​&lt;br /&gt;
*Norse: Native Speech, Writing [0]​&lt;br /&gt;
*Swedish: Accented Speech, Accented Writing [2]​&lt;br /&gt;
*Danish: Accented Speech, Broken Writing [3]​&lt;br /&gt;
*Latin: Accented Writing [2]&lt;br /&gt;
Wealth: Average [0]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Status: 1 (old family) [5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Reputation: 1 (for honesty) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; [44]&amp;lt;br/&amp;gt;&lt;br /&gt;
Appearance: Attractive [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Empathy (roll against IQ to get a feeling for someone) [15]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Talent: Lawspeaker 4 [20]​&lt;br /&gt;
*Small group talent: Area Knowledge, History, Law, Philosophy, Public Speaking, Writing. Provides a reaction bonus among other lawspeakers or when adjudicating matters of the law.​&lt;br /&gt;
Fit (+1 to HT rolls and recover FP at x2) [5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-100]&amp;lt;br/&amp;gt;&lt;br /&gt;
Bad Temper (Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Code of Honor (Lawspeaker&#039;s) [-10]​&lt;br /&gt;
*The Viking Code of Honor, with the following addition: if a lawspeaker has adjudicated in good faith on a dispute or matter of law outside of a &#039;&#039;thing&#039;&#039;, another lawspeaker must not contradict it; the &#039;&#039;thing&#039;&#039; is the proper forum for disputes. To do otherwise is to besmirch the other&#039;s honor, do damage to one&#039;s own if the contradiction is weak or false, and invites feuding.​&lt;br /&gt;
Compulsive vowing [-5]&lt;br /&gt;
Duty (to Jarl Olifir, often) [-10]&amp;lt;br/&amp;gt;&lt;br /&gt;
Great Vow (and nothing but the truth) [-15]​&lt;br /&gt;
*A lawspeaker must give honest counsel regarding the law when asked in good faith, regardless of who asks. To fail to do so in informal conditions is still enough to do great damage to one&#039;s personal honor. To fail to do so when formally requested or during a &#039;&#039;thing&#039;&#039;, depending on the severity of the omission or falsehood, is punishable by death. Additionally, if formally requested by a person to whom homage is owed or during a &#039;&#039;thing&#039;&#039;, a lawspeaker must render honest testimony, with the same penalties for failing to do so.​&lt;br /&gt;
Honesty (must obey the law, and must assume others are similarly honest in this respect unless otherwise shown) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jealousy [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Obsession (get out from Stigandr&#039;s shadow) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Selfish/Prideful (make a self-control roll whenever you experience a clear social slight) [-5]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sense of Duty (Svartrsung, large group) [-10]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Truthfulness (make a self-control roll whenever you lie by omission, at -5 if you must tell the lie) [-5]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]&amp;lt;br/&amp;gt;&lt;br /&gt;
Pessimistic [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Sweet tooth [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Responsive (to the underdogs, weak, or otherwise overshadowed) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Severe (resists carousing) [-1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Staid [-1]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; [64]&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics (DX/H)-2 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Animal Handling (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Norway) (IQ/E)+1 (19) (+4 from Lawspeaker] [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Area Knowledge (Sweden) (IQ/E)+0 (18) (+4 from Lawspeaker] [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawling (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Climbing (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Crewman/TL (IQ/E)+0 (14) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diagnosis/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Diplomacy (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
First Aid/TL (IQ/E)+1 (15) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Games (hnefatafl) (IQ/E)+1 (15) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Hiking (HT/A)-1 (11) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
History (Scandinavia) (IQ/H)+0 (18) (+4 from Lawspeaker) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Interrogation (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Jumping (DX/E)+0 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Law (IQ/H)+1 (19) (+4 from Lawspeaker) [8]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Literature (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Leadership (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Merchant (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Naturalist (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Navigation/TL (IQ/A)-1 (13) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Observation (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Philosophy (IQ/H)-2 (16) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Physician/TL (IQ/H)-2 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Speaking (IQ/A)+0 (18) (+4 from Lawspeaker) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Riding (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Search (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth (Dx/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Survival (Land) (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Swimming (HT/E)+0 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tactics (IQ/H)-1 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Tracking (IQ/A)+0 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Writing (IQ/A)-1 (17) (+4 from Lawspeaker) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Axe/Mace (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX/A)+1 (14) [4]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Broadsword (DX/A)-1 (12) [1]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (DX/E)+1 (14) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Bow (DX/A)+0 (13) [2]​&amp;lt;br/&amp;gt;&lt;br /&gt;
Thrown Weapon (Spear) (DX/E)+1 (14) [2]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions on person&#039;&#039;&#039; [WT 35]&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 4 | ST 9 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (thrown) (DX+1) | DMG thr+3 imp | Acc 2 | Range x1/x1.5 | WT - | RoF 1 | Shots T(1) | ST 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Longbow (DX+0) | DMG thr+2 imp | Acc 3 | Range x15/x20 | WT 3/0.1 | RoF 1(2) | Shots 1(2) | ST 11 | $200/$40 (20 arrows in hip quiver)&amp;lt;br/&amp;gt;&lt;br /&gt;
Large Shield (DX+1) | DB 3 | WT 25 | $90&amp;lt;br/&amp;gt;&lt;br /&gt;
Hip Quiver | Holds 20 arrows or bolts. | WT 1 | $15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other possessions&#039;&#039;&#039; [WT 47.75]&amp;lt;br/&amp;gt;&lt;br /&gt;
Backpack, small | Holds 40 lbs. of gear. | WT 3 | $60&amp;lt;br/&amp;gt;&lt;br /&gt;
Blanket | A warm sleeping blanket | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Candle, Tallow | Smoky! Lasts 12 hrs. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Personal Basics | Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Lantern | Burns for 24 hours on 1 pint of oil. | WT 2 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Oil (1) | For lantern. | WT 1 | $2&amp;lt;br/&amp;gt;&lt;br /&gt;
Rope, 3/8”, 10 yds | Supports 300 lbs. | WT 1.5 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Cord, 3/16” | Supports 90 lbs. | WT 0.5 | $1&amp;lt;br/&amp;gt;&lt;br /&gt;
Tent, 1-Man | Includes ropes; no poles needed | WT 5 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Sleeping Fur | Warm unless wet | WT 8 | $50&amp;lt;br/&amp;gt;&lt;br /&gt;
Traveler’s Rations (5) | One meal of dried meat, cheese, etc. | WT 2.5 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Bandages (2) | Bandages for a half-dozen wounds. Clean cloth. Basic equipment for First Aid skill. | WT 4 | $20&amp;lt;br/&amp;gt;&lt;br /&gt;
Whetstone | For sharpening tools and weapons. | WT 1 | $5&amp;lt;br/&amp;gt;&lt;br /&gt;
Wineskin | Holds 1 gallon of liquid (8 lbs. if water) | WT 0.25 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Wax Tablet | For writing; erasable. | WT 2 | $10&amp;lt;br/&amp;gt;&lt;br /&gt;
Arrows (20) | WT 2 | $40&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;(strapped to the backpack with cordage)&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Spear (DX+1) (2) | DMG 1-h thr+2 imp/2-h thr+3 imp | WT 8 | ST 9 | $80&lt;br /&gt;
&lt;br /&gt;
Pouch or Purse, Small | Holds 3 lbs (can contain equivalent of $212 in coins) | $10.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358535</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358535"/>
		<updated>2019-04-13T21:49:57Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Dasten, Opener */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest/recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/re-recruitment-pathfinder-guild-adventurers.842755/ Re-recruitment thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]&lt;br /&gt;
&lt;br /&gt;
== The Gravediggers ==&lt;br /&gt;
&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.&lt;br /&gt;
&lt;br /&gt;
=== Crew Money ===&lt;br /&gt;
&lt;br /&gt;
15,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Yuck, Scout ===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk&amp;lt;br/&amp;gt;&lt;br /&gt;
Darkvision 60’, +4 Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20, AC: 18, BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11) Magic dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease) , Will 0,  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6), Craft (Traps) 1:, Disable Device 2:7 (4), Handle Animal 0:1, Knowledge (Dungeoneering) 1:4, Perception 2:5 (7 vs underground hazards), Stealth 2:11 (8), Survival 2:6, Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dasten, Opener ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 3 (a Guild Opener)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 33 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves&#039; tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +10, Use Magic Device +7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fort: 4 | Ref: 7 | Will: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers), Offensive Defense (add # of SA dice to AC on a melee sneak attack hit) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.&lt;br /&gt;
Extra Rogue Talent (Offensive Defense)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, 10 ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+6, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+6, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+6, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yona, Trickster ===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&amp;lt;br&amp;gt;&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--1000 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malkin, Deadman ===&lt;br /&gt;
&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
7/18 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +1&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +2, Will +7&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +1, 1d6; Mace of Disruption +1, 1d8&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +2, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
Domain spell: shield of faith&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 8: 2 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 6: 2 ranks + 1 Int + 3 class, Sense Motive 9: 2 ranks + 4 Wis + 3 class, Perception 9: 1 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Paladin (Warrior of the Holy Light) 3&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Flame-Touched (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: Seeker (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: Soldier of the Faith (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: Tainted Spirit (after X rounds of combat, make Fort save against 10 + X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Extra Lay On Hands (use lay on hands two additional times per day)&lt;br /&gt;
: Radiant Charge (spend all remaining uses of Lay on Hands to add Xd6 + Cha holy damage to a successful charge)&lt;br /&gt;
: (plus one more)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 3 ranks + 3 class + 4 Cha = +10&lt;br /&gt;
: Intimidate 3 ranks + 3 class + 4 Cha + 1 trait = +11&lt;br /&gt;
: Knowledge (religion) 3 ranks + 3 class = +6&lt;br /&gt;
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Aura of Courage (immune to fear, allies within 10ft gain +4 to saves against fear)&lt;br /&gt;
: Aura of Good (power 3)&lt;br /&gt;
: Detect Evil (move action, single target, 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +3 damage (+6 on first attack against undead, dragons and outsiders), +4 AC)&lt;br /&gt;
: Divine Grace (+Cha on all saves)&lt;br /&gt;
: Divine Health (immune to disease)&lt;br /&gt;
: Lay on Hands (5+2/day, 1d6hp)&lt;br /&gt;
: Mercy (lay on hands also cures Fatigued)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, a &#039;&#039;+2 flaming burst heavy mace&#039;&#039; (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Hooded arming robe&lt;br /&gt;
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 3 BAB + 2 Str = +5&lt;br /&gt;
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 3 BAB + 2 Dex = +5&lt;br /&gt;
:* sling +5, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 1 class + 2 Dex + 4 Cha = +7&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] + 3 Con = 24&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Leanna, Spark ===&lt;br /&gt;
&lt;br /&gt;
[[File:Leanna_Spark.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Chaotic Good&lt;br /&gt;
&lt;br /&gt;
Female Elf&lt;br /&gt;
&lt;br /&gt;
Wizard 2&lt;br /&gt;
&lt;br /&gt;
An elf with a magical talent shouldn&#039;t be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.&lt;br /&gt;
But Leanna never cared about politics, or fame, or family reputation... to much dismay of her family. So, when they finally realised she&#039;ll never make a good heir, her parents pretty much disowned her... oh, not officially, of course, that would be a scandal; officially, she had retired to one of the family&#039;s estates to pursuit scholarly abd artistic aspirations. In reality, however, she was gifted that estate under the condition that she&#039;ll never return to the capitol, and her family name will never be heard again in connection with her escapades. &lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 13 (+1) &lt;br /&gt;
: Dexterity 18 (+4) (16 base +2 race)&lt;br /&gt;
: Constitution 12 (+1) (14 base -2 race)&lt;br /&gt;
: Intelligence 19 (+4) (17 base +2 race)&lt;br /&gt;
: Wisdom 8 (-1)&lt;br /&gt;
: Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Reckless (Acrobatics +1 and class skill)&lt;br /&gt;
: Arcane Temper (+1 Concentration and Initiative)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Scribe Scroll&lt;br /&gt;
: Combat Casting (+4 Concentration when casting defensively or grappled)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Acrobatics +10 (2 ranks + 3 class + 4 Dex + 1 trait)&lt;br /&gt;
: Appraise +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Arcana) +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Dungeoneering) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Geography) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Perception +1 (- 1 Cha + 2 race)&lt;br /&gt;
: Perform (Dance) +6 (2 ranks + 2 Cha + 2 tool)&lt;br /&gt;
: Spellcraft +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Intense spells (+1 to evocation spells damage)&lt;br /&gt;
: Force missile (1d4+1 damage, 6/7 daily)&lt;br /&gt;
: Spontaneous spell (0/1 daily)&lt;br /&gt;
&lt;br /&gt;
; Wizard Spells Prepared&lt;br /&gt;
: 1st level (DC 15)&lt;br /&gt;
:* X Burning hands&lt;br /&gt;
:* X Shield&lt;br /&gt;
:* X Thunderstomp&lt;br /&gt;
:* X Shocking Grasp (school slot)&lt;br /&gt;
: Cantrips (DC 14)&lt;br /&gt;
:* Detect Poison&lt;br /&gt;
:* Daze&lt;br /&gt;
:* Detect Magic&lt;br /&gt;
:* Prestidigitation&lt;br /&gt;
:* Dancing Lights (school slot)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Masterwork rapier (bonded item)&lt;br /&gt;
: Bracers of Armor +2&lt;br /&gt;
: Dancer&#039;s Garb&lt;br /&gt;
: Wand of &#039;&#039;magic missile&#039;&#039;&lt;br /&gt;
: Potions&lt;br /&gt;
:* &#039;&#039;endure elements&#039;&#039;&lt;br /&gt;
: Scrolls&lt;br /&gt;
:* &#039;&#039;Vanish&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Disguise Self&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Comprehend Languages&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Grease&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Charm Person&#039;&#039;&lt;br /&gt;
: 1000 brightsilver&lt;br /&gt;
: Spellbook containing&lt;br /&gt;
:* All Wizard&#039;s cantrips&lt;br /&gt;
:* &#039;&#039;Burning Hands&#039;&#039; (2d4 fire damage in a 15-foot cone)&lt;br /&gt;
:* &#039;&#039;Color Spray&#039;&#039; (15 foot cone; conditions depending on HD)&lt;br /&gt;
:* &#039;&#039;Shield&#039;&#039; (+4 Shield AC and block magic Missile for 2 minutes)&lt;br /&gt;
:* &#039;&#039;Shocking Grasp&#039;&#039; (2d6 electricity damage on melee touch)&lt;br /&gt;
:* &#039;&#039;Snapdragon Fireworks&#039;&#039; (1d4 Fire and dazzle for 1 round at long range, 2 rounds)&lt;br /&gt;
:* &#039;&#039;Summon Monster I&#039;&#039; (Summon creature for 2 rounds)&lt;br /&gt;
:* &#039;&#039;Thunderstomp&#039;&#039; (Ranged trip attempt at +6 CMB)&lt;br /&gt;
:* &#039;&#039;Touch of Gracelessness&#039;&#039; (1d6+1 Dex damage on touch)&lt;br /&gt;
:* &#039;&#039;Unseen Servant&#039;&#039; (Summon servant for 2 hours)&lt;br /&gt;
: An estate (somewhere out there)&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +5 (4 Dex + 1 trait)&lt;br /&gt;
: BAB +1 CMB +2 CMD 16&lt;br /&gt;
:* Melee +3 mwk rapier 1d6+1 piercing (18-20/x2)&lt;br /&gt;
:* Ranged spells +5&lt;br /&gt;
&lt;br /&gt;
: Armor Class 16 (+ 4 Dex + 2 armor)&lt;br /&gt;
:* flatfooted 12, touch 14&lt;br /&gt;
: Fortitude +1 (0 class + 1 Con)&lt;br /&gt;
: Reflex +4 (0 class + 4 Dex)&lt;br /&gt;
: Will +2 (3 class - 1 Wis)&lt;br /&gt;
: HP 11/11 (6+3 class + 2 Con)&lt;br /&gt;
&lt;br /&gt;
== Story So Far ==&lt;br /&gt;
&lt;br /&gt;
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&lt;br /&gt;
&lt;br /&gt;
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who&#039;s screwed up, as he&#039;s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&lt;br /&gt;
&lt;br /&gt;
The party attacked the necromancer&#039;s castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Realm ===&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png|right]]&lt;br /&gt;
&lt;br /&gt;
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world&#039;s wilds.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
=== The Colour Bands ===&lt;br /&gt;
&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
=== Religions of the Conquest ===&lt;br /&gt;
&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Library ===&lt;br /&gt;
&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
=== Guild Axe ===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
== Guild Party Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Typical Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Metal&#039;, a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&lt;br /&gt;
&lt;br /&gt;
&#039;Opener&#039;, a rogue with the usual abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;Deadman&#039;, an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&lt;br /&gt;
&lt;br /&gt;
&#039;Sparky&#039;, a hedge wizard (non-upper caste) or sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;Scout&#039;, a ranger.&lt;br /&gt;
&lt;br /&gt;
&#039;Berserk&#039;, a Tusk barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;Trickster&#039;, a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.&lt;br /&gt;
&lt;br /&gt;
=== Wizard/Champion Roles ===&lt;br /&gt;
&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.&lt;br /&gt;
&lt;br /&gt;
&#039;Prentice&#039;, a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;Squire&#039;, a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&lt;br /&gt;
&lt;br /&gt;
=== Seven Angels Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Chaplain&#039;, an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as &#039;deadman&#039; above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or &#039;Tusk&#039; (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |250px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Morbius.jpg|right |250px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Estate Management ==&lt;br /&gt;
&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.&lt;br /&gt;
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.&lt;br /&gt;
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.&lt;br /&gt;
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.&lt;br /&gt;
&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://mikeschley.com/isometric-cutaway-maps A cutaway map of the Keep]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358534</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358534"/>
		<updated>2019-04-13T21:49:44Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Dasten, Opener */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest/recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/re-recruitment-pathfinder-guild-adventurers.842755/ Re-recruitment thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]&lt;br /&gt;
&lt;br /&gt;
== The Gravediggers ==&lt;br /&gt;
&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.&lt;br /&gt;
&lt;br /&gt;
=== Crew Money ===&lt;br /&gt;
&lt;br /&gt;
15,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Yuck, Scout ===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk&amp;lt;br/&amp;gt;&lt;br /&gt;
Darkvision 60’, +4 Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20, AC: 18, BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11) Magic dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease) , Will 0,  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6), Craft (Traps) 1:, Disable Device 2:7 (4), Handle Animal 0:1, Knowledge (Dungeoneering) 1:4, Perception 2:5 (7 vs underground hazards), Stealth 2:11 (8), Survival 2:6, Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dasten, Opener ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2 (a Guild Opener)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 33 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves&#039; tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +10, Use Magic Device +7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fort: 4 | Ref: 7 | Will: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers), Offensive Defense (add # of SA dice to AC on a melee sneak attack hit) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.&lt;br /&gt;
Extra Rogue Talent (Offensive Defense)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, 10 ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+6, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+6, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+6, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yona, Trickster ===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&amp;lt;br&amp;gt;&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--1000 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malkin, Deadman ===&lt;br /&gt;
&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
7/18 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +1&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +2, Will +7&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +1, 1d6; Mace of Disruption +1, 1d8&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +2, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
Domain spell: shield of faith&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 8: 2 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 6: 2 ranks + 1 Int + 3 class, Sense Motive 9: 2 ranks + 4 Wis + 3 class, Perception 9: 1 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Paladin (Warrior of the Holy Light) 3&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Flame-Touched (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: Seeker (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: Soldier of the Faith (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: Tainted Spirit (after X rounds of combat, make Fort save against 10 + X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Extra Lay On Hands (use lay on hands two additional times per day)&lt;br /&gt;
: Radiant Charge (spend all remaining uses of Lay on Hands to add Xd6 + Cha holy damage to a successful charge)&lt;br /&gt;
: (plus one more)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 3 ranks + 3 class + 4 Cha = +10&lt;br /&gt;
: Intimidate 3 ranks + 3 class + 4 Cha + 1 trait = +11&lt;br /&gt;
: Knowledge (religion) 3 ranks + 3 class = +6&lt;br /&gt;
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Aura of Courage (immune to fear, allies within 10ft gain +4 to saves against fear)&lt;br /&gt;
: Aura of Good (power 3)&lt;br /&gt;
: Detect Evil (move action, single target, 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +3 damage (+6 on first attack against undead, dragons and outsiders), +4 AC)&lt;br /&gt;
: Divine Grace (+Cha on all saves)&lt;br /&gt;
: Divine Health (immune to disease)&lt;br /&gt;
: Lay on Hands (5+2/day, 1d6hp)&lt;br /&gt;
: Mercy (lay on hands also cures Fatigued)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, a &#039;&#039;+2 flaming burst heavy mace&#039;&#039; (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Hooded arming robe&lt;br /&gt;
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 3 BAB + 2 Str = +5&lt;br /&gt;
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 3 BAB + 2 Dex = +5&lt;br /&gt;
:* sling +5, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 1 class + 2 Dex + 4 Cha = +7&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] + 3 Con = 24&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Leanna, Spark ===&lt;br /&gt;
&lt;br /&gt;
[[File:Leanna_Spark.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Chaotic Good&lt;br /&gt;
&lt;br /&gt;
Female Elf&lt;br /&gt;
&lt;br /&gt;
Wizard 2&lt;br /&gt;
&lt;br /&gt;
An elf with a magical talent shouldn&#039;t be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.&lt;br /&gt;
But Leanna never cared about politics, or fame, or family reputation... to much dismay of her family. So, when they finally realised she&#039;ll never make a good heir, her parents pretty much disowned her... oh, not officially, of course, that would be a scandal; officially, she had retired to one of the family&#039;s estates to pursuit scholarly abd artistic aspirations. In reality, however, she was gifted that estate under the condition that she&#039;ll never return to the capitol, and her family name will never be heard again in connection with her escapades. &lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 13 (+1) &lt;br /&gt;
: Dexterity 18 (+4) (16 base +2 race)&lt;br /&gt;
: Constitution 12 (+1) (14 base -2 race)&lt;br /&gt;
: Intelligence 19 (+4) (17 base +2 race)&lt;br /&gt;
: Wisdom 8 (-1)&lt;br /&gt;
: Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Reckless (Acrobatics +1 and class skill)&lt;br /&gt;
: Arcane Temper (+1 Concentration and Initiative)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Scribe Scroll&lt;br /&gt;
: Combat Casting (+4 Concentration when casting defensively or grappled)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Acrobatics +10 (2 ranks + 3 class + 4 Dex + 1 trait)&lt;br /&gt;
: Appraise +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Arcana) +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Dungeoneering) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Geography) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Perception +1 (- 1 Cha + 2 race)&lt;br /&gt;
: Perform (Dance) +6 (2 ranks + 2 Cha + 2 tool)&lt;br /&gt;
: Spellcraft +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Intense spells (+1 to evocation spells damage)&lt;br /&gt;
: Force missile (1d4+1 damage, 6/7 daily)&lt;br /&gt;
: Spontaneous spell (0/1 daily)&lt;br /&gt;
&lt;br /&gt;
; Wizard Spells Prepared&lt;br /&gt;
: 1st level (DC 15)&lt;br /&gt;
:* X Burning hands&lt;br /&gt;
:* X Shield&lt;br /&gt;
:* X Thunderstomp&lt;br /&gt;
:* X Shocking Grasp (school slot)&lt;br /&gt;
: Cantrips (DC 14)&lt;br /&gt;
:* Detect Poison&lt;br /&gt;
:* Daze&lt;br /&gt;
:* Detect Magic&lt;br /&gt;
:* Prestidigitation&lt;br /&gt;
:* Dancing Lights (school slot)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Masterwork rapier (bonded item)&lt;br /&gt;
: Bracers of Armor +2&lt;br /&gt;
: Dancer&#039;s Garb&lt;br /&gt;
: Wand of &#039;&#039;magic missile&#039;&#039;&lt;br /&gt;
: Potions&lt;br /&gt;
:* &#039;&#039;endure elements&#039;&#039;&lt;br /&gt;
: Scrolls&lt;br /&gt;
:* &#039;&#039;Vanish&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Disguise Self&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Comprehend Languages&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Grease&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Charm Person&#039;&#039;&lt;br /&gt;
: 1000 brightsilver&lt;br /&gt;
: Spellbook containing&lt;br /&gt;
:* All Wizard&#039;s cantrips&lt;br /&gt;
:* &#039;&#039;Burning Hands&#039;&#039; (2d4 fire damage in a 15-foot cone)&lt;br /&gt;
:* &#039;&#039;Color Spray&#039;&#039; (15 foot cone; conditions depending on HD)&lt;br /&gt;
:* &#039;&#039;Shield&#039;&#039; (+4 Shield AC and block magic Missile for 2 minutes)&lt;br /&gt;
:* &#039;&#039;Shocking Grasp&#039;&#039; (2d6 electricity damage on melee touch)&lt;br /&gt;
:* &#039;&#039;Snapdragon Fireworks&#039;&#039; (1d4 Fire and dazzle for 1 round at long range, 2 rounds)&lt;br /&gt;
:* &#039;&#039;Summon Monster I&#039;&#039; (Summon creature for 2 rounds)&lt;br /&gt;
:* &#039;&#039;Thunderstomp&#039;&#039; (Ranged trip attempt at +6 CMB)&lt;br /&gt;
:* &#039;&#039;Touch of Gracelessness&#039;&#039; (1d6+1 Dex damage on touch)&lt;br /&gt;
:* &#039;&#039;Unseen Servant&#039;&#039; (Summon servant for 2 hours)&lt;br /&gt;
: An estate (somewhere out there)&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +5 (4 Dex + 1 trait)&lt;br /&gt;
: BAB +1 CMB +2 CMD 16&lt;br /&gt;
:* Melee +3 mwk rapier 1d6+1 piercing (18-20/x2)&lt;br /&gt;
:* Ranged spells +5&lt;br /&gt;
&lt;br /&gt;
: Armor Class 16 (+ 4 Dex + 2 armor)&lt;br /&gt;
:* flatfooted 12, touch 14&lt;br /&gt;
: Fortitude +1 (0 class + 1 Con)&lt;br /&gt;
: Reflex +4 (0 class + 4 Dex)&lt;br /&gt;
: Will +2 (3 class - 1 Wis)&lt;br /&gt;
: HP 11/11 (6+3 class + 2 Con)&lt;br /&gt;
&lt;br /&gt;
== Story So Far ==&lt;br /&gt;
&lt;br /&gt;
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&lt;br /&gt;
&lt;br /&gt;
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who&#039;s screwed up, as he&#039;s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&lt;br /&gt;
&lt;br /&gt;
The party attacked the necromancer&#039;s castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Realm ===&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png|right]]&lt;br /&gt;
&lt;br /&gt;
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world&#039;s wilds.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
=== The Colour Bands ===&lt;br /&gt;
&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
=== Religions of the Conquest ===&lt;br /&gt;
&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Library ===&lt;br /&gt;
&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
=== Guild Axe ===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
== Guild Party Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Typical Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Metal&#039;, a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&lt;br /&gt;
&lt;br /&gt;
&#039;Opener&#039;, a rogue with the usual abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;Deadman&#039;, an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&lt;br /&gt;
&lt;br /&gt;
&#039;Sparky&#039;, a hedge wizard (non-upper caste) or sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;Scout&#039;, a ranger.&lt;br /&gt;
&lt;br /&gt;
&#039;Berserk&#039;, a Tusk barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;Trickster&#039;, a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.&lt;br /&gt;
&lt;br /&gt;
=== Wizard/Champion Roles ===&lt;br /&gt;
&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.&lt;br /&gt;
&lt;br /&gt;
&#039;Prentice&#039;, a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;Squire&#039;, a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&lt;br /&gt;
&lt;br /&gt;
=== Seven Angels Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Chaplain&#039;, an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as &#039;deadman&#039; above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or &#039;Tusk&#039; (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |250px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Morbius.jpg|right |250px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Estate Management ==&lt;br /&gt;
&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.&lt;br /&gt;
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.&lt;br /&gt;
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.&lt;br /&gt;
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.&lt;br /&gt;
&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://mikeschley.com/isometric-cutaway-maps A cutaway map of the Keep]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358533</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358533"/>
		<updated>2019-04-13T21:44:08Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Dasten, Opener */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest/recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/re-recruitment-pathfinder-guild-adventurers.842755/ Re-recruitment thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]&lt;br /&gt;
&lt;br /&gt;
== The Gravediggers ==&lt;br /&gt;
&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.&lt;br /&gt;
&lt;br /&gt;
=== Crew Money ===&lt;br /&gt;
&lt;br /&gt;
15,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Yuck, Scout ===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk&amp;lt;br/&amp;gt;&lt;br /&gt;
Darkvision 60’, +4 Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20, AC: 18, BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11) Magic dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease) , Will 0,  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6), Craft (Traps) 1:, Disable Device 2:7 (4), Handle Animal 0:1, Knowledge (Dungeoneering) 1:4, Perception 2:5 (7 vs underground hazards), Stealth 2:11 (8), Survival 2:6, Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dasten, Opener ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2 (a Guild Opener)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 34 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves&#039; tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +10, Use Magic Device +7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fort: 4 | Ref: 7 | Will: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers), Offensive Defense (add # of SA dice to AC on a melee sneak attack hit) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.&lt;br /&gt;
Extra Rogue Talent (Offensive Defense)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, 10 ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+6, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+6, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+6, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yona, Trickster ===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&amp;lt;br&amp;gt;&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--1000 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malkin, Deadman ===&lt;br /&gt;
&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
7/18 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +1&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +2, Will +7&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +1, 1d6; Mace of Disruption +1, 1d8&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +2, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
Domain spell: shield of faith&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 8: 2 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 6: 2 ranks + 1 Int + 3 class, Sense Motive 9: 2 ranks + 4 Wis + 3 class, Perception 9: 1 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Paladin (Warrior of the Holy Light) 3&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Flame-Touched (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: Seeker (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: Soldier of the Faith (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: Tainted Spirit (after X rounds of combat, make Fort save against 10 + X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Extra Lay On Hands (use lay on hands two additional times per day)&lt;br /&gt;
: Radiant Charge (spend all remaining uses of Lay on Hands to add Xd6 + Cha holy damage to a successful charge)&lt;br /&gt;
: (plus one more)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 3 ranks + 3 class + 4 Cha = +10&lt;br /&gt;
: Intimidate 3 ranks + 3 class + 4 Cha + 1 trait = +11&lt;br /&gt;
: Knowledge (religion) 3 ranks + 3 class = +6&lt;br /&gt;
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Aura of Courage (immune to fear, allies within 10ft gain +4 to saves against fear)&lt;br /&gt;
: Aura of Good (power 3)&lt;br /&gt;
: Detect Evil (move action, single target, 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +3 damage (+6 on first attack against undead, dragons and outsiders), +4 AC)&lt;br /&gt;
: Divine Grace (+Cha on all saves)&lt;br /&gt;
: Divine Health (immune to disease)&lt;br /&gt;
: Lay on Hands (5+2/day, 1d6hp)&lt;br /&gt;
: Mercy (lay on hands also cures Fatigued)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, a &#039;&#039;+2 flaming burst heavy mace&#039;&#039; (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Hooded arming robe&lt;br /&gt;
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 3 BAB + 2 Str = +5&lt;br /&gt;
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 3 BAB + 2 Dex = +5&lt;br /&gt;
:* sling +5, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 1 class + 2 Dex + 4 Cha = +7&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] + 3 Con = 24&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Leanna, Spark ===&lt;br /&gt;
&lt;br /&gt;
[[File:Leanna_Spark.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Chaotic Good&lt;br /&gt;
&lt;br /&gt;
Female Elf&lt;br /&gt;
&lt;br /&gt;
Wizard 2&lt;br /&gt;
&lt;br /&gt;
An elf with a magical talent shouldn&#039;t be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.&lt;br /&gt;
But Leanna never cared about politics, or fame, or family reputation... to much dismay of her family. So, when they finally realised she&#039;ll never make a good heir, her parents pretty much disowned her... oh, not officially, of course, that would be a scandal; officially, she had retired to one of the family&#039;s estates to pursuit scholarly abd artistic aspirations. In reality, however, she was gifted that estate under the condition that she&#039;ll never return to the capitol, and her family name will never be heard again in connection with her escapades. &lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 13 (+1) &lt;br /&gt;
: Dexterity 18 (+4) (16 base +2 race)&lt;br /&gt;
: Constitution 12 (+1) (14 base -2 race)&lt;br /&gt;
: Intelligence 19 (+4) (17 base +2 race)&lt;br /&gt;
: Wisdom 8 (-1)&lt;br /&gt;
: Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Reckless (Acrobatics +1 and class skill)&lt;br /&gt;
: Arcane Temper (+1 Concentration and Initiative)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Scribe Scroll&lt;br /&gt;
: Combat Casting (+4 Concentration when casting defensively or grappled)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Acrobatics +10 (2 ranks + 3 class + 4 Dex + 1 trait)&lt;br /&gt;
: Appraise +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Arcana) +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Dungeoneering) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Geography) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Perception +1 (- 1 Cha + 2 race)&lt;br /&gt;
: Perform (Dance) +6 (2 ranks + 2 Cha + 2 tool)&lt;br /&gt;
: Spellcraft +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Intense spells (+1 to evocation spells damage)&lt;br /&gt;
: Force missile (1d4+1 damage, 6/7 daily)&lt;br /&gt;
: Spontaneous spell (0/1 daily)&lt;br /&gt;
&lt;br /&gt;
; Wizard Spells Prepared&lt;br /&gt;
: 1st level (DC 15)&lt;br /&gt;
:* X Burning hands&lt;br /&gt;
:* X Shield&lt;br /&gt;
:* X Thunderstomp&lt;br /&gt;
:* X Shocking Grasp (school slot)&lt;br /&gt;
: Cantrips (DC 14)&lt;br /&gt;
:* Detect Poison&lt;br /&gt;
:* Daze&lt;br /&gt;
:* Detect Magic&lt;br /&gt;
:* Prestidigitation&lt;br /&gt;
:* Dancing Lights (school slot)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Masterwork rapier (bonded item)&lt;br /&gt;
: Bracers of Armor +2&lt;br /&gt;
: Dancer&#039;s Garb&lt;br /&gt;
: Wand of &#039;&#039;magic missile&#039;&#039;&lt;br /&gt;
: Potions&lt;br /&gt;
:* &#039;&#039;endure elements&#039;&#039;&lt;br /&gt;
: Scrolls&lt;br /&gt;
:* &#039;&#039;Vanish&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Disguise Self&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Comprehend Languages&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Grease&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Charm Person&#039;&#039;&lt;br /&gt;
: 1000 brightsilver&lt;br /&gt;
: Spellbook containing&lt;br /&gt;
:* All Wizard&#039;s cantrips&lt;br /&gt;
:* &#039;&#039;Burning Hands&#039;&#039; (2d4 fire damage in a 15-foot cone)&lt;br /&gt;
:* &#039;&#039;Color Spray&#039;&#039; (15 foot cone; conditions depending on HD)&lt;br /&gt;
:* &#039;&#039;Shield&#039;&#039; (+4 Shield AC and block magic Missile for 2 minutes)&lt;br /&gt;
:* &#039;&#039;Shocking Grasp&#039;&#039; (2d6 electricity damage on melee touch)&lt;br /&gt;
:* &#039;&#039;Snapdragon Fireworks&#039;&#039; (1d4 Fire and dazzle for 1 round at long range, 2 rounds)&lt;br /&gt;
:* &#039;&#039;Summon Monster I&#039;&#039; (Summon creature for 2 rounds)&lt;br /&gt;
:* &#039;&#039;Thunderstomp&#039;&#039; (Ranged trip attempt at +6 CMB)&lt;br /&gt;
:* &#039;&#039;Touch of Gracelessness&#039;&#039; (1d6+1 Dex damage on touch)&lt;br /&gt;
:* &#039;&#039;Unseen Servant&#039;&#039; (Summon servant for 2 hours)&lt;br /&gt;
: An estate (somewhere out there)&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +5 (4 Dex + 1 trait)&lt;br /&gt;
: BAB +1 CMB +2 CMD 16&lt;br /&gt;
:* Melee +3 mwk rapier 1d6+1 piercing (18-20/x2)&lt;br /&gt;
:* Ranged spells +5&lt;br /&gt;
&lt;br /&gt;
: Armor Class 16 (+ 4 Dex + 2 armor)&lt;br /&gt;
:* flatfooted 12, touch 14&lt;br /&gt;
: Fortitude +1 (0 class + 1 Con)&lt;br /&gt;
: Reflex +4 (0 class + 4 Dex)&lt;br /&gt;
: Will +2 (3 class - 1 Wis)&lt;br /&gt;
: HP 11/11 (6+3 class + 2 Con)&lt;br /&gt;
&lt;br /&gt;
== Story So Far ==&lt;br /&gt;
&lt;br /&gt;
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&lt;br /&gt;
&lt;br /&gt;
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who&#039;s screwed up, as he&#039;s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&lt;br /&gt;
&lt;br /&gt;
The party attacked the necromancer&#039;s castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Realm ===&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png|right]]&lt;br /&gt;
&lt;br /&gt;
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world&#039;s wilds.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
=== The Colour Bands ===&lt;br /&gt;
&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
=== Religions of the Conquest ===&lt;br /&gt;
&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Library ===&lt;br /&gt;
&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
=== Guild Axe ===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
== Guild Party Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Typical Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Metal&#039;, a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&lt;br /&gt;
&lt;br /&gt;
&#039;Opener&#039;, a rogue with the usual abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;Deadman&#039;, an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&lt;br /&gt;
&lt;br /&gt;
&#039;Sparky&#039;, a hedge wizard (non-upper caste) or sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;Scout&#039;, a ranger.&lt;br /&gt;
&lt;br /&gt;
&#039;Berserk&#039;, a Tusk barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;Trickster&#039;, a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.&lt;br /&gt;
&lt;br /&gt;
=== Wizard/Champion Roles ===&lt;br /&gt;
&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.&lt;br /&gt;
&lt;br /&gt;
&#039;Prentice&#039;, a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;Squire&#039;, a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&lt;br /&gt;
&lt;br /&gt;
=== Seven Angels Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Chaplain&#039;, an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as &#039;deadman&#039; above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or &#039;Tusk&#039; (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |250px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Morbius.jpg|right |250px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Estate Management ==&lt;br /&gt;
&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.&lt;br /&gt;
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.&lt;br /&gt;
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.&lt;br /&gt;
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.&lt;br /&gt;
&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://mikeschley.com/isometric-cutaway-maps A cutaway map of the Keep]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358532</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358532"/>
		<updated>2019-04-13T21:43:13Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Dasten, Opener */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest/recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/re-recruitment-pathfinder-guild-adventurers.842755/ Re-recruitment thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]&lt;br /&gt;
&lt;br /&gt;
== The Gravediggers ==&lt;br /&gt;
&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.&lt;br /&gt;
&lt;br /&gt;
=== Crew Money ===&lt;br /&gt;
&lt;br /&gt;
15,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Yuck, Scout ===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk&amp;lt;br/&amp;gt;&lt;br /&gt;
Darkvision 60’, +4 Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20, AC: 18, BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11) Magic dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease) , Will 0,  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6), Craft (Traps) 1:, Disable Device 2:7 (4), Handle Animal 0:1, Knowledge (Dungeoneering) 1:4, Perception 2:5 (7 vs underground hazards), Stealth 2:11 (8), Survival 2:6, Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dasten, Opener ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2 (a Guild Opener)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 34 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves&#039; tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature), Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +10, Use Magic Device +7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fort: 4 | Ref: 7 | Will: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers), Offensive Defense (add # of SA dice to AC on a melee sneak attack hit) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.&lt;br /&gt;
Extra Rogue Talent (Offensive Defense)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, 10 ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+6, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+6, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+6, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yona, Trickster ===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&amp;lt;br&amp;gt;&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--1000 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malkin, Deadman ===&lt;br /&gt;
&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
7/18 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +1&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +2, Will +7&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +1, 1d6; Mace of Disruption +1, 1d8&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +2, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
Domain spell: shield of faith&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 8: 2 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 6: 2 ranks + 1 Int + 3 class, Sense Motive 9: 2 ranks + 4 Wis + 3 class, Perception 9: 1 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Paladin (Warrior of the Holy Light) 3&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Flame-Touched (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: Seeker (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: Soldier of the Faith (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: Tainted Spirit (after X rounds of combat, make Fort save against 10 + X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Extra Lay On Hands (use lay on hands two additional times per day)&lt;br /&gt;
: Radiant Charge (spend all remaining uses of Lay on Hands to add Xd6 + Cha holy damage to a successful charge)&lt;br /&gt;
: (plus one more)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 3 ranks + 3 class + 4 Cha = +10&lt;br /&gt;
: Intimidate 3 ranks + 3 class + 4 Cha + 1 trait = +11&lt;br /&gt;
: Knowledge (religion) 3 ranks + 3 class = +6&lt;br /&gt;
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Aura of Courage (immune to fear, allies within 10ft gain +4 to saves against fear)&lt;br /&gt;
: Aura of Good (power 3)&lt;br /&gt;
: Detect Evil (move action, single target, 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +3 damage (+6 on first attack against undead, dragons and outsiders), +4 AC)&lt;br /&gt;
: Divine Grace (+Cha on all saves)&lt;br /&gt;
: Divine Health (immune to disease)&lt;br /&gt;
: Lay on Hands (5+2/day, 1d6hp)&lt;br /&gt;
: Mercy (lay on hands also cures Fatigued)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, a &#039;&#039;+2 flaming burst heavy mace&#039;&#039; (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Hooded arming robe&lt;br /&gt;
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 3 BAB + 2 Str = +5&lt;br /&gt;
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 3 BAB + 2 Dex = +5&lt;br /&gt;
:* sling +5, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 1 class + 2 Dex + 4 Cha = +7&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] + 3 Con = 24&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Leanna, Spark ===&lt;br /&gt;
&lt;br /&gt;
[[File:Leanna_Spark.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Chaotic Good&lt;br /&gt;
&lt;br /&gt;
Female Elf&lt;br /&gt;
&lt;br /&gt;
Wizard 2&lt;br /&gt;
&lt;br /&gt;
An elf with a magical talent shouldn&#039;t be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.&lt;br /&gt;
But Leanna never cared about politics, or fame, or family reputation... to much dismay of her family. So, when they finally realised she&#039;ll never make a good heir, her parents pretty much disowned her... oh, not officially, of course, that would be a scandal; officially, she had retired to one of the family&#039;s estates to pursuit scholarly abd artistic aspirations. In reality, however, she was gifted that estate under the condition that she&#039;ll never return to the capitol, and her family name will never be heard again in connection with her escapades. &lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 13 (+1) &lt;br /&gt;
: Dexterity 18 (+4) (16 base +2 race)&lt;br /&gt;
: Constitution 12 (+1) (14 base -2 race)&lt;br /&gt;
: Intelligence 19 (+4) (17 base +2 race)&lt;br /&gt;
: Wisdom 8 (-1)&lt;br /&gt;
: Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Reckless (Acrobatics +1 and class skill)&lt;br /&gt;
: Arcane Temper (+1 Concentration and Initiative)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Scribe Scroll&lt;br /&gt;
: Combat Casting (+4 Concentration when casting defensively or grappled)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Acrobatics +10 (2 ranks + 3 class + 4 Dex + 1 trait)&lt;br /&gt;
: Appraise +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Arcana) +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Dungeoneering) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Geography) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Perception +1 (- 1 Cha + 2 race)&lt;br /&gt;
: Perform (Dance) +6 (2 ranks + 2 Cha + 2 tool)&lt;br /&gt;
: Spellcraft +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Intense spells (+1 to evocation spells damage)&lt;br /&gt;
: Force missile (1d4+1 damage, 6/7 daily)&lt;br /&gt;
: Spontaneous spell (0/1 daily)&lt;br /&gt;
&lt;br /&gt;
; Wizard Spells Prepared&lt;br /&gt;
: 1st level (DC 15)&lt;br /&gt;
:* X Burning hands&lt;br /&gt;
:* X Shield&lt;br /&gt;
:* X Thunderstomp&lt;br /&gt;
:* X Shocking Grasp (school slot)&lt;br /&gt;
: Cantrips (DC 14)&lt;br /&gt;
:* Detect Poison&lt;br /&gt;
:* Daze&lt;br /&gt;
:* Detect Magic&lt;br /&gt;
:* Prestidigitation&lt;br /&gt;
:* Dancing Lights (school slot)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Masterwork rapier (bonded item)&lt;br /&gt;
: Bracers of Armor +2&lt;br /&gt;
: Dancer&#039;s Garb&lt;br /&gt;
: Wand of &#039;&#039;magic missile&#039;&#039;&lt;br /&gt;
: Potions&lt;br /&gt;
:* &#039;&#039;endure elements&#039;&#039;&lt;br /&gt;
: Scrolls&lt;br /&gt;
:* &#039;&#039;Vanish&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Disguise Self&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Comprehend Languages&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Grease&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Charm Person&#039;&#039;&lt;br /&gt;
: 1000 brightsilver&lt;br /&gt;
: Spellbook containing&lt;br /&gt;
:* All Wizard&#039;s cantrips&lt;br /&gt;
:* &#039;&#039;Burning Hands&#039;&#039; (2d4 fire damage in a 15-foot cone)&lt;br /&gt;
:* &#039;&#039;Color Spray&#039;&#039; (15 foot cone; conditions depending on HD)&lt;br /&gt;
:* &#039;&#039;Shield&#039;&#039; (+4 Shield AC and block magic Missile for 2 minutes)&lt;br /&gt;
:* &#039;&#039;Shocking Grasp&#039;&#039; (2d6 electricity damage on melee touch)&lt;br /&gt;
:* &#039;&#039;Snapdragon Fireworks&#039;&#039; (1d4 Fire and dazzle for 1 round at long range, 2 rounds)&lt;br /&gt;
:* &#039;&#039;Summon Monster I&#039;&#039; (Summon creature for 2 rounds)&lt;br /&gt;
:* &#039;&#039;Thunderstomp&#039;&#039; (Ranged trip attempt at +6 CMB)&lt;br /&gt;
:* &#039;&#039;Touch of Gracelessness&#039;&#039; (1d6+1 Dex damage on touch)&lt;br /&gt;
:* &#039;&#039;Unseen Servant&#039;&#039; (Summon servant for 2 hours)&lt;br /&gt;
: An estate (somewhere out there)&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +5 (4 Dex + 1 trait)&lt;br /&gt;
: BAB +1 CMB +2 CMD 16&lt;br /&gt;
:* Melee +3 mwk rapier 1d6+1 piercing (18-20/x2)&lt;br /&gt;
:* Ranged spells +5&lt;br /&gt;
&lt;br /&gt;
: Armor Class 16 (+ 4 Dex + 2 armor)&lt;br /&gt;
:* flatfooted 12, touch 14&lt;br /&gt;
: Fortitude +1 (0 class + 1 Con)&lt;br /&gt;
: Reflex +4 (0 class + 4 Dex)&lt;br /&gt;
: Will +2 (3 class - 1 Wis)&lt;br /&gt;
: HP 11/11 (6+3 class + 2 Con)&lt;br /&gt;
&lt;br /&gt;
== Story So Far ==&lt;br /&gt;
&lt;br /&gt;
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&lt;br /&gt;
&lt;br /&gt;
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who&#039;s screwed up, as he&#039;s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&lt;br /&gt;
&lt;br /&gt;
The party attacked the necromancer&#039;s castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Realm ===&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png|right]]&lt;br /&gt;
&lt;br /&gt;
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world&#039;s wilds.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
=== The Colour Bands ===&lt;br /&gt;
&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
=== Religions of the Conquest ===&lt;br /&gt;
&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Library ===&lt;br /&gt;
&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
=== Guild Axe ===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
== Guild Party Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Typical Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Metal&#039;, a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&lt;br /&gt;
&lt;br /&gt;
&#039;Opener&#039;, a rogue with the usual abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;Deadman&#039;, an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&lt;br /&gt;
&lt;br /&gt;
&#039;Sparky&#039;, a hedge wizard (non-upper caste) or sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;Scout&#039;, a ranger.&lt;br /&gt;
&lt;br /&gt;
&#039;Berserk&#039;, a Tusk barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;Trickster&#039;, a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.&lt;br /&gt;
&lt;br /&gt;
=== Wizard/Champion Roles ===&lt;br /&gt;
&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.&lt;br /&gt;
&lt;br /&gt;
&#039;Prentice&#039;, a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;Squire&#039;, a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&lt;br /&gt;
&lt;br /&gt;
=== Seven Angels Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Chaplain&#039;, an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as &#039;deadman&#039; above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or &#039;Tusk&#039; (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |250px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Morbius.jpg|right |250px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Estate Management ==&lt;br /&gt;
&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.&lt;br /&gt;
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.&lt;br /&gt;
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.&lt;br /&gt;
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.&lt;br /&gt;
&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://mikeschley.com/isometric-cutaway-maps A cutaway map of the Keep]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=358176</id>
		<title>Blank Sheet 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=358176"/>
		<updated>2019-04-10T00:01:51Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Stormraven - Jurai */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Blank Sheet 5e =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is for keeping track of characters as they develop throughout the game as well as setting elements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
These will grow with time. &lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
&lt;br /&gt;
The group travels by foot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stormraven - Jurai ===&lt;br /&gt;
&lt;br /&gt;
Hyperactive and taciturn. Long legs. May be a bit of a classist.&lt;br /&gt;
&lt;br /&gt;
Doesn&#039;t wear armor, carries around throwing knives.&lt;br /&gt;
&lt;br /&gt;
Defense: Knocks projectiles from the air.&lt;br /&gt;
&lt;br /&gt;
Healing: Has the ability to heal herself through will power or some sort of focus magic.&lt;br /&gt;
&lt;br /&gt;
Has some form of magic that focuses on the &#039;right&#039; form of things.&lt;br /&gt;
&lt;br /&gt;
Able to sense wrongness, maybe to locate a nexus.&lt;br /&gt;
&lt;br /&gt;
Able to push against Wrongness with her Will. ++&lt;br /&gt;
&lt;br /&gt;
Comes from Greywyld Forest, possibly from a Monastery / Convent.&lt;br /&gt;
&lt;br /&gt;
Worships the Goddess Emros&lt;br /&gt;
&lt;br /&gt;
Can make large leaps, as long as there&#039;s a place to land, but not more than 5 or 6 feet vertically.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Otherworlds. +&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/blank-sheet-5e.838768/post-22386803 Sheet]&lt;br /&gt;
&lt;br /&gt;
=== Medley - Imica ===&lt;br /&gt;
&#039;&#039;&#039;Imica, CG Female Human Bard&#039;&#039;&#039; (College of Valor) 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 16 (+3) | DEX 14 (+2) | CON 14 (+2) | INT 11 (+0) | WIS 16 (+3) | CHA 10 (+0) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 31 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +2 &amp;lt;br/&amp;gt;&lt;br /&gt;
Proficiency: +2 | Hit dice: 4[d8+2] | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +3, Animal Handling +5*, Arcana +1, Athletics +5*, Deception +1, History +1, Insight +7**, Intimidation +1, Investigation +1, Medicine +4, Nature +1, Perception +7**, Performance +2*, Persuasion +1, Religion +1, Sleight of Hand +3, Stealth +3, Survival +4&amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient, ** = Expertise)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
STR +3 | DEX +4* | CON +2 | INT +0 | WIS +6* | CHA +0 &amp;lt;br/&amp;gt;&lt;br /&gt;
Advantage on checks against fear. &amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Longsword (+5, 1d8/1d10 + 3, Slashing, Versatile) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger (+5, 1d4 + 3, Piercing, 20/60, finesse, light, thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Studded Leather Armor (12 + DEX AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (+2 AC)&amp;lt;br/&amp;gt;&lt;br /&gt;
Memento brass bangles (+1 to Spell DC, advantage against fear) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Spellcasting: Three cantrips, seven known spells, ritual casting. Four first level and three second level slots.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bardic Inspiration: 3[1d6] &amp;lt;br/&amp;gt;&lt;br /&gt;
Jack of All Trades, Expertise (Insight, Perception) &amp;lt;br/&amp;gt;&lt;br /&gt;
Song of Rest: extra 1d6 for everyone who uses HD to recover HP&amp;lt;br/&amp;gt;&lt;br /&gt;
College of Valor: Combat Inspiration (add BI to damage or AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
Spell Attack: +5 &amp;lt;br/&amp;gt;&lt;br /&gt;
Spell DC: 14 &amp;lt;br/&amp;gt;&lt;br /&gt;
Cantrips: Vicious Mockery, Prestidigitation, Light &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 1 [4]: Faerie Fire, Animal Friendship, Sleep, Tasha&#039;s Hideous Laughter &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 2 [3]: Silence, Hold Person, Heat Metal &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from her equipment, Imica carries a fife, fiddle, lyre, backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, disguise kit, shovel, iron pot, common clothes, and a flask of a drink you&#039;ll regret. Has 10 GP.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; (self-proclaimed) Folk Hero (Custom: Animal Handling and Athletics, Sylvan and Elvish language proficiency) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rustic Hospitality - since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Proficiencies &amp;amp; Languages:&#039;&#039;&#039; Proficient with light and medium armor, shields, simple and martial weapons; has tool proficiencies with the fiddle, fife, and lyre. Is fluent in Common, Elvish, Halfling, and Sylvan.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Imica was born in a provincial town in the southlands, located in the wetlands where the Three Rivers meet the sea. She was raised by her grandparents on her father&#039;s side, who told her that her mother passed from illness when she was very young, with her father following shortly after from heartbreak. She spent her childhood working and poor until a minstrel came to town, from whom she bought her first instrument and learned how to play. Her grandparents passed soon after, upon which she began her travels, picking up certain tricks of the trade along the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
Personality traits: &amp;quot;I&#039;m ebullient and brilliant, and so are you&amp;quot; and &amp;quot;I&#039;ll respect a person, not a title.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Ideals: &amp;quot;Lords and the well-born have no right to look down on the common folk.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonds: &amp;quot;I don&#039;t have kin anymore, but I still have the common folk if they&#039;ll have me.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Flaws: &amp;quot;I&#039;m gregarious, sure,  but that&#039;s partly a shield. If they think I&#039;m already an open book, they won&#039;t read any closer.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hangs in the back. Chatty. &amp;lt;br/&amp;gt;&lt;br /&gt;
Basic camping skills, but prefers the comfort of civilization. &amp;lt;br/&amp;gt;&lt;br /&gt;
Defense: Leather Armor, Relies on Reflexes and dodging. &amp;lt;br/&amp;gt;&lt;br /&gt;
Offense: Rapier, Does not enjoy killing weak opponents, &amp;lt;br/&amp;gt;&lt;br /&gt;
Has: Calming music magic&amp;lt;br/&amp;gt;&lt;br /&gt;
Healing: Has music that aids rest and recovery.&amp;lt;br/&amp;gt;&lt;br /&gt;
Good at reading people (+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Very bad at persuading people (--)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gilgamesh - Keth ===&lt;br /&gt;
 --Character&lt;br /&gt;
     --Impatient&lt;br /&gt;
     --Likes dark ale and money&lt;br /&gt;
     --Likes Jurai, hates Denholm (sorry daftwager :) )&lt;br /&gt;
&lt;br /&gt;
Eye-sight/situational awareness (-)&lt;br /&gt;
&lt;br /&gt;
Defense: Relies on seeking cover and hiding (-)&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a hand crossbow&lt;br /&gt;
&lt;br /&gt;
Irritable, sour nature at least while injured. &lt;br /&gt;
&lt;br /&gt;
Searching/looting (-) &lt;br /&gt;
&lt;br /&gt;
=== Nyzelok - Rog ===&lt;br /&gt;
&lt;br /&gt;
Likes to be in the action. Looking for an honorable death in battle and worships the &amp;quot;old gods&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Offense: A club spiked with teeth from a large predator. &lt;br /&gt;
&lt;br /&gt;
Defense: A metal shield inscribed with runes and holy symbols. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== lorddaftwager - Denholm ===&lt;br /&gt;
&lt;br /&gt;
Easily distracted, flighty&lt;br /&gt;
&lt;br /&gt;
Social oblivious&lt;br /&gt;
&lt;br /&gt;
Alchemy +&lt;br /&gt;
&lt;br /&gt;
Identify (smells) --&lt;br /&gt;
&lt;br /&gt;
Investigation (Battle sites) -&lt;br /&gt;
&lt;br /&gt;
Magic (Attacking-Arcane Energy Blasts) +&lt;br /&gt;
&lt;br /&gt;
Magic (Detection magic) ++&lt;br /&gt;
&lt;br /&gt;
Medicine (physiology) ++&lt;br /&gt;
&lt;br /&gt;
Nature (Plants) &lt;br /&gt;
&lt;br /&gt;
Nature (Animals) --&lt;br /&gt;
&lt;br /&gt;
Persuasion -&lt;br /&gt;
&lt;br /&gt;
Spotting (assessing opponents weak points) -&lt;br /&gt;
&lt;br /&gt;
Defense: Hide behind allies&lt;br /&gt;
&lt;br /&gt;
Healing: Has healing salves, possibly herbal remedies.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1Cm7X5QP8zgtugADG-Ji_N1XYhJ10cL2l/view?usp=sharing Character Sheet]&lt;br /&gt;
&lt;br /&gt;
=== Classdunce - Faroth ===&lt;br /&gt;
&lt;br /&gt;
Androgynous. Much prefers civilization. Not outdoorsy. Short. &lt;br /&gt;
&lt;br /&gt;
Magical Shielding/Defense +++&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a Wand to channel invisible force blasts.&lt;br /&gt;
&lt;br /&gt;
Investigating (culture background) +&lt;br /&gt;
&lt;br /&gt;
Obfuscation Magic: -&lt;br /&gt;
&lt;br /&gt;
Healing Magic: --&lt;br /&gt;
&lt;br /&gt;
Magically Created Wind: +&lt;br /&gt;
&lt;br /&gt;
Arcane Blasts: -&lt;br /&gt;
&lt;br /&gt;
ddb.ac/characters/8911758/T1t5CD&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
===Religion==&lt;br /&gt;
There are Old Ones, god like figures of some sort. &lt;br /&gt;
&lt;br /&gt;
Canun- A wolf-headed god whose worshippers are cannibals. &lt;br /&gt;
&lt;br /&gt;
Emros- A Goddess.&lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
Predators with razor sharp teeth. &lt;br /&gt;
&lt;br /&gt;
The roads are at least somewhat dangerous. &lt;br /&gt;
&lt;br /&gt;
There is ale served in inns.&lt;br /&gt;
&lt;br /&gt;
Multiple gods exist or at least their names for being taken in vain.&lt;br /&gt;
&lt;br /&gt;
Kobish Silver- A nickel-copper alloy that looks like silver and is believed to be effective for killing certain supernatural creatures. Possibly also used by creatures that don&#039;t use iron.&lt;br /&gt;
&lt;br /&gt;
===Places===&lt;br /&gt;
&lt;br /&gt;
Carasee- The city the group is heading for. &lt;br /&gt;
&lt;br /&gt;
Greywyld Forest- A place with an abbey. &lt;br /&gt;
&lt;br /&gt;
Brindisi- A place ruled by Sorcerer Lords who enslave the people. Some people worship the wolf headed god Canun, who encourages cannibalism. Brindisi is rules by 5 Sorcerer Kings. Frynna the Black, Qapha the Red, Kvriss the Green, Varre the White and Orva the Blue.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
Things Magic Can Do:&lt;br /&gt;
-Put people to sleep&lt;br /&gt;
-Blast people&lt;br /&gt;
-Create magic shields&lt;br /&gt;
-Destroy a bridge (but this is very powerful magic)&lt;br /&gt;
-Minor healing&lt;br /&gt;
&lt;br /&gt;
== Starting preferences ==&lt;br /&gt;
@Stormraven - Soap Opera/Characterization, Defined Characters&lt;br /&gt;
@Medley- Slice of Life, Slight preference for Organic&lt;br /&gt;
@Gilgamesh- Street Level Heroics, No preference&lt;br /&gt;
@Nyzelok- Varied Challenges, Organic&lt;br /&gt;
@lorddaftwager- A conspiracy, Organic&lt;br /&gt;
@ClassDunce - Dialogue/interactions and Some Control over NPCs, Organic&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=357696</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=357696"/>
		<updated>2019-04-05T15:47:07Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Doriac */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5 ([[exile_kings_vorodos_money|money]])&lt;br /&gt;
:* Spells: 1/3 1st&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
:* Spells: 3/4 1st, 3/3 2nd, 2/3 3rd&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
==Mounts &amp;amp; miscellany==&lt;br /&gt;
===Vorodos===&lt;br /&gt;
* &#039;&#039;&#039;On War Horse — Champion (359/540lb)&#039;&#039;&#039;: Me (167lb), Chain barding (80lb), Bit and bridle (2lb), Military saddle (30lb), Longbow (2lb), Quiver x 2 (4lb), saddlebags (8lb), water skin x 2 (10lb), rations x5 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mordig&#039;s Horse (94+/480lb)&#039;&#039;&#039;: Mordig, Bit and bridle (2lb), Riding saddle (25lb), Tent 2-person x1 (20lb), feed (3 days) (30lb), rations x3 (6lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Lanta&#039;s Horse (110+/480lb)&#039;&#039;&#039;: Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), big water skin x1 (40lbs), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Tereos&#039; Horse (70+/480lb)&#039;&#039;&#039;: Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Pack Horse (207/480lb)&#039;&#039;&#039;: pack saddle (15lb), saddlebags (8lb), Bedroll (7lb), 10 torches (10lb), Iron Rations x10 (20lb), 50ft hemp rope (10lb), Tent 2-person x1 (20lb), big water skin x1 (40lbs), Quiver (50 arrows) (5lb), Fine clothes (6lb), scroll of pedigree, blanket x2 (6lb), handaxe x2 (4lb), feed (6 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mule (?/420lb)&#039;&#039;&#039;: eight dinner settings made of gold-inlaid porcelain, eight sets of silverware made of pure silver, a jug of wine, a brand-new pair of top-quality boots made of supple leather, several jars of caviar, perhaps half a bolt of silk, and a hand-scribed copy of &#039;&#039;History of the Hartmut Empire&#039;&#039; Vol XII (it appears to be the most recent volume, covering the rise of Emperor Rouland II)&lt;br /&gt;
&lt;br /&gt;
===Doriac===&lt;br /&gt;
&#039;&#039;&#039;[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&#039;&#039;&#039; (234/540 lb) (w/ Doriac (427 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riding Horse&#039;&#039;&#039; (182/480 lb) (w/ Doriac 375 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (3 days) (30 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), rain catcher (5 lb), pitons (20) (5 lb), hammer (3 lb), grappling hook (4 lb), climbers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warhorse&#039;&#039;&#039; (60+/540 lb) (w/ Doriac 253+ lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (2) (16 lb), pouch (1 lb), 50 ft of hempen rope (10 lb), [https://forum.rpg.net/index.php?threads/all-exiles-say-they-were-kings.841828/post-22477984 foreign copper coins], 50 Imperial gold (1 lb), fine silken clothes (6 lb), a fine jacket, and a crude map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (2) (2/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (29/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (3) (29/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money and gems&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*333 GP in coins&amp;lt;br/&amp;gt;&lt;br /&gt;
*1500 GP in various gems&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sury Geles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Military Saddle (30 lb), scale barding, bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), explorers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hiram===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Warhorse, 60&#039;, 255/540 lbs &lt;br /&gt;
Bit, bridle, military saddle, saddlebags &lt;br /&gt;
Chain barding (AC 13) &lt;br /&gt;
Tent (2 person) &lt;br /&gt;
Healers Kit x10 &lt;br /&gt;
Silk Rope 50&#039; &lt;br /&gt;
Bedroll &lt;br /&gt;
Tinderbox &lt;br /&gt;
Mess Kit &lt;br /&gt;
10 sacks &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (10) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:Frontier_map.png]]&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River (1107)===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
* Labourour&#039;s Guild&lt;br /&gt;
** Perraveth &amp;quot;call me Perry&amp;quot; Brer, rotund guild leader&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
&lt;br /&gt;
* Coopertown, 15 miles west (0808)&lt;br /&gt;
* Unidentified ruins (0908)&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
===Coopertown (0808)===&lt;br /&gt;
&lt;br /&gt;
* The Guild Master — A bald man with a large bushy white beard&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 5 Con saving throw at the end of each four hour period or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile sub-hex&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile sub-hex&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile sub-hex&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile sub-hex, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile sub-hex, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, but completely Scouting a six mile hex requires 72 MP, or three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=357671</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=357671"/>
		<updated>2019-04-05T07:25:07Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Doriac */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5 ([[exile_kings_vorodos_money|money]])&lt;br /&gt;
:* Spells: 1/3 1st&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
:* Spells: 3/4 1st, 3/3 2nd, 2/3 3rd&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
==Mounts &amp;amp; miscellany==&lt;br /&gt;
===Vorodos===&lt;br /&gt;
* &#039;&#039;&#039;On War Horse — Champion (359/540lb)&#039;&#039;&#039;: Me (167lb), Chain barding (80lb), Bit and bridle (2lb), Military saddle (30lb), Longbow (2lb), Quiver x 2 (4lb), saddlebags (8lb), water skin x 2 (10lb), rations x5 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mordig&#039;s Horse (94+/480lb)&#039;&#039;&#039;: Mordig, Bit and bridle (2lb), Riding saddle (25lb), Tent 2-person x1 (20lb), feed (3 days) (30lb), rations x3 (6lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Lanta&#039;s Horse (110+/480lb)&#039;&#039;&#039;: Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), big water skin x1 (40lbs), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Tereos&#039; Horse (70+/480lb)&#039;&#039;&#039;: Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Pack Horse (207/480lb)&#039;&#039;&#039;: pack saddle (15lb), saddlebags (8lb), Bedroll (7lb), 10 torches (10lb), Iron Rations x10 (20lb), 50ft hemp rope (10lb), Tent 2-person x1 (20lb), big water skin x1 (40lbs), Quiver (50 arrows) (5lb), Fine clothes (6lb), scroll of pedigree, blanket x2 (6lb), handaxe x2 (4lb), feed (6 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mule (?/420lb)&#039;&#039;&#039;: eight dinner settings made of gold-inlaid porcelain, eight sets of silverware made of pure silver, a jug of wine, a brand-new pair of top-quality boots made of supple leather, several jars of caviar, perhaps half a bolt of silk, and a hand-scribed copy of &#039;&#039;History of the Hartmut Empire&#039;&#039; Vol XII (it appears to be the most recent volume, covering the rise of Emperor Rouland II)&lt;br /&gt;
&lt;br /&gt;
===Doriac===&lt;br /&gt;
&#039;&#039;&#039;[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&#039;&#039;&#039; (234/540 lb) (w/ Doriac (427 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riding Horse&#039;&#039;&#039; (182/480 lb) (w/ Doriac 375 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (3 days) (30 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), rain catcher (5 lb), pitons (20) (5 lb), hammer (3 lb), grappling hook (4 lb), climbers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warhorse&#039;&#039;&#039; (60+/540 lb) (w/ Doriac 253+ lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (2) (16 lb), pouch (1 lb), 50 ft of hempen rope (10 lb), [https://forum.rpg.net/index.php?threads/all-exiles-say-they-were-kings.841828/post-22477984 foreign copper coins], 50 Imperial gold (1 lb), fine silken clothes (6 lb), a fine jacket, and a crude map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (2/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (29/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (3) (29/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money and gems&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*333 GP in coins&amp;lt;br/&amp;gt;&lt;br /&gt;
*1500 GP in various gems&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sury Geles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Military Saddle (30 lb), scale barding, bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), explorers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hiram===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Warhorse, 60&#039;, 255/540 lbs &lt;br /&gt;
Bit, bridle, military saddle, saddlebags &lt;br /&gt;
Chain barding (AC 13) &lt;br /&gt;
Tent (2 person) &lt;br /&gt;
Healers Kit x10 &lt;br /&gt;
Silk Rope 50&#039; &lt;br /&gt;
Bedroll &lt;br /&gt;
Tinderbox &lt;br /&gt;
Mess Kit &lt;br /&gt;
10 sacks &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (10) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:Frontier_map.png]]&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River (1107)===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
* Labourour&#039;s Guild&lt;br /&gt;
** Perraveth &amp;quot;call me Perry&amp;quot; Brer, rotund guild leader&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
&lt;br /&gt;
* Coopertown, 15 miles west (0808)&lt;br /&gt;
* Unidentified ruins (0908)&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
===Coopertown (0808)===&lt;br /&gt;
&lt;br /&gt;
* The Guild Master — A bald man with a large bushy white beard&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 5 Con saving throw at the end of each four hour period or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile sub-hex&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile sub-hex&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile sub-hex&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile sub-hex, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile sub-hex, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, but completely Scouting a six mile hex requires 72 MP, or three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=357670</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=357670"/>
		<updated>2019-04-05T07:22:59Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Doriac */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5 ([[exile_kings_vorodos_money|money]])&lt;br /&gt;
:* Spells: 1/3 1st&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
:* Spells: 3/4 1st, 3/3 2nd, 2/3 3rd&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
==Mounts &amp;amp; miscellany==&lt;br /&gt;
===Vorodos===&lt;br /&gt;
* &#039;&#039;&#039;On War Horse — Champion (359/540lb)&#039;&#039;&#039;: Me (167lb), Chain barding (80lb), Bit and bridle (2lb), Military saddle (30lb), Longbow (2lb), Quiver x 2 (4lb), saddlebags (8lb), water skin x 2 (10lb), rations x5 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mordig&#039;s Horse (94+/480lb)&#039;&#039;&#039;: Mordig, Bit and bridle (2lb), Riding saddle (25lb), Tent 2-person x1 (20lb), feed (3 days) (30lb), rations x3 (6lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Lanta&#039;s Horse (110+/480lb)&#039;&#039;&#039;: Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), big water skin x1 (40lbs), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Tereos&#039; Horse (70+/480lb)&#039;&#039;&#039;: Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Pack Horse (207/480lb)&#039;&#039;&#039;: pack saddle (15lb), saddlebags (8lb), Bedroll (7lb), 10 torches (10lb), Iron Rations x10 (20lb), 50ft hemp rope (10lb), Tent 2-person x1 (20lb), big water skin x1 (40lbs), Quiver (50 arrows) (5lb), Fine clothes (6lb), scroll of pedigree, blanket x2 (6lb), handaxe x2 (4lb), feed (6 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mule (?/420lb)&#039;&#039;&#039;: eight dinner settings made of gold-inlaid porcelain, eight sets of silverware made of pure silver, a jug of wine, a brand-new pair of top-quality boots made of supple leather, several jars of caviar, perhaps half a bolt of silk, and a hand-scribed copy of &#039;&#039;History of the Hartmut Empire&#039;&#039; Vol XII (it appears to be the most recent volume, covering the rise of Emperor Rouland II)&lt;br /&gt;
&lt;br /&gt;
===Doriac===&lt;br /&gt;
&#039;&#039;&#039;[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&#039;&#039;&#039; (264/540 lb) (w/ Doriac (457 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riding Horse&#039;&#039;&#039; (152/480 lb) (w/ Doriac 345 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (0 days) (0 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), rain catcher (5 lb), pitons (20) (5 lb), hammer (3 lb), grappling hook (4 lb), climbers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warhorse&#039;&#039;&#039; (60+/540 lb) (w/ Doriac 253+ lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (2) (16 lb), pouch (1 lb), 50 ft of hempen rope (10 lb), [https://forum.rpg.net/index.php?threads/all-exiles-say-they-were-kings.841828/post-22477984 foreign copper coins], 50 Imperial gold (1 lb), fine silken clothes (6 lb), a fine jacket, and a crude map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (2/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (29/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (3) (29/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money and gems&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*333 GP in coins&amp;lt;br/&amp;gt;&lt;br /&gt;
*1500 GP in various gems&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sury Geles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Military Saddle (30 lb), scale barding, bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), explorers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hiram===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Warhorse, 60&#039;, 255/540 lbs &lt;br /&gt;
Bit, bridle, military saddle, saddlebags &lt;br /&gt;
Chain barding (AC 13) &lt;br /&gt;
Tent (2 person) &lt;br /&gt;
Healers Kit x10 &lt;br /&gt;
Silk Rope 50&#039; &lt;br /&gt;
Bedroll &lt;br /&gt;
Tinderbox &lt;br /&gt;
Mess Kit &lt;br /&gt;
10 sacks &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (10) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:Frontier_map.png]]&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River (1107)===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
* Labourour&#039;s Guild&lt;br /&gt;
** Perraveth &amp;quot;call me Perry&amp;quot; Brer, rotund guild leader&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
&lt;br /&gt;
* Coopertown, 15 miles west (0808)&lt;br /&gt;
* Unidentified ruins (0908)&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
===Coopertown (0808)===&lt;br /&gt;
&lt;br /&gt;
* The Guild Master — A bald man with a large bushy white beard&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 5 Con saving throw at the end of each four hour period or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile sub-hex&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile sub-hex&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile sub-hex&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile sub-hex, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile sub-hex, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, but completely Scouting a six mile hex requires 72 MP, or three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=357490</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=357490"/>
		<updated>2019-04-02T03:31:37Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Vorodos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5 ([[exile_kings_vorodos_money|money]])&lt;br /&gt;
:* Spells: 1/3 1st&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
:* Spells: 3/4 1st, 3/3 2nd, 2/3 3rd&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
==Mounts &amp;amp; miscellany==&lt;br /&gt;
===Vorodos===&lt;br /&gt;
* &#039;&#039;&#039;On War Horse — Champion (359/540lb)&#039;&#039;&#039;: Me (167lb), Chain barding (80lb), Bit and bridle (2lb), Military saddle (30lb), Longbow (2lb), Quiver x 2 (4lb), saddlebags (8lb), water skin x 2 (10lb), rations x5 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mordig&#039;s Horse (94+/480lb)&#039;&#039;&#039;: Mordig, Bit and bridle (2lb), Riding saddle (25lb), Tent 2-person x1 (20lb), feed (3 days) (30lb), rations x3 (6lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Lanta&#039;s Horse (110+/480lb)&#039;&#039;&#039;: Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), big water skin x1 (40lbs), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Tereos&#039; Horse (70+/480lb)&#039;&#039;&#039;: Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Pack Horse (207/480lb)&#039;&#039;&#039;: pack saddle (15lb), saddlebags (8lb), Bedroll (7lb), 10 torches (10lb), Iron Rations x10 (20lb), 50ft hemp rope (10lb), Tent 2-person x1 (20lb), big water skin x1 (40lbs), Quiver (50 arrows) (5lb), Fine clothes (6lb), scroll of pedigree, blanket x2 (6lb), handaxe x2 (4lb), feed (6 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mule (?/420lb)&#039;&#039;&#039;: eight dinner settings made of gold-inlaid porcelain, eight sets of silverware made of pure silver, a jug of wine, a brand-new pair of top-quality boots made of supple leather, several jars of caviar, perhaps half a bolt of silk, and a hand-scribed copy of &#039;&#039;History of the Hartmut Empire&#039;&#039; Vol XII (it appears to be the most recent volume, covering the rise of Emperor Rouland II)&lt;br /&gt;
&lt;br /&gt;
===Doriac===&lt;br /&gt;
&#039;&#039;&#039;[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&#039;&#039;&#039; (284/540 lb) (w/ Doriac (477 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riding Horse&#039;&#039;&#039; (242/480 lb) (w/ Doriac 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), rain catcher (5 lb), pitons (20) (5 lb), hammer (3 lb), grappling hook (4 lb), climbers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warhorse&#039;&#039;&#039; (60+/540 lb) (w/ Doriac 253+ lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (2) (16 lb), pouch (1 lb), 50 ft of hempen rope (10 lb), [https://forum.rpg.net/index.php?threads/all-exiles-say-they-were-kings.841828/post-22477984 foreign copper coins], 50 Imperial gold (1 lb), fine silken clothes (6 lb), a fine jacket, and a crude map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money and gems&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*333 GP in coins&amp;lt;br/&amp;gt;&lt;br /&gt;
*1500 GP in various gems&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sury Geles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Military Saddle (30 lb), scale barding, bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), explorers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hiram===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Warhorse, 60&#039;, 255/540 lbs &lt;br /&gt;
Bit, bridle, military saddle, saddlebags &lt;br /&gt;
Chain barding (AC 13) &lt;br /&gt;
Tent (2 person) &lt;br /&gt;
Healers Kit x10 &lt;br /&gt;
Silk Rope 50&#039; &lt;br /&gt;
Bedroll &lt;br /&gt;
Tinderbox &lt;br /&gt;
Mess Kit &lt;br /&gt;
10 sacks &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (10) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:Frontier_map.png]]&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River (1107)===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
* Labourour&#039;s Guild&lt;br /&gt;
** Perraveth &amp;quot;call me Perry&amp;quot; Brer, rotund guild leader&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
&lt;br /&gt;
* Coopertown, 15 miles west (0808)&lt;br /&gt;
* Unidentified ruins (0908)&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
===Coopertown (0808)===&lt;br /&gt;
&lt;br /&gt;
* The Guild Master — A bald man with a large bushy white beard&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 5 Con saving throw at the end of each four hour period or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile sub-hex&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile sub-hex&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile sub-hex&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile sub-hex, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile sub-hex, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, but completely Scouting a six mile hex requires 72 MP, or three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=357150</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=357150"/>
		<updated>2019-03-27T15:05:12Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Doriac */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5 ([[exile_kings_vorodos_money|money]])&lt;br /&gt;
:* Spells: 1/3 1st&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
:* Spells: 3/4 1st, 3/3 2nd, 2/3 3rd&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
==Mounts &amp;amp; miscellany==&lt;br /&gt;
===Vorodos===&lt;br /&gt;
* &#039;&#039;&#039;On War Horse — Champion (359/540lb)&#039;&#039;&#039;: Me (167lb), Chain barding (80lb), Bit and bridle (2lb), Military saddle (30lb), Longbow (2lb), Quiver x 2 (4lb), saddlebags (8lb), water skin x 2 (10lb), rations x5 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mordig&#039;s Horse (94+/480lb)&#039;&#039;&#039;: Mordig, Bit and bridle (2lb), Riding saddle (25lb), Tent 2-person x1 (20lb), feed (3 days) (30lb), rations x3 (6lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Lanta&#039;s Horse (110+/480lb)&#039;&#039;&#039;: Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), big water skin x1 (40lbs), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Tereos&#039; Horse (70+/480lb)&#039;&#039;&#039;: Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Pack Horse (207/480lb)&#039;&#039;&#039;: pack saddle (15lb), saddlebags (8lb), Bedroll (7lb), 10 torches (10lb), Iron Rations x10 (20lb), 50ft hemp rope (10lb), Tent 2-person x1 (20lb), big water skin x1 (40lbs), Quiver (50 arrows) (5lb), Fine clothes (6lb), scroll of pedigree, blanket x2 (6lb), handaxe x2 (4lb), feed (6 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb)&lt;br /&gt;
&lt;br /&gt;
===Doriac===&lt;br /&gt;
&#039;&#039;&#039;[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&#039;&#039;&#039; (284/540 lb) (w/ Doriac (477 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riding Horse&#039;&#039;&#039; (242/480 lb) (w/ Doriac 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), rain catcher (5 lb), pitons (20) (5 lb), hammer (3 lb), grappling hook (4 lb), climbers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warhorse&#039;&#039;&#039; (60+/540 lb) (w/ Doriac 253+ lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (2) (16 lb), pouch (1 lb), 50 ft of hempen rope (10 lb), [https://forum.rpg.net/index.php?threads/all-exiles-say-they-were-kings.841828/post-22477984 foreign copper coins], 50 Imperial gold (1 lb), fine silken clothes (6 lb), a fine jacket, and a crude map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money and gems&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*333 GP in coins&amp;lt;br/&amp;gt;&lt;br /&gt;
*1500 GP in various gems&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sury Geles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Military Saddle (30 lb), scale barding, bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), explorers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hiram===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Warhorse, 60&#039;, 255/540 lbs &lt;br /&gt;
Bit, bridle, military saddle, saddlebags &lt;br /&gt;
Chain barding (AC 13) &lt;br /&gt;
Tent (2 person) &lt;br /&gt;
Healers Kit x10 &lt;br /&gt;
Silk Rope 50&#039; &lt;br /&gt;
Bedroll &lt;br /&gt;
Tinderbox &lt;br /&gt;
Mess Kit &lt;br /&gt;
10 sacks &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (10) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:Frontier_map.png]]&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
* Labourour&#039;s Guild&lt;br /&gt;
** Perraveth &amp;quot;call me Perry&amp;quot; Brer, rotund guild leader&lt;br /&gt;
&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
* Coopertown, 15 miles west&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 5 Con saving throw at the end of each four hour period or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile sub-hex&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile sub-hex&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile sub-hex&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile sub-hex, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile sub-hex, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, but completely Scouting a six mile hex requires 72 MP, or three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=354858</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=354858"/>
		<updated>2019-03-06T01:31:01Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Doriac */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5 ([[exile_kings_vorodos_money|money]])&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
Please create your PC in D&amp;amp;D Beyond and link it here, for now.&lt;br /&gt;
&lt;br /&gt;
==Mounts &amp;amp; miscellany==&lt;br /&gt;
===Vorodos===&lt;br /&gt;
* &#039;&#039;&#039;On War Horse — Champion (359/540lb)&#039;&#039;&#039;: Me (167lb), Chain barding (80lb), Bit and bridle (2lb), Military saddle (30lb), Longbow (2lb), Quiver x 2 (4lb), saddlebags (8lb), water skin x 2 (10lb), rations x5 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mordig&#039;s Horse (94+/480lb)&#039;&#039;&#039;: Mordig, Bit and bridle (2lb), Riding saddle (25lb), Tent 2-person x1 (20lb), feed (3 days) (30lb), rations x3 (6lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Lanta&#039;s Horse (110+/480lb)&#039;&#039;&#039;: Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), big water skin x1 (40lbs), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Tereos&#039; Horse (70+/480lb)&#039;&#039;&#039;: Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Pack Horse (207/480lb)&#039;&#039;&#039;: pack saddle (15lb), saddlebags (8lb), Bedroll (7lb), 10 torches (10lb), Iron Rations x10 (20lb), 50ft hemp rope (10lb), Tent 2-person x1 (20lb), big water skin x1 (40lbs), Quiver (50 arrows) (5lb), Fine clothes (6lb), scroll of pedigree, blanket x2 (6lb), handaxe x2 (4lb), feed (6 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb)&lt;br /&gt;
&lt;br /&gt;
===Doriac===&lt;br /&gt;
&#039;&#039;&#039;[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&#039;&#039;&#039; (284/540 lb) (w/ Doriac (477 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riding Horse&#039;&#039;&#039; (242/480 lb) (w/ Doriac 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), rain catcher (5 lb), pitons (20) (5 lb), hammer (3 lb), grappling hook (4 lb), climbers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money and gems&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*283 GP in coins&amp;lt;br/&amp;gt;&lt;br /&gt;
*1500 GP in various gems&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sury Geles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Military Saddle (30 lb), scale barding, bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), explorers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hiram===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Warhorse, 60&#039;, 255/540 lbs &lt;br /&gt;
Bit, bridle, military saddle, saddlebags &lt;br /&gt;
Chain barding (AC 13) &lt;br /&gt;
Tent (2 person) &lt;br /&gt;
Healers Kit x10 &lt;br /&gt;
Silk Rope 50&#039; &lt;br /&gt;
Bedroll &lt;br /&gt;
Tinderbox &lt;br /&gt;
Mess Kit &lt;br /&gt;
10 sacks &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (10) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:Frontier_map.png]]&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
* Labourour&#039;s Guild&lt;br /&gt;
** Perraveth &amp;quot;call me Perry&amp;quot; Brer, rotund guild leader&lt;br /&gt;
&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
* Coopertown, 15 miles west&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 5 Con saving throw at the end of each four hour period or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile sub-hex&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile sub-hex&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile sub-hex&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile sub-hex, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile sub-hex, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, but completely Scouting a six mile hex requires 72 MP, or three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=354702</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=354702"/>
		<updated>2019-03-03T18:43:52Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Gravediggers==&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew. &lt;br /&gt;
&lt;br /&gt;
==Guild Party Roles==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical roles:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Metal’: a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&amp;lt;br/&amp;gt;&lt;br /&gt;
An ‘Opener’; a rogue with the usual abilities&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Deadman’ : an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Sparky’; hedge wizard (non-upper caste) or sorcerer&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Scout’: ranger&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Berserk’: Tusk barbarian&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Trickster’: bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance .&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard/ Champion roles:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up. &amp;lt;br/&amp;gt; &lt;br /&gt;
A ‘Prentice’ : a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Squire’: a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven Angels roles&#039;&#039;&#039;&lt;br /&gt;
A &#039;Chaplain’: an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as ‘deadman’ above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or ‘Tusk’ (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;1 gp&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2 (a Sneak)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning, 10ft Thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+8, 1d4+2, 19-20/x2, S or P, Light, 10 ft Thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+5, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yona, Trickster===&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&lt;br /&gt;
A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--128 brightsilver&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
18 hps&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&lt;br /&gt;
Base Attack Bonus +1&lt;br /&gt;
Saves: Fort +4 Ref +2 Will +7&lt;br /&gt;
&lt;br /&gt;
Melee shortspear: +1; 1d6 Masterwork Mace +2; 1d8&lt;br /&gt;
Ranged: light crossbow: +2, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&lt;br /&gt;
&lt;br /&gt;
Special: Aura, Channel Energy 1d6&lt;br /&gt;
Domains: Glory, Sun&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&lt;br /&gt;
Domain spell: shield of faith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats(2):&lt;br /&gt;
Turn Undead (DC14)&lt;br /&gt;
Blazing Channel (undead failing turn save are on fire)&lt;br /&gt;
Armour/weapon profs : simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent:10/10&lt;br /&gt;
[Diplomacy 8: 2 ranks + 3 Cha + 3 class]&lt;br /&gt;
[Heal 9 : 2 ranks + Wis + 4 class + 3]&lt;br /&gt;
[Knowledge (Religion) 6 : +2 ranks + 1 Int + 3 class]&lt;br /&gt;
[Sense Motive 9: + 2 ranks + 4 Wis + 3 class]&lt;br /&gt;
[Perception 9 :+1 rank +1 trait + 4 Wis +3 class]&lt;br /&gt;
[Spellcraft  5 :+1 rank +1 Int +3 class]&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Habit of Protection (+4 Wis bonus)&lt;br /&gt;
Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
*has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
*Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light,&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Domain&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light,&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
===Crew Money===&lt;br /&gt;
23,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===The Colour Bands===&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
===The Magnificent Library===&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels  Necromancers’ can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guild Axe===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike -a Guild fighter can spin or turn the thing so as to be expertly able to deliver either  Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 [[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=354701</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=354701"/>
		<updated>2019-03-03T18:30:38Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Dasten, Opener */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Gravediggers==&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew. &lt;br /&gt;
&lt;br /&gt;
==Guild Party Roles==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical roles:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Metal’: a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&amp;lt;br/&amp;gt;&lt;br /&gt;
An ‘Opener’; a rogue with the usual abilities&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Deadman’ : an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Sparky’; hedge wizard (non-upper caste) or sorcerer&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Scout’: ranger&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Berserk’: Tusk barbarian&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Trickster’: bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance .&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard/ Champion roles:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up. &amp;lt;br/&amp;gt; &lt;br /&gt;
A ‘Prentice’ : a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Squire’: a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven Angels roles&#039;&#039;&#039;&lt;br /&gt;
A &#039;Chaplain’: an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as ‘deadman’ above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or ‘Tusk’ (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;1 gp&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2 (a Sneak)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning, 10ft Thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+8, 1d4+2, 19-20/x2, S or P, Light, 10 ft Thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the destruction ability if blessed)&lt;br /&gt;
*Undead Destruction - on a successful attack, you may channel holy energy once against an undead creature. The creature must make a successful save against the turn attempt or be destroyed.&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+5, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny, with 500 more in the party coffers. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yona, Trickster===&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&lt;br /&gt;
A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--128 brightsilver&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
18 hps&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&lt;br /&gt;
Base Attack Bonus +1&lt;br /&gt;
Saves: Fort +4 Ref +2 Will +7&lt;br /&gt;
&lt;br /&gt;
Melee shortspear: +1; 1d6 Masterwork Mace +2; 1d8&lt;br /&gt;
Ranged: light crossbow: +2, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&lt;br /&gt;
&lt;br /&gt;
Special: Aura, Channel Energy 1d6&lt;br /&gt;
Domains: Glory, Sun&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&lt;br /&gt;
Domain spell: shield of faith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats(2):&lt;br /&gt;
Turn Undead (DC14)&lt;br /&gt;
Blazing Channel (undead failing turn save are on fire)&lt;br /&gt;
Armour/weapon profs : simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent:10/10&lt;br /&gt;
[Diplomacy 8: 2 ranks + 3 Cha + 3 class]&lt;br /&gt;
[Heal 9 : 2 ranks + Wis + 4 class + 3]&lt;br /&gt;
[Knowledge (Religion) 6 : +2 ranks + 1 Int + 3 class]&lt;br /&gt;
[Sense Motive 9: + 2 ranks + 4 Wis + 3 class]&lt;br /&gt;
[Perception 9 :+1 rank +1 trait + 4 Wis +3 class]&lt;br /&gt;
[Spellcraft  5 :+1 rank +1 Int +3 class]&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Habit of Protection (+4 Wis bonus)&lt;br /&gt;
Chain shirt , small wooden shield, short spear, light crossbow , bag of bolts&lt;br /&gt;
Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
*has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
&lt;br /&gt;
Glory Domain&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light,&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Domain&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light,&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===The Colour Bands===&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
===The Magnificent Library===&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels  Necromancers’ can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guild Axe===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike -a Guild fighter can spin or turn the thing so as to be expertly able to deliver either  Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 [[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vault_Of_Larin_Karr_5E&amp;diff=354267</id>
		<title>Vault Of Larin Karr 5E</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vault_Of_Larin_Karr_5E&amp;diff=354267"/>
		<updated>2019-02-28T16:15:20Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;CHARACTERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Chitzk0i) [https://www.dndbeyond.com/characters/7605486 Gilgoli Penlemmin] Wood Elf Rogue (Scout) 3 | HP 22/22&lt;br /&gt;
&lt;br /&gt;
(Olof Jönsson)&lt;br /&gt;
[https://www.dndbeyond.com/characters/7615340 Mauri Lifestrong Ukkonen] Goliath Cleric (War Domain) 3 | HP 18/18&lt;br /&gt;
&lt;br /&gt;
(Damian May)&lt;br /&gt;
[https://www.dndbeyond.com/characters/7913110 Mastema Nyol] Hill Dwarf Ranger (Hunter) 3 | HP 31/31&lt;br /&gt;
&lt;br /&gt;
(Medley)&lt;br /&gt;
[https://www.dndbeyond.com/characters/7612324 Canthos Turnbrook] Variant Human Warlock (Hexblade) 3 | HP 31/31 | Spell Slots L2 ⬛ ⬛&lt;br /&gt;
&lt;br /&gt;
(GetterBurai) &lt;br /&gt;
[https://forum.rpg.net/index.php?threads/d-d-5e-vault-of-larin-karr.839880/#post-22328899 &amp;quot;Galibain Poorfellow&amp;quot; (Takkash the Exile)] Hobgoblin Wizard (Divination) 3 | HP 21/21&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SETTING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vault of Larin Karr is a mini-campaign taking place in Quail Valley, an extensive river valley in the Starspire Mountains of Tethyr. Only sparsely settled on the riverbanks, this southern finger of the Wealdath is home to more than just animals... and deep underneath the forest yet more dangers lurk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The plan is for you to meet when you all respond to a request for aid from the local lord of one of the villages. I&#039;m mobile and his name escapes me at the moment, but the village is called Pembrose and it&#039;s the largest of the three villages of the valley, more of a small town. Everyone except Gilgoli will be recent arrivals to Quail Valley, probably by riverboat. You could either meet while waiting for the audience with the lord, or in the village itself; he lives in a manor a little ways outside.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=354065</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=354065"/>
		<updated>2019-02-27T02:25:57Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5 ([[exile_kings_vorodos_money|money]])&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
Please create your PC in D&amp;amp;D Beyond and link it here, for now.&lt;br /&gt;
&lt;br /&gt;
==Mounts &amp;amp; miscellany==&lt;br /&gt;
===Vorodos===&lt;br /&gt;
* &#039;&#039;&#039;On War Horse — Champion (359/540lb)&#039;&#039;&#039;: Me (167lb), Chain barding (80lb), Bit and bridle (2lb), Military saddle (30lb), Longbow (2lb), Quiver x 2 (4lb), saddlebags (8lb), water skin x 2 (10lb), rations x5 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mordig&#039;s Horse (94+/480lb)&#039;&#039;&#039;: Mordig, Bit and bridle (2lb), Riding saddle (25lb), Tent 2-person x1 (20lb), feed (3 days) (30lb), rations x3 (6lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Lanta&#039;s Horse (110+/480lb)&#039;&#039;&#039;: Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), big water skin x1 (40lbs), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Tereos&#039; Horse (70+/480lb)&#039;&#039;&#039;: Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Pack Horse (207/480lb)&#039;&#039;&#039;: pack saddle (15lb), saddlebags (8lb), Bedroll (7lb), 10 torches (10lb), Iron Rations x10 (20lb), 50ft hemp rope (10lb), Tent 2-person x1 (20lb), big water skin x1 (40lbs), Quiver (50 arrows) (5lb), Fine clothes (6lb), scroll of pedigree, blanket x2 (6lb), handaxe x2 (4lb), feed (6 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb)&lt;br /&gt;
&lt;br /&gt;
===Doriac===&lt;br /&gt;
&#039;&#039;&#039;[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&#039;&#039;&#039; (284/540 lb) (w/ Doriac (477 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riding Horse&#039;&#039;&#039; (242/480 lb) (w/ Doriac 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), rain catcher (5 lb), pitons (20) (5 lb), hammer (3 lb), grappling hook (4 lb), climbers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money and gems&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*283 GP in coins&amp;lt;br/&amp;gt;&lt;br /&gt;
*1400 GP in various gems&amp;lt;br/&amp;gt;&lt;br /&gt;
*100 GP gem held in bond&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sury Geles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Military Saddle (30 lb), scale barding, bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), explorers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hiram===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Warhorse, 60&#039;, 255/540 lbs &lt;br /&gt;
Bit, bridle, military saddle, saddlebags &lt;br /&gt;
Chain barding (AC 13) &lt;br /&gt;
Tent (2 person) &lt;br /&gt;
Healers Kit x10 &lt;br /&gt;
Silk Rope 50&#039; &lt;br /&gt;
Bedroll &lt;br /&gt;
Tinderbox &lt;br /&gt;
Mess Kit &lt;br /&gt;
10 sacks &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (10) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
* Labourour&#039;s Guild&lt;br /&gt;
** Perraveth &amp;quot;call me Perry&amp;quot; Brer, rotund guild leader&lt;br /&gt;
&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
* Coopertown, 15 miles west&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile radius&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile radius&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile radius&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile radius, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile radius, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, so completely Scouting a six mile hex requires 75 MP, or a little over three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=354064</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=354064"/>
		<updated>2019-02-27T02:25:29Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5 ([[exile_kings_vorodos_money|money]])&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
Please create your PC in D&amp;amp;D Beyond and link it here, for now.&lt;br /&gt;
&lt;br /&gt;
==Mounts &amp;amp; miscellany==&lt;br /&gt;
===Vorodos===&lt;br /&gt;
* &#039;&#039;&#039;On War Horse — Champion (359/540lb)&#039;&#039;&#039;: Me (167lb), Chain barding (80lb), Bit and bridle (2lb), Military saddle (30lb), Longbow (2lb), Quiver x 2 (4lb), saddlebags (8lb), water skin x 2 (10lb), rations x5 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mordig&#039;s Horse (94+/480lb)&#039;&#039;&#039;: Mordig, Bit and bridle (2lb), Riding saddle (25lb), Tent 2-person x1 (20lb), feed (3 days) (30lb), rations x3 (6lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Lanta&#039;s Horse (110+/480lb)&#039;&#039;&#039;: Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), big water skin x1 (40lbs), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Tereos&#039; Horse (70+/480lb)&#039;&#039;&#039;: Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Pack Horse (207/480lb)&#039;&#039;&#039;: pack saddle (15lb), saddlebags (8lb), Bedroll (7lb), 10 torches (10lb), Iron Rations x10 (20lb), 50ft hemp rope (10lb), Tent 2-person x1 (20lb), big water skin x1 (40lbs), Quiver (50 arrows) (5lb), Fine clothes (6lb), scroll of pedigree, blanket x2 (6lb), handaxe x2 (4lb), feed (6 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb)&lt;br /&gt;
&lt;br /&gt;
===Doriac===&lt;br /&gt;
&#039;&#039;&#039;[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&#039;&#039;&#039; (284/540 lb) (w/ Doriac (477 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riding Horse&#039;&#039;&#039; (242/480 lb) (w/ Doriac 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), rain catcher (5 lb), pitons (20) (5 lb), hammer (3 lb), grappling hook (4 lb), climbers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money and gems&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
283 GP in coins&amp;lt;br/&amp;gt;&lt;br /&gt;
1400 GP in various gems&amp;lt;br/&amp;gt;&lt;br /&gt;
100 GP gem held in bond&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sury Geles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Military Saddle (30 lb), scale barding, bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), explorers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hiram===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Warhorse, 60&#039;, 255/540 lbs &lt;br /&gt;
Bit, bridle, military saddle, saddlebags &lt;br /&gt;
Chain barding (AC 13) &lt;br /&gt;
Tent (2 person) &lt;br /&gt;
Healers Kit x10 &lt;br /&gt;
Silk Rope 50&#039; &lt;br /&gt;
Bedroll &lt;br /&gt;
Tinderbox &lt;br /&gt;
Mess Kit &lt;br /&gt;
10 sacks &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (10) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
* Labourour&#039;s Guild&lt;br /&gt;
** Perraveth &amp;quot;call me Perry&amp;quot; Brer, rotund guild leader&lt;br /&gt;
&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
* Coopertown, 15 miles west&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile radius&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile radius&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile radius&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile radius, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile radius, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, so completely Scouting a six mile hex requires 75 MP, or a little over three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=354034</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=354034"/>
		<updated>2019-02-26T17:46:55Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5 ([[exile_kings_vorodos_money|money]])&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
Please create your PC in D&amp;amp;D Beyond and link it here, for now.&lt;br /&gt;
&lt;br /&gt;
==Mounts &amp;amp; miscellany==&lt;br /&gt;
===Vorodos===&lt;br /&gt;
* &#039;&#039;&#039;On War Horse — Champion (359/540lb)&#039;&#039;&#039;: Me (167lb), Chain barding (80lb), Bit and bridle (2lb), Military saddle (30lb), Longbow (2lb), Quiver x 2 (4lb), saddlebags (8lb), water skin x 2 (10lb), rations x5 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Mordig&#039;s Horse (94+/480lb)&#039;&#039;&#039;: Mordig, Bit and bridle (2lb), Riding saddle (25lb), Tent 2-person x1 (20lb), feed (3 days) (30lb), rations x3 (6lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Lanta&#039;s Horse (110+/480lb)&#039;&#039;&#039;: Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), big water skin x1 (40lbs), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Tereos&#039; Horse (70+/480lb)&#039;&#039;&#039;: Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On Pack Horse (207/480lb)&#039;&#039;&#039;: pack saddle (15lb), saddlebags (8lb), Bedroll (7lb), 10 torches (10lb), Iron Rations x10 (20lb), 50ft hemp rope (10lb), Tent 2-person x1 (20lb), big water skin x1 (40lbs), Quiver (50 arrows) (5lb), Fine clothes (6lb), scroll of pedigree, blanket x2 (6lb), handaxe x2 (4lb), feed (6 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb)&lt;br /&gt;
&lt;br /&gt;
===Doriac===&lt;br /&gt;
&#039;&#039;[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&#039;&#039; (284/540 lb) (w/ Doriac (477 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Riding Horse&#039;&#039; (242/480 lb) (w/ Doriac 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), rain catcher (5 lb), pitons (20) (5 lb), hammer (3 lb), grappling hook (4 lb), climbers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sury Geles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War horse&#039;&#039; (359/540 lb) (w/ Geles 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Military Saddle (30 lb), scale barding, bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), explorers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
* Labourour&#039;s Guild&lt;br /&gt;
** Perraveth &amp;quot;call me Perry&amp;quot; Brer, rotund guild leader&lt;br /&gt;
&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
* Coopertown, 15 miles west&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile radius&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile radius&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile radius&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile radius, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile radius, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, so completely Scouting a six mile hex requires 75 MP, or a little over three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=353980</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=353980"/>
		<updated>2019-02-26T12:28:24Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Doriac */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5 ([[exile_kings_vorodos_money|money]])&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
Please create your PC in D&amp;amp;D Beyond and link it here, for now.&lt;br /&gt;
&lt;br /&gt;
==Mounts &amp;amp; miscellany==&lt;br /&gt;
===Vorodos===&lt;br /&gt;
&#039;&#039;On War Horse — Champion (359/540lb)&#039;&#039;:&lt;br /&gt;
Me (167lb), Chain barding (80lb), Bit and bridle (2lb), Military saddle (30lb), Longbow (2lb), Quiver x 2 (4lb), saddlebags (8lb), water skin x 2 (10lb), rations x5 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On Mordig&#039;s Horse (94+/480lb)&#039;&#039;:&lt;br /&gt;
Mordig, Bit and bridle (2lb), Riding saddle (25lb), Tent 2-person x1 (20lb), feed (3 days) (30lb), rations x3 (6lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On Lanta&#039;s Horse (110+/480lb)&#039;&#039;:&lt;br /&gt;
Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), big water skin x1 (40lbs), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On Tereos&#039; Horse (70+/480lb)&#039;&#039;:&lt;br /&gt;
Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On Pack Horse (207/480lb)&#039;&#039;:&lt;br /&gt;
pack saddle (15lb), saddlebags (8lb), Bedroll (7lb), 10 torches (10lb), Iron Rations x10 (20lb), 50ft hemp rope (10lb), Tent 2-person x1 (20lb), big water skin x1 (40lbs), Quiver (50 arrows) (5lb), Fine clothes (6lb), scroll of pedigree, blanket x2 (6lb), handaxe x2 (4lb), feed (6 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb)&lt;br /&gt;
&lt;br /&gt;
===Doriac===&lt;br /&gt;
&#039;&#039;[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&#039;&#039; (284/540 lb) (w/ Doriac (477 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Riding Horse&#039;&#039; (242/480 lb) (w/ Doriac 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
* Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (70 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), rain catcher (5 lb), pitons (20) (5 lb), hammer (3 lb), grappling hook (4 lb), climbers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
*Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
* Labourour&#039;s Guild&lt;br /&gt;
** Perraveth &amp;quot;call me Perry&amp;quot; Brer, rotund guild leader&lt;br /&gt;
&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
* Coopertown, 15 miles west&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile radius&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile radius&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile radius&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile radius, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile radius, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, so completely Scouting a six mile hex requires 75 MP, or a little over three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=353979</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=353979"/>
		<updated>2019-02-26T12:24:42Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5 ([[exile_kings_vorodos_money|money]])&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
Please create your PC in D&amp;amp;D Beyond and link it here, for now.&lt;br /&gt;
&lt;br /&gt;
==Mounts &amp;amp; miscellany==&lt;br /&gt;
===Vorodos===&lt;br /&gt;
&#039;&#039;On War Horse — Champion (359/540lb)&#039;&#039;:&lt;br /&gt;
Me (167lb), Chain barding (80lb), Bit and bridle (2lb), Military saddle (30lb), Longbow (2lb), Quiver x 2 (4lb), saddlebags (8lb), water skin x 2 (10lb), rations x5 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On Mordig&#039;s Horse (94+/480lb)&#039;&#039;:&lt;br /&gt;
Mordig, Bit and bridle (2lb), Riding saddle (25lb), Tent 2-person x1 (20lb), feed (3 days) (30lb), rations x3 (6lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On Lanta&#039;s Horse (110+/480lb)&#039;&#039;:&lt;br /&gt;
Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), big water skin x1 (40lbs), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On Tereos&#039; Horse (70+/480lb)&#039;&#039;:&lt;br /&gt;
Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On Pack Horse (207/480lb)&#039;&#039;:&lt;br /&gt;
pack saddle (15lb), saddlebags (8lb), Bedroll (7lb), 10 torches (10lb), Iron Rations x10 (20lb), 50ft hemp rope (10lb), Tent 2-person x1 (20lb), big water skin x1 (40lbs), Quiver (50 arrows) (5lb), Fine clothes (6lb), scroll of pedigree, blanket x2 (6lb), handaxe x2 (4lb), feed (6 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb)&lt;br /&gt;
&lt;br /&gt;
===Doriac===&lt;br /&gt;
&#039;&#039;[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&#039;&#039; (284/540 lb) (w/ Doriac (477 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Riding Horse&#039;&#039; (242/480 lb) (w/ Doriac 435 lb):&amp;lt;br/&amp;gt;&lt;br /&gt;
Riding Saddle (25 lb), bit &amp;amp; bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (70 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), rain catcher (5 lb), pitons (20) (5 lb), hammer (3 lb), grappling hook (4 lb), climbers&#039; kit (12 lb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Standard rations (3) (3/3 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
Iron rations (4) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
Feed (14) (30/30 days)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
* Labourour&#039;s Guild&lt;br /&gt;
** Perraveth &amp;quot;call me Perry&amp;quot; Brer, rotund guild leader&lt;br /&gt;
&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
* Coopertown, 15 miles west&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile radius&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile radius&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile radius&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile radius, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile radius, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, so completely Scouting a six mile hex requires 75 MP, or a little over three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=353545</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=353545"/>
		<updated>2019-02-22T07:48:03Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
Please create your PC in D&amp;amp;D Beyond and link it here, for now.&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
* Coopertown, 15 miles west&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile radius&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile radius&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile radius&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile radius, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile radius, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, so completely Scouting a six mile hex requires 75 MP, or a little over three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=353544</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=353544"/>
		<updated>2019-02-22T07:44:50Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
Please create your PC in D&amp;amp;D Beyond and link it here, for now.&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
===The Map===&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|left|Frontier Map]]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
* Coopertown, 15 miles west&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile radius&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile radius&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile radius&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile radius, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile radius, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, so completely Scouting a six mile hex requires 75 MP, or a little over three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=353543</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=353543"/>
		<updated>2019-02-22T07:44:25Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
Please create your PC in D&amp;amp;D Beyond and link it here, for now.&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
===The Map===&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|left|Frontier Map]&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
* Coopertown, 15 miles west&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile radius&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile radius&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile radius&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile radius, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile radius, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, so completely Scouting a six mile hex requires 75 MP, or a little over three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=353542</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=353542"/>
		<updated>2019-02-22T07:42:43Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner&lt;br /&gt;
:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod&lt;br /&gt;
:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix - a white raven&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
Please create your PC in D&amp;amp;D Beyond and link it here, for now.&lt;br /&gt;
&lt;br /&gt;
==Gazeteer==&lt;br /&gt;
=== The Hartmut Empire===&lt;br /&gt;
* Emperor Rouland II&lt;br /&gt;
* Empress Giberlin&lt;br /&gt;
* The Faith of Mithra, the state religeon&lt;br /&gt;
*  St. Santaphos, a Saint of Mithra&lt;br /&gt;
* Royal guilds, existed before the Empire rose&lt;br /&gt;
** Laborers Guild&lt;br /&gt;
**  The Warriors&#039; Guild&lt;br /&gt;
** Locksmith&#039;s Guild&lt;br /&gt;
** The Royal College of Magisters&lt;br /&gt;
&lt;br /&gt;
===White River===&lt;br /&gt;
&lt;br /&gt;
* NE Quadrant, middle-class homes&lt;br /&gt;
* SE Quadrant, merchants&lt;br /&gt;
* NW Quadrant, defender&#039;s keep, church of the faith&lt;br /&gt;
* SW Quadrant, cheap wooden houses, market&lt;br /&gt;
&lt;br /&gt;
* Good Graces, the ship we arrived on&lt;br /&gt;
* Bloody Mary, an Inn&lt;br /&gt;
** Jennell, a serving girl&lt;br /&gt;
* Snake &#039;n&#039; Jake&#039;s, an Inn for the poor&lt;br /&gt;
* The Royal College of Magisters&lt;br /&gt;
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself&lt;br /&gt;
** Hester of the White Ray, lives well outside town&lt;br /&gt;
* Defender&#039;s Keep, Lord Northumber&#039;s residence&lt;br /&gt;
** Lord Northumber, Defender of the Northern Realm&lt;br /&gt;
** King&#039;s Own Rangers&lt;br /&gt;
** Imperial Guard barracks&lt;br /&gt;
* Church of the Faith&lt;br /&gt;
** Jacobo, a Paladin of the faith&lt;br /&gt;
&lt;br /&gt;
* Constable Dunn&lt;br /&gt;
&lt;br /&gt;
Nearby Locations&lt;br /&gt;
* Coopertown, 15 miles west&lt;br /&gt;
* Cooper&#039;s Creek&lt;br /&gt;
* Hester&#039;s tower, 10 miles beyond Coopertown&lt;br /&gt;
* Dead forest, somewhere between Cooper&#039;s Creek and The White&lt;br /&gt;
* Eight Mile Road, runs 8-12 miles north of town&lt;br /&gt;
* Grasslands, to the east. Centaurs&lt;br /&gt;
* High King&#039;s Road, ancient road to the south&lt;br /&gt;
* The Cushing, a river to the north&lt;br /&gt;
* The Harden, a river to the south&lt;br /&gt;
* Harden Swamp, a swamp to the south&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile radius&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile radius&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile radius&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile radius, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile radius, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, so completely Scouting a six mile hex requires 75 MP, or a little over three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;br /&gt;
&lt;br /&gt;
==The Frontier==&lt;br /&gt;
[[File:Frontier map 21FEB19.png|200px|thumb|left|Map of known areas]]&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Frontier_map_21FEB19.png&amp;diff=353540</id>
		<title>File:Frontier map 21FEB19.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Frontier_map_21FEB19.png&amp;diff=353540"/>
		<updated>2019-02-22T07:37:55Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=353276</id>
		<title>Blank Sheet 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=353276"/>
		<updated>2019-02-20T02:14:40Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Blank Sheet 5e =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is for keeping track of characters as they develop throughout the game as well as setting elements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
These will grow with time. &lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
&lt;br /&gt;
The group travels by foot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stormraven - Jurai ===&lt;br /&gt;
&lt;br /&gt;
Hyperactive and taciturn. Long legs. May be a bit of a classist.&lt;br /&gt;
&lt;br /&gt;
Doesn&#039;t wear armor, carries around throwing knives.&lt;br /&gt;
&lt;br /&gt;
Defense: Knocks projectiles from the air.&lt;br /&gt;
&lt;br /&gt;
Healing: Has the ability to heal herself through will power or some sort of focus magic.&lt;br /&gt;
&lt;br /&gt;
Has some form of magic that focuses on the &#039;right&#039; form of things.&lt;br /&gt;
&lt;br /&gt;
Able to sense wrongness, maybe to locate a nexus.&lt;br /&gt;
&lt;br /&gt;
Able to push against Wrongness with her Will. ++&lt;br /&gt;
&lt;br /&gt;
Comes from Greywyld Forest, possibly from a Monastery / Convent.&lt;br /&gt;
&lt;br /&gt;
Worships the Goddess Emros&lt;br /&gt;
&lt;br /&gt;
Can make large leaps, as long as there&#039;s a place to land, but not more than 5 or 6 feet vertically.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Otherworlds. +&lt;br /&gt;
&lt;br /&gt;
=== Medley - Imica ===&lt;br /&gt;
&#039;&#039;&#039;Imica, CG Female Human Bard&#039;&#039;&#039; (College of Valor) 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 16 (+3) | DEX 14 (+2) | CON 14 (+2) | INT 11 (+0) | WIS 16 (+3) | CHA 10 (+0) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 31 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +2 &amp;lt;br/&amp;gt;&lt;br /&gt;
Proficiency: +2 | Hit dice: 4[d8+2] | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +3, Animal Handling +5*, Arcana +1, Athletics +5*, Deception +1, History +1, Insight +7**, Intimidation +1, Investigation +1, Medicine +4, Nature +1, Perception +7**, Performance +2*, Persuasion +1, Religion +1, Sleight of Hand +3, Stealth +3, Survival +4&amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient, ** = Expertise)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
STR +3 | DEX +4* | CON +2 | INT +0 | WIS +6* | CHA +0 &amp;lt;br/&amp;gt;&lt;br /&gt;
Advantage on checks against fear. &amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Longsword (+5, 1d8/1d10 + 3, Slashing, Versatile) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger (+5, 1d4 + 3, Piercing, 20/60, finesse, light, thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Studded Leather Armor (12 + DEX AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (+2 AC)&amp;lt;br/&amp;gt;&lt;br /&gt;
Memento brass bangles (+1 to Spell DC, advantage against fear) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Spellcasting: Three cantrips, seven known spells, ritual casting. Four first level and three second level slots.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bardic Inspiration: 3[1d6] &amp;lt;br/&amp;gt;&lt;br /&gt;
Jack of All Trades, Expertise (Insight, Perception) &amp;lt;br/&amp;gt;&lt;br /&gt;
Song of Rest: extra 1d6 for everyone who uses HD to recover HP&amp;lt;br/&amp;gt;&lt;br /&gt;
College of Valor: Combat Inspiration (add BI to damage or AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
Spell Attack: +5 &amp;lt;br/&amp;gt;&lt;br /&gt;
Spell DC: 14 &amp;lt;br/&amp;gt;&lt;br /&gt;
Cantrips: Vicious Mockery, Prestidigitation, Light &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 1 [4]: Faerie Fire, Animal Friendship, Sleep, Tasha&#039;s Hideous Laughter &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 2 [3]: Silence, Hold Person, Heat Metal &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from her equipment, Imica carries a fife, fiddle, lyre, backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, disguise kit, shovel, iron pot, common clothes, and a flask of a drink you&#039;ll regret. Has 10 GP.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; (self-proclaimed) Folk Hero (Custom: Animal Handling and Athletics, Sylvan and Elvish language proficiency) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rustic Hospitality - since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Proficiencies &amp;amp; Languages:&#039;&#039;&#039; Proficient with light and medium armor, shields, simple and martial weapons; has tool proficiencies with the fiddle, fife, and lyre. Is fluent in Common, Elvish, Halfling, and Sylvan.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Imica was born in a provincial town in the southlands, located in the wetlands where the Three Rivers meet the sea. She was raised by her grandparents on her father&#039;s side, who told her that her mother passed from illness when she was very young, with her father following shortly after from heartbreak. She spent her childhood working and poor until a minstrel came to town, from whom she bought her first instrument and learned how to play. Her grandparents passed soon after, upon which she began her travels, picking up certain tricks of the trade along the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
Personality traits: &amp;quot;I&#039;m ebullient and brilliant, and so are you&amp;quot; and &amp;quot;I&#039;ll respect a person, not a title.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Ideals: &amp;quot;Lords and the well-born have no right to look down on the common folk.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonds: &amp;quot;I don&#039;t have kin anymore, but I still have the common folk if they&#039;ll have me.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Flaws: &amp;quot;I&#039;m gregarious, sure,  but that&#039;s partly a shield. If they think I&#039;m already an open book, they won&#039;t read any closer.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hangs in the back. Chatty. &amp;lt;br/&amp;gt;&lt;br /&gt;
Basic camping skills, but prefers the comfort of civilization. &amp;lt;br/&amp;gt;&lt;br /&gt;
Defense: Leather Armor, Relies on Reflexes and dodging. &amp;lt;br/&amp;gt;&lt;br /&gt;
Offense: Rapier, Does not enjoy killing weak opponents, &amp;lt;br/&amp;gt;&lt;br /&gt;
Has: Calming music magic&amp;lt;br/&amp;gt;&lt;br /&gt;
Healing: Has music that aids rest and recovery.&amp;lt;br/&amp;gt;&lt;br /&gt;
Good at reading people (+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Very bad at persuading people (--)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gilgamesh - Keth ===&lt;br /&gt;
 --Character&lt;br /&gt;
     --Impatient&lt;br /&gt;
     --Likes dark ale and money&lt;br /&gt;
     --Likes Jurai, hates Denholm (sorry daftwager :) )&lt;br /&gt;
&lt;br /&gt;
Eye-sight/situational awareness (-)&lt;br /&gt;
&lt;br /&gt;
Defense: Relies on seeking cover and hiding (-)&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a hand crossbow&lt;br /&gt;
&lt;br /&gt;
Irritable, sour nature at least while injured. &lt;br /&gt;
&lt;br /&gt;
Searching/looting (-) &lt;br /&gt;
&lt;br /&gt;
=== Nyzelok - Rog ===&lt;br /&gt;
&lt;br /&gt;
Likes to be in the action. Looking for an honorable death in battle and worships the &amp;quot;old gods&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Offense: A club spiked with teeth from a large predator. &lt;br /&gt;
&lt;br /&gt;
Defense: A metal shield inscribed with runes and holy symbols. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== lorddaftwager - Denholm ===&lt;br /&gt;
&lt;br /&gt;
Easily distracted, flighty&lt;br /&gt;
&lt;br /&gt;
Social oblivious&lt;br /&gt;
&lt;br /&gt;
Alchemy +&lt;br /&gt;
&lt;br /&gt;
Identify (smells) --&lt;br /&gt;
&lt;br /&gt;
Investigation (Battle sites) -&lt;br /&gt;
&lt;br /&gt;
Magic (Attacking-Arcane Energy Blasts) +&lt;br /&gt;
&lt;br /&gt;
Magic (Detection magic) ++&lt;br /&gt;
&lt;br /&gt;
Medicine (physiology) ++&lt;br /&gt;
&lt;br /&gt;
Nature (Plants) &lt;br /&gt;
&lt;br /&gt;
Nature (Animals) --&lt;br /&gt;
&lt;br /&gt;
Persuasion -&lt;br /&gt;
&lt;br /&gt;
Spotting (assessing opponents weak points) -&lt;br /&gt;
&lt;br /&gt;
Defense: Hide behind allies&lt;br /&gt;
&lt;br /&gt;
Healing: Has healing salves, possibly herbal remedies.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1Cm7X5QP8zgtugADG-Ji_N1XYhJ10cL2l/view?usp=sharing Character Sheet]&lt;br /&gt;
&lt;br /&gt;
=== Classdunce - Faroth ===&lt;br /&gt;
&lt;br /&gt;
Androgynous. Much prefers civilization. Not outdoorsy. Short. &lt;br /&gt;
&lt;br /&gt;
Magical Shielding/Defense +++&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a Wand to channel invisible force blasts.&lt;br /&gt;
&lt;br /&gt;
Investigating (culture background) +&lt;br /&gt;
&lt;br /&gt;
Obfuscation Magic: -&lt;br /&gt;
&lt;br /&gt;
Healing Magic: --&lt;br /&gt;
&lt;br /&gt;
Magically Created Wind: +&lt;br /&gt;
&lt;br /&gt;
Arcane Blasts: -&lt;br /&gt;
&lt;br /&gt;
ddb.ac/characters/8911758/T1t5CD&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
===Religion==&lt;br /&gt;
There are Old Ones, god like figures of some sort. &lt;br /&gt;
&lt;br /&gt;
Canun- A wolf-headed god whose worshippers are cannibals. &lt;br /&gt;
&lt;br /&gt;
Emros- A Goddess.&lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
Predators with razor sharp teeth. &lt;br /&gt;
&lt;br /&gt;
The roads are at least somewhat dangerous. &lt;br /&gt;
&lt;br /&gt;
There is ale served in inns.&lt;br /&gt;
&lt;br /&gt;
Multiple gods exist or at least their names for being taken in vain.&lt;br /&gt;
&lt;br /&gt;
Kobish Silver- A nickel-copper alloy that looks like silver and is believed to be effective for killing certain supernatural creatures. Possibly also used by creatures that don&#039;t use iron.&lt;br /&gt;
&lt;br /&gt;
===Places===&lt;br /&gt;
&lt;br /&gt;
Carasee- The city the group is heading for. &lt;br /&gt;
&lt;br /&gt;
Greywyld Forest- A place with an abbey. &lt;br /&gt;
&lt;br /&gt;
Brindisi- A place ruled by Sorcerer Lords who enslave the people. Some people worship the wolf headed god Canun, who encourages cannibalism. Brindisi is rules by 5 Sorcerer Kings. Frynna the Black, Qapha the Red, Kvriss the Green, Varre the White and Orva the Blue.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
Things Magic Can Do:&lt;br /&gt;
-Put people to sleep&lt;br /&gt;
-Blast people&lt;br /&gt;
-Create magic shields&lt;br /&gt;
-Destroy a bridge (but this is very powerful magic)&lt;br /&gt;
-Minor healing&lt;br /&gt;
&lt;br /&gt;
== Starting preferences ==&lt;br /&gt;
@Stormraven - Soap Opera/Characterization, Defined Characters&lt;br /&gt;
@Medley- Slice of Life, Slight preference for Organic&lt;br /&gt;
@Gilgamesh- Street Level Heroics, No preference&lt;br /&gt;
@Nyzelok- Varied Challenges, Organic&lt;br /&gt;
@lorddaftwager- A conspiracy, Organic&lt;br /&gt;
@ClassDunce - Dialogue/interactions and Some Control over NPCs, Organic&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=353275</id>
		<title>Blank Sheet 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=353275"/>
		<updated>2019-02-20T01:54:57Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Blank Sheet 5e =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is for keeping track of characters as they develop throughout the game as well as setting elements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
These will grow with time. &lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
&lt;br /&gt;
The group travels by foot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stormraven - Jurai ===&lt;br /&gt;
&lt;br /&gt;
Hyperactive and taciturn. Long legs. May be a bit of a classist.&lt;br /&gt;
&lt;br /&gt;
Doesn&#039;t wear armor, carries around throwing knives.&lt;br /&gt;
&lt;br /&gt;
Defense: Knocks projectiles from the air.&lt;br /&gt;
&lt;br /&gt;
Healing: Has the ability to heal herself through will power or some sort of focus magic.&lt;br /&gt;
&lt;br /&gt;
Has some form of magic that focuses on the &#039;right&#039; form of things.&lt;br /&gt;
&lt;br /&gt;
Able to sense wrongness, maybe to locate a nexus.&lt;br /&gt;
&lt;br /&gt;
Able to push against Wrongness with her Will. ++&lt;br /&gt;
&lt;br /&gt;
Comes from Greywyld Forest, possibly from a Monastery / Convent.&lt;br /&gt;
&lt;br /&gt;
Worships the Goddess Emros&lt;br /&gt;
&lt;br /&gt;
Can make large leaps, as long as there&#039;s a place to land, but not more than 5 or 6 feet vertically.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Otherworlds. +&lt;br /&gt;
&lt;br /&gt;
=== Medley - Imica ===&lt;br /&gt;
&#039;&#039;&#039;Imica, CG Female Human Bard&#039;&#039;&#039; (College of Valor) 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 16 (+3) | DEX 14 (+2) | CON 14 (+2) | INT 11 (+0) | WIS 16 (+3) | CHA 10 (+0) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 31 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +2 &amp;lt;br/&amp;gt;&lt;br /&gt;
Proficiency: +2 | Hit dice: 4[d8+2] | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +3, Animal Handling +5*, Arcana +1, Athletics +5*, Deception +1, History +1, Insight +7**, Intimidation +1, Investigation +1, Medicine +4, Nature +1, Perception +7**, Performance +2*, Persuasion +1, Religion +1, Sleight of Hand +3, Stealth +3, Survival +4&amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient, ** = Expertise)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
STR +3 | DEX +4* | CON +2 | INT +0 | WIS +6* | CHA +0 &amp;lt;br/&amp;gt;&lt;br /&gt;
Advantage on checks against fear. &amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Longsword (+5, 1d8/1d10 + STR Slashing, Versatile) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger (+5, 1d4 + STR 20/60 Finesse, light, thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Studded Leather Armor (12 + DEX AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (+2 AC)&amp;lt;br/&amp;gt;&lt;br /&gt;
Memento brass bangles (+1 to Spell DC, advantage against fear) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Spellcasting: Three cantrips, seven known spells, ritual casting. Four first level and three second level slots.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bardic Inspiration: 3[1d6] &amp;lt;br/&amp;gt;&lt;br /&gt;
Jack of All Trades, Expertise (Insight, Perception) &amp;lt;br/&amp;gt;&lt;br /&gt;
Song of Rest: extra 1d6 for everyone who uses HD to recover HP&amp;lt;br/&amp;gt;&lt;br /&gt;
College of Valor: Combat Inspiration (add BI to damage or AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
Spell Attack: +5 &amp;lt;br/&amp;gt;&lt;br /&gt;
Spell DC: 14 &amp;lt;br/&amp;gt;&lt;br /&gt;
Cantrips: Vicious Mockery, Prestidigitation, Light &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 1 [4]: Faerie Fire, Animal Friendship, Sleep, Tasha&#039;s Hideous Laughter &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 2 [3]: Silence, Hold Person, Heat Metal &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from her equipment, Imica carries a fife, fiddle, lyre, backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, disguise kit, shovel, iron pot, common clothes, and a flask of a drink you&#039;ll regret. Has 10 GP.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; (self-proclaimed) Folk Hero (Custom: Animal Handling and Athletics, Sylvan and Elvish language proficiency) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rustic Hospitality - since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Proficiencies &amp;amp; Languages:&#039;&#039;&#039; Proficient with light and medium armor, shields, simple and martial weapons; has tool proficiencies with the fiddle, fife, and lyre. Is fluent in Common, Elvish, Halfling, and Sylvan.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Imica was born in a provincial town in the southlands, located in the wetlands where the Three Rivers meet the sea. She was raised by her grandparents on her father&#039;s side, who told her that her mother passed from illness when she was very young, with her father following shortly after from heartbreak. She spent her childhood working and poor until a minstrel came to town, from whom she bought her first instrument and learned how to play. Her grandparents passed soon after, upon which she began her travels, picking up certain tricks of the trade along the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
Personality traits: &amp;quot;I&#039;m ebullient and brilliant, and so are you&amp;quot; and &amp;quot;I&#039;ll respect a person, not a title.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Ideals: &amp;quot;Lords and the well-born have no right to look down on the common folk.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonds: &amp;quot;I don&#039;t have kin anymore, but I still have the common folk if they&#039;ll have me.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Flaws: &amp;quot;I&#039;m gregarious, sure,  but that&#039;s partly a shield. If they think I&#039;m already an open book, they won&#039;t read any closer.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hangs in the back. Chatty. &amp;lt;br/&amp;gt;&lt;br /&gt;
Basic camping skills, but prefers the comfort of civilization. &amp;lt;br/&amp;gt;&lt;br /&gt;
Defense: Leather Armor, Relies on Reflexes and dodging. &amp;lt;br/&amp;gt;&lt;br /&gt;
Offense: Rapier, Does not enjoy killing weak opponents, &amp;lt;br/&amp;gt;&lt;br /&gt;
Has: Calming music magic&amp;lt;br/&amp;gt;&lt;br /&gt;
Healing: Has music that aids rest and recovery.&amp;lt;br/&amp;gt;&lt;br /&gt;
Good at reading people (+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Very bad at persuading people (--)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gilgamesh - Keth ===&lt;br /&gt;
 --Character&lt;br /&gt;
     --Impatient&lt;br /&gt;
     --Likes dark ale and money&lt;br /&gt;
     --Likes Jurai, hates Denholm (sorry daftwager :) )&lt;br /&gt;
&lt;br /&gt;
Eye-sight/situational awareness (-)&lt;br /&gt;
&lt;br /&gt;
Defense: Relies on seeking cover and hiding (-)&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a hand crossbow&lt;br /&gt;
&lt;br /&gt;
Irritable, sour nature at least while injured. &lt;br /&gt;
&lt;br /&gt;
Searching/looting (-) &lt;br /&gt;
&lt;br /&gt;
=== Nyzelok - Rog ===&lt;br /&gt;
&lt;br /&gt;
Likes to be in the action. Looking for an honorable death in battle and worships the &amp;quot;old gods&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Offense: A club spiked with teeth from a large predator. &lt;br /&gt;
&lt;br /&gt;
Defense: A metal shield inscribed with runes and holy symbols. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== lorddaftwager - Denholm ===&lt;br /&gt;
&lt;br /&gt;
Easily distracted, flighty&lt;br /&gt;
&lt;br /&gt;
Social oblivious&lt;br /&gt;
&lt;br /&gt;
Alchemy +&lt;br /&gt;
&lt;br /&gt;
Identify (smells) --&lt;br /&gt;
&lt;br /&gt;
Investigation (Battle sites) -&lt;br /&gt;
&lt;br /&gt;
Magic (Attacking-Arcane Energy Blasts) +&lt;br /&gt;
&lt;br /&gt;
Magic (Detection magic) ++&lt;br /&gt;
&lt;br /&gt;
Medicine (physiology) ++&lt;br /&gt;
&lt;br /&gt;
Nature (Plants) &lt;br /&gt;
&lt;br /&gt;
Nature (Animals) --&lt;br /&gt;
&lt;br /&gt;
Persuasion -&lt;br /&gt;
&lt;br /&gt;
Spotting (assessing opponents weak points) -&lt;br /&gt;
&lt;br /&gt;
Defense: Hide behind allies&lt;br /&gt;
&lt;br /&gt;
Healing: Has healing salves, possibly herbal remedies.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1Cm7X5QP8zgtugADG-Ji_N1XYhJ10cL2l/view?usp=sharing Character Sheet]&lt;br /&gt;
&lt;br /&gt;
=== Classdunce - Faroth ===&lt;br /&gt;
&lt;br /&gt;
Androgynous. Much prefers civilization. Not outdoorsy. Short. &lt;br /&gt;
&lt;br /&gt;
Magical Shielding/Defense +++&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a Wand to channel invisible force blasts.&lt;br /&gt;
&lt;br /&gt;
Investigating (culture background) +&lt;br /&gt;
&lt;br /&gt;
Obfuscation Magic: -&lt;br /&gt;
&lt;br /&gt;
Healing Magic: --&lt;br /&gt;
&lt;br /&gt;
Magically Created Wind: +&lt;br /&gt;
&lt;br /&gt;
Arcane Blasts: -&lt;br /&gt;
&lt;br /&gt;
ddb.ac/characters/8911758/T1t5CD&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
===Religion==&lt;br /&gt;
There are Old Ones, god like figures of some sort. &lt;br /&gt;
&lt;br /&gt;
Canun- A wolf-headed god whose worshippers are cannibals. &lt;br /&gt;
&lt;br /&gt;
Emros- A Goddess.&lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
Predators with razor sharp teeth. &lt;br /&gt;
&lt;br /&gt;
The roads are at least somewhat dangerous. &lt;br /&gt;
&lt;br /&gt;
There is ale served in inns.&lt;br /&gt;
&lt;br /&gt;
Multiple gods exist or at least their names for being taken in vain.&lt;br /&gt;
&lt;br /&gt;
Kobish Silver- A nickel-copper alloy that looks like silver and is believed to be effective for killing certain supernatural creatures. Possibly also used by creatures that don&#039;t use iron.&lt;br /&gt;
&lt;br /&gt;
===Places===&lt;br /&gt;
&lt;br /&gt;
Carasee- The city the group is heading for. &lt;br /&gt;
&lt;br /&gt;
Greywyld Forest- A place with an abbey. &lt;br /&gt;
&lt;br /&gt;
Brindisi- A place ruled by Sorcerer Lords who enslave the people. Some people worship the wolf headed god Canun, who encourages cannibalism. Brindisi is rules by 5 Sorcerer Kings. Frynna the Black, Qapha the Red, Kvriss the Green, Varre the White and Orva the Blue.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
Things Magic Can Do:&lt;br /&gt;
-Put people to sleep&lt;br /&gt;
-Blast people&lt;br /&gt;
-Create magic shields&lt;br /&gt;
-Destroy a bridge (but this is very powerful magic)&lt;br /&gt;
-Minor healing&lt;br /&gt;
&lt;br /&gt;
== Starting preferences ==&lt;br /&gt;
@Stormraven - Soap Opera/Characterization, Defined Characters&lt;br /&gt;
@Medley- Slice of Life, Slight preference for Organic&lt;br /&gt;
@Gilgamesh- Street Level Heroics, No preference&lt;br /&gt;
@Nyzelok- Varied Challenges, Organic&lt;br /&gt;
@lorddaftwager- A conspiracy, Organic&lt;br /&gt;
@ClassDunce - Dialogue/interactions and Some Control over NPCs, Organic&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=353274</id>
		<title>Blank Sheet 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=353274"/>
		<updated>2019-02-20T01:53:55Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Blank Sheet 5e =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is for keeping track of characters as they develop throughout the game as well as setting elements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
These will grow with time. &lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
&lt;br /&gt;
The group travels by foot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stormraven - Jurai ===&lt;br /&gt;
&lt;br /&gt;
Hyperactive and taciturn. Long legs. May be a bit of a classist.&lt;br /&gt;
&lt;br /&gt;
Doesn&#039;t wear armor, carries around throwing knives.&lt;br /&gt;
&lt;br /&gt;
Defense: Knocks projectiles from the air.&lt;br /&gt;
&lt;br /&gt;
Healing: Has the ability to heal herself through will power or some sort of focus magic.&lt;br /&gt;
&lt;br /&gt;
Has some form of magic that focuses on the &#039;right&#039; form of things.&lt;br /&gt;
&lt;br /&gt;
Able to sense wrongness, maybe to locate a nexus.&lt;br /&gt;
&lt;br /&gt;
Able to push against Wrongness with her Will. ++&lt;br /&gt;
&lt;br /&gt;
Comes from Greywyld Forest, possibly from a Monastery / Convent.&lt;br /&gt;
&lt;br /&gt;
Worships the Goddess Emros&lt;br /&gt;
&lt;br /&gt;
Can make large leaps, as long as there&#039;s a place to land, but not more than 5 or 6 feet vertically.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Otherworlds. +&lt;br /&gt;
&lt;br /&gt;
=== Medley - Imica ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imica, CG Female Human Bard&#039;&#039;&#039; (College of Valor) 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 16 (+3) | DEX 14 (+2) | CON 14 (+2) | INT 11 (+0) | WIS 16 (+3) | CHA 10 (+0) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 31 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +2 &amp;lt;br/&amp;gt;&lt;br /&gt;
Proficiency: +2 | Hit dice: 4[d8+2] | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +3, Animal Handling +5*, Arcana +1, Athletics +5*, Deception +1, History +1, Insight +7**, Intimidation +1, Investigation +1, Medicine +4, Nature +1, Perception +7**, Performance +2*, Persuasion +1, Religion +1, Sleight of Hand +3, Stealth +3, Survival +4&amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient, ** = Expertise)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
STR +3 | DEX +4* | CON +2 | INT +0 | WIS +6* | CHA +0 &amp;lt;br/&amp;gt;&lt;br /&gt;
Advantage on checks against fear. &amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Longsword (+5, 1d8/1d10 + STR Slashing, Versatile) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger (+5, 1d4 + STR 20/60 Finesse, light, thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Studded Leather Armor (12 + DEX AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (+2 AC)&amp;lt;br/&amp;gt;&lt;br /&gt;
Memento brass bangles (+1 to Spell DC, advantage against fear) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Spellcasting: Three cantrips, seven known spells, ritual casting. Four first level and three second level slots.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bardic Inspiration: 3[1d6] &amp;lt;br/&amp;gt;&lt;br /&gt;
Jack of All Trades, Expertise (Insight, Perception) &amp;lt;br/&amp;gt;&lt;br /&gt;
Song of Rest: extra 1d6 for everyone who uses HD to recover HP&amp;lt;br/&amp;gt;&lt;br /&gt;
College of Valor: Combat Inspiration (add BI to damage or AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
Spell Attack: +5 &amp;lt;br/&amp;gt;&lt;br /&gt;
Spell DC: 14 &amp;lt;br/&amp;gt;&lt;br /&gt;
Cantrips: Vicious Mockery, Prestidigitation, Light &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 1 [4]: Faerie Fire, Animal Friendship, Sleep, Tasha&#039;s Hideous Laughter &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 2 [3]: Silence, Hold Person, Heat Metal &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from her equipment, Imica carries a fife, fiddle, lyre, backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, disguise kit, shovel, iron pot, common clothes, and a flask of a drink you&#039;ll regret. Has 10 GP.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; (self-proclaimed) Folk Hero (Custom: Animal Handling and Athletics, Sylvan and Elvish language proficiency) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rustic Hospitality - since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Proficiencies &amp;amp; Languages:&#039;&#039;&#039; Proficient with light and medium armor, shields, simple and martial weapons; has tool proficiencies with the fiddle, fife, and lyre. Is fluent in Common, Elvish, Halfling, and Sylvan.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Imica was born in a provincial town in the southlands, located in the wetlands where the Three Rivers meet the sea. She was raised by her grandparents on her father&#039;s side, who told her that her mother passed from illness when she was very young, with her father following shortly after from heartbreak. She spent her childhood working and poor until a minstrel came to town, from whom she bought her first instrument and learned how to play. Her grandparents passed soon after, upon which she began her travels, picking up certain tricks of the trade along the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
Personality traits: &amp;quot;I&#039;m ebullient and brilliant, and so are you&amp;quot; and &amp;quot;I&#039;ll respect a person, not a title.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Ideals: &amp;quot;Lords and the well-born have no right to look down on the common folk.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonds: &amp;quot;I don&#039;t have kin anymore, but I still have the common folk if they&#039;ll have me.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Flaws: &amp;quot;I&#039;m gregarious, sure,  but that&#039;s partly a shield. If they think I&#039;m already an open book, they won&#039;t read any closer.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hangs in the back. Chatty. &lt;br /&gt;
Basic camping skills, but prefers the comfort of civilization. &lt;br /&gt;
Defense: Leather Armor, Relies on Reflexes and dodging. &lt;br /&gt;
Offense: Rapier, Does not enjoy killing weak opponents, &lt;br /&gt;
Has: Calming music magic&lt;br /&gt;
Healing: Has music that aids rest and recovery.&lt;br /&gt;
Good at reading people (+)&lt;br /&gt;
Very bad at persuading people (--)&lt;br /&gt;
&lt;br /&gt;
=== Gilgamesh - Keth ===&lt;br /&gt;
 --Character&lt;br /&gt;
     --Impatient&lt;br /&gt;
     --Likes dark ale and money&lt;br /&gt;
     --Likes Jurai, hates Denholm (sorry daftwager :) )&lt;br /&gt;
&lt;br /&gt;
Eye-sight/situational awareness (-)&lt;br /&gt;
&lt;br /&gt;
Defense: Relies on seeking cover and hiding (-)&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a hand crossbow&lt;br /&gt;
&lt;br /&gt;
Irritable, sour nature at least while injured. &lt;br /&gt;
&lt;br /&gt;
Searching/looting (-) &lt;br /&gt;
&lt;br /&gt;
=== Nyzelok - Rog ===&lt;br /&gt;
&lt;br /&gt;
Likes to be in the action. Looking for an honorable death in battle and worships the &amp;quot;old gods&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Offense: A club spiked with teeth from a large predator. &lt;br /&gt;
&lt;br /&gt;
Defense: A metal shield inscribed with runes and holy symbols. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== lorddaftwager - Denholm ===&lt;br /&gt;
&lt;br /&gt;
Easily distracted, flighty&lt;br /&gt;
&lt;br /&gt;
Social oblivious&lt;br /&gt;
&lt;br /&gt;
Alchemy +&lt;br /&gt;
&lt;br /&gt;
Identify (smells) --&lt;br /&gt;
&lt;br /&gt;
Investigation (Battle sites) -&lt;br /&gt;
&lt;br /&gt;
Magic (Attacking-Arcane Energy Blasts) +&lt;br /&gt;
&lt;br /&gt;
Magic (Detection magic) ++&lt;br /&gt;
&lt;br /&gt;
Medicine (physiology) ++&lt;br /&gt;
&lt;br /&gt;
Nature (Plants) &lt;br /&gt;
&lt;br /&gt;
Nature (Animals) --&lt;br /&gt;
&lt;br /&gt;
Persuasion -&lt;br /&gt;
&lt;br /&gt;
Spotting (assessing opponents weak points) -&lt;br /&gt;
&lt;br /&gt;
Defense: Hide behind allies&lt;br /&gt;
&lt;br /&gt;
Healing: Has healing salves, possibly herbal remedies.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1Cm7X5QP8zgtugADG-Ji_N1XYhJ10cL2l/view?usp=sharing Character Sheet]&lt;br /&gt;
&lt;br /&gt;
=== Classdunce - Faroth ===&lt;br /&gt;
&lt;br /&gt;
Androgynous. Much prefers civilization. Not outdoorsy. Short. &lt;br /&gt;
&lt;br /&gt;
Magical Shielding/Defense +++&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a Wand to channel invisible force blasts.&lt;br /&gt;
&lt;br /&gt;
Investigating (culture background) +&lt;br /&gt;
&lt;br /&gt;
Obfuscation Magic: -&lt;br /&gt;
&lt;br /&gt;
Healing Magic: --&lt;br /&gt;
&lt;br /&gt;
Magically Created Wind: +&lt;br /&gt;
&lt;br /&gt;
Arcane Blasts: -&lt;br /&gt;
&lt;br /&gt;
ddb.ac/characters/8911758/T1t5CD&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
===Religion==&lt;br /&gt;
There are Old Ones, god like figures of some sort. &lt;br /&gt;
&lt;br /&gt;
Canun- A wolf-headed god whose worshippers are cannibals. &lt;br /&gt;
&lt;br /&gt;
Emros- A Goddess.&lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
Predators with razor sharp teeth. &lt;br /&gt;
&lt;br /&gt;
The roads are at least somewhat dangerous. &lt;br /&gt;
&lt;br /&gt;
There is ale served in inns.&lt;br /&gt;
&lt;br /&gt;
Multiple gods exist or at least their names for being taken in vain.&lt;br /&gt;
&lt;br /&gt;
Kobish Silver- A nickel-copper alloy that looks like silver and is believed to be effective for killing certain supernatural creatures. Possibly also used by creatures that don&#039;t use iron.&lt;br /&gt;
&lt;br /&gt;
===Places===&lt;br /&gt;
&lt;br /&gt;
Carasee- The city the group is heading for. &lt;br /&gt;
&lt;br /&gt;
Greywyld Forest- A place with an abbey. &lt;br /&gt;
&lt;br /&gt;
Brindisi- A place ruled by Sorcerer Lords who enslave the people. Some people worship the wolf headed god Canun, who encourages cannibalism. Brindisi is rules by 5 Sorcerer Kings. Frynna the Black, Qapha the Red, Kvriss the Green, Varre the White and Orva the Blue.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
Things Magic Can Do:&lt;br /&gt;
-Put people to sleep&lt;br /&gt;
-Blast people&lt;br /&gt;
-Create magic shields&lt;br /&gt;
-Destroy a bridge (but this is very powerful magic)&lt;br /&gt;
-Minor healing&lt;br /&gt;
&lt;br /&gt;
== Starting preferences ==&lt;br /&gt;
@Stormraven - Soap Opera/Characterization, Defined Characters&lt;br /&gt;
@Medley- Slice of Life, Slight preference for Organic&lt;br /&gt;
@Gilgamesh- Street Level Heroics, No preference&lt;br /&gt;
@Nyzelok- Varied Challenges, Organic&lt;br /&gt;
@lorddaftwager- A conspiracy, Organic&lt;br /&gt;
@ClassDunce - Dialogue/interactions and Some Control over NPCs, Organic&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=353273</id>
		<title>Blank Sheet 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blank_Sheet_5e&amp;diff=353273"/>
		<updated>2019-02-20T01:52:59Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Blank Sheet 5e =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is for keeping track of characters as they develop throughout the game as well as setting elements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
These will grow with time. &lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
&lt;br /&gt;
The group travels by foot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stormraven - Jurai ===&lt;br /&gt;
&lt;br /&gt;
Hyperactive and taciturn. Long legs. May be a bit of a classist.&lt;br /&gt;
&lt;br /&gt;
Doesn&#039;t wear armor, carries around throwing knives.&lt;br /&gt;
&lt;br /&gt;
Defense: Knocks projectiles from the air.&lt;br /&gt;
&lt;br /&gt;
Healing: Has the ability to heal herself through will power or some sort of focus magic.&lt;br /&gt;
&lt;br /&gt;
Has some form of magic that focuses on the &#039;right&#039; form of things.&lt;br /&gt;
&lt;br /&gt;
Able to sense wrongness, maybe to locate a nexus.&lt;br /&gt;
&lt;br /&gt;
Able to push against Wrongness with her Will. ++&lt;br /&gt;
&lt;br /&gt;
Comes from Greywyld Forest, possibly from a Monastery / Convent.&lt;br /&gt;
&lt;br /&gt;
Worships the Goddess Emros&lt;br /&gt;
&lt;br /&gt;
Can make large leaps, as long as there&#039;s a place to land, but not more than 5 or 6 feet vertically.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Otherworlds. +&lt;br /&gt;
&lt;br /&gt;
=== Medley - Imica ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imica, CG Female Human Bard&#039;&#039;&#039; (College of Valor) 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 16 (+3) | DEX 14 (+2) | CON 14 (+2) | INT 11 (+0) | WIS 16 (+3) | CHA 10 (+0) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 31 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +2 &amp;lt;br/&amp;gt;&lt;br /&gt;
Proficiency: +2 | Hit dice: 4[d8+2] | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +3, Animal Handling +5*, Arcana +1, Athletics +5*, Deception +1, History +1, Insight +7**, Intimidation +1, Investigation +1, Medicine +4, Nature +1, Perception +7**, Performance +2*, Persuasion +1, Religion +1, Sleight of Hand +3, Stealth +3, Survival +4&amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient, ** = Expertise)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
STR +3 | DEX +4* | CON +2 | INT +0 | WIS +6* | CHA +0 &amp;lt;br/&amp;gt;&lt;br /&gt;
Advantage on checks against fear. &amp;lt;br/&amp;gt;&lt;br /&gt;
(* = Proficient)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Longsword (+5, 1d8/1d10 + STR Slashing, Versatile) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger (+5, 1d4 + STR 20/60 Finesse, light, thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Studded Leather Armor (12 + DEX AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shield (+2 AC)&amp;lt;br/&amp;gt;&lt;br /&gt;
Memento brass bangles (+1 to Spell DC, advantage against fear) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Spellcasting: Three cantrips, seven known spells, ritual casting. Four first level and three second level slots.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bardic Inspiration: 3[1d6] &amp;lt;br/&amp;gt;&lt;br /&gt;
Jack of All Trades, Expertise (Insight, Perception) &amp;lt;br/&amp;gt;&lt;br /&gt;
Song of Rest: extra 1d6 for everyone who uses HD to recover HP&amp;lt;br/&amp;gt;&lt;br /&gt;
College of Valor: Combat Inspiration (add BI to damage or AC) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039;&lt;br /&gt;
Spell Attack: +5 &amp;lt;br/&amp;gt;&lt;br /&gt;
Spell DC: 14 &amp;lt;br/&amp;gt;&lt;br /&gt;
Cantrips: Vicious Mockery, Prestidigitation, Light &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 1 [4]: Faerie Fire, Animal Friendship, Sleep, Tasha&#039;s Hideous Laughter &amp;lt;br/&amp;gt;&lt;br /&gt;
Level 2 [3]: Silence, Hold Person, Heat Metal &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from her equipment, Imica carries a fife, fiddle, lyre, backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, disguise kit, shovel, iron pot, common clothes, and a flask of a drink you&#039;ll regret. Has 10 GP.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; (self-proclaimed) Folk Hero (Custom: Animal Handling and Athletics, Sylvan and Elvish language proficiency) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rustic Hospitality - since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Proficiencies &amp;amp; Languages:&#039;&#039;&#039; Proficient with light and medium armor, shields, simple and martial weapons; has tool proficiencies with the fiddle, fife, and lyre. Is fluent in Common, Elvish, Halfling, and Sylvan.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Imica was born in a provincial town in the southlands, located in the wetlands where the Three Rivers meet the sea. She was raised by her grandparents on her father&#039;s side, who told her that her mother passed from illness when she was very young, with her father following shortly after from heartbreak. She spent her childhood working and poor until a minstrel came to town, from whom she bought her first instrument and learned how to play. Her grandparents passed soon after, upon which she began her travels, picking up certain tricks of the trade along the way.&lt;br /&gt;
Personality traits: &amp;quot;I&#039;m ebullient and brilliant, and so are you&amp;quot; and &amp;quot;I&#039;ll respect a person, not a title.&amp;quot;&lt;br /&gt;
Ideals: &amp;quot;Lords and the well-born have no right to look down on the common folk.&amp;quot;&lt;br /&gt;
Bonds: &amp;quot;I don&#039;t have kin anymore, but I still have the common folk if they&#039;ll have me.&amp;quot;&lt;br /&gt;
Flaws: &amp;quot;I&#039;m gregarious, sure,  but that&#039;s partly a shield. If they think I&#039;m already an open book, they won&#039;t read any closer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hangs in the back. Chatty. &lt;br /&gt;
&lt;br /&gt;
Basic camping skills, but prefers the comfort of civilization. &lt;br /&gt;
&lt;br /&gt;
Defense: Leather Armor, Relies on Reflexes and dodging. &lt;br /&gt;
&lt;br /&gt;
Offense: Rapier, Does not enjoy killing weak opponents, &lt;br /&gt;
&lt;br /&gt;
Has: Calming music magic&lt;br /&gt;
&lt;br /&gt;
Healing: Has music that aids rest and recovery.&lt;br /&gt;
&lt;br /&gt;
Good at reading people (+)&lt;br /&gt;
&lt;br /&gt;
Very bad at persuading people (--)&lt;br /&gt;
&lt;br /&gt;
=== Gilgamesh - Keth ===&lt;br /&gt;
 --Character&lt;br /&gt;
     --Impatient&lt;br /&gt;
     --Likes dark ale and money&lt;br /&gt;
     --Likes Jurai, hates Denholm (sorry daftwager :) )&lt;br /&gt;
&lt;br /&gt;
Eye-sight/situational awareness (-)&lt;br /&gt;
&lt;br /&gt;
Defense: Relies on seeking cover and hiding (-)&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a hand crossbow&lt;br /&gt;
&lt;br /&gt;
Irritable, sour nature at least while injured. &lt;br /&gt;
&lt;br /&gt;
Searching/looting (-) &lt;br /&gt;
&lt;br /&gt;
=== Nyzelok - Rog ===&lt;br /&gt;
&lt;br /&gt;
Likes to be in the action. Looking for an honorable death in battle and worships the &amp;quot;old gods&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Offense: A club spiked with teeth from a large predator. &lt;br /&gt;
&lt;br /&gt;
Defense: A metal shield inscribed with runes and holy symbols. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== lorddaftwager - Denholm ===&lt;br /&gt;
&lt;br /&gt;
Easily distracted, flighty&lt;br /&gt;
&lt;br /&gt;
Social oblivious&lt;br /&gt;
&lt;br /&gt;
Alchemy +&lt;br /&gt;
&lt;br /&gt;
Identify (smells) --&lt;br /&gt;
&lt;br /&gt;
Investigation (Battle sites) -&lt;br /&gt;
&lt;br /&gt;
Magic (Attacking-Arcane Energy Blasts) +&lt;br /&gt;
&lt;br /&gt;
Magic (Detection magic) ++&lt;br /&gt;
&lt;br /&gt;
Medicine (physiology) ++&lt;br /&gt;
&lt;br /&gt;
Nature (Plants) &lt;br /&gt;
&lt;br /&gt;
Nature (Animals) --&lt;br /&gt;
&lt;br /&gt;
Persuasion -&lt;br /&gt;
&lt;br /&gt;
Spotting (assessing opponents weak points) -&lt;br /&gt;
&lt;br /&gt;
Defense: Hide behind allies&lt;br /&gt;
&lt;br /&gt;
Healing: Has healing salves, possibly herbal remedies.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1Cm7X5QP8zgtugADG-Ji_N1XYhJ10cL2l/view?usp=sharing Character Sheet]&lt;br /&gt;
&lt;br /&gt;
=== Classdunce - Faroth ===&lt;br /&gt;
&lt;br /&gt;
Androgynous. Much prefers civilization. Not outdoorsy. Short. &lt;br /&gt;
&lt;br /&gt;
Magical Shielding/Defense +++&lt;br /&gt;
&lt;br /&gt;
Offense: Uses a Wand to channel invisible force blasts.&lt;br /&gt;
&lt;br /&gt;
Investigating (culture background) +&lt;br /&gt;
&lt;br /&gt;
Obfuscation Magic: -&lt;br /&gt;
&lt;br /&gt;
Healing Magic: --&lt;br /&gt;
&lt;br /&gt;
Magically Created Wind: +&lt;br /&gt;
&lt;br /&gt;
Arcane Blasts: -&lt;br /&gt;
&lt;br /&gt;
ddb.ac/characters/8911758/T1t5CD&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
===Religion==&lt;br /&gt;
There are Old Ones, god like figures of some sort. &lt;br /&gt;
&lt;br /&gt;
Canun- A wolf-headed god whose worshippers are cannibals. &lt;br /&gt;
&lt;br /&gt;
Emros- A Goddess.&lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
Predators with razor sharp teeth. &lt;br /&gt;
&lt;br /&gt;
The roads are at least somewhat dangerous. &lt;br /&gt;
&lt;br /&gt;
There is ale served in inns.&lt;br /&gt;
&lt;br /&gt;
Multiple gods exist or at least their names for being taken in vain.&lt;br /&gt;
&lt;br /&gt;
Kobish Silver- A nickel-copper alloy that looks like silver and is believed to be effective for killing certain supernatural creatures. Possibly also used by creatures that don&#039;t use iron.&lt;br /&gt;
&lt;br /&gt;
===Places===&lt;br /&gt;
&lt;br /&gt;
Carasee- The city the group is heading for. &lt;br /&gt;
&lt;br /&gt;
Greywyld Forest- A place with an abbey. &lt;br /&gt;
&lt;br /&gt;
Brindisi- A place ruled by Sorcerer Lords who enslave the people. Some people worship the wolf headed god Canun, who encourages cannibalism. Brindisi is rules by 5 Sorcerer Kings. Frynna the Black, Qapha the Red, Kvriss the Green, Varre the White and Orva the Blue.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
Things Magic Can Do:&lt;br /&gt;
-Put people to sleep&lt;br /&gt;
-Blast people&lt;br /&gt;
-Create magic shields&lt;br /&gt;
-Destroy a bridge (but this is very powerful magic)&lt;br /&gt;
-Minor healing&lt;br /&gt;
&lt;br /&gt;
== Starting preferences ==&lt;br /&gt;
@Stormraven - Soap Opera/Characterization, Defined Characters&lt;br /&gt;
@Medley- Slice of Life, Slight preference for Organic&lt;br /&gt;
@Gilgamesh- Street Level Heroics, No preference&lt;br /&gt;
@Nyzelok- Varied Challenges, Organic&lt;br /&gt;
@lorddaftwager- A conspiracy, Organic&lt;br /&gt;
@ClassDunce - Dialogue/interactions and Some Control over NPCs, Organic&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353143</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353143"/>
		<updated>2019-02-18T23:30:28Z</updated>

		<summary type="html">&lt;p&gt;Medley: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;1 gp&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
--Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
--Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+8, 1d4+2, 19-20/x2, S or P, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+5, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny, with 500 more in the party coffers. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yona, Trickster===&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&lt;br /&gt;
A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--128 brightsilver&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
9 hps&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&lt;br /&gt;
Saves: Fort +3 Ref +2 Will +6&lt;br /&gt;
&lt;br /&gt;
Melee shortspear: +0; 1d6&lt;br /&gt;
Ranged: light crossbow: +1, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&lt;br /&gt;
&lt;br /&gt;
Special: Aura, Channel Energy 1d6&lt;br /&gt;
Domains: Glory, Sun&lt;br /&gt;
Spells : Level 0 (Orisons): 7 Level 1: 5+1&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&lt;br /&gt;
Domain spell: shield of faith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats(2):&lt;br /&gt;
Turn Undead (DC14)&lt;br /&gt;
Blazing Channel (undead failing turn save are on fire)&lt;br /&gt;
Armour/weapon profs : simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent:4/4&lt;br /&gt;
[Diplomacy 6: 1 ranks + 3 Cha + 3 class&lt;br /&gt;
[Heal 8 : 1 ranks + Wis + 4 class + 3&lt;br /&gt;
[Knowledge (Religion) 5 : +1 ranks + 1 Int + 3 class&lt;br /&gt;
[Sense Motive 8: + 1 ranks + 4 Wis + 3 class&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Habit of Protection (+4 Wis bonus)&lt;br /&gt;
Chain shirt , small wooden shield, short spear, light crossbow , bag of bolts&lt;br /&gt;
Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
*has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
&lt;br /&gt;
Glory Domain&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light,&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Domain&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light,&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=352928</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=352928"/>
		<updated>2019-02-16T18:11:22Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;1 gp&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch AC: 15) (Flatfooted: 12) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
--Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
--Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning)&lt;br /&gt;
Dagger +1 x6 (+7, 1d4+1, 19-20/x2, S or P, Light)&lt;br /&gt;
Dagger (m) x5 (+7, 1d4, 19-20/x2, S or P, Light)&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft)&lt;br /&gt;
Light mace (+5, 1d6, x2, B, Light)&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light)&lt;br /&gt;
Leather Armor (+2 AC | Max +6 DEX)&lt;br /&gt;
Shortsword x2 (+5, 1d6, 19-20/x2, P, Light)&lt;br /&gt;
Dagger x2 (+6, 1d4, 19-20/x2, S or P, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yona, Trickster===&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&lt;br /&gt;
A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Elvish, +1 unspecified&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
Shortbow  Longsword  Dagger Studded leather Buckler  Bard&#039;s kit  Winter kit  Entertainer&#039;s outfit  Traveler&#039;s outfit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message Prestidigation Dancing Lights Ghost Sound Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image Cure light wounds Summon monster I &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=352807</id>
		<title>All Exiles Say They Were Kings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=All_Exiles_Say_They_Were_Kings&amp;diff=352807"/>
		<updated>2019-02-15T01:27:27Z</updated>

		<summary type="html">&lt;p&gt;Medley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A 5e PbP game using extensive Wilderness and Hexcrawling house rules=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow | +10 | 1d8+5&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;retainers&#039;&#039;&#039;&lt;br /&gt;
:* Mordig&lt;br /&gt;
:* Lanta&lt;br /&gt;
:* Teros&lt;br /&gt;
: &#039;&#039;&#039;familiar&#039;&#039;&#039;&lt;br /&gt;
:* Nix&lt;br /&gt;
&lt;br /&gt;
[https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +5 | 1d10+5&lt;br /&gt;
&lt;br /&gt;
Please create your PC in D&amp;amp;D Beyond and link it here, for now.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Food and Drink===&lt;br /&gt;
PCs need to consume two pounds of food and eight pounds of water (one gallon) per day. All mounts, horse or mule, need to consume 10 pounds of food and 40 pounds of water (5 gallons) per day.&lt;br /&gt;
&lt;br /&gt;
Purchased food comes in two forms: standard rations and iron rations. Standard rations last for three days in the wilderness, one day underground. Iron rations last for 30 days in the wilderness, 10 days underground.&lt;br /&gt;
&lt;br /&gt;
Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*On day 1, the PC needs to pass a DC 5 Constitution save&lt;br /&gt;
*On days 2-4, the PC needs to pass a DC 10 Con save&lt;br /&gt;
*On days 5-7, the PC needs to pass a DC 15 Con save&lt;br /&gt;
*On days 8+, the PC needs to pass a DC 20 Con save&lt;br /&gt;
&lt;br /&gt;
PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick.&lt;br /&gt;
&lt;br /&gt;
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance.&lt;br /&gt;
*1% chance on day 1&lt;br /&gt;
*2% chance on day 2&lt;br /&gt;
*4% chance on day 3&lt;br /&gt;
*8% chance on day 4&lt;br /&gt;
*16% chance on day 5&lt;br /&gt;
*32% chance on day 6+&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
A PC who is Sick suffers one level of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
Once a PC is Sick, the DM rolls 1d4 to determine number of days sick.&lt;br /&gt;
&lt;br /&gt;
A PC with a Healer’s Kit can make a Wisdom (Medicine) check to reduce the duration of a Sick PC.  Whether successful or not, making the check counts as one use of the Kit.  A successful check means that the PC is no longer Sick after the next Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Heat:&lt;br /&gt;
Whenever the temperature is 80-99 degrees F, PCs exposed to the heat must drink double the normal amount of water per day (two gallons instead of one). After one hour of not drinking water, PCs must make Con saving throws as per the Extreme Heat rule (see below).&lt;br /&gt;
&lt;br /&gt;
Extreme Heat:&lt;br /&gt;
When the temperature is at or above 100 degrees Fahrenheit, PCs exposed to the heat, even if drinking double rations of water, must succeed on a Con saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. PCs wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Not drinking double rations of water in Extreme Heat causes an automatic gain of one level of Exhaustion every four hours.&lt;br /&gt;
&lt;br /&gt;
Cold:&lt;br /&gt;
Whenever the temperature is 33-59 degrees F, PCs exposed to the cold must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear (thick coats, gloves, and the like) or sleeping in bedrolls automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Extreme Cold:&lt;br /&gt;
Whenever the temperature is at or below 32 degrees F, a creature exposed to the cold must succeed on a DC 20 Con saving throw at the end of each hour or gain one level of exhaustion. PCs wearing cold weather gear or sleeping in bedrolls must succeed on a DC 10 Con saving throw at the end of each hour. PCs in a bedroll and in a tent/shelter automatically succeed on the saving throw.&lt;br /&gt;
&lt;br /&gt;
Precipitation:&lt;br /&gt;
If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.&lt;br /&gt;
&lt;br /&gt;
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
===Resting and Sleep===&lt;br /&gt;
====Long Rests====&lt;br /&gt;
PCs need to take one long rest per 24-hour day.&lt;br /&gt;
&lt;br /&gt;
At the end of a long rest in the wilderness, expended class abilities are not restored automatically. Instead, each player rolls 2d6:&lt;br /&gt;
*2-5: None of the character’s expended abilities are restored.&lt;br /&gt;
*6-8: Half of the character’s expended abilities are restored.&lt;br /&gt;
*9-10: Three quarters of the character’s expended abilities are restored.&lt;br /&gt;
*11-12: All the character’s expended abilities are restored.&lt;br /&gt;
&lt;br /&gt;
Expended abilities include number of spell slots used, number of rages used, number of invocations used, number of Action Surges used, and so on. Round down if required. The player decides which abilities are recovered.&lt;br /&gt;
&lt;br /&gt;
At the end of every 24-hour period, if a PC has failed to take a long rest, they must succeed on a DC 10 Constitution save or suffer one level of Exhaustion. Subsequent 24-hour periods without a long rest increase the DC by 5 per day.&lt;br /&gt;
&lt;br /&gt;
Sleeping in light armor has no adverse effect on the wearer; sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.&lt;br /&gt;
&lt;br /&gt;
When a PC finishes a long rest while sleeping in medium or heavy armor, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level.&lt;br /&gt;
&lt;br /&gt;
====Short Rests====&lt;br /&gt;
PCs cannot recover hit points at the end of a short rest without expending one use of a Healer’s Kit.&lt;br /&gt;
&lt;br /&gt;
===Movement and other Actions===&lt;br /&gt;
Making the assumptions that:&lt;br /&gt;
*The travel day is eight hours&lt;br /&gt;
*The party is moving at Normal Travel Pace&lt;br /&gt;
&lt;br /&gt;
Each PC gets 24 Movement Points (MP) per day. &lt;br /&gt;
&lt;br /&gt;
PCs can spend MP in the following ways:&lt;br /&gt;
*Move – Spend 1 MP to move one mile&lt;br /&gt;
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile radius&lt;br /&gt;
*Foraging while moving – Spend 1 MP to move one mile and forage as you go&lt;br /&gt;
*Hunting – Spend 3 MP to hunt for one hour, within a one mile radius&lt;br /&gt;
*Fishing – Spend 3 MP to fish for one hour&lt;br /&gt;
*Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats&lt;br /&gt;
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels&lt;br /&gt;
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night&lt;br /&gt;
*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination&lt;br /&gt;
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party&lt;br /&gt;
*Scouting – Spend 3 MP to reveal any hidden features within a one mile radius&lt;br /&gt;
*Tracking – Spend 1 MP to find a trail to track&lt;br /&gt;
&lt;br /&gt;
====Descriptions of MP actions====&lt;br /&gt;
*Foraging in place allows a PC to roam within a one mile radius, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs.&lt;br /&gt;
*Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs.&lt;br /&gt;
*Hunting allows a PC to roam within a one mile radius, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food &amp;amp; Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).&lt;br /&gt;
*Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.&lt;br /&gt;
*Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).&lt;br /&gt;
*Navigating – As per the standard 5e rules.&lt;br /&gt;
*Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.&lt;br /&gt;
*Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, so completely Scouting a six mile hex requires 75 MP, or a little over three days. There are obscure features in some hexes that will only be discovered by Scouting.&lt;br /&gt;
*Tracking – As per the standard 5e rules.&lt;br /&gt;
&lt;br /&gt;
===Banned spells===&lt;br /&gt;
The following spells have been removed from play or altered:&lt;br /&gt;
*Create Food and Water&lt;br /&gt;
*Create or Destroy Water is now Destroy Water&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Heroes’ Feast&lt;br /&gt;
*Leomund&#039;s Tiny Hut&lt;br /&gt;
*Magnificent Mansion&lt;br /&gt;
*Purify Food and Drink&lt;/div&gt;</summary>
		<author><name>Medley</name></author>
	</entry>
</feed>